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How do you make a camera move up an object?

Archive: 4 posts


So I'm making the Colossus of Rhodes and it is a tourism site. I want to make it so, with player sensors, the camera slowly moves up the object eventually showing the whole statue, not just the legs where the sack people are. How can I do this? Is it possible? Thanks.2013-01-15 23:10:00

Author:
Unknown User


Hmm, I think I know what you're after.
You're working with Movie Cameras here.

Place a Microchip down, and open up it's board.
Place your Player Sensor down, and wire that into a Sequencer.
On your Sequencer, place 2 Movie Cams. The first one, should start at the beginning of the Seq's playbar, and should stretch the majority of the length. The second be placed below the first one, slightly to further to the right. Neither camera should hit the right edge of the playbar, otherwise the camera will never switch off.
(If this is unclear, tell me and I'll go grab a quick in-game photo for you.)

Tweak the first camera, and set the Angle/Zoom to the base of the statue.
Tweak the second camera and set the Angle/Zoom to the top of the statue. Then set the transition setting to 'Soft Pan' or 'Hard Pan'.
The Pans mean the camera will slowly move between shot 1 and shot 2. Soft Pan eases in, slowly accelerating and decelerating as it gets closer to the start/end of the movement, Hard Pan just moves at a constant speed, so take your pick.

You can change the time it takes for the camera transition by tweaking the Sequencer and setting the 'Seconds per Stripe' to a higher number, or by extending the Seqs playbar and Movie Cams on it.
2013-01-15 23:44:00

Author:
Ostler5000
Posts: 1017


Hmm, I think I know what you're after.
You're working with Movie Cameras here.

Place a Microchip down, and open up it's board.
Place your Player Sensor down, and wire that into a Sequencer.
On your Sequencer, place 2 Movie Cams. The first one, should start at the beginning of the Seq's playbar, and should stretch the majority of the length. The second be placed below the first one, slightly to further to the right. Neither camera should hit the right edge of the playbar, otherwise the camera will never switch off.
(If this is unclear, tell me and I'll go grab a quick in-game photo for you.)

Tweak the first camera, and set the Angle/Zoom to the base of the statue.
Tweak the second camera and set the Angle/Zoom to the top of the statue. Then set the transition setting to 'Soft Pan' or 'Hard Pan'.
The Pans mean the camera will slowly move between shot 1 and shot 2. Soft Pan eases in, slowly accelerating and decelerating as it gets closer to the start/end of the movement, Hard Pan just moves at a constant speed, so take your pick.

You can change the time it takes for the camera transition by tweaking the Sequencer and setting the 'Seconds per Stripe' to a higher number, or by extending the Seqs playbar and Movie Cams on it.

Yeah I think I know what you mean. But if you don't mind could you make that quick in game photos for me? I'll think it would help. Thanks a lot!
2013-01-16 01:10:00

Author:
Unknown User


OK, I apologise for a slow responce - been busy.
Here's the image -
http://img580.imageshack.us/img580/5729/aphotok.jpg
As you can see, the first Movie Cam starts at the beginning of the Seq, and overlaps the second Cam. What this does, is it tells the game to transition between these two camera views.
(Whether Cam 1 is above or below Cam 2 is irrelevant. So long as they overlap.)

Ensure Cam 2 doesn't touch the end of the Sequencer, otherwise it will stay on forever, until you activate another Movie Camera.

Also, if you note the bars on the Sequencer here.
Cam1 would be active by itself for 1 second. Then it would transition to Cam2 over 3 seconds. Then Cam2 would be active by itself for 1 second, before switching off, returning the view to the player(s).
2013-01-17 21:13:00

Author:
Ostler5000
Posts: 1017


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