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#1

Transformers themed levels, older published to new projects.

Archive: 35 posts


Shortly after I purchased this game a few years ago, I started to make my first level (published over a year ago).
Trying new things, tilting driving area along walls (driftable walls).
Learning some logic, making objects grabbable that unlock doors and destroys itself after use (keys 1 time use).
But I needed a theme to inspire me, so I chose Transformers.
After much testing and "full thermo" I ended up with this...


http://youtu.be/sD-NnUv_IiA?t=1m19s

I was happy it worked. But I wanted to build more...
So I started my next level, with alot more Transformer influence. I had the theme, I needed the bots'.
So I watched the original cartoon, and paused it for drawings. I tried to capture all the detail I could off a cartoon.
I started with Optimus Prime, and after many hours/days and hundreds of pieces I ended up with this...


http://youtu.be/V59B_890SbI

Inspiration hit me... I needed to build Megatron... mwahahaaa
I used Optimus Prime as my base model for build, lenghts and heights.
But Megatron took a life of his own...


http://youtu.be/lUXiejsedek?t=1s

Now that I had both sides... In the back of my mind I was starting a plan to recreate one of the scenes from the cartoon.
I watched the first episode and inspiration hit me. The leaving of cybertron.
What I need was The ships, Using the knowledge of how to angle and align peices that I picked up building the bots'.
I Started on building the Autobots ship...


http://youtu.be/5Hhj5qRaooA

I couldn't have one without the other.
So I started on the Decepticons ship...


http://youtu.be/3V0wA-XNAUM

It was set, I was going to try and build an intro using what I built to push myself to learn more, but just an 'intro movie level' wasnt good enough for me. I wanted to build more.
Then there was the idea to make the intro flow into a level...
The level itself is hand crafted from the first episode limited cartoon source, a certain angle shown here, doesnt connect to angle shown here... have to adjust.
After many hours of learning logic, pistons, tags, transmitters, cameras...
I started to push myself and the games limitiations, From my first level to this one. I traded the playable area for logic and intro movie. Each movie scene has its own set number of pieces 100-500+.
If your running into the problem of pieces dispearing during movie intro, face camera and objects towards the outside of playable arena/track and set up scene, this will reduce the amount of objects within visual coverage of camera.
All the scene work in the 'Transformers retro' level are built this way all facing out. And the level is built in the middle.
After everything was done and tested, I ended up with this...


http://youtu.be/uHiasBrHAHo

All those levels were published over a year ago.
I got inspired again a few months ago... I wanted to build but what should I do?
A third person actual controlable Transformer arena level, so I started the new project.
At first I took 'Optimus prime' again and started to section his limbs off, grouping them and adding 'hinges' (tweaking the angles). Testing the hinges with unhooked normal running functions, To get movement looking correct. I hooked up and did that for arms, legs, chest, and head, but running all the time wasnt good visually. So I added a microchip on his back, and within I added a speed sensor thats hooked up to all 6 hinges. I then created a simple thin force field platform and added a kart chasse' underneath. Sizing and resizing to get what I was looking for, then glued everything together. And captured object. I placed a kart transformer on the spawn point and added the "optimus object" as my kart.
First test done. It worked, but needed some tweaking. So I added some custom controls. and logic.
Adjusting the speed, jump, working working... but something was missing.
I need a different camera, so I created a moving camera base
Adding another small force field behind the optimus kart with another hinge, I added a camera for the player.
Hooking the camera hinge up to a receiver, and the transmitter on the 'kart controlinator'. I was able to tilt the camera behind my kart while I was playing, I now had the ability to look up and down.
After alot of tweaking, I was finished.
But now I wanted to create a transformable kart. From bot' to truck.
I built the Optimus truck, out of peices of prime. So it would look and feel the same.
Built and added the truck onto the same 'kart platform' captured it and tested it also added motor on the wheels, and light that can be turned off and on. Added extra cameras for both front and behind views (to see the detail).
After I had the idea to create Optimus prime with his gun, A few hours later I had created a 3rd version of Prime.
Adding an emitter to the tip of his gun, and hooking up his shoulder hinge to function with the 'tilt camera'. I was able to shoot in any direction (some tweaking on weaponry is still needed).
But then I came into the 3 kart transformation selection problem, I didn't like how many times I had to switch from Optimus with hands only (1st version), to the Optimus truck (2nd version), then to Optimus w/gun (3rd version).
I am settling on a 2 transformation availibility, from truck to gun back to truck. Giving the feel of free flow action into speeding away (jump, transform, shoot, transform back and roll away) into a dark hiding spot and turning off your lights. I have been also tweaking the 'hud, to take away players name and position when hiding I want players to be unknown to fellow players.
Slowly by surely the motion has been taking shape.
Will update with next video.
I'm hoping when I'm done to have a 4v4 team battle arena.
Each player having their own Transformer with ability.
The level itself has not been in development yet, I'm still thinking of how it should flow.
Maybe some multiple levels, with jumps, and lowered darkened areas for hiding, short cuts for specific bot forms (lowered levels only vehicle bots can travel). With a first to destroy the other teams base sort of feel.
If you have any ideas you would like to see a battle level, please share.

