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Camera and Rotation Issues

Archive: 12 posts


I've got a round object that the player rides with a camera (3D style) attached to it. The problem I'm having is keeping the camera from losing track of the player. Currently I've got it connected to the round object, but if the object bumps into something, the object's angle shifts which then messes up the camera. I want the object to stay vertical at all times no matter what it hits. I tired playing with the gyroscope, but that didn't seem to fix it.

Also, I'm not sure if I fully understand the 3D camera style, but I want to have the object more visible on screen. Currently it only shows the bottom half of the object and I'd like to be able to see at least a little more.

Finally, is there a way to have the cameras only activate when the player is in the controlinator seat? I tried the most obvious of linking a chip with the cameras to the active option on the controlinator, but they were still going off when just standing near them.

Thank you in advance for your time and help.
2011-06-11 23:12:00

Author:
Unknown User


To stop the camera "freaking out" (as I like to say) you need to mount the camera on a piece of holo material, that follows you about

For more info:-

https://lbpcentral.lbp-hub.com/index.php?t=52352-How-to-create-a-Glitch-3D-Camera-The-Complete-Guide-Update
2011-06-11 23:24:00

Author:
ballisticola
Posts: 157


I did the holo follow thing first but it kept losing track of my player if I moved too quickly and then the camera snaps to normal view unless I can find the lost camera again. I'll try fiddling with it more though.2011-06-11 23:32:00

Author:
Unknown User


I get you...you've got the follower on 100% and 100 speed, but it loses you sometimes. I've had that and you pretty much can't be helped...BUT if you have the holo with the camera and the thing the controlinator is on, in the same position (pointing in the same direction), you can attach the two together with a piece of elastic or string, so it can't be lost. Might work, never tried it 2011-06-12 00:12:00

Author:
ballisticola
Posts: 157


And up the follower range a lot too.2011-06-12 00:19:00

Author:
Weretigr
Posts: 2105


Oh yeah, that too Although, if the other thing works, it might not matter I just fear the elastic will just explode under pressure.2011-06-12 00:40:00

Author:
ballisticola
Posts: 157


If you are losing the camera that is because it moving outside the maximum range of your follower. You should make the maximum range as big as it can go since, obviously, you don't want to lose the camera. The minimum range should be set to your liking. When the player is inside the minimum range the camera will stay in one place. The camera only moves while you are in the space between the outer edge of the minimum range and the outer edge of the maximum range.2011-06-12 01:54:00

Author:
anthman852
Posts: 66


I swear I saw a video of a 3D perspective where the sackboy or what looked like one, was walking properly on the 'floor'. This wasn't a FPS style with some hands sticking out but a whole sackboy. Any info on how to turn the sackperson?

Thank you for all your help so far ^_^
2011-06-12 05:57:00

Author:
Unknown User


God, I hope that's true Sackboy walking in 3D!!! I bet it was just someone who made a Sackboy shape 2011-06-12 16:00:00

Author:
ballisticola
Posts: 157


I'm using the top down method of camera mentioned first in that topic listed earlier. I'm not in heavy need of turning or anything. I started a new level to get a fresh view on my project, made the camera exactly as I had before, same follower, but for some reason now the camera is pulling waaaaaaay farther back so my sackperson keeps dying as soon as they spawn, counting as out of camera range. I'm not sure if its the camera that isn't working right or the follower, although at the start they are all set up together so it can't have lost track as the level starts.

When it says to build on the first layer, is that layer closest to the screen or closest to the background?
2011-06-12 22:52:00

Author:
Unknown User


Closest to the screen and you need to be 32 Big blocks from the ground 2011-06-13 00:16:00

Author:
ballisticola
Posts: 157


Yeah I've got all that. Very confused as to why the camera is acting different now. Guess I'll rebuild it. Thanks again!2011-06-13 01:12:00

Author:
Unknown User


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