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PROBLEM: Sinusoidal Animation Shape

Archive: 18 posts


Hello everyone! I'm creating a certain moving laser barrier that will be made lethal, and I'm having some trouble with thermometer optimization and animation.

I'll describe what I have done:

Basically, I have a piece of hologram shaped like one wavelength of a "sine wave" (although it's not geometrically correct).
Then I create the curve by placing a gigantic circle, cutting it in fourths, and cutting away from one of these pieces to form a curve. I arrange this resulting curve to form a wave that I can copy as many times as I want. For my purposes, I have shrunken each wave to 4x4 small grid. My level will move, so I have to rely on hologram or sticker panel animation to create a moving wave laser animation. There are 8 frames in all, so I use a sequencer, and so on. I overlap the necessary frames and voila! I have an animating object that uses at least one-fifth of the thermometer per 5 waves or so.

One might think that I could optimize this by connecting a single sequencer to multiple pieces of wave, but it's the complexity of the shape that is causing problems. Its too small for me to remove vertices, so the only solution, perhaps, involves the sticker panel and taking a picture of my wave. Still, even with this method, the sticker image would be off-grid and generally inaccurately placed in relation to the rest of the level.

Does anyone have any suggestions that may help me create a working animation that doesn't raise the thermometer to unimaginable levels? I'd like to keep the animating wave visuals if possible. Also, if anyone knows of a way to create a more accurate sinusoidal wave shape, please share the method.

Thank you very much.
2012-07-10 02:55:00

Author:
synchronizer
Posts: 287


. Also, if anyone knows of a way to create a more accurate sinusoidal wave shape, please share the method.

Pistons set to On/Off actually move in a sinusodial fashion. You can use this to generate a pretty accurate sine curve out of material:

Attach an Emitter to one end of an On/Off Piston and fasten the other end to something immoveable.
Rapidly emit small, round pieces of non-colliding Material (e.g. Sticker Panel) with a sideways Mover on it.
Leave this system running unpaused for a few seconds.
Pause, and merge all the pieces of Material into one big wave using a thin brush.
Remove excessive vertices with the Corner Editing tool until you are satisfied with the result

You can tweak the Length and Speed of the Piston and the Mover until you get a shape that suits your need.

Good luck
2012-07-10 18:16:00

Author:
Slaeden-Bob
Posts: 605


Wow that sounds like an excellent plan! In order to solve the thermometer problems, i had a friend paint the shape with the move tools, so with your piston method, I can create a more accurate shape! Thank you.

Also, (completely tangential), I just watched this old Music Sequencer Featurette:

http://www.youtube.com/watch?v=C7faLJ1lhUA&feature=plcp

I can see that one can make interactive tracks? I've used the music sequencer for quite a while, and I don't remember seeing any inputs for turning tracks on or off. Have I been completely oblivious to this feature, or has it not been implemented in the final LBP 2? (I didn't want to start a new thread just to answer this one question.)
2012-07-10 19:35:00

Author:
synchronizer
Posts: 287


Any time

The interactive Music Sequencer never made it into LBP2...
I honestly don't know why, but knowing a bit about game development, I suspect the feature got cut due to time constraints or because it didn't perform adequately in the eyes of Mm.
2012-07-10 21:41:00

Author:
Slaeden-Bob
Posts: 605


You can turn a track off like you would do on an IntMusic sequencer. (Press square while your popit cursor is on a music sequencer). To turn a track off in the middle of a game, you will have to place another music sequencer(with the same song, of course) with one of its tracks turned off, then have the new music sequencer triggered by something.2012-07-10 21:46:00

Author:
Deurklink1
Posts: 346


You can turn a track off like you would do on an IntMusic sequencer.

Yes you can easily fake something like what is shown in the featurette. But to account for all possible combinations you would need 8 different Music Sequencers. And if you increase the number of different tracks in the Music Sequencer the number of combinations would increase exponentially.
2012-07-10 21:59:00

Author:
Slaeden-Bob
Posts: 605


At this point in time, I guess there's no hope for an interactive sequencer. It's really disappointing that an ADVERTISED FEATURE has been omitted from the game. I happen to use the music sequencer quite often, so this is quite the let-down.2012-07-11 00:03:00

Author:
synchronizer
Posts: 287


I tried the piston/mover method and it works 90% of the way to perfection. i can't figure out how to synchronize the beginning of the wave and the end of the wave. This is quite ironic, considering my username. I suppose that there must be some delay or the piston and mover must be set to extremely precise values.2012-07-11 20:53:00

Author:
synchronizer
Posts: 287


A video I watched by comphermc explained some of the lbp2 unit measurements. In the video it explained that each small grid square is equal to 2.5 speed units per second. So a mover with a speed of 10 will move weightless materials like sticker panel and hologram exactly 4 small grid squares (1 large grid square) per second. As far as piston speed is concerned, it may be difficult to get exactly right as the piston actually decelerates at the ends and accelerates when moving toward the middle of the total defined length. Hope this helps at least a little bit.

