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[Help] Permanent bounce.

Archive: 14 posts


So I'm building a new level now, and it requires that a certain object permanently bounces within a a box without slowing down. So far, I've only managed to make it bounce at 90? angles, but i wanted to be able to interact with it and make it bounce on pretty much every angle. I know it's possible because there's a story level called Ping Pang Pong. Basically, I'm trying to make the object behave like the disk, but i have no idea how. I hope I made myself clear enough since I'm having a bit of a hard time describing this

I would appreciate any help given on this.
2012-04-21 03:28:00

Author:
Unknown User


You are using the material tweaker with bounciness to 100%, right? That usually does it. Although I guess it you want it bouncing all the time you might need movers of the sort.2012-04-21 10:06:00

Author:
Denim360
Posts: 482


You are using the material tweaker with bounciness to 100%, right? That usually does it. Although I guess it you want it bouncing all the time you might need movers of the sort.

Yes, I am using a material tweaker with 100% bounciness and a gravity tweaker as well. but I just don't know how to make it like the disc/ball in Ping Pang Pong >.<
2012-04-21 19:40:00

Author:
Unknown User


i don't know if this would work but you could have the ball have the material tweaker with bounciness and the antigrav tweaker but also a Mover (set to Local Space <--- very important), Timer and Impact Sensor. Hook the impact sensor (which is sensing a tag for your walls) up to the reset of the timer and the output of the timer to the Mover. So basically the ball will continually move round but upon hitting one of the sides it disables the timer for a little while like 0.3 seconds which should let it bounce off and then the mover would kick in again propelling it once more.

If this doesn't work, try creating a rim of hologram around the sides which sticks out one or 2 squares from the sides themselves and have the impact sensor detect this instead of the actual walls. Don't know if thisll work but hope it helps : )
2012-04-22 10:57:00

Author:
Hallm3
Posts: 252


Simply invert the x and y vectors when it hits a corresponding wall.

http://i92.photobucket.com/albums/l37/Corporeal/543936cd.jpg
2012-04-22 12:30:00

Author:
Ayneh
Posts: 2454


Simply invert the x and y vectors when it hits a corresponding wall.

This will only work on flat surfaces under angles of 90 degrees. Make it bounce against a 45 degreeg surface or a round surface and it won't work right.

What you could do is stick a mat tweaker (set to 100% bounce) and a local sensor on a chip on your 'ball', set to the maximum speed you want to allow your ball. Output it to a dedicated tag ("A"). Pick up this signals with a signal-strength tag sensor elsewhere wire it through an OR gate into a dedicated feedback loop. Output the looped signal to another dedicated tag ("B").

Make sure the ball contains a rocket rotator set to max speed and max acceleration (you may even want to use multiple in order to turn it as fast as it can), causing it to turn into the direction it is moving in.

Now, when a ball impacts with anything, you disable the chip and after impact seizes you make it wait 0.1 or 0.2 seconds before activating the chip again. Stick a tag sensor for "B" on the chip as well, wired to a simple mover. Set the mover to speed input, max speed to the desired max of your ball and max out acceleration and deceleration.

What will hopefully happen now is that when launched, the ball will tell the feedback loop its current speed and continuously adjust it upwards as it goes faster. When it slows down, the feedback loop will still contain the fastest speed recorded and consequentially send that back to the ball. The ball will correct its speed via the basic mover.

On impact, however, the ball now does not try and ram through the obstacle in a straight trajectory (this is what in theory the mover would cause), but temporarily disable the entire setup and allow physics to do its thing (bounce it) before the ball assumes its last recorded speed.

If you'd wish to slow the ball down, you can manipulate the signal stored in the feedback loop. You can even gradually increase the signal over time, like what happens in a game of Arcanoid.

NOTE: this setup relies on manipulating a simple mover set to local and a rocket rotator. If you want the object to rotate in free/arbitrary direction independent of trajectory or stable it with a gyroscope, then this setup will fail and you will need something more complex (assuming this works in the first place, lol). I assumed you are using a ball, since with that object it is hardly noticeable that it is not spinning around. Nothing stops you , though, from freebolting a piece of sticker panel to the ball and stick a gyroscope on that.

NOTE2: referring to NOTE1, about a freely spinning ball; you could stick the sensor/mover chip and rocket rotator onto a piece of invisible holo that is bolted to the ball. Make sure the impact sensor is on the ball, though (don't make the sensor detect impact with the holo). The holo will now assume direction that the ball is going in and start dragging the ball into that direction shortly after bouncing - until the next bounce, when physics takes over briefly and the chip on the holo is temporarily deactivated. Meanwhile, the ball can spin in whatever direction. It doesn't even need to be a ball.

NOTE3: I will create this tonight, do some testing and either confirm or dismiss my proposed solution. Will add a few screenshots.
2012-04-23 17:04:00

Author:
Antikris
Posts: 1340


This will only work on flat surfaces under angles of 90 degrees. Make it bounce against a 45 degreeg surface or a round surface and it won't work right.

What you could do is stick a mat tweaker (set to 100% bounce) and a local sensor on a chip on your 'ball', set to the maximum speed you want to allow your ball. Output it to a dedicated tag ("A"). Pick up this signals with a signal-strength tag sensor elsewhere wire it through an OR gate into a dedicated feedback loop. Output the looped signal to another dedicated tag ("B").

