Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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What exactly is a sprite?
Archive: 10 posts
Don't get me wrong, the tutorials for making animations have been very useful, but they all overlook how to simply make a sprite (or at least overlook the fact that not everyone knows what they are). Anyway, I'm following Bremnen's tutorial (https://lbpcentral.lbp-hub.com/index.php?t=63573-Custom-Animated-Characters-Character-Boxes) and am on "Animated Character" step 1. Nunsmasher showed me that--to make a single animation frame/sprite--I need to take a photo of my object then paste it onto a hologram. So will this be the end result which I will put the microchips on? If so, how am I supposed to position and resize the image onto said hologram if all ten sprites rely on each other having equal proportions and being in a position which won't make the jump from one to the next evidently unnatural? | 2011-09-28 05:01:00 Author: Rainbro Dash Posts: 121 |
A sprite can be defined as a pre-rendered 2 dimensional image or animation overlayed on a larger image--for instance, an animated character sprite over a background. Sprites allow for animating objects and characters on screen without the need to modify or refresh the entire video output. In order to make an animation, you need 1 frame per movement; the higher the number of frames, the smoother the movement will be. If you wanted a sprite of a character running, you might have 3 frames: 1 of the character with their left leg and right arm forward, 1 of the character in rest position, and 1 with the character's right leg and left arm forward. If you cycle through these 3 frames quickly while physically moving the sprite across the screen, you have a simple running animation. The basic concept of sprite animation is moving one module around the screen. This module cycles through pictures or "frames" quickly to animate the character's movements. I hope this helped. | 2011-09-28 05:16:00 Author: xero Posts: 2419 |
yp, what xero said. To answer your other question about positioning. There's two parts to this. Taking the picture, and positioning the sticker. When you take the picture you need all frames to be in the same position on the sticker. To do this, build a sticker making level on your moon. It's really just a grab switch next to the door attached to a movie camera and a jig for placing the images. The "jig" should be made of holo set to invisible that is the same size as your sprite, placed in front of the background you want (for stickers going on holo black is best). Center your camera view onto that and set it to a lifetime of a few seconds and attach the grab switch. Now place your object in position and, go to preview mode. Then hit play, grab the switch so the camera jumps to your jig, hit pause, and take a photo. Then when the camera goes back to you, set up the next shot. Making sure all the stickers are positioned correctly is easy. Use a pice of holo (or sticker material) just large enough for the sticker to fit on. Duplicate it so you don't have to make it each time. Place the sticker on that duplicate using the grid, then resize the material to the size you want. This will give the same result as resizing the sticker first, but lets you use the grid so you keep everything properly aligned. | 2011-09-28 06:23:00 Author: tdarb Posts: 689 |
Hmm... well that definitely answered my topic question, so thanks! But this leads to my next question: how do I make the "module" you described? I assume the pictures you refer to are my photos or "frames" on a piece of holo, but then how would I position and scale them in a way that maintains consistent proportions? For example, I wouldn't want one frame to be slightly bigger or smaller than the next. It would look like a constantly morphing blob, especially considering there are ten frames for the walking animation alone. Edit: Whoops, two minutes too late. Thanks everyone! | 2011-09-28 06:26:00 Author: Rainbro Dash Posts: 121 |
The "module" is just all of the frames, glued together as one object. This can be done simply by gluing them together flat out, or by gluing them all to a sort-of "master material", like an invisible hologram. This will allow you to move your animating sprite as if it were 1 object instead of many. | 2011-09-28 06:54:00 Author: xero Posts: 2419 |
One last thing before I go at it: do I need to cut around the border of my frame? Or could I simply keep it as a sticker on a rectangular piece of holo? Because I am not looking forward to cutting around the perimeter of ten intricate little frames. Edit: Bad timing again. So if I put my stickers on holo set to zero, all I'll see in-game is my little character running along? | 2011-09-28 06:55:00 Author: Rainbro Dash Posts: 121 |
If you're doin it on holo just make the background black in your picture. Black will show up as transparent. No need to cut out anything (plus it saves thermo by avoiding complex shapes). | 2011-09-28 06:57:00 Author: tdarb Posts: 689 |
Ooh okay, I think I get it. Now to finally try putting it all together, thanks again! | 2011-09-28 06:59:00 Author: Rainbro Dash Posts: 121 |
Glad we could be of service | 2011-09-28 07:02:00 Author: xero Posts: 2419 |
As last advice, As everybody says you need all your "frames" together to see the animation but I can give some advice on this: * Activate the grid, to small or large (depending of the size of the frame you want to use) * make several pieces of hologram and put them separately, make all them "thin" * put your sticker with the animation sequence on each piece of hologram, one sticker per hologram "frame", if your sticker does not have black background, use a "black" sticker on the hologram first (it will become invisible) then put your desired sticker over it, doing this you don't need to cut anything as tdarb says * create your chip, and put a sequencer, then put a battery with the length you want the frame to stay "on" * now copy this battery on the same sequencer next (to the right) the previous one * connect each battery to it's corresponding hologram frame * now play the sequence, and look how the hologram are "turned on and off" * when you are happy with the sequence put all the hologram together in the same space (the grid turned on will help you on this) * glue all the holograms together, and you have a unique object (a module). * now you can stick the microchip on it and enjoy it. Regards | 2011-09-28 14:33:00 Author: xquake Posts: 73 |
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