Thanks
Keep being inspired.

*If the videos dont work, try refreshing page.
2014-09-17 18:32:00

Author:
valious2corvus
Posts: 171


You're doing great custom object. Already played one of your Arena. It was fun.
I just suggest you to edit your message and add the link of your level so people can queue it from the forum.

keep creating!
2014-09-17 19:14:00

Author:
gipsy
Posts: 408


Oh sorry, I'm still new to this forum. Just figured out with a little help from fellow users how to load videos. I'm not sure how to 'link' these messages to a queue yet.
If you are intrested in playing any levels from the first post.
While playing LBPK, Please search creator: valious2corvus
Or text search: Transformers, Transformers retro, Optimus Prime model, Megatron model, Autobot ship model, or Decepticon ship.

Thanks gipsy for trying one out, All Input is good.

At first I thought I could build everything myself, all custom peices. But It seems I was wrong. It's better to have a community to support, critic, and share building experiences. Learning this games 'build engine' and 'how to manipulate using logic' in it's entirety is a long process that is better taken with others. Sharing each others strenghts, will help each others weakness.

If anyone knows how to set up "strafe' movement, Please share 'set up' controls. I have built a test object (non kart) controlable with camera attached, that has all movements, forward, back, left, right turns, strafe, lift and decend. Had a full flying level idea, on the shelf for now but willing to share object and spawn point set up in 'share level'. But I couldnt transfer over the movements to 'kart' once I add a kart chasse, the object lost all previous controls and became "grounded". My thought is, if I can create it one way, I should be able to recreate it another.
I really hope there is a way, it would be an excellent addition to the 'third person controls'.

Also, Does anyone know how to create a multi movement single object?
Easiest description: a flat square object with controllable motors attached on two sides, one to tilt left and right, one to tilt forward and back and both workable at the same time. like a wave board or a tilting table. The object would tilt off its center.
Please share easy build instructions or thoughts of how.

Keep pushing forward, take new creations to their limits.
2014-09-18 03:00:00

Author:
valious2corvus
Posts: 171


Does anyone know how to create a multi movement single object?
Easiest description: a flat square object with controllable motors attached on two sides, one to tilt left and right, one to tilt forward and back and both workable at the same time. like a wave board or a tilting table. The object would tilt off its center.
Please share easy build instructions or thoughts

Check out Lisa2k6 for copyable flight level, which gives you a fully controllable plane. Easily adaptable for the object you're after I think. Another thought, when you attached the kart chassis, the game has a habit of occasionally changing your created object back to non-dynamic.....meaning it ends up 'grounded' as it were.

If you struggle with any of this just message me and I can give you some help, specifically using gyroscopes, thrusters and rotators. Would love to see Starscream tearing through the sky!

