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How was this made in LBP?

Archive: 18 posts


I found this at IGN a level called The Movies. It's a really cool use of black and white lighting. But my question is how the person did the movie in the theater, was it all done with emitters

IGN Video: LittleBigPlanet PlayStation 3 Gameplay - The Movies@@AMEPARAM@@flashvars='object_ID=856680&downloadURL=http://ps3movies.ign.com/ps3/video/article/944/944022/lbp_themovies_011209_flvlowwide.flv&allownetworking=@@AMEPARAM@@object@@AMEPARAM@@8566 80@@AMEPARAM@@ps3movies@@AMEPARAM@@ps3@@AMEPARAM@@ 944/944022@@AMEPARAM@@lbp_themovies_011209_flvlowwide
2009-01-13 02:38:00

Author:
BurlapSackBoy
Posts: 310


If it were using emitters wouldn't you see clouds of smoke as the frames disappeared? Maybe a setup of looping chain switches creates the animation?2009-01-13 02:53:00

Author:
Unknown User


If it were using emitters wouldn't you see clouds of smoke as the frames disappeared?

Actually, there are a few certain types of materials that disappear from emmitance without the smaoke visuals. Glass is one of them. I'm sure there are others, but I can't remember.
2009-01-13 03:07:00

Author:
Unknown User


It could be a huge rotating wheel with trapeze shaped pictures on it.

I doubt its emitters, it doesn't behave like so.
2009-01-13 03:24:00

Author:
RangerZero
Posts: 3901


What Ranger said is correct. That's how it's done.2009-01-13 03:45:00

Author:
Jaeyden
Posts: 564


What Ranger said is correct. That's how it's done.

How can you be so sure?
2009-01-13 03:46:00

Author:
Unknown User


How can you be so sure?

Actually I played the level and at some point the wheel got buggy and I could decipher it's trapeze images scrolling. It's a huge wheel rotating super fast with image on it believe me.

Or the author could come here and prove me wrong?

.
2009-01-13 06:17:00

Author:
RangerZero
Posts: 3901


I think it's emitters. It would be fairly simple.

Say there are 5 images. Emit the first with a lifetime 0.1, and a break of 0.4. Synch is 0.0.

Have the second object emit with a lifetime of 0.1 and a break 0.4, but synch 0.1.

Have the third object emit with a lifetime of 0.1 and a break 0.4, but synch 0.2.

Have the fourth object emit with a lifetime of 0.1 and a break 0.4, but synch 0.3.

Have the fifth object emit with a lifetime of 0.1 and a break 0.4, but synch 0.4.


From theory, that should do the trick. I'd test it out but i can't play LBP for more than month!
2009-01-13 14:56:00

Author:
ryryryan
Posts: 3767


I think ryryryan is correct. The spining wheel thing really doesn't work that well. If you look at the video frame by frame you can see each image is perfectly placed and not half one image and half the other as it would be if it was on a rotating wheel.2009-01-13 15:14:00

Author:
wexfordian
Posts: 1904


Yeah, I was really impressed by that one. Best animation in LBP that I have seen. I'm gunna play it today.2009-01-13 15:23:00

Author:
Voltiare
Posts: 646


I have not seen this level yet, but I've played with doing a similar thing. Here is how I accomplished animation:

Big wheel with a bunch of pictures around it with a REALLY FAST spin rate. Switch hooked up preventing it from spinning uncontrollably.

A piston with a switch moving down at a steady rate. At exact intervals it hits same-colored keys which causes the wheel to move to the next frame.

(The key and switches had REALLY tiny radius' so it would only make the wheel move to the next picture. I used a grid when drawing to get everything exact)

Then to tweak it all I had to do was adjust the timing of the piston until it was exactly right.

(once again, this was NOT my level. Just saying how I did a similar thing in play testing. I decided, for my uses, it was not practical).

By the way, to TIME the pictures I let it run and put a little black sticker in the middle of the area for each frame each time it turned so I could see where the final animations were going to go.

edit: It doesn't look like HE did it this way because it would be a REALLY big wheel. Maybe an emitter or vertical piston controlled with the above idea instead of a wheel. Probably be easier with a vertical piston.
2009-01-13 16:26:00

Author:
CCubbage
Posts: 4430


I think it's emitters. It would be fairly simple.

Say there are 5 images. Emit the first with a lifetime 0.1, and a break of 0.4. Synch is 0.0.

Have the second object emit with a lifetime of 0.1 and a break 0.4, but synch 0.1.

Have the third object emit with a lifetime of 0.1 and a break 0.4, but synch 0.2.

Have the fourth object emit with a lifetime of 0.1 and a break 0.4, but synch 0.3.

Have the fifth object emit with a lifetime of 0.1 and a break 0.4, but synch 0.4.


From theory, that should do the trick. I'd test it out but i can't play LBP for more than month!


what does that synch option do??
2009-01-13 17:45:00

Author:
Dexist
Posts: 570


I'm not the maker of "the movies", but Teebonesy is one of my friends, and he definitely used a wheel to do the animation. He told me himself when it was in the early stages.

It works fine for me when I'm the only one playing it, but it seems to have syncing issues when there are more people, or if the online lag is especially bad. Still, I think this is a very nice looking level, and I highly recommend it.
2009-01-13 17:50:00

Author:
xkappax
Posts: 2569


what does that synch option do??

say you had two identical pistons going up and down, with a speed of 1.0 and 0.0 pause. The synch option is the timing of when the pistons synchronise. So if they're the same, both 0.0, they will go up and down at the same time. However if you put the synch to 0.0 on one and 0.5 on the other, when one goes up, the other goes down.

You can achieve accurate synchronisation in pistons with this. Check out my vid here at 2.50:
q5z0u3WMcA4

You can see i've put the synchronisation perfectly so none of the bars touch, but move very fast inbetween eachother. This took alot of trial and error to get right. I used the same method with synch to get the firing plasma right at 3.20.

Hope that explains it
2009-01-13 17:57:00

Author:
ryryryan
Posts: 3767


I'm not the maker of "the movies", but Teebonesy is one of my friends, and he definitely used a wheel to do the animation. He told me himself when it was in the early stages.

It works fine for me when I'm the only one playing it, but it seems to have syncing issues when there are more people, or if the online lag is especially bad. Still, I think this is a very nice looking level, and I highly recommend it.
Cool... He did a great job of hiding the "big" wheel. That is the only reason I ended up tossing the idea after I had played with it a while is because I didn't want to lose the layers in that part of my level... it looked cool,though (It sounds like a "primary" effect in his level. In my level it was going to be just an effect in a single room).

I'm glad someone found a way to use the technique well.
2009-01-13 18:01:00

Author:
CCubbage
Posts: 4430


Actually, there are a few certain types of materials that disappear from emmitance without the smaoke visuals. Glass is one of them. I'm sure there are others, but I can't remember.

i'd be interested in what the other ones are since you cant really sticker glass D:
2009-01-13 22:10:00

Author:
Hamsalad
Posts: 2551


I think glass does it a little, even if it is not as noticable. Saw a level not too long ago that emitted falling glass as water, and you could definately see it dissolve in between emissions.

But if you look above, this guy is using a wheel with stickers.
2009-01-13 23:05:00

Author:
CCubbage
Posts: 4430


I think glass does it a little, even if it is not as noticable. Saw a level not too long ago that emitted falling glass as water, and you could definately see it dissolve in between emissions.

But if you look above, this guy is using a wheel with stickers.

Yep thats right ^^"

Its just a big wheel with stickers, which explains why it needs to be dark during transitions.
2009-01-14 09:12:00

Author:
Senrir
Posts: 126


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