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Bleeding off Excessive Momentum
Archive: 4 posts
My level features several health bars, and for a little bit of aesthetic flair, I've got it set up so that they're dangling on string from an object that's always off-screen. The bars are long pieces of wood with a string on either end of it, attached to a floating block up above it, and then there's a timer on the strip of wood. The health bars have to move around and then settle into a set position, and I've got all that working fine. The problem is that after they move, they swing very hard, and take longer than I'd like to settle and be still. Sometimes they swing hard enough to get hung up on another nearby health bar. They slip right back off but it looks ugly. So, what I'm wondering is, is there an easy way to make them not swing as hard? I could make the bars move more slowly, but I feel like that could start to get tedious after a while. There's probably some weird nonsense I could do with rocket rotators to oppose the swinging force but I really don't wanna bother with something that complicated. Dampeners and gravity alterations just make it swing more slowly, but not to a lesser extent | 2011-09-11 17:01:00 Author: Speed Racer Posts: 156 |
Dampeners. They affect the amount of energy needed to shift an object so therefore can strip off excessive momentum. Maybe the values you were using weren't sufficient? Attach an anti gravity tweaker to the object you wish to dampen and fiddle around with the dampening tweak, put anti gravity at 0%. Alternatively you could attach a follower to your swinging pieces and put tags in the position where you want them to eventually settle. Altering the speed and acceleration of the follower will yield different results for how long it takes to settle down and how much it will swing in the first place. | 2011-09-11 17:55:00 Author: Xaif Posts: 365 |
Dampeners. They affect the amount of energy needed to shift an object so therefore can strip off excessive momentum. Dampeners only affect the rate of an object's deceleration - the forces applied to the blocks of wood would still produce the same amount of acceleration, possibly varying on their mass, but that would depend on the exact setup - there's a fair amout of physics fakery going on in the LBP simulation engine. However, given that the blocks are dangling from pieces of string, the easiest fix is probably to increase the force of gravity on the block, which you can fake by attaching a basic Mover with a negative up/down speed. You might also want to fiddle with the acceleration setting, to find a good balance between convenience and realism, but it's probably best to leave the deceleration at zero, or the movement will seem particularly unnatural. | 2011-09-11 23:53:00 Author: Aya042 Posts: 2870 |
Wouldn't be better if instead using movers on speed, which could behave a bit funny, to use the zero speed mover trick and only adjust the power-damp setting? Just saying. ; ) | 2011-09-12 11:13:00 Author: zupaton Posts: 167 |
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