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#1

First Person 3D camera - smooth rotation concept

Archive: 19 posts


Hey guys, I'm sure many of you have seen the first person 3D camera used by the likes of steve_big_guns in his Massive Epic Raging Destruction trailer. However, the only camera's available on the community (that I could find anyway) all have the same problem: they don't rotate without glitching horrifically, making it unpleasant to play. The only way players have managed to get around that so far is by setting 4-8 different angles and fading to black between the camera's. It works, but it breaks the flow a bit.

So, I've mocked up a concept design that provides a smooth rotation action without filling the thermometer in create mode very much at all, which would allow for large levels to be easily created using a First person fully 3D perspective! If you could provide feedback on this: pointing out any issues you've found with it, suggesting improvements or uses for it, this would all be amazingly appreciated!

The link to the level is here: http://lbp.me/v/ezjjvc

Otherwise, search for my PSN: Mopkins

Thanks in advance guys!
2012-03-20 21:40:00

Author:
Mopkins
Posts: 123


Does it rotate the whole platform/level to achieve this affect?2012-03-20 21:45:00

Author:
warlord_evil
Posts: 4193


Does it rotate the whole platform/level to achieve this affect?

It does yes. I designed the system that rotates the level to be infinitely large without any extra programming, so it's really easy. The problem many people have had with their ideas for rotating the level is that the player changes location relative to the level as it's rotated. This concept gets around this allowing for fluid movement without any noticeable movement of the surroundings. If you get round to looking at the concept at any point I'd love to hear back from you.
2012-03-20 22:13:00

Author:
Mopkins
Posts: 123


Checking it out ASAP.

BTW have you checked out Evret's system? he has a copy-able demo for FPS rotation that sounds similar to this
2012-03-20 22:17:00

Author:
Hawk14
Posts: 105


Checking it out ASAP.

BTW have you checked out Evret's system? he has a copy-able demo for FPS rotation that sounds similar to this

Just checked out Evret's cam, I'd probably say it's a bit smoother than mine, but I can already see limitations of it: it restricts the level to a small square shape, which is fine, but doesn't allow for larger, more complex level design. I believe my design allows for much larger levels as it is the player that is moving around, not the level, the level is merely rotating about the player's current location, while the player is the one who is constantly moving.
2012-03-20 23:04:00

Author:
Mopkins
Posts: 123


Very interested in this. I've been trying to figure out how to make the level rotate relative to the player forever! Will definately check this out!2012-03-21 03:54:00

Author:
Loafsy
Posts: 68


I've been trying to figure out how to make the level rotate relative to the player forever!

Thanks for playing the level Loafsy! I've literally just updated it so it's a bit smoother, and I've now made it so you can move and rotate at the same time. I could really use some more feedback just to make sure the camera feels natural before I go ahead and make my level with it. I'll be giving the camera away as a prize in the level, so the sooner I start, the sooner you can get your hands on it!
2012-03-22 00:53:00

Author:
Mopkins
Posts: 123


You're welcome Mopkins. It was really interesting. I know you rotate the level, but how? I guess I will see soon enough. What kind of level are you making with the camera?2012-03-22 20:42:00

Author:
Loafsy
Posts: 68


I know you rotate the level, but how? I guess I will see soon enough. What kind of level are you making with the camera?

I've been having a few ideas as for what level to make, but I've settled on a sort of puzzle adventure thing. Hopefully it should be good, it all depends on how well the ideas I have for puzzles actually turn out! If I can't make much progress on the level I'll most likely end up making the concept copyable, so you can make your own levels with it. Time is something I don't really have much of at the moment being a student! I'll be sure to post on here any updates on progress so you can keep up to date.
2012-03-22 21:13:00

Author:
Mopkins
Posts: 123


If it is the level that is rotating, then don't you have to worry about the rotating level hitting the boundaries of create mode? This will limit the amount of level space you will have to work with, unless, you have multiple settings that aren't attached together and you switch between them. For example: You are in one setting, you go through a door, and the camera fades into a different setting (inside the house). If you have multiple settings spread apart from eachother, you can have a much wider range of gameplay, giving the environment a much bigger feel to it. I don't know if this will work, but it's worth giving it a try, right?2012-03-24 17:01:00

Author:
Wolffy123
Posts: 406


If it is the level that is rotating, then don't you have to worry about the rotating level hitting the boundaries of create mode?

You hit the nail on the head there! Yes the level size will still be limited, but less so than if the level were to move as well as rotate. The idea of fading between different settings is brilliant, it would allow you to easily design multiple environments without having to have one massive setting.

******** UPDATE ********
I also have a bit of news: I'll be making the concept level COPYABLE at some point in the next couple of days, after adding a few notes and the such to make it user friendly. I've come to realise I don't have enough time on my hands to really use the camera to make a great level, so think it's best to let the community have it and see what amazing things people come up with! All I ask is that if you do use my design, that you don't claim it as your own and I do get credit for it. I'd quickly like to thank anyone who helped while I was making this and hope that you have fun using it!
2012-03-25 19:48:00

Author:
Mopkins
Posts: 123


To be honest I thought you had copied Evret...that was before I played it...you haven't

Seeing as I haven't played the copied version, I'm going to have a little game I'm going to try and work out how you did it

The camera is moving (you've already said that, I think). So you must have done what I've tried (I wasn't moving don't try, it doesn't work! ). What I did was, have a Follower in the middle of the map. Then a long piece of Holo with a Look Rotator (at one end...even though it doesn't need to be at the end) that points at the camera, and at the other end a Microchip with a Tag and an Advanced Mover. The Mover is connected to the Right Stick but only to move Left and Right (and is set to Local Space). The Tag is set to the Follower.

