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#1

Game Camera Zooming Issue

Archive: 6 posts


I'm at my wits' end with this now, and am wondering if it's simply a glitch with game cameras.

Here's the set up: I have a game camera mounted on a controlinator's circuit board of which is then mounted on some invisible holo. This holo follows around a vehicle which is controlled wirelessly from the controlinator. Once the player enters the DCS a feed from the active output enters straight into the game camera and so it is always turned on. The settings on the camera are about 60% zoom, 0% follow the player and the zone is large enough to engulf the sack person.

Now, it's a racing game and so track based, at the end of each track you're taken to a scoreboard which overrides the game cameras for each player by using a movie camera, but doesn't turn them off. When the next track starts, the movie camera ends and it jumps back to the track with the count down timer starting, and from there the camera zooms right into the screen, then slowly zooms back out to the desired position. But by that point the race has started and you can't see your vehicle so have likely crashed. Another anomaly is that is only does it from the second track onwards.

I've tried so many different things like altering the global max/normal zoom level and the camera does the exact same thing, but instead zooms out more or less each time. It's as though it takes the game about 10 seconds to calibrate the game camera or something. I've had this issue before but I thought I'd sorted it as it hadn't happened for weeks. I published the level and it started well, but I got a few boos in a row, when I checked it out this bug had appeared again. I really don't know what to do.

I'm sorry I can't post a video, the level in question is in my sig and would take about 2 ~ 3 minutes for a point at which the bug appears to see for yourself if my description isn't good enough.
2011-10-15 13:59:00

Author:
Xaif
Posts: 365


Try only using movie cameras.2011-10-15 14:59:00

Author:
ConverseFox
Posts: 2333


Recently I worked with standy250 to resolve a camera issue that is similar to what you are experiencing, but it involved switching to a camera that he wanted to fade in over a 2 second timeframe. The fade camera would work a couple of times, but then started switching hard as if it were a cutscene camera. I also tried everything imagineable, but finally had to resort to adding another camera that did a hard cut to a black shadow box and then to the fade camera, mimic'ing the fade.

I believe this issue has to do with spawning into a controllinator from a nearby checkpoint (in stanby250's case, the player spawns into a controllinator at the level start checkpoint). He leaves that checkpoint activated, and there was no other checkpoint in the level up to the point where he had the camera issue. During my tweaking of his Microchip and the cameras, I observed the default level camera always wants to take control. By that I mean the camera would pan back to the activated checkpoint when I removed any camera input in the chain of cameras. Even though you don't see the camera trying to pan when other cameras are activated from one scene to another in play mode, it makes sense that the delay is caused by the LBP software branching to a camera function, but during this transition the thread for the default camera has priority and wants to update the screen with the data relating to the physical location of the player.

If you've been playing LBP for long, you may have noticed in some LBP1 levels the default level camera panning to different checkpoint locations in the level when your Sacky has lost all of his lives, as if it is searching for an activated checkpoint to respawn the player at, before panning to the scoreboard checkpoint where the player then respawns at the level's end. I've seen this take a few seconds in LBP1, but now, in LBP2, with all of the added (and more complex) features, there is more data to filter through before the default camera turns priority over to a game or movie camera.

I would suggest first adding hidden checkpoints at each of your track ending stages. Set the checkpoint radius large enough such that the checkpoint is activated a few seconds before the track end section cameras are activated.

And please let us know if this works for you, so we can add this information to a tutorial or something for others to have a reference to it later. Thanks.
2011-10-15 15:36:00

Author:
RickRock_777
Posts: 1567


Wow thanks for the very detailed reply. That has given me food for thought and definitely makes sense in what you're saying, it sounds like what you experienced is exactly the same issue I have. It really feels like the default level camera is trying to take over from the game camera. I'll have a play around with it later on tonight and see if I can sort it with suggestions you make.

@Cory: Movie cameras override every other camera in the level and it does so for everyone - you cannot give each player their own feed. Even if each player's DCS feeds into separate cameras, only one will be technically active and everyone in the level will see the same thing. It's annoying really because the movie camera offers many more tweaks than the game camera does.
2011-10-15 15:54:00

Author:
Xaif
Posts: 365


Xaif...if you don't mind, could you leave me a message on my Profile page if it works for you, in case I don't make it back to this thread for any of your updates. And if you can't get it working, let me know, and maybe I could help you fix it in create mode. If needed, send me a PSN friend request. Thx2011-10-15 16:17:00

Author:
RickRock_777
Posts: 1567


When the next track starts, the movie camera ends and it jumps back to the track with the count down timer starting, and from there the camera zooms right into the screen, then slowly zooms back out to the desired position. But by that point the race has started and you can't see your vehicle so have likely crashed.

It's not clear from your post if the players stay in the controlinators for the duration of the scoreboard being displayed, but assuming they are, then the following might work...

If you put the Movie Camera on a Positional Sequencer where the camera takes up the entire width on the sequencer, then you can use the sequencer's "Positional" input to activate and deactivate the camera independently of all other cameras.

When it deactivates, it'll immediately return to the last activated camera, avoiding the delay you'd get by using the camera's Hold Time instead.
2011-10-16 00:30:00

Author:
Aya042
Posts: 2870


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