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#1

A Door That Opens Like a Door

Archive: 10 posts


I don't know if I'm just not understanding the hinge tool, but I've positioned it in the middle of a door, to the left of the door, and to the right. I have it set to swing the way I want it to (90 degrees), but it swings the ENTIRE door and not just the area where I want the actual hinge to be. Are there any tips on how to make a door swing open the way it's supposed to or does the hinge not work like an actual hinge?2012-11-16 03:15:00

Author:
Remy
Posts: 252


You dont need 2 hinges on the door to operate as a door, only having one will do trick!2012-11-16 03:54:00

Author:
Unknown User


Yeah, I only had one hinge. I kept moving that single hinge around on the door and receiving the same result. It swings the entire door out at a 90 degree angle. So like...the entire door moves in a circular motion when it opens rather than it just staying in one place and opening like it should. I wish I could explain a little more clearly, but it's just not cooperating. 2012-11-16 05:50:00

Author:
Remy
Posts: 252


I think I get what your tryin to say. So instead of the left side staying put as the pivot point for the door (just like a real door) the whole thing swings as if the pivot point is off behind the door somewhere? Is that right?2012-11-16 06:39:00

Author:
Dfw86
Posts: 138


You placed the hinge on the middle of the door? If memory serves me correctly, in order for the door to operate as you expect it to, the hinge goes on the side of the door from which you want it to turn. Hope this helps!2012-11-16 11:28:00

Author:
Super_Clone
Posts: 849


The tutorials tend to gloss over a a few steps in the process, which makes it confusing. Unlike LBP1 and LBP2, LBPK objects are not dynamic by default, so the motors and hinges do not need to be placed as the would be on real objects.

To make an object swing open like a door:
1) Place the hinge directly above (or below) the edge you want the object to pivot around.
2) Rotate the hinge (left and right on the d-pad) so that one edges of the hinge's sweep lines up with the surface of the door. (Note: this step doesn't actually matter before you attach the object to the hinge, but it helps for readability of the behavior).
3) Connect the hinge to the door (anywhere will do).

The important thing to keep in mind is that hinge will pivot objects connected to it around its center, not from the point you connect the object to the hinge. Hope that makes sense.
2012-11-17 02:46:00

Author:
Lokno
Posts: 68


Ooooh. Got it to work now! Thanks, guys! After finally getting it right, it seems so simple. :blush:2012-11-17 17:53:00

Author:
Remy
Posts: 252


After finally getting it right, it seems so simple. :blush:
Aye! this editor has a habit of doing that to people... for example i just had a problem where the A.I would not travel to a tag on the track simply because the tag was not on the track but inside a microchip stuck to the track... the rage i let out for that simple mistake was unforgivable!
2012-11-17 18:10:00

Author:
Arastoph
Posts: 216


Aye! this editor has a habit of doing that to people... for example i just had a problem where the A.I would not travel to a tag on the track simply because the tag was not on the track but inside a microchip stuck to the track... the rage i let out for that simple mistake was unforgivable!

So the microchips don't work as they do iTLE BIG PLANET 2? It shouldn't matter it the tag was directly on the track or on a microchip which is. Connected to the track. That's the whole point of microchips, to put all of your logic in 1 neat place.

It sounds like UFG really didn't do a good Job with this game. Its too bad MM had to use them to develop the game.
2012-11-18 03:08:00

Author:
SirGreenDay
Posts: 144


The rest of the logic works fine inside the microchip it is just the tag that has to be outside it for it to register properly for some reason... i guess it is to stop the whole object acting like a tag through the microchip?! maybe?2012-11-18 03:24:00

Author:
Arastoph
Posts: 216


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