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#1

Memory Saving Animation

Archive: 10 posts


This is basically removing data/corners from beinging emited during animations.

First step:

You have your Sequnincer and your emiters placed correctly.

Second step:

Make your backround black

Third Step:

Get cardboard and draw out your animation.

Fourth Step:

Colour the cardboard using stickers.

Fifth Step:

Once you have it coloured take out your photo camara and take a picture and make sure your object is in the middle.

Sixth Step:

Place a square hologram and make sure its near the size of your animation.

Seventh Step:

Place Photo of your animation on the hologram and cover the sides. Any left over white around the sides you can trip off.

Eighth Step:

Bring down the hologram light animation to 0% and keep the light around 100%.

Nineth Step: Save the Hologram and use that to be emited.

You save alot of thermo this way and it removes alot of game lag because your emiting a 4 corner object with 1 sticker. The clearity of the animation will be decreassed though.
2011-08-26 09:07:00

Author:
venat
Posts: 715


10th step use the material changer tool to switch all holo to sticker panel mid next month. *drools*2011-08-26 10:09:00

Author:
Mr_Fusion
Posts: 1799


I can vouch that the ideas in this tutorial are indeed very useful, but the technique can actually be refined even more.

First step:

You have your Sequnincer and your emiters placed correctly.

Second step:

Make your backround black

Third Step:

Get cardboard and draw out your animation.

Fourth Step:

Colour the cardboard using stickers.

Fifth Step:

Once you have it coloured take out your photo camara and take a picture and make sure your object is in the middle.

Sixth Step:

Place a square hologram and make sure its near the size of your animation.

Six-and-a-half'th Step:

Color the entire Hologram black with a sticker.

Seventh Step:

Place Photo of your animation on the hologram and cover the sides. Any left over white around the sides you can trip off - This will no longer be an issue after Step 6.5 though.

Eighth Step:

Bring down the hologram light animation to 0% and keep the light around 100%.

Nineth Step: Save the Hologram and use that to be emited.

You save alot of thermo this way and it removes alot of game lag because your emiting a 4 corner object with 1 sticker. The clearity of the animation will be decreassed though.

Tenth Step:

Ditch the Emitters and instead use Batteries placed directly on the Sequencer wired to the separate holographic sprites. This way you won't have to fiddle with the lifetime/destruction of the previously emitted objects.

Eleventh Step:

Ignore the previous 10 steps, and just wait for the Move Pack with the Sticker Panel Material.



EDIT: Heh, what Mr_ Fusion said ^^
2011-08-26 10:22:00

Author:
Slaeden-Bob
Posts: 605


Now that you are stacking animation frames, it becomes a bit harder to select one if you wish to change it, forcing you to take it all apart. If you can spare a little bit of memory by adding 3 extra corners per frame, you can have a tiny label stick out of each frame, in different places. Now, if you want to select a specific frame, just click the label sticking out.2011-08-26 13:16:00

Author:
Antikris
Posts: 1340


For super-fast animation I just wire a NOT gate to itself. 2011-08-26 16:03:00

Author:
lemurboy12
Posts: 842


This is exactly what i was trying to do the other week but then decided it was getting too complex and decided to wait for the move pack.2011-08-26 16:35:00

Author:
Lordwarblade
Posts: 761


Actually, instead of using cardboard, use neon. Your maximum brightness should be 40%, and your minimum should be lighter than black. The hologram you put the sticker on should be set to 0% animation and 70%. This gives the crispest result, you should compare them in front view. The camera used to view your animation should be set to a flatness of 5.2011-08-26 19:14:00

Author:
nunsmasher
Posts: 247


Blue wood with stickers on has no texture, so you know. Plus grid-fx glass set to 0% brightness makes a 100% pure black color.

But using too many pictures to build animations takes a lot of RAM, so the picture quality may fall down. It happened in one of my levels where the menu has one picture per letter in the menu, and one holo per option. The words become hard to read / invisible when you navigate too much, instead, I should have taken pictures of the words made. And emitting might fix that problem. And the fact that I used glitched transparent pictures might make it worst.
2011-08-27 01:22:00

Author:
Unknown User


You use stickers then once you have you image take a photo over that so it just becomes 1 single sticker.2011-08-27 11:27:00

Author:
venat
Posts: 715


10th step use the material changer tool to switch all holo to sticker panel mid next month. *drools*

YES lol well nice tutorial, I once had like a big animation with all different color holos, each frame had like 20 wires So this helped
2011-09-02 19:29:00

Author:
NcLc2010
Posts: 72


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