Make sure the ball contains a rocket rotator set to max speed and max acceleration (you may even want to use multiple in order to turn it as fast as it can), causing it to turn into the direction it is moving in.

Now, when a ball impacts with anything, you disable the chip and after impact seizes you make it wait 0.1 or 0.2 seconds before activating the chip again. Stick a tag sensor for "B" on the chip as well, wired to a simple mover. Set the mover to speed input, max speed to the desired max of your ball and max out acceleration and deceleration.

What will hopefully happen now is that when launched, the ball will tell the feedback loop its current speed and continuously adjust it upwards as it goes faster. When it slows down, the feedback loop will still contain the fastest speed recorded and consequentially send that back to the ball. The ball will correct its speed via the basic mover.

On impact, however, the ball now does not try and ram through the obstacle in a straight trajectory (this is what in theory the mover would cause), but temporarily disable the entire setup and allow physics to do its thing (bounce it) before the ball assumes its last recorded speed.

If you'd wish to slow the ball down, you can manipulate the signal stored in the feedback loop. You can even gradually increase the signal over time, like what happens in a game of Arcanoid.

NOTE: this setup relies on manipulating a simple mover set to local and a rocket rotator. If you want the object to rotate in free/arbitrary direction independent of trajectory or stable it with a gyroscope, then this setup will fail and you will need something more complex (assuming this works in the first place, lol). I assumed you are using a ball, since with that object it is hardly noticeable that it is not spinning around. Nothing stops you , though, from freebolting a piece of sticker panel to the ball and stick a gyroscope on that.

NOTE2: referring to NOTE1, about a freely spinning ball; you could stick the sensor/mover chip and rocket rotator onto a piece of invisible holo that is bolted to the ball. Make sure the impact sensor is on the ball, though (don't make the sensor detect impact with the holo). The holo will now assume direction that the ball is going in and start dragging the ball into that direction shortly after bouncing - until the next bounce, when physics takes over briefly and the chip on the holo is temporarily deactivated. Meanwhile, the ball can spin in whatever direction. It doesn't even need to be a ball.

NOTE3: I will create this tonight, do some testing and either confirm or dismiss my proposed solution. Will add a few screenshots.

Thank you, I would appreciate the screenshots. I would test it too, but for the moment I am away from home and will only be able to pick LBP2 up again next weekend. I think I have a fair idea of what you are saying, but screenshots are always welcome^^
Once again, thank you
2012-04-23 18:11:00

Author:
Unknown User




I tried for a few hours but I could not get it right. In theory it works, in practice it doesn't.
2012-04-23 20:19:00

Author:
Antikris
Posts: 1340




I tried for a few hours but I could not get it right. In theory it works, in practice it doesn't.

It's ok
Do you still have the logic? If so, could you send me the screenshots please? Maybe I'll be able to figure something out based on it when i pick it up again.
2012-04-23 23:21:00

Author:
Unknown User


This will only work on flat surfaces under angles of 90 degrees. Make it bounce against a 45 degreeg surface or a round surface and it won't work right.
That's exactly what OP asked for.


I'm building a new level now, and it requires that a certain object permanently bounces within a box
2012-04-24 10:35:00

Author:
Ayneh
Posts: 2454


That's exactly what OP asked for.

I missed that bit. My apologies.
2012-04-24 23:35:00

Author:
Antikris
Posts: 1340


So far, I've only managed to make it bounce at 90? angles, but i wanted to be able to interact with it and make it bounce on pretty much every angle.


Simply invert the x and y vectors when it hits a corresponding wall.

http://i92.photobucket.com/albums/l37/Corporeal/543936cd.jpg


This will only work on flat surfaces under angles of 90 degrees. Make it bounce against a 45 degreeg surface or a round surface and it won't work right.


That's exactly what OP asked for.

for clarity
2012-04-25 04:39:00

Author:
evret
Posts: 612


I played around with this for a couple hours last night because it's an interesting puzzle.

What I was trying to do was teach the ball how to interact with different angles using different sensors and an addition subtraction feedback loop..

On impact with a surface, a tag would activate that would carry the signal from an angle sensor on that surface. The ball would detect that, then use the information to determine how it would react, based on what direction it was moving on impact. I was able to make this work on angles of 45 when the ball was moving straight down, since the math was easier (45s are calculated as either .75 or .25). I feel like I just needed a small tweak to make it calculate other values, but I was dead tired and couldn't go any further..

I also made at least one key observation, for the ball to be moving at a "constant" speed, it only needs to be moving at that speed in one direction. The speed of the other direction will just affect trajectory...

For example, if the ball is moving at speed 10 right, then the angle of trajectory will gradually increase as you move toward 10 up.. upon reaching 10 up, the trajectory increases by decreasing your right speed away from 10.. Using the angle sensor, there must be a way to calculate this so that the ball will react accordingly.

If anyone would like to see what I have so far, I love company Kris, it would be like old times
2012-04-25 14:42:00

Author:
shane_danger
Posts: 283


Kris, it would be like old times

Hey, it STILL is like old times when I am on. You just need to be there as well.

Got a mic now so that might make things a bit easier.
2012-04-25 17:01:00

Author:
Antikris
Posts: 1340


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