Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
#1
Movie Camera - Fade tool not working?
Archive: 9 posts
Hey there, I use a lot of movie cameras in my level, despite them not being movies. However, I often like to use the "fade" transition when changing to another camera/scene - you know, the one where the camera fades to black then opens again in a new place? Anyway, this had been working fine, but now, for some reason, the camera is refusing to fade, and instead kinda "cuts" to the next camera instead - despite mutiple checks that the camera setting is still set to fade (as they all are). Any idea why this is happening, and how it can be fixed? The solution to this problem seems to be, if you are having these cameras activated by switches whilst the player is not around (e.g. using sackbots, and the player is controlling far away), then the "require all players" option should be switched off) Not solved - Keeps playing up! | 2011-09-21 18:53:00 Author: standby250 Posts: 1113 |
standby250, can you please describe how the camera is presently setup--i.e., does the Output of 1 camera feed into the Input of another camera and you are trying to fade from 1 to the other, or is this a single camera with multiple camera views? | 2011-09-21 19:17:00 Author: RickRock_777 Posts: 1567 |
This happens to me a lot when using movie cameras. Rick, what happens is the camera itself still behaves like a fade (e.g, if lower audio is set to on, the audio will still lower), but the fade itself does not appear. Instead, the camera will cut to the next scene halfway through it's transition time. I'm not sure whether this affects people playing the level or whether it is only client-side, but it is still annoying nonetheless. | 2011-09-21 19:49:00 Author: FlipMeister Posts: 631 |
Thanks Flipmeister - yup, it's pretty much like that! So it could just be creator side? Rickrock - the camera is usually activated via a switch, and the camera is set to fade - usually with transition set to 2.0 secs. Is that what you meant? Not sure how else to describe it as set up... | 2011-09-21 20:03:00 Author: standby250 Posts: 1113 |
Sometimes it doesnt work in create mode. If that helps at all. | 2011-09-21 20:14:00 Author: craigmond Posts: 2426 |
Actually standby250, I was more curious if the Output of 1 camera was feeding the Input of another. If I understand correctly, it sounds like you are using a player sense switch to activate the second camera. I have observed strange behavior from cameras set to Local mode when taking over control of a camera attached to a Sequencer--not sure if your first camera is on a Sequencer or not. Also, if you haven't already done so, verify the transition time of the second camera is longer than the transition time of the first camera, just in case it is time related--it may be that the transition time of the second camera has actually elapsed by the time it takes full control. Lengthening the transition time will tell you immediately if this is the case. Another possible cause could be switch settings set to "does not require all players", which would leave master control with the previously activated camera until all players have moved beyond the MAX range of the switch. If the above info doesn't put you on the root cause, post in this thread all of the camera settings of each camera and what type of switch, as well as the switch settings, used to activate each of the cameras. That should help in identifying the root cause. | 2011-09-21 22:06:00 Author: RickRock_777 Posts: 1567 |
Thanks! I'll have a go at that, and post here in a bit! EDIT: Okay, the problem is still occurring. This is the setup of the cameras (they are all pretty similar in setup) Movie Camera Transition Setting: Fade Does not track player, audio does not fade, Local space is set to no, Camera does not shake. Transition Timing: 2.0 secs Hold Time: Infinite Does not disable controllers, Flatness = 60, Depth of field = 0, not skippable, does not require all players Activated by a tag sensor. Got it! The cameras were set to (require all players). This was what caused this to happen - uncheck this option and all goes well! You see, I'm using sackbots, so the "players" are nowhere near. Thanks Rickrock! Still keeps playing up (Although the thanks are still due!) Any ideas!? | 2011-09-21 22:28:00 Author: standby250 Posts: 1113 |
Check everything in Preview Mode, to make sure the Sackbot is activating the tag sensor when you think it should be activated. And remember, with "requires all" not being on, the first camera will still be activated, so it is critical all the Sackbots have moved out of the first camera's tag sensor range--this assumes you have a tag on all the Sackbots. You can also try increasing/decreasing the second tag sensor's range to ensure the camera handoff takes place with ample time to allow the transition to occur. And for testing purposes, you can disconnect the first camera to see if the second camera is working at all when the Sackbot enters the sensor's range. You can verify this in Preview Mode also. Beyond this, I can't think of anything else that could cause this behavior without seeing your level in create mode--consider it a beta test of sorts . I am willing to help in this way if you need me to. Just send me a PSN Friend Request and I'll try to be on LBP in about 20 minutes. | 2011-09-21 23:38:00 Author: RickRock_777 Posts: 1567 |
Thanks! The tag is activated by the player pressing a button on their controller. I can come online - but it probably wont be for 30mins or so. Is that all good? | 2011-09-21 23:56:00 Author: standby250 Posts: 1113 |
LBPCentral Archive Statistics
Posts: 1077139
Threads: 69970
Members: 9661
Archive-Date: 2019-01-19
Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.