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Camera Issues
Archive: 17 posts
Hi there guys! I'm trying out a few new things with cameras just for fun and coming up short on solutions, I'm just wondering if it's possible and if so if it's worth the effort. What I've got is a top down level for 2 players who wander about freely. I have a single HUD that displays health etc. for both players on which the camera for the level is mounted (so the HUD appears to not move as the players progress through the level). I've made it so the players can't move further apart than the camera area using a bounding box of holo connected to the HUD. What I'm struggling to do is to get the HUD to progress through the level. Ideally I'd like the centre of the screen (or HUD) to be halfway between the players (in essence averaging the distance between them). For single player I've just used a follower-tag setup on the player with no issues, but with 2 players I don't want the camera to just follow one player as the second player would not be as involved. I have a feeling there lies a solution in using tag sensors set to detect closeness but can't think how I'd go about doing it. Sorry if that makes no sense, it's quite hard to explain! I'll post some pictures if you need more information, just ask. | 2012-08-02 19:26:00 Author: Mopkins Posts: 123 |
Just put the player sensor to 5000.0 ( Max ) and make it activate the camera,tweak the camera and put the "Follow Player" to 0%. Try it,if it does not work,I would keep trying. | 2012-08-02 19:36:00 Author: bigl0uc0ntra Posts: 113 |
That will only keep the camera from following the players, leaving it stationary. I need it to follow the players through the level, but keeping the central focus of the camera directly between them. I've just managed to do this in 1 dimension incredibly easily, so I have a feeling this can be done in 2 dimensions with a few modifications. All I've done is compare analogue signals from tag sensors and connect them to a follower set to flee. Any ideas how to translate this into 2 dimensions? | 2012-08-02 20:10:00 Author: Mopkins Posts: 123 |
Considering your description of your partial solution as a solution that only works in one dimension, would using two followers allow your system to function in two dimensions? Have each set to "move vertically" NO, and have one rotated ninety degrees, as doing so will essentially turn the "move vertically" NO into a "move horizontally" NO setting. If neither follower cancels the other, then perhaps the camera will settle between the on-screen players. | 2012-08-03 01:59:00 Author: synchronizer Posts: 287 |
would using two followers allow your system to function in two dimensions? Have each set to "move vertically" NO, and have one rotated ninety degrees, as doing so will essentially turn the "move vertically" NO into a "move horizontally" NO setting. If neither follower cancels the other, then perhaps the camera will settle between the on-screen players. Two followers tend to be a pain as they don't work together. I've tried rapidly switching between them using a not pulser, but to no avail unfortunately. An update on my current progress anyway: http://i8.lbp.me/img/ft/8284df2a0ef2531e22a3ec3f4bd51b26d0db995b.jpg This is my current setup. The blue and green squares are the players, and the clear holo is what the camera is mounted to. If you were to draw a line from the centre of the green player to the centre of the blue player, the exact centre of that line is what I want the clear holo to follow (where the red and orange lines meet on the diagram in the link below). 41359 Currently, I can get the clear holo to move to the orange line quickly with no issues and very minimal logic. However it moves to any point on that orange line, and not to where it meets the red one. Can anyone suggest any ideas on how to fix this? I'm so close I know it! If you need more info on my current setup just ask and I'll post some pics with an explanation. | 2012-08-04 20:08:00 Author: Mopkins Posts: 123 |
Here is an idea that is out-of-the-box, but might work. I haven't tried to attempt this before, but what if you use 2 elastics? It's kind of old school, but it might work. Just have an elastic that connects each player to the camera hologram. Also, make sure that the elastics have enough "slack" so that the players wont be pulled into each other, and so that they have enough tightness to hold the hologram in the middle.. One problem about this set-up is that the hologram might start freaking out, because holograms don't really like rods, strings, elastics, etc. Give it a try though, it might work. Good Luck! | 2012-08-04 23:15:00 Author: Wolffy123 Posts: 406 |
Here is an idea that is out-of-the-box, but might work. I haven't tried to attempt this before, but what if you use 2 elastics? It's kind of old school, but it might work. I do quite like old school methods I have to say! I did toy around with the idea of a physical connection, trying to mount microchips on strings, fancy contraptions that connected players etc. This is annoyingly simple yet it might work! I'll give it a go for sure. I'd still quite like to know if there's a way to do it with logic though, seeing as I've put so much effort into it so far! Thanks for the idea, I'll let you know if it works. | 2012-08-05 00:23:00 Author: Mopkins Posts: 123 |
"Minimal logic". Do you have a screen shot of it? | 2012-08-05 13:17:00 Author: synchronizer Posts: 287 |
i got this to "SOME WHAT " work its not 100% but if you take 8 Follower's set the min rage to say 75 and the max to what you need put them ever 45 ° then change the angel to 45 ° i added the same configuration with player sensor and its kinda working if player 2 gets too fare away it forgets about them and rushes over to player 1 | 2012-08-05 13:36:00 Author: JKY Posts: 119 |
i have put something together that works perfectly as long as the 2 players cant pass directly over one another. if you add me on psn i'm happy to show u what i've got so far, it's just a bit lengthy to explain on here. | 2012-08-05 13:57:00 Author: evret Posts: 612 |
i have put something together that works perfectly as long as the 2 players cant pass directly over one another. if you add me on psn i'm happy to show u what i've got so far, it's just a bit lengthy to explain on here. Oh awesome! Thanks, I'll give you an add when I'm next on then. | 2012-08-05 20:28:00 Author: Mopkins Posts: 123 |
Hey evret, just recieved what you made but I can't open it as I haven't got the move pack. I assume this is just because you've used sticker panel or something? If you could change it and re-send it I'd be very grateful. | 2012-08-10 18:26:00 Author: Mopkins Posts: 123 |
changed to holo and re-sent | 2012-08-10 19:18:00 Author: evret Posts: 612 |
Awesome, it works a treat. Thanks! | 2012-08-10 21:28:00 Author: Mopkins Posts: 123 |
Would you care to share the solution with us here please? | 2012-08-15 14:56:00 Author: synchronizer Posts: 287 |
Would you care to share the solution with us here please? Evret's the one who came up with the logic, so I'm in no place to explain how he's managed it. I'd contact him to find out or to get what he's made sent to you. | 2012-08-15 18:23:00 Author: Mopkins Posts: 123 |
Ah thank you very much. | 2012-08-16 02:41:00 Author: synchronizer Posts: 287 |
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