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Making Smooth Animations
Archive: 10 posts
So I'm making a level with A LOT of animation, and I want it to be as smooth as possible. I've already got half of that down, it's just that when I make the sequence loop (on a sequencer), there's this pesky flash that just lasts a jiffy. You know that, right? That moment the loop ends and starts anew, there's this split second that the sticker panel doesn't show. It's quite disrupting. I'd like to know how to kill this burden and set it aflame for the employees at Disney World to use in fireworks. So any tips? I mean, I made sure the batteries touched the ends of the sequencer, I have no idea why it just stops for a microsecond. I've seen some people fix this, but only a very few, and I'd just love to know how to get this done. Thanks! :hero: | 2012-09-24 20:23:00 Author: Sackpapoi Posts: 1195 |
I know the problem, similar the lag you get with a looping music sequencer. I had pretty simple animations in my level Frightasia, instead of a sequencer I used a selector and timers set to 0.2 sec to create my own animation loops. Take a look at the Character Gallery (http://lbp.me/v/7gd89v) if you want to see samples. I hope someone else has a more elegant solution for this problem. My way works for simple animations, but it's cumbersome. | 2012-09-24 21:48:00 Author: Pookachoo Posts: 838 |
I have been making a real lot of complex animations recently and i can say that sequencers are not the way to go as there will always be a flicker or flash as it resets. I now use selectors to animate my models. It takes a little more effort then sequencers though as you have to use a load of not gates and other logic but is by far the most accurate. Another thing to avoid if possible is placing logic for each animation into logic chips as turning one chip on and another off also creates that slight flash/Flicker that you get. Sometimes it won't matter that much like when you attack or turn to face the other direction you wont always notice the flash as its a fast animation but when walking or a breathing animation then you will want to avoid that flash. One way to get an animation working with the selector is to attach a timer to its cycling input and then into the timers reset for repeating animation. So if you have two leg pictures that when animated look like walking just place the selector with two outputs and connect one to the first pic the other to the second and then a timer connected to the cycling input of the selector set to about 3 secs. I do still use sequencers now and again for simple one time animations like a character that can attack. Because the attack will not repeat unless you press the button again then it won't have such a bad flash. Just make sure in this instance you place a battery on the sequencer right after the animation battery for the attack that is set to activate the animations for standing still again. hat way the flash will be very minimal or nonexistent depending on your set up. Also remember the more complex like mine are the harder it is to make so one idea i do is i will not glue any part of the animated character together until the animation is completed. Another way i do it is i either will place notes on each part to remember what is what in case i need to change an animation or a single frame later on. I hope this helps but i am not very good at explaining this sort of thing so just ask if you don't understand anything. If you are interested in seeing some of the animations i have made with this technique then i have a beta level (http://lbp.me/v/fern1b) up now that showcases a few animated enemies including a medusa in the second wave. Some of her animations have the flash but only because there was so much on the chip it was lagging in create mode so i had to place the attack logic in chips and the turning logic. I also hope someone else has a different way they can share as i would like to test other ways out as well. | 2012-09-24 22:43:00 Author: Lordwarblade Posts: 761 |
Nice post warblade, and a very good question sackpapoi! I too am having the same issue but with music sequencers on loop(as mentioned) lord war blades idea works better but I'm wondering for music...... Can it be fixed? Can you get a sequencer/music sequencer to loop with out that delay? It's VERY obvious with music, perhaps a one second delay.... How about this (will try when I get home) ...for instance, I have a 20 second music clip, (can you 'reset music sequencers??) so .... A twenty second music sequencer, on a twenty one second sequencer (21 bars at I second strip) and a battery in the twentieth strip rigged to 'reset' the sequencer? ..... Or a twenty second timer set to reset the sequencer ( not on the sequencer)... Wonder if that will make any difference to that lag?? | 2012-09-25 16:49:00 Author: Shade_seeker Posts: 328 |
I've updated my Artistic Levels without Lag (https://lbpcentral.lbp-hub.com/index.php?t=73706-Artistic-Levels-without-Lag) tutorial to include smoother looping animations and music. I don't mean to highjack this thread, but if anyone has more info on smooth animations please let me know so it can be included in my tutorial. | 2012-09-25 20:00:00 Author: Pookachoo Posts: 838 |
Pretty much what others have said here: the animation frame objects have to be driven by a selector because the selector always has an output on with no gap when you switch between inputs - you can still drive the selector inputs with a sequencer if that's what you feel comfortable with, but just make sure that the things attached to your holo/sticker panel frames is a selector. | 2012-09-25 22:17:00 Author: Chazprime Posts: 587 |
@ShadeSeeker Interesting idea i would love to know how it turns out. Cool thread there Pookachoo its a lot to read but some great tips. | 2012-09-26 14:57:00 Author: Lordwarblade Posts: 761 |
Nice pookachoo I didn't try it warblade, but pookachoo mentions basically the same thin in their help thread, so it would seem I works | 2012-09-27 13:17:00 Author: Shade_seeker Posts: 328 |
Actually, I updated my tutorial after reading lordwarblade's post (although I'd been using a selector in my own animations) - and he's been thanked as a contributor. | 2012-09-27 19:27:00 Author: Pookachoo Posts: 838 |
i have been making animations for a while now and i have made my own microchip for it. It consists of a selector and a timer wired specifically all you do is wire the selector to the proper animation order and then it makes a smooth animation if you would like a copy of the microchip i would gladly send you one. Just remember sometimes it's ok to use sequencer animations with batteries and what not like making a bouncing ball i use a sequencer for that but let me know if want my microchip for future use. | 2012-09-30 23:14:00 Author: Ben21 Posts: 127 |
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