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#1

Sticker Panel Animation (The easiest way)

Archive: 22 posts


http://www.youtube.com/watch?v=HvFm3HpqMMU


Bagheadinc: If you don't want your animation to blink when the sequencer loops, rather than plug directly into the sticker panel from the sequencer batteries, plug the batteries into a selector (one input for each battery/frame) and the plug the corresponding selector outputs into the sticker panel. This will ensure that there is always a frame turned on and effectively eliminates the blinking effect.

Pay no mind to the moooo walking cow
2011-09-19 22:07:00

Author:
Butaneflame
Posts: 64


Nice tutorial! It's also worth noting that you can use a selector and have a timer hitting the "cycle" input as well. Using a selector however doesn't easily allow you to change the time between different frames, if for some reason you wanted to have some frames hold longer.2011-09-21 03:50:00

Author:
Unknown User


https://lbpcentral.lbp-hub.com/index.php?t=62252-Limit-Flickering-When-Using-Animated-Holograms-and-Basic-Character-Animation-Tutorial2011-09-21 15:29:00

Author:
nunsmasher
Posts: 247


Awesome I'll cover that tutorial on youtube. I'll put credits in it mentioning you and your thread. Thanks Nunsmasher.2011-09-21 21:01:00

Author:
Butaneflame
Posts: 64


You should be able to eliminate flicker and still use the sequencer by having the first (far left) battery hang off the edge of the sequencer slightly. You can see an example of a battery hanging off the edge in this picture (http://i600.photobucket.com/albums/tt82/rtm223/DAC%20and%20ADC/APhoto_87.jpg) from rtm223's Logic Blog (http://www.lbpcentral.com/forums/entry.php?2130-Analogue-Logic-3-DAC-amp-ADC) (about halfway down).2011-09-23 17:09:00

Author:
Balorn
Posts: 92


Interesting to note: You can use the selector method and wire the selector into tags instead, use tag sensors, and it will also eliminate flicker.
Not sure why that would be interesting, but its an alternative to wires I guess.
2011-09-23 20:31:00

Author:
Bremnen
Posts: 1800


Interesting to note: You can use the selector method and wire the selector into tags instead, use tag sensors, and it will also eliminate flicker.
Not sure why that would be interesting, but its an alternative to wires I guess.

Is that due to the selector (always having an on state) or is there (apart from tags and tag sensor lag) some secret to tags that I don't know about?
2011-09-26 12:15:00

Author:
Antikris
Posts: 1340


Not sure, I think its the selector.2011-09-26 14:27:00

Author:
Bremnen
Posts: 1800


The simplest and most reliable way to eliminate flicker is to use a selector and wire the first output to the next consecutive input. Do this until you wrap the last input around to the first, and the selector will loop at 30 frames per second. Then wire up your frames to the outputs. If you want to use a lower frame rate, skip outputs. For example, if you want to use 15fps, use every other output. The only drawback to this is the framerate must be divisible by 2.

Edit:
Oops, I failed to realize this method would result in horrible flickering. What you actually want to do is make a copy of every frame you have and group the frame and its copy together. For example, you have frame 1, its copy, frame 2, its copy, and so on. You actually want to wire every output to a frame, so while a single frame and its output are both displayed for 1/30 of a second each, it will appear to be 1/15 of a second, which is 15 frames per second.
2011-09-26 19:28:00

Author:
Unknown User


Is that due to the selector (always having an on state) or is there (apart from tags and tag sensor lag) some secret to tags that I don't know about?

Yeah, it's because the selector always has one option on with no gap switching outputs. It's the only way to get a stable, flicker-free animation in this game. If you want to time things on a sequencer (for complex stuff) , using tags on a sequencer with corresponding tag sensors wired up to a selector make a really easy to manage solution.
2011-09-26 21:21:00

Author:
Chazprime
Posts: 587


wait a minute! did i just see him animate that flower like holographic material? then what am i doing wrong? when i do it you can't see anything underneath the first sticker. just assure me please because i'm feeling very disillusioned... can you use the sticker panel in exactly the same way as holographic material?

edit: what the heck am i doing wrong!!!!

edit 2: ok so i've been looking around the net to find an answer and there are many many people with this same question... and do you know what? i solved it. YOU HAVE TO PUT IT IN PREVIEW MODE TO SEE IT!!! now it might sound dumb to overlook that pooint but one would have thought you could see it in ordinary create mode too. change that MM
2011-10-01 02:44:00

Author:
GribbleGrunger
Posts: 3910


YOU HAVE TO PUT IT IN PREVIEW MODE TO SEE IT!!! now it might sound dumb to overlook thatpointt but one would have thought you could see it in ordinary create mode too. change that MM

That is correct, you do need to constantly switch between preview mode and back to "create" mode in order to get to animating correctly.If you'll notice when I'm creating the first one I'm switching between the two states.

