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Top down mech legs going wild on me
Archive: 13 posts
Hi all I was wondering if someone could help me with a dilemma i am having. I am building a mech from top down view for a level i am working on and want it's legs to move in and out as if it was walking. At the moment i am using a piston but every time i spin the mech around the pistons and legs go out to the side then retract slowly once i stop turning the mech around. I have tried using different materials and gravity tweakers set to 100 and 40 and 0. I have made models with moving parts using pistons before but none of them are controlled by players or are able to rotate in a 360 motion very fast so have never had this problem. Here are some pics that show the crazy legs in action. Normal legs work fine moving in and out http://i1.lbp.me/img/ft/b91683e2168cea6dd324fcf1b66cc77a3a7d1116.jpg Turn the mech around and its the crazy leg dance. The more you keep turning the further apart the legs go. http://i1.lbp.me/img/ft/d911a087498ba8207aa9440c259aabe1b935a6ff.jpg Can anybody help me with this. | 2011-06-24 19:37:00 Author: Lordwarblade Posts: 761 |
I've had similar experiences with pistons.. Some objects in the game just don't behave quite the way they should. Followers might be more reliable. You'll have to play with the speeds to make it look natural - more so than just using a piston - but the end result should turn out better. You could use two tags per leg and selectors to alternate between them. the tricky part will probably be getting them to rotate properly along with the bot. | 2011-06-24 20:52:00 Author: shane_danger Posts: 283 |
I like this idea though i have had some trouble with some custom weapons that used followers and rotating. If i can't get those **** pistons to work i will have to try this out. Thanks shane_danger | 2011-06-24 21:00:00 Author: Lordwarblade Posts: 761 |
Since these are legs moving in opposite direction of one another, you may want to consider using a bar of holo, bolted to a leg on each side and connected to the body with a wobble bolt.I know you cannot use gyros to keep the legs pointed forward here, so maybe use two of these bars. | 2011-06-24 21:22:00 Author: Antikris Posts: 1340 |
Thats actually an interesting idea Stellakris i will have to try this out and see what happens. | 2011-06-24 21:25:00 Author: Lordwarblade Posts: 761 |
The method I'm currently using is working brilliantly. It's using a gun that can reposition around the player (to show difference between hip and aimed fire), and will work with the legs for your mech as well.It's simple, just tags and followers, and also doesn't have any lag between the unit moving and the gun/legs moving with it. If you haven't found a solution, add me and I can show you how I did it. | 2011-06-25 07:28:00 Author: SSTAGG1 Posts: 1136 |
The method I'm currently using is working brilliantly. It's using a gun that can reposition around the player (to show difference between hip and aimed fire), and will work with the legs for your mech as well.It's simple, just tags and followers, and also doesn't have any lag between the unit moving and the gun/legs moving with it. If you haven't found a solution, add me and I can show you how I did it. Normally I would recommend a follower, too, but there are two problems with this situation: the mech can rotate and so should its legs, and possibly the mech moves fast and the legs have a lot of catching up to do (looks silly, unless you play some dubstep music with it). | 2011-06-25 16:23:00 Author: Antikris Posts: 1340 |
The method I'm currently using is working brilliantly. It's using a gun that can reposition around the player (to show difference between hip and aimed fire), and will work with the legs for your mech as well.It's simple, just tags and followers, and also doesn't have any lag between the unit moving and the gun/legs moving with it. This may work. I have used followers for many different things lately like weapons that follow a character and so forth. These are all ideas i hadn't thought of for legs before so i will deffinatley be trying them. I have just made a top down sabre tooth Guineapig (Not sure how to spell it) for a medievil level i am making also. I have managed to make its legs move using pistons like the mech and it seems to work. I think this is because unlike the mech it has to turn around in an arc to change the way it faces which works perfectly. Unfortunatley if i do the same with the mech i can't have it swap side to side and turn fast to shoot oncoming targets quickly from all angles. I will try some of these ideas and see what happens. If none of them work righ i shall have to make the mech turn slower and in an arc movement. It will still work but will be less responsive to enemies sneaking up on it. | 2011-06-25 21:02:00 Author: Lordwarblade Posts: 761 |
I have managed to fix my problem by using a wobble bolt on the feg section to make it look like it sort of walks. It's not perfect but easy on thermo and does the job. I have also made the top half of the mech seperate to the leg section and it uses a follower tag to follow the legs as if joined together. Doing this i am able to make different tops that can be changed in game. Here are some pics showing the two parts. Thanks for everyone that helped me out as its all these different ideas that helped me create the mech how he is now and better than before. http://www.lbpcentral.com/forums/attachment.php?attachmentid=35284 http://www.lbpcentral.com/forums/attachment.php?attachmentid=35285 | 2011-06-27 22:26:00 Author: Lordwarblade Posts: 761 |
The problem with pistons is their strength is dependent on the mass of the objects they connect. Usually a weak piston can be cured by increasing the mass of the the objects on one end or the other (you would probably have better luck increasing the mass of the body rather than the legs in this case). | 2011-06-28 08:10:00 Author: Sehven Posts: 2188 |
Ahh didn't reaise that. I may try out a few things with different mass then. Thanks. | 2011-06-28 08:43:00 Author: Lordwarblade Posts: 761 |
Would love to see this in action. I think I can picture the work around. And to be honest sounds like it has opened up a huge potential to customise the Mech. Also you would be able to turn and fire in a different direction so much easier this way! But I do so love the idea of a Mech doing Crazy Legs... Kids ask your parents. | 2011-06-28 09:20:00 Author: Mr_Fusion Posts: 1799 |
yeah its very good for customisation as i found i can set 4 differen't tops to 4 buttons and when pressed the one your using will disapear and another will appear. Mighht not use it that way but thats what i could do. The legs look weird though on their own but if the camera is zoomed far enough it doesn't look to bad. | 2011-06-28 20:00:00 Author: Lordwarblade Posts: 761 |
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