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#1

Acting without that annoying swaying

Archive: 15 posts


i recently watched a film and noticed something surprising. the sackbot actors did not sway at all when they acted. they looked left and then when they looked right all that moved was their heads. i've tried using tags for the sackbots to look at. it helps a little but it still has some sway. so, how are they doing it?2011-10-30 12:02:00

Author:
GribbleGrunger
Posts: 3910


It's t do with their expression. Happy expression and idle means they sway. So try changing the acting/expression on the sackbot.2011-10-30 22:52:00

Author:
LittleBigDes
Posts: 920


It's t do with their expression. Happy expression and idle means they sway. So try changing the acting/expression on the sackbot.

i'm almost sure i tried changing the expression. i'll give it a go tomorrow, thanks.
2011-10-31 00:42:00

Author:
GribbleGrunger
Posts: 3910


Also, to get rid of the "mini-bob", try changing the style of the sackbot's animation from sackboy to cliv, or any of the story characters (You might even find one with animations that really suit the character) and when they are set to act, with no action recorded, they won't bob. All movement can then be done with movers & look at tags, or if you want to be really advanced you can use an override controllinator which will move their arms etc.

I stick with movers lately, in all honesty. I'm a sucker for simplicity
2011-10-31 08:26:00

Author:
rialrees
Posts: 1015


Also, to get rid of the "mini-bob", try changing the style of the sackbot's animation from sackboy to cliv, or any of the story characters (You might even find one with animations that really suit the character) and when they are set to act, with no action recorded, they won't bob. All movement can then be done with movers & look at tags, or if you want to be really advanced you can use an override controllinator which will move their arms etc.

I stick with movers lately, in all honesty. I'm a sucker for simplicity

explain the movers thing to me please doesn't it make them look like they're floating? i haven't actually done any cutscenes yet, this is just research for if i've got any apare thermo when i've finished and my first level
2011-10-31 12:47:00

Author:
GribbleGrunger
Posts: 3910


Well if you pop a game sequencer on a bot, and use a normal basic mover, with left/right speed set to whatever you choose (low speeds works best) the bot will walk (with animation) along whatever surface they are standing on. It's a technique I use a lot to get a smooth walk instead of having to control my stick movement too much 2011-10-31 18:08:00

Author:
rialrees
Posts: 1015


Well if you pop a game sequencer on a bot, and use a normal basic mover, with left/right speed set to whatever you choose (low speeds works best) the bot will walk (with animation) along whatever surface they are standing on. It's a technique I use a lot to get a smooth walk instead of having to control my stick movement too much

OMG you're kidding. I have sackbot automation in my next level and was wondering how to it. Any picks for the more visually inclined? I assume you can make the movers well move to tags at different points on the sequencer?
2011-10-31 18:11:00

Author:
LittleBigDes
Posts: 920


OMG you're kidding. I have sackbot automation in my next level and was wondering how to it. Any picks for the more visually inclined? I assume you can make the movers well move to tags at different points on the sequencer?

lol, that's exactly what i thought. how the hell do people find these things out? oh and how do you get those hearts beneath your name?
2011-10-31 22:58:00

Author:
GribbleGrunger
Posts: 3910


Okay, how about this for an incredibly simple example. Please welcome my lovely model, Printz. He'll be playing the role of 'sackbot'.

http://ic.lbp.me/img/fl/96cb39e4f4abb7950ca85edb71fe3fc6b605befa.jpg

Now say you have this sequencer set off by a battery or tag on your main game cutscene sequencer, it will play through as normal. Notice that I can also put sackbot acting chips right on there, making it super easy to tweak timings etc. Once a sackbot animation has been triggered, it will continue to be active until another is triggered - this isn't too important in this case as we're really only using it to make the sackbot look at something (using look at tags, or the 'look around' setting), or change their emotion. All sackbot acting chips are set to 'idle' - you can use any sackbot animation style you want - and I do highly recommend playing around with these.

Sidenote: I also recommend playing using the 'look around' setting initially, and then adding more sepcific directions later. Quite often the bot will look where you want them to anyway using this method (at least, during scenes where there is speech, as the bot will look at anyone speaking within their awareness radius).

So let's say in this example I want Printz... ahem, excuse me, 'Sackbot', to look to his right, walk over to that point, and then look somewhere else. I use the first acting chip set to 'look at tag (green)', add a mover with right movement of 4.0 (or, as you correctly assumed, Des, a follower set to a similar speed for more precise marking).

The second chip then has a 'look around' setting, resetting where 'Sackbot' looks.