What happens is this, you push Left or Right and the piece of Holo will move left or right, but because it's set to Local Space and the Holo is looking at the camera, it spins...and so the Tag spins...and then the map spins around the camera. I think that's right And as I said in my review of it, this is why the map doesn't stay spinning under the camera and drifts. I think that's because the Mover doesn't know it's supposed to be spinning and slightly moves off course.

Don't tell me if I'm right now, wait until I've played it
2012-03-26 22:15:00

Author:
ballisticola
Posts: 157


Haha well when you've played the copied version ballisticola I guess you'll find out your answer then! I'd actually like it if you could sort out the few little issues you pointed out such as the little jerk when it stops rotating, or the slight 'glideyness' of the whole process. I've tried a few different things to stop it but nothing seems to work, it's so frustrating! Let me know if you work something out, but until then, have fun playing with my concept! Let me know what you think of it!

To everyone else, as you may have guessed I've just republished the level so it is NOW COPYABLE! Please head over and copy it to your moon, I look forward to playing any levels that are created using it! Just message me and I'll give your level a whirl, have fun guys!
2012-03-26 22:27:00

Author:
Mopkins
Posts: 123


Notice how I played it 8 times? That was mostly because I got 140 points and tried to get more...but kept getting 70...rubbish glitchy game, it should never have been ship in that condition! 2012-03-26 23:35:00

Author:
ballisticola
Posts: 157


Yeah, admittedly I only spent about 30 seconds on the prize bubbles... Hey, it rewards people who actually play test I guess! You passed with flying colours, well done! 2012-03-27 00:13:00

Author:
Mopkins
Posts: 123


I can't believe it! I was trying to do the exact same thing a week ago But the middle part kept jumping out of the slides. Leave it with me, I'm pretty sure I can improve it

It will be called Mopkins Slide Rule...I've even thought of a logo
2012-03-29 00:15:00

Author:
ballisticola
Posts: 157


Great minds think alike! I would keep tweaking and playing with it, as I'm pretty sure that it can be improved fairly easily, I just haven't got the time on my hands at the moment. I trust you will do a good job with it, especially with that name! I'll keep an eye out for anything you create. 2012-03-29 00:58:00

Author:
Mopkins
Posts: 123


Just checked out Evret's cam, I'd probably say it's a bit smoother than mine, but I can already see limitations of it: it restricts the level to a small square shape, which is fine, but doesn't allow for larger, more complex level design. I believe my design allows for much larger levels as it is the player that is moving around, not the level, the level is merely rotating about the player's current location, while the player is the one who is constantly moving.

umm.... no, at least work out how a method works before claiming to know it's so called limitations.
The level is not restricted to a small square shape, it can be any size or shape as long as there is room for it to rotate in create mode. however larger levels will be less stable than smaller ones, but the same is true with your system.
While in my copyable level (and dem bones) the level does both move and rotate around a stationary player, all i have to do to make the player move as yours does is move one microchip from the level to the player and swap 4 wires within that chip. I tested both ways and found that keeping the player stationary was the better option as using this method I can seamlessly join multiple rotating rooms together without fading or cutting to a different area, simply emit the new room behind a closed door, open the door, walk through as normal then the old room is destroyed after the door closes. Keeping the player still also allows you to use followers etc for weapon swaps and animations etc, if you try this on a moving player the weapon will always lag (as followers always do) so your restricted to rigid connections.
You also mentioned my system is smoother, yet you claim to be able to make larger areas with yours? just how smooth do you think yours will be in a larger area when it's already a bit clunky?
My system also has full analog control over both rotation and movement. Your's only has analog rotation, not movement.
Do you have a method of doing freely moving NPCs with your method? with my system you can give NPCs any movement behaviors you can in a stationary top-down level.
So..... whose system is more limited?
sorry, thats probably a bit harsh, but it annoys me when people make empty claims when they clearly don't understand whats going on.
2012-03-29 10:14:00

Author:
evret
Posts: 612


Hey evret, I'm glad you had a chance to check out my level again, at least if only to check it wasn't a copy of yours! I only made the claim that I believe my design allows for larger levels, however as I don't fully understand how your system works I could be wrong. It was merely a conclusion that I drew from the fact that the level moves as opposed to the player.

As for the smoothness, yours is undoubtedly smoother, I've been very limited with how much time I've had to create this, which has led to me posting the copyable version far earlier than I'd have liked. I'm hoping some other player in the community will like my idea and have a go with it, as in my eyes, it's easier to understand the basic idea of how it works. This may not be the case for everyone, but it is for me. I'm yet to see how my idea works with larger contraptions, so for all I know it could be horrific.

As the title of the level suggests, it's just a concept, another idea to create a smooth camera. I think it's good that there are multiple ideas the create a smooth camera as it allows people to explore different options and end up with the best one for them. I know for a fact that your camera is amazing, so I'm just waiting on the community's reaction to mine.

I'm sorry for implying that your level was limited. My comments were merely directed at level size, as well as my own personal view of it's complexity with regards to the logic. I admit I could easily be wrong about the first point, and the second is merely a point of view that I'm sure many players who don't understand logic amazingly well share.

I'm glad you took your time to post this as it is exactly the kind of stuff I wanted to hear. It doesn't sound too harsh, it's constructive criticism, which is useful when designing a concept. It's often too easy to think that your idea is a good idea, even when there is heaps wrong with it. I'm hoping people who like my idea take what you've said and use it to create a much better concept design, that gives smooth rotation on larger levels and a system that allows npc's etc.
2012-03-29 12:25:00

Author:
Mopkins
Posts: 123


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