As far as linking your levels to LBPK.me and more cool stuff go here ---> Essential Guide

2014-09-18 07:15:00

Author:
Scorpio1357
Posts: 460


Exactly, Starscream with transformation into flying. but that a further build.
Still looking for ideas on which four to build on each team.
Autobots so far... Optimus Prime, and Bumblebee, looking for two more.
Decepticons so far... Megatron, starscream, and soundwave, looking for one more.
I have ideas on each guys transformation, but any and all ideas will be concidered.
I want to make this level for everybodies enjoyment, not just mine.
Taking the impossible, and making it not only possible but easy to build.
2014-09-18 08:56:00

Author:
valious2corvus
Posts: 171


Exactly, Starscream with transformation into flying. but that a further build.
Still looking for ideas on which four to build on each team.
Autobots so far... Optimus Prime, and Bumblebee, looking for two more.
Decepticons so far... Megatron, starscream, and soundwave, looking for one more.
I have ideas on each guys transformation, but any and all ideas will be concidered.
I want to make this level for everybodies enjoyment, not just mine.
Taking the impossible, and making it not only possible but easy to build.

As far as Autobots, gotta be the brothers, SideSwipe and Sunstreaker hasn't it?
2014-09-18 13:47:00

Author:
Scorpio1357
Posts: 460


You can also have a look at shakutori 's levels. He's doing amazing transformable robots in his levels ( not copyable unfortunately). Just to see the amazing possibility with this game.2014-09-18 14:55:00

Author:
gipsy
Posts: 408


I'm going to have to recheck the cartoon. I know in the first episode, they do a 'sound off' each saying their name. I have a feeling I know who sideswipe is, but sunstreaker I'm clueless.

As for "shakutori 's levels", I'm going to search for them the next chance I get.
Any and all influences are good.
There might be some explanation on how to build curves walls, which is great for driving. But I'd see if I can make magnetic walls to add and extend the curved driving area.
2014-09-19 09:37:00

Author:
valious2corvus
Posts: 171


I'm going to have to recheck the cartoon. I know in the first episode, they do a 'sound off' each saying their name. I have a feeling I know who sideswipe is, but sunstreaker I'm clueless.

As for "shakutori 's levels", I'm going to search for them the next chance I get.
Any and all influences are good.
There might be some explanation on how to build curves walls, which is great for driving. But I'd see if I can make magnetic walls to add and extend the curved driving area.

They are both Lamborgini's I think, or one a Lambo and the other a Ferrari.

By 'curved walls' do you mean like driving down a gutter or half-pipe? In which case I have the answer, make a U shape from whatever material you like, except hologram of course, but ensure it's as small as possible and extend to maximum depth (thickness). When you then enlarge that shape you'll have your half-pipe. Make sure you put a 'pathfinder' gadget on it set to 'drivable' so the AI will be okay using it and that's it.

Only one note, and fairly obvious, you'll have to either drop into this gutter section, or bounce into it unless you can get your terrain perfectly aligned.

Hope that's what you were after.

2014-09-19 10:45:00

Author:
Scorpio1357
Posts: 460


With tilted walls, what I ment was. In my first track I played around with the concept of drivable/driftable walls. But Ran into the physics of weight problem. I could reach a certain height before the 'kart' would reach an angle that it starts to slip downwards. Instead of having the 'slip' I would like to 'glue myself/magnetize myself' to that angle and keep driving. Instead of a half pipe, have a loop. Where you can drive upside and around. I was just saying 'tilted wall' as an example, to what was 'done', to what can be done.

If we dont keep pushing ideas forward, We will eventually all have the same track.
2014-09-19 13:35:00

Author:
valious2corvus
Posts: 171


There's no way (that we've found) to truly drive upside down, or even perpendicular. Gravity is too strong. However, there are some tricks you can do to make it appear this way. Check out gipsy's Antigravity zone (https://karting.lbp.me/v/us62). He also made a tutorial (https://lbpcentral.lbp-hub.com/index.php?t=89395-How-to-Drive-With-the-Head-Upside-Down) for his method you should check out.2014-09-19 14:20:00

Author:
StJimmysAdiction
Posts: 388


Just checked out "shakutori 's levels", thanks for the heads up. I have some work to do now... repeat play his levels and figure out how he was able to "double hinge/motor' objects (multiple movement on an object. How he got the shoulder plus elbow to sync as one unit but move as two.
If anyone has ideas or knows how to build such objects, please share basic build. I have been looking through the forums but there are alot to search through. If I had four pieces (one for shoulder, one for arm, one for elbow, one forearm) how would and what would I attach to make a shoulder joint and elbow joint as one unit but function as two.