[correction] Actually its per 1/10th of 1 second.
2012-07-13 01:12:00

Author:
Unknown User


Amazing! I watched that same video last night. Yes, the piston acceleration is the tricky part, as well as the little bit of distance between the piston end and the point at which the connected object starts moving. It's okay though. THis isn't the most important object in my level by all means, although it would be amazing if I could create a perfect sinusoidal parent graph.2012-07-13 02:37:00

Author:
synchronizer
Posts: 287


It might be possible to get a sinusoidal analog signal. You would need a spinning item with a speed sensor (not in the middle) that only measures in 1 direction(vertical or horizontal). A speed sensor outputs the percentage of the speed it has compared to the set max value. I don't know if this works, but it's worth a try

Getting it visualised could be done by having the analog signal connected to a sequencer that is set to "position". On the sequencer you should have emitters that emit floating objects (hologram would be preferable, i think) that move to the left. You could, for example, put ten emitters on the sequencer, evenly spaced apart. You should then pick a height for the first emitter. Then the second emitter should emit its object slighly above the first, the third should emit it's object slightly above the second, and so on.

If the input is an analog sinusoidal signal, the sequencer will also be moved in a sinusoidal fashion. The emitters should then also be fired in that way, and because the objects all move to the left, you'll see a sinus wave.

I think it's possible for the speed sensor to output a negative value, so you should use a direction splitter, and also make a sequencer for the negative signal.
2012-07-16 01:40:00

Author:
Deurklink1
Posts: 346


What you have described seems plausible, but I am not a person who would be able to visualize it, unfortunately.

I went ahead and used my non-sine wave to create a sticker-panel animation by the way, and it seems to cause a bit of lag. There are 8 frames, and every 16 small grid requires its own sequencer. I might have to abandon the idea.
2012-07-16 02:11:00

Author:
synchronizer
Posts: 287


Here's a little something i made today.
http://i0.lbp.me/img/ft/b1068764a5575a696d23187e4b38209d347f7675.jpg
On top is a normal up and down moving signal, made with timers.
Below that is a sinusoidal signal i made using a speed sensor on a rotating object. I made both signals visible by hooking them up with sequencers filled with emitters.

I'll include them as a prize in my stuff giveaway level(http://lbp.me/v/cr8mhq), if anyone's interested.

-Edit: Check this:
http://i5.lbp.me/img/ft/5d53e64ccaf87d6cd5390029634aed8a6429ec4b.jpg
2012-07-18 21:10:00

Author:
Deurklink1
Posts: 346


Ah that looks great! I would have to make the emission faster so that the wave could be a single line, but otherwise everything seems fine. How did you connect the speed sensor though?

Anyway, I'll look at the level when I can. Thanks again!
2012-07-19 02:43:00

Author:
synchronizer
Posts: 287


Simply having it emit dots that are a little bigger would make it a line, too The speed button has just a single output. I connected it to a microchip with a single input. You'll see when you get them in my level. I tried to make them as easy to use as possible!

Also, unrelated, there's a thanks button under each post. If you thank someone using this button, it will eventually give them benefits on this forum, like a bigger avatar, or a larger signature You might want to use it in the future. Help others, and you will receive the benefits, too.
2012-07-19 09:04:00

Author:
Deurklink1
Posts: 346


Asking for thanks now are we? Okay, this time only. I'll play the level right now.

EDIT: The prize for a non constant signal is...the wheel and speed sensor. What do I do with this? I thought you would provide the whole gadget.
2012-07-19 13:42:00

Author:
synchronizer
Posts: 287


You can wire the speed sensor to the analog signal emitter(which i think is also given away in the level as a prize. It's a green chip).2012-07-19 16:43:00

Author:
Deurklink1
Posts: 346


I know this is a bit out of subject, but in the ad about sequencers they only turned the music volume off and on, which is possible.
Well, actually the music was put back on top of the video so it is 100% synched.

But yeah, interactivity without restarting the music would have been great.
2012-07-21 05:03:00

Author:
Unknown User


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