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Trouble with narration over a cutscene
Archive: 10 posts
Hey guys! I'm new to this whole cutscene business so I thought I'd come here for help with something that's troubling me. I'm trying to build a simple little intro cutscene for a level where the camera moves around a lot, panning, zooming etc as some trucks make there way across the level, and as this happens it is intended that a narrator (well one of the "gibberish" voices) talks over. The problem is I can't seem to make it so that the narrator can be heard as the cameras move around. I feel like I'm looking for some sort of way of making the magic mouth voice global or something. I think it has something to do with the mouth being out of shot of the camera. Any thoughts? | 2011-09-08 14:29:00 Author: croissantbuncake Posts: 572 |
Hmm... What happens if you put the mouths on a chip, and causes that chip to follow a tag near the most recently activated camera? It will probably be hard to match the speed of the moving mouth chip to the movement of the camera (which I'm guessing is changing for every single pan? ). If you do have the time though, it should be possible to get fairly close I'd reckon. Wireless logic and Strength Scale on the Tag Follower will be your good friends | 2011-09-08 15:15:00 Author: Slaeden-Bob Posts: 605 |
Are your cameras on a sequencer? If so just put the mouths on there with them. You can stretch the mouths to match the timing of your cameras. | 2011-09-08 15:45:00 Author: SlowLayne Posts: 29 |
Are your cameras on a sequencer? If so just put the mouths on there with them. You can stretch the mouths to match the timing of your cameras. I think the sound of the Magic Mouths will still originate from the location of the sequencer, and therefore be dim when the camera is far from this "source"... | 2011-09-08 16:44:00 Author: Slaeden-Bob Posts: 605 |
I think the sound of the Magic Mouths will still originate from the location of the sequencer, and therefore be dim when the camera is far from this "source"... Usually, that only occurs with voice acting. I think gibberish volume is global when placed on a sequencer. Also note, if you use a fade for your cuts, volume fades too. All sounds fade with the camera, which can really mess up a scene. If that us the issue you are having you just need to have the camera set to cut, or crossfade for transitions. However, if you are really set on fade effect and don't want music and sounds to go away, you can create your own fade effect. Look at the YouTube video for my Jumper level. It shows my name, then has a fade to white, creating a white out effect, the fades from white into another scene. All I did was crossfade from my name, to a camera focused on a white piece of neon. Then I crossfaded from the white neon to the new scene. You can do this with any color, even black. It's the only way I know to produce an effective fade out while keeping sound. Hope that helps. | 2011-09-08 17:30:00 Author: CYMBOL Posts: 1230 |
Hmm.. looks like I might have to get the chip to follow the camera then. It might work, though it will be confusing as I'll be trying to work out what is going to happen in an area of level that has yet to be filled in (this part of the level is infinite scrolling as well as using instancing in an attempt to save on the thermo). | 2011-09-08 20:09:00 Author: croissantbuncake Posts: 572 |
What about just having a battery on the sequencer activate the magic mouth that you are viewing? | 2011-09-08 20:45:00 Author: CYMBOL Posts: 1230 |
I don't know how that would affect the volume, but it would prevent the use of subtitles. | 2011-09-08 20:57:00 Author: croissantbuncake Posts: 572 |
I'm pretty sure the only distance that matters is the distance of the player from the sequencer...not the player/camera distance. You should be fine putting the mouths on the sequencer. | 2011-09-08 20:58:00 Author: fullofwin Posts: 1214 |
Problem solved. I had two identical sequencers set up, one stationary holding the cameras, one with a follower holding the mouths. As each camera activates so does a tag roughly at the center of the shot, to which the mouth sequencer snaps ensuring that the mouths are always in shot of the cameras, and as a result always in earshot. I was at the startgate the whole time, which is at the default bottom left corner position, whilst all the cutscene stuff was taking place at the extreme top of the level (above the rooftops in the MGS background). Conclusions: - In order for the voice of a magic mouth to be heard in a cutscene, it must be visible to the active movie camera. - Player location does not matter. Oh, and all text was displayed in cutscene subtitles. | 2011-09-08 22:00:00 Author: croissantbuncake Posts: 572 |
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