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#1

Emitting effectively

Archive: 4 posts


I feel REALLY stupid for even asking, but i'm quite perplexed by the emitters' two velocity settings (angular and linear). These settings to me seem completely unpredictable and I can't seem to harness the emitters' power as effectively as I would like.

Can someone please explain thoroughly the finer points of the emitter? I wish to conquer all her intricacies!

Thanks in advance

RF

2011-11-18 16:27:00

Author:
RainbowtipsFort
Posts: 144


The linear setting determines the movement speed of the emitted object into the direction that the object is emitted into; consequently, if you emit an object straight on top of the emitter, there is no direction and I suppose any linear setting will be useless. You want it to move up? Emit it slightly above the emitter and set the linear speed.

The angular velocity determines the number of degrees the object spins around its own center point within one second. So, if you set it to 360 (the default, I think), the object will spin around its axis one full rotation. 720 will spin it twice as fast. Unlike the linear setting, you can set a negative value for angular velocity; this means the rotation will become anti-clockwise.

If you find that the center point of an object is not to your liking (the game decides where that point is based on the shape), you can encase the entire object into a regular shaped piece of holo (i.e. a circle) that is larger than the object you are encasing.

Nowadays, I mind these settings less and less; often I have logic on the emitted objects that is in control of its own velocity, trajectory and rotation. You might notice that a basic Mover - even when set to 100% acceleration - takes a moment to get to full speed; compare that with the emitter's linear setting, in which the object instantly gets to its full speed. This may convince you to stick with setting speed on the emitter and not on board of the object, but a very good remedy is using multiple copies of the Mover at once; this will stack acceleration and depending on the mass of your object, it will easily match the effect of the emitter linear velocity approach.
2011-11-18 17:03:00

Author:
Antikris
Posts: 1340


The guy above me is pretty awesome with all this stuff.2011-11-18 17:11:00

Author:
Unknown User


Nowadays, I mind these settings less and less; often I have logic on the emitted objects that is in control of its own velocity, trajectory and rotation. You might notice that a basic Mover - even when set to 100% acceleration - takes a moment to get to full speed; compare that with the emitter's linear setting, in which the object instantly gets to its full speed. This may convince you to stick with setting speed on the emitter and not on board of the object, but a very good remedy is using multiple copies of the Mover at once; this will stack acceleration and depending on the mass of your object, it will easily match the effect of the emitter linear velocity approach.

I've never heard of "stacking" logic, but I guess it makes sense. As for everything else, thank you so much! You've given me EXACTLY what I wanted!

Time to emit like a pro...
2011-11-18 23:37:00

Author:
RainbowtipsFort
Posts: 144


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