- - - - - - - - - -

I think I figured out what I'm going to try for the 'transformations' between truck to bot to improve look and feel. Heres my idea as i'm driving the truck and push 'x' to transform, 'x' will activate a seperate kart/object with the actual movement in to bot. And when that object is done its motion, it will activate the kart change into the bot form. And opposite motor running function on the object to change back, with the same end form activation. From truck -> motion -> bot -> motion -> truck. I think this form might work for look, will have to test. Will comment on how it feels and looks.

The only way we learn is through trial and error.
2014-09-19 21:49:00

Author:
valious2corvus
Posts: 171


Just checked out "shakutori 's levels", thanks for the heads up. I have some work to do now... repeat play his levels and figure out how he was able to "double hinge/motor' objects (multiple movement on an object. How he got the shoulder plus elbow to sync as one unit but move as two.
If anyone has ideas or knows how to build such objects, please share basic build. I have been looking through the forums but there are alot to search through. If I had four pieces (one for shoulder, one for arm, one for elbow, one forearm) how would and what would I attach to make a shoulder joint and elbow joint as one unit but function as two.

I have complex objects of that sort (in the form of enemies and bosses) in my copyable Challenge of Sackulese (https://karting.lbp.me/v/qb12) and Sackulese and the Ourorbi (https://karting.lbp.me/v/wrox) levels. Both are copyable, so you can go and look at the joints of some of them. Particularly the 3rd boss of Challenge of Sackulese has arm, shoulder, elbow and wrist movement in certain attacks. The golem in Sackulese and the Ourorbi has arm, shoulder, and waist movements together. Feel free to download and look at the workings as a reference (that's one of the reason those are copyable).

In short, you can connect motors in series, providing complex movement of an object. I used timers to get the timing fluid (I don't like the "sync" system, never works right for me, but it seems to work well for others).

Let me know if you have any more specific questions.
2014-09-19 22:40:00

Author:
StJimmysAdiction
Posts: 388


The simple answer to your question is that you can link motors. Instead of attaching the motor to a piece of material, you attach it to the motor that's attached to the material. Understand StJ's reservations with the sync function but I've never had any issues with it. The big plus with using it is that if you also attach the output of the motor to the input of the motor that's attached to the material, that motor will only be active at the same time. If you then have this 'sync' ed you can adjust the delay between the two motors movements.

The biggest benefit is that once you have this sorted you don't have to worry about how it will work again. You can then work backwards if you like, chaining more motors on, output to input etc.

Another note is to get relatively 'fluid' movement of joints you need to reduce the 'pause' time to zero and adjust the motor to 'smooth'.

2014-09-20 05:21:00

Author:
Scorpio1357
Posts: 460


Trying the 'linking motors' for duel function.
First version, square object with motor/hinge attached and second motor/hinge attach to first motor/hinge at a different angle. Seeing what will happen, first run, motors are not attached to anything (running freely).
Works... mutiple motion.
Second run, added another square object with circle object attached a piston and aligned with first object, glued together. testing...
works great with positive muti-function. spin, twist, rotate, and extend. Will break down, and manipulate into Optimus prime.

Thanks for the quick break down, Hope more people start using these techniques.
2014-09-21 00:15:00

Author:
valious2corvus
Posts: 171


Dunno if you guys are aware but you can also make motor daisy chains, group them to an object eg helicopter and then add other chains to that grouped object.. so theoretically you could have a pilot and players 2. 3 or 4(or however many u want) could be gunners.. there is a motor budget to be aware of but it's over a hundred from my experience.. I'm 8 short to finish my surfing sim... Grrrr...2014-09-21 13:28:00

Author:
Laidbackcat
Posts: 34


That sounds intresting, "daisy chains". Would you mind going into a further basic description on how you built it? example: object 1 connected to motor1, then connected motor 2 to motor 1, grouping x to a....
Sharing ideas is the best way to build your imagination.
2014-09-21 17:13:00

