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#1

Controlled sackbot camera tracking problems.

Archive: 4 posts


I wanted to try making a level were a player controls a sackbot throughout the level. I was able to get the whole camera tracking sackbot method working, so basically the movie camera follows the controlled sackbot. I want to keep the player and the sackbot separate from each other throughout the level.

My problem is that when I activate another movie camera to play out a cutscene or show a point of interest, I lose the camera tracking on the controlled sackbot and it reverts back to the player camera. I've been trying to solve this issue and looking around to see if I could fix this but i'm pretty much stuck.

Is there a way to keep the camera tracking on the sackbot after it triggers another movie camera sequence?
2013-06-10 08:29:00

Author:
Unknown User


You need to get it to reactivate the sackbot-following movie camera when the cutscene finishes. It won't revert back to it on its own. The way to activate the movie cams is to use a resettable one shot "pulse" counter. Then you can use whatever method you want to activate that pulse counter every time you want to go back to the main camera. You could (for example) connect the output of your cutscene movie cam to a tag (call it MainCam or whatever), then have a tag sensor with the same name connected to your pulse counter. That way you can that same tag whenever you want to go from cutscene cam -> main cam.

This is the method I used in my Contrast level and it works a charm. Similar to yours, it uses a sackbot (or rather sackbots) which is separate from the player.
2013-06-10 11:12:00

Author:
Ali_Star
Posts: 4085


Thank you for the help. I never thought about having to reactivate the tracking camera. I haven't yet able to create the right logic to set up a proper way to reactivate the camera, but I was able to make do of reverting back to the sackbot once the movie camera finished.2013-06-11 07:06:00

Author:
Unknown User


the easiest method (for me anyway) is using a selector.
this way, you have both the option of back/forth automatic trigger (like a cutscene), or a cycle trigger from the player pressing a button (to open a menu for example)

with this, you can make it so there is at all times an active movie camera, and it will never show the player cam
2013-06-17 23:29:00

Author:
tim
Posts: 24


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