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How: top down walking

Archive: 12 posts


I was trying to create a walking effect on my top down character earlier.

Surprisingly, due to issues with pistons, i found this is difficult to achieve.
I started out by doing the obvious; I used pistons with the appropriate syncs connected to either leg so it would create a walking effect when the player moves.
However when i tried to rotate the pistons extended passed their set limit, to the point they left the camera.
To solve this I tried using my collidable holo trick so i can create an invisible boundary for the legs to be contained in. On top of that i added another piston facing the opposite direction with an opposite sync of the one below it. So one piston pushing the leg forward while the other one pulls and vice verse.
Even after that, when i rotated the character the legs actually penetrated the solid material and extended out of control.

I then tried using followers to move the legs. I did this by creating 2 points with tags and having them activated separately to create a walking effect. ( point a forward, point b backward, then a again for forward.)
But since i needed the follower to be at max speed and accel to keep up the the players lower body, when it walked it was very jaggered and so quick it looked like a top down for a pokemon game; Which is not what i want.

So basically i want to know if anyone knows of a way to get a smooth, bug-less waking effect in top down view. The rotating in my lvl is not fast, even the slowest rotation causes it to extend out of control. It seems to be stronger then any force a counter it with
2011-07-08 06:09:00

Author:
ShadowTyphoon
Posts: 80


IMO, just add a walking sound. It'll create the impression of walking without really having to do anything. It's what I've done, and seems to work fine.2011-07-08 06:45:00

Author:
SSTAGG1
Posts: 1136


Hmmm... I'm guessing this is a mech?

Lordwarblade posted a similar issue about crazylegs on his mech a little while back. I think it was resolved.
2011-07-08 06:47:00

Author:
Mr_Fusion
Posts: 1799


its a human top down character, the thing is the character is already extremely detailed, like he moves his hips and arms wen he moves and basically has real joints in his body. so the legs not moving becomes really obvious and annoying.2011-07-08 06:51:00

Author:
ShadowTyphoon
Posts: 80


Ahh... Ok, I have read about your upcoming epicness, so this makes sense.

ummm... the part of the tread you may find relevant


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).

But the issue (https://lbpcentral.lbp-hub.com/index.php?t=58795-Top-down-mech-legs-going-wild-on-me&highlight=crazy+legs) seems pretty similar.

2011-07-08 07:16:00

Author:
Mr_Fusion
Posts: 1799


haha this is actually for somethin dif but thx for noticing

i actually read the whole thread u mentioned. I dont think he understood the question cuz effectiveness is not the issue here, i think if anything it is too effective. unless he means that it wont extend as easily it still wuldnt help. I cant really increase the mass of wat the piston is attatched to wen im so limited in space.
2011-07-08 07:44:00

Author:
ShadowTyphoon
Posts: 80


I cant really increase the mass of wat the piston is attatched to wen im so limited in space.

Invisible holo can be as large as you like.
2011-07-08 08:18:00

Author:
Antikris
Posts: 1340


not when its glitched to have collision, even if i did use the normal holo it wuldnt matter cuz holo has no mass, no matter how big it is it still has 0 mass2011-07-08 08:28:00

Author:
ShadowTyphoon
Posts: 80


Hologram has mass, and I've fixed several rotator and follower issues by just adding a massive thick hologram piece to it. It doesn't react in a way that has mass, but all the logic components treat it like it does.2011-07-08 08:35:00

Author:
SSTAGG1
Posts: 1136


My first person lvl reached its mass limit so it failed to rotate if i added any material to it, but i culd add holo just fine so i assumed it didnt have any mass. Il try making a piston attached to large hologram, i doubt it will work but il try.2011-07-08 08:40:00

Author:
ShadowTyphoon
Posts: 80


Simple test: large block of holo, pistoned to a small piece of holo. You will see they will move to and away from each other as the piston cycles. How much each block gives way depends on its size, ergo its mass.2011-07-08 09:30:00

Author:
Antikris
Posts: 1340


just tried it, no matter how big the block of holo is it doesnt solve the problem.2011-07-08 10:08:00

Author:
ShadowTyphoon
Posts: 80


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