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#1

Quick Question on Multiplayer Cameras.

Archive: 11 posts


Can you have 2 seperate movie cameras? ie one per player?

The reason I ask, is because I'm creating a 2 player level. In this level there are 2 controllinators. When I use game cameras (which are activate by the controllinator) in this situation, I have to have them zoomed quite far out in order for them to view the area that I want them to view, but with movie cameras, I can zoom in a little closer, so it looks a bit nicer.
2011-06-08 10:38:00

Author:
Ali_Star
Posts: 4085


No. I needed this setup for level of mine because of the flatness option in movie cameras' tweak menu, but you can't. =(2011-06-08 23:28:00

Author:
Xaif
Posts: 365


No. I needed this setup for level of mine because of the flatness option in movie cameras' tweak menu, but you can't. =(

Darn. Just to confirm though.... you CAN use normal game cameras?
2011-06-09 07:18:00

Author:
Ali_Star
Posts: 4085


Yes. As long as the feed into the game camera carries player data (using the active output from the controlinator) the game camera will follow that person. But the game camera doesn't have anywhere near the same features as the movie camera, and is very annoying!2011-06-09 22:12:00

Author:
Xaif
Posts: 365


Yes. As long as the feed into the game camera carries player data (using the active output from the controlinator) the game camera will follow that person. But the game camera doesn't have anywhere near the same features as the movie camera, and is very annoying!

Thanks for your help.

Well, I've tested it all and it works fine with regular game cameras. It's a shame I can't use movie cameras. Like you, flatness would have been nice in my case, but it's no major loss.

BTW, I was reading an old thread about someone having some difficulty with movie cameras on controlinators, how that when he exits the controlinator, the camera stays on. Someone suggested you could make the camera skip-able, and link the 'O' button to the controlinator exit.... but that's no good if you only want them to exit the controlinator at a certain point, or when they've completed what you want them to do. I don't know if anyone else has found a solution, but I've found one:

If you put the camera on a sequencer, on the 2nd stripe and have the sequencer set to incremental, have a counter (set to the number of stripes in your sequencer - 3 is a good amount) (resettable if you want to re-enter it), have an OR gate attached to that sequencer. Have the controlinator output send a pulse (resettable counter set to 1) to the OR gate, and have the "controlinator exiting action" also send out a pulse to the OR gate. Works a treat.
2011-06-10 10:47:00

Author:
Ali_Star
Posts: 4085


BTW, I was reading an old thread about someone having some difficulty with movie cameras on controlinators, how that when he exits the controlinator, the camera stays on.

Only with movie cameras that are set to infinite hold time. A difference between an ordinary game cam and movie cam is that the wired game cam stays active as long as it is being fed a signal and a wired movie cam will remain active for its hold time.

You can reset the cam by wiring an 'disengage' signal (i.e. the Active output of a controlinator led throught a NOT gate) to a copy of the cam, set to 0s hold time (and transition time).
2011-06-10 13:37:00

Author:
Antikris
Posts: 1340


Only with movie cameras that are set to infinite hold time. A difference between an ordinary game cam and movie cam is that the wired game cam stays active as long as it is being fed a signal and a wired movie cam will remain active for its hold time.

You can reset the cam by wiring an 'disengage' signal (i.e. the Active output of a controlinator led throught a NOT gate) to a copy of the cam, set to 0s hold time (and transition time).

Aye, in my situation, the hold time was set to infinite.

Your method seems alright. It's good that there's more than one method to do it (I'm sure there will be others too). I still prefer my method though
2011-06-10 17:20:00

Author:
Ali_Star
Posts: 4085


My problem seems similar to tat of the first person; but it might not be.

I have a comptetive level, and iwant each player to be controlling their own machine. Thee machines are offscreen and they mkve alot, so a seperqte movie camera is needed. Is there any way to make it so that mu,tiple cameras are activated at once bot only one is actually used per player?
2011-06-13 02:13:00

Author:
Unknown User


My problem seems similar to tat of the first person; but it might not be.

I have a comptetive level, and iwant each player to be controlling their own machine. Thee machines are offscreen and they mkve alot, so a seperqte movie camera is needed. Is there any way to make it so that mu,tiple cameras are activated at once bot only one is actually used per player?

Don't totally understand what you mean, proof read before posting?

Movie camera: The most recent one to be activated will be viewed by ALL players in the level.

Game camera: These only affect the player they're applicable to, by the player either being in its detection radius or having a wire connecting to the camera containing player data.
2011-06-13 11:49:00

Author:
Xaif
Posts: 365


then, less likely, is it possible to have a game camera and a movie camera, so that there is one movie camera for everyone and each person has their own game camera?2011-06-13 20:21:00

Author:
Unknown User


Yes, you can have as many cameras of different varieties as you like. While the movie camera is active, it will override any active game camera. So you can't have 3 people watch a movie camera while the other player watches their own game camera, everyone will be forced to watch the movie camera.2011-06-14 00:29:00

Author:
Xaif
Posts: 365


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