Obviously you can take things far more complex than this, but it really is that simple - it's all a matter of tweaking really. Huge benefit of this is it is far neater to organise a full scene of acting, and much easier to tweak too - just a case of shifting things around the sequencer/changing speeds etc.

Let me know if you want more detail, though I don't think I have the energy tonight lol!
2011-10-31 23:31:00

Author:
rialrees
Posts: 1015


The hearts and all under the name appear as soon as you write you psn id in the profile info. Which is funny cause you did give yours. Then I don't know. Weird. Did you publish any LBP levels ?2011-10-31 23:53:00

Author:
Unknown User


Rialrees, this is so helpful. I had no idea you could use sackbot acting chips this way. What I did to change the behaviour from say idle to act then back to idle/follow was to have the behaviour or acting chip on the sackbots and use tags on the sequencer. Then a tag sensor was wired up to the behaviour on the sackbot. So when the sequencer played over the tag the tag senser wired up to the behavior on the sackbot would be triggered. Like this:

http://www.flickr.com/photos/littlebigdes/6282914999/

But your way seems a lot simpler.
2011-11-01 03:02:00

Author:
LittleBigDes
Posts: 920


Okay, how about this for an incredibly simple example. Please welcome my lovely model, Printz. He'll be playing the role of 'sackbot'.

http://ic.lbp.me/img/fl/96cb39e4f4abb7950ca85edb71fe3fc6b605befa.jpg

Now say you have this sequencer set off by a battery or tag on your main game cutscene sequencer, it will play through as normal. Notice that I can also put sackbot acting chips right on there, making it super easy to tweak timings etc. Once a sackbot animation has been triggered, it will continue to be active until another is triggered - this isn't too important in this case as we're really only using it to make the sackbot look at something (using look at tags, or the 'look around' setting), or change their emotion. All sackbot acting chips are set to 'idle' - you can use any sackbot animation style you want - and I do highly recommend playing around with these.

Sidenote: I also recommend playing using the 'look around' setting initially, and then adding more sepcific directions later. Quite often the bot will look where you want them to anyway using this method (at least, during scenes where there is speech, as the bot will look at anyone speaking within their awareness radius).

So let's say in this example I want Printz... ahem, excuse me, 'Sackbot', to look to his right, walk over to that point, and then look somewhere else. I use the first acting chip set to 'look at tag (green)', add a mover with right movement of 4.0 (or, as you correctly assumed, Des, a follower set to a similar speed for more precise marking).

The second chip then has a 'look around' setting, resetting where 'Sackbot' looks.

Obviously you can take things far more complex than this, but it really is that simple - it's all a matter of tweaking really. Huge benefit of this is it is far neater to organise a full scene of acting, and much easier to tweak too - just a case of shifting things around the sequencer/changing speeds etc.

Let me know if you want more detail, though I don't think I have the energy tonight lol!

Please make a really in depth tutorial on this technique and put it in the tutorial section... this is pretty darn snazzy and i reckon a heck of a lot of people would benefit.


The hearts and all under the name appear as soon as you write you psn id in the profile info. Which is funny cause you did give yours. Then I don't know. Weird. Did you publish any LBP levels ?

no levels published. that's probably it then. SOON. i got a really odd bug tonight. i have a tag at the bottom of my lift and a tag sensor on the lift (on a microchip) these are to open the doors and close them. everything has been working for well over a week now and suddenly tonight it decided to stop working. for some reason the tag sensor refuses to come on when it's triggered but when i move it and then snap it back into position (the exact same position) the door opens as it should... but only when i do that. i discovered that by putting the tag sensor on the lift (off the microchip) it works perfectly. i have no idea what happened but just previous to this i invited a friend into my level and after he'd gone all my lights had reset. it's starting to make me really paranoid.
2011-11-01 03:22:00

Author:
GribbleGrunger
Posts: 3910


In the settings you can choose whether or not to display your hearts and number of levels. I don't think it is because you don't have any levels. I've seen people on LBPCentral who have no levels, but have 5 or 6 hearts.2011-11-03 02:55:00

Author:
Wolffy123
Posts: 406


Thanks Glad I could help.

Funny you should mentiona tutorial really, as I started writing up a really long guide on cinematics in general - there's plenty of people telling you how to whack a camera on a sequencer, but nothing in-depth regarding sackbot acting etc. I must remember to carry on with that sometime...
2011-11-03 03:17:00

Author:
rialrees
Posts: 1015


In the settings you can choose whether or not to display your hearts and number of levels. I don't think it is because you don't have any levels. I've seen people on LBPCentral who have no levels, but have 5 or 6 hearts.

they're all ticked on show everything... so perhaps i haven't got a heart
2011-11-03 20:55:00

Author:
GribbleGrunger
Posts: 3910


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