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Cameras for Local and Online Play

Archive: 8 posts


I want to be able to have a camera that zooms out for when local players are together and can zoom in and out to set points, but a different camera is used for online players so they can separate from each other. I don't know anything about either type of camera, but it seems like that's the way I would like to do it. Selecting the number of players of each type in a menu would be okay as well.


If that won't work I would like to know how to make a camera that can zoom in and out to fit all the players. Note, that I want it to track tags, and not Sackboys. It seems like their are probably several tutorials for this part, but I'm not sure which one I need.
2012-03-15 21:16:00

Author:
Unknown User


Tools bag - change coop to versus gives seperate cameras... no way without binding player together in a sackbot to have both types in a level together2012-03-15 21:32:00

Author:
ForgottenEnigma
Posts: 1414


How do I get the camera to track all the players tags on a single screen and zoom in and out?

EDIT - It's controllinators controlling different vehicles and I want the vehicles to be tracked. I can do this with a movie camera, but it only follows one of them.
2012-03-15 23:44:00

Author:
Unknown User


Dave is right, the cameras should automatically do that for you once you switch it to Versus.2012-03-16 03:13:00

Author:
Wolffy123
Posts: 406


How do I get the camera to track all the players tags on a single screen and zoom in and out?

EDIT - It's controllinators controlling different vehicles and I want the vehicles to be tracked. I can do this with a movie camera, but it only follows one of them.

No movie cameras changes view for all players, you need to use game cameras for seperate views.

As for traking all players with zooming, there also maximum and standard zoom in global settings that allows to control zoom out and in, but i didnt play much with them so im not sure if they work on versus. You could also try to play around with movie camera transition system useing the sequencer in positional input action. You know about traistions of movie camera on sequencer right? if you use positional on in transition does not go straight forward as it usually do, but can go back and forth depending on analog signal you input in to sequencer.

This way for example you can make transition using 2 cameras, first one zoom in and 2nd zoom out, if you connect player sensor to it with range similar to zoom out camera , camera should zoom out to point where farest player is. You can place that logic on center of the map or one of the player, or figure something else (you could make some holo tricks to center camera between players good with 2 players might be pain to do with 4)

Considering people saying that my solutions are hard to understand i will most likely do video tutorial as always, since positional camera transitioning is quite interesting trick that not much people know about
2012-03-16 06:42:00

Author:
Shadowriver
Posts: 3991


What do I need to do to make the game cameras work? When the vehicle moves away from my player is switches back to the standard.2012-03-16 21:21:00

Author:
Unknown User


What do I need to do to make the game cameras work? When the vehicle moves away from my player is switches back to the standard.

Easiest way to make game cams behave with contolled vehicles (or sackbots) is to have stick the player in an invisible controlinator on an invisible piece of hologram, and use a follower to make it follow the vehicle around.
2012-03-16 21:41:00

Author:
Aya042
Posts: 2870


I didn't think that would work. I already watched a tutorial showing that, but I didn't realize that the Sackboy on the controllinator would turn invisible. This should work perfectly. Thank you. Much thanks to everyone else as well. I will post here when I hopefully get something working.2012-03-16 23:12:00

Author:
Unknown User


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