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"Local Cam" 3rd Person perspective/Top Down rotation

Archive: 7 posts


I have yet to see a thread about this or a level with it implemented.. but it is now possible (since 1.06?) to have a fixed camera behind a top down character. 1.06 fixed local space on cameras which made old versions of certain 3D cams not work properly but also allowed this new*? type of camera. If this is old news disregard and I guess this is an easy tutorial for anyone interested..

Every top down game I have seen so far has had a fixed camera and controls appropriate to that standard view or a few use the 3D cam in a top down environment with it's respective controls, but I have been messing around with what I like to call a 3rd person camera since the camera stays fixed on the back side of your character and can move around a top down environment with full 3D rotation.

This would be a simple picture of normal controls for a fixed top down character.
http://www.lbpcentral.com/forums/attachment.php?attachmentid=37248
An advanced mover to move your character in the directions you move the stick and joystick rotators to control which direction your character is facing. Simple and I bet anyone who's made a top down game or object would use similar controls.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=37247
Well this would be controls for a 3rd person camera and as you can see they are completely different. You could set them up in a different fashion than this but this is a comfortable control scheme for most people.
The left stick's up and down movement is hooked up to a direction spliter and the positive (up) but in this case it is more like "forward" is hooked up to a "up" mover (set to local space). The negative is plugged into a "down" mover but again, it's more like backwards. The right and left movement for the left stick is also plugged into a direction splitter and are used, in this case, as sidestepping.
( Note: All movers and camera set to local space with player tracking at 0%.)
The right stick's left and right movement are plugged into a direction splitter with the negative value plugged into a counter clockwise rotating rotator (negative rotation speed) with the positive value plugged into a clockwise rotator. (An alternative control scheme for rotation could be the right stick plugged into an advanced rotator but this may lead to issues...) This is the right and left turning of your character.


This is some grassy plateau that I made to show the effect and landmarks to use to judge angles. If this were a top down level then the camera would stay fixxed like this with the cave with water coming out always being at the top of the screen.
http://www.lbpcentral.com/forums/attachment.php?attachmentid=37249

This is the character standing on top of that cave and looking "down" The camera will always be to the players back.
http://www.lbpcentral.com/forums/attachment.php?attachmentid=37251

This is the character standing on the "right" side of the plateau across the bridge looking "left".
http://www.lbpcentral.com/forums/attachment.php?attachmentid=37250

Hopefully this is useful and/or informative to someone. As far as I know this will not work with movie cameras or the 3D cam and the angle is still very steep and doesn't allow too much frontal visibility at close angles.. but there is no distortion of the camera's angles or strange screen happenings that old attempts of this had. (before local fix)

My new level Ever Dark: Depths uses this type of camera.
2011-10-08 03:58:00

Author:
Dortr
Posts: 548


There has been quite a bit of discussion about this but not a tutorial as such, also there is nothing wrong with using advanced movers or rotators with this setup, as long as u wire directly or know what your doing with splitters/combiners, it seems my method is still best for rotating 3D cams, but it greatly limits the play area unless your constantly destroying and emitting new rooms.2011-10-08 04:27:00

Author:
evret
Posts: 612


Lol... Is that new? I swear I remember advanced movers not having local space settings.. Well in that case yes, you could use an advanced mover if you wanted equal movement in all directions. I generally make the forward speed a bit more than the backwards and side to side movement so it's a bit more realistic.. ish. Using individual movers allows for specific speeds for directional movement which I prefer, but as Evret is saying an advanced mover will work fine and be much easier.2011-10-08 04:40:00

Author:
Dortr
Posts: 548


advanced movers do have a local space setting2011-10-08 07:04:00

Author:
evret
Posts: 612


Hey evret! I don't know if you have the time to answer this but I saw your 3rd person level on youtube and I'm just curious if you made the character stationary while the level moved around the character. I'm curious because I'm making my own 3rd person level and it works with the stationary character but I haven't figured out how to rotate the level around the player and not the center of the level itself. Don't tell me how if you know because I want to figure it out by myself XD. Anyways, my main point is, what strategy did you use? If you don't want to reveal your secret then don't. By the way - BIG FAN!2011-11-02 01:59:00

Author:
Wolffy123
Posts: 406


Hey evret! I don't know if you have the time to answer this but I saw your 3rd person level on youtube and I'm just curious if you made the character stationary while the level moved around the character. I'm curious because I'm making my own 3rd person level and it works with the stationary character but I haven't figured out how to rotate the level around the player and not the center of the level itself. Don't tell me how if you know because I want to figure it out by myself XD. Anyways, my main point is, what strategy did you use? If you don't want to reveal your secret then don't. By the way - BIG FAN!

yeah i rotate and move the level around the player, i also have a copyable concept level you can use to learn the method if you get stuck
2011-11-02 04:33:00

Author:
evret
Posts: 612


Yeah I copied it aand looked through it but I'm still extremely confused. I suggest putting notes on the microchip that moves the level that explains what some of the logic is doing. It's hard to understand just by looking at it. Neat level by the way.2011-11-03 00:55:00

Author:
Wolffy123
Posts: 406


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