Its okay how Mm have it set up now. You do need to switch back and fourth, no biggy.
2011-10-03 00:52:00

Author:
Butaneflame
Posts: 64


I prefer the use of the sequencer as stated by Crashdance22 it works perfectly fine and 0 flicker i'm making some fantastic level objects with this material and I absolutly love it. The old way with the holographic material all the flickering and I just generally didn't like it. As a material it worked well for simple animation and simple decoration for levels. The Sticker material was the only way to go and MM should have used that as a material when the game came out instead of bringing it out as an add on.2011-10-04 05:02:00

Author:
darkknight2010
Posts: 69


The simplest and most reliable way to eliminate flicker is to use a selector and wire the first output to the next consecutive input. Do this until you wrap the last input around to the first, and the selector will loop at 30 frames per second. Then wire up your frames to the outputs. If you want to use a lower frame rate, skip outputs. For example, if you want to use 15fps, use every other output. The only drawback to this is the framerate must be divisible by 2.

that sounds interesting, but im a little confused. what do you mean 'skip outputs' what happens to the outputs you skip? wouldn't it also skip the frame of animation?

the thing i've noticed about sticker panel material is that the thin layers occupy a slightly different layer to any other material set into a thin layer. as an experiment, make a thin piece of cardboard and place it furthest back, now take a thin layer of sticker material and sticker it with something (a long thin sticker shows this best). now sticker the cardboard with the same sticker. now put the sticker panel into the same layer as the cardboard and move left to right. you will see that the distance between the two stickers changes.
2011-10-04 11:07:00

Author:
GribbleGrunger
Posts: 3910


that sounds interesting, but im a little confused. what do you mean 'skip outputs' what happens to the outputs you skip? wouldn't it also skip the frame of animation?

Oops, I failed to realize this method would result in horrible flickering. What you actually want to do is make a copy of every frame you have and group the frame and its copy together. For example, you have frame 1, its copy, frame 2, its copy, and so on. You actually want to wire every output to a frame, so while a single frame and its output are both displayed for 1/30 of a second each, it will appear to be 1/15 of a second, which is 15 frames per second.
2011-10-05 18:11:00

Author:
Unknown User


Oops, I failed to realize this method would result in horrible flickering. What you actually want to do is make a copy of every frame you have and group the frame and its copy together. For example, you have frame 1, its copy, frame 2, its copy, and so on. You actually want to wire every output to a frame, so while a single frame and its output are both displayed for 1/30 of a second each, it will appear to be 1/15 of a second, which is 15 frames per second.

It's easier to just OR gate the outputs of the selector to a single frame, there won't be a gap and no duplicating of frames.

It's easier still to just wire a repeating timer to the increment port of the selector, and if you need 30 frames/sec, use a NOT gate with its output wired back into its input.
2011-10-05 19:04:00

Author:
Chazprime
Posts: 587


Wow thanks2011-11-08 20:43:00

Author:
killerbrainbow
Posts: 7


and if you need 30 frames/sec, use a NOT gate with its output wired back into its input.
I know this is an old post and all but a minor correction: a NOT gate wired to itself only produces a 15Hz signal, to make a 30 frames per second animation with a selector you'd need to wire each output port to the next input port.
2011-11-08 23:12:00

Author:
Ayneh
Posts: 2454


I know this is an old post and all but a minor correction: a NOT gate wired to itself only produces a 15Hz signal, to make a 30 frames per second animation with a selector you'd need to wire each output port to the next input port.

where would you wire it to begin the animation? how do you get it to repeat the animation and still have it isolated from any other animations you may want to include? ie: jump, walk, run etc
2011-11-09 04:42:00

Author:
GribbleGrunger
Posts: 3910


where would you wire it to begin the animation? how do you get it to repeat the animation and still have it isolated from any other animations you may want to include? ie: jump, walk, run etc

Supposedly you put the gate to a chip and activate the chip whenever you want the animation....


I know this is an old post and all but a minor correction: a NOT gate wired to itself only produces a 15Hz signal, to make a 30 frames per second animation with a selector you'd need to wire each output port to the next input port.

And what about connecting this wired to itself NOT gate, to another one wired to itself and have both outputs through an OR?
Last time i used it on sounds though seemed to produce fast but somehow random output regarding frames....
2011-11-09 08:23:00

Author:
zupaton
Posts: 167


where would you wire it to begin the animation? how do you get it to repeat the animation and still have it isolated from any other animations you may want to include? ie: jump, walk, run etc
One way would be each selector having the last port free so it can be activated whenever another selector is on. The last port takes priority over all others so it will always interrupt the animation. To begin the animation you could just wire the player input into the first port and as long as there's a signal the selector will loop.

It might be fun to experiment using one huge selector and breaking it into sections.


And what about connecting this wired to itself NOT gate, to another one wired to itself and have both outputs through an OR?
Last time i used it on sounds though seemed to produce fast but somehow random output regarding frames....
Yeah, that would produce a 30Hz signal, but it's interpreted as a constant on signal by the game.
2011-11-09 14:03:00

Author:
Ayneh
Posts: 2454


A lot of good ideas in here, thanks every one for helping out 2011-11-13 03:04:00

Author:
Butaneflame
Posts: 64


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