Author:
valious2corvus
Posts: 171


In the past couple days I've started to create the shoulder joint 'tranformation' movement, for Optimus Prime (from truck into bot).
In doing so, I hooked up a few pistons and hinges (adjusting each for specific location motion). The motion is near complete, but I've run into a problem adding his elbow mechanics. I have two seperate pieces both have seperate 'motor function'' (shoulder has motors, and elbow has motors) but they do not want to work as one piece. I've tried 'grouping' these two pieces together, and also 'glueing'. But they dont join or function as one unit. In my trial and error, I have made simple duel functioning objects. Object1 a 'square with a hinge', and Object2 a square with a cylinder glued and a piston. Glued both pieces and they worked as one. I had the 'spin' from the first object, and a sliding expansion/retraction from the second object. Both objects worked as one unit.
I tried to incorporate this 'duel function' for my shoulder and elbow... It doesnt seem to work. Am I missing something?
Or do I have to recreate the shoulder motors and add them to my elbow, adjusting the motion to "look" like they are functioning as one?

When I first started this project, I thought a simple button push to automatically switch from kart1 to kart2 was good enough.
After a few days of testing jumping, turning, looking, shooting... I realised something was missing.
The actual "transformation", from truck to bot.
I'm giving my all to this project.
With alot of trial and error.
2014-09-23 20:12:00

Author:
valious2corvus
Posts: 171


You should create a WIP thread in Ideas and Projects or a related Help! thread for this discussion. Something tells me that this isn't the proper tab for this.

The motors for each subsequent section need to be connected to each other directly. This creates a series of motors, and they need to be hooked up in order of priority movement (think: the torso bone connects to the shoulder bone; the shoulder bone connects to the elbow bone; the elbow bone connects to the wrist bone...)

You would have your shoulder motor(s) connect to the object(s), then also connected to the elbow motor(s), which connect to the elbow/forearm. With multiple motors on each joint, you need to figure out your primary and secondary motors for those sections - what movement do you want to pass onto the next section. For example, the shoulder has 2 primary movements: rotation and elevation, so 2 hinges (for a single specific movement, would need to double/triple up the motors for multiple movement sets). You would attach the rotation hinge to the elevation hinge, and the elevation hinge would attach to the upper arm/shoulder. A simple elbow would need just a single hinge. The elevation hinge would connect, as well as to the upper arm/shoulder, to the elbow hinge, which connects to the forearm/elbow. Ultimately, the motor moving the torso for the transformation would have to connect to the rotation hinge of both arms as well as the torso.

You shouldn't need 2 sets of objects for truck -> robot and robot -> truck. Have your motors set to forward/reverse, and the trigger tied to the cycle input of the selector, and the outputs (2) of the selector tied into a counter's input (set to 1 max) and the counters reset. When you press the trigger, you activate the counter (tied into the input of all the motors for transformation) and the object transforms; you press the trigger again, the counter is reset, untransforming the object.
2014-09-23 21:20:00

Author:
StJimmysAdiction
Posts: 388


Thank you very much, with a little testing I was able to set up elbow and wrist as duel function off the shoulder. I just double used the shoulder pin piston (didn't know you could use twice). With a little adjusting everything will functioning. Now the project can continue.

"for truck -> robot and robot -> truck" the reason I was think two set ups was, when in bot form' I have already pre-built the right arm aiming rig. And I'm not sure how to combine both sets of 'logic'. 1 set of mechanics is used automatically in transformation, and 2nd set - aiming/camera rig is used constant/manually.
So I'm thinking once the actually truck -> bot transformation is complete it will activate "kart2" which is 'bot form with gun and aiming rig', pressing "transform" while in bot form will activate the robot -> truck in reverse. There might actually be 4 kart switches. 1. as truck 2. truck -> bot 3. bot w/gun 4. bot -> truck.
#2 into 3 and #4 into 1 both will be automatic. Activating the actual transformation from 1 into 2 and 3 into 4 will be manual.
There probably is an easier way to combined all into one neat package.
2014-09-24 02:54:00

Author:
valious2corvus
Posts: 171


This is awesome, love the videos and the write-up! Can you supply an LBP.me link to each of those levels so I can give it a go in person or are they not published yet?

-hyper
2014-09-26 13:39:00

Author:
hyperdude95
Posts: 1793


All the levels are published, I am having trouble 'linking' them and accessing my levels on lpb.me.
If you search creator, valious2corvus (on LBPK)
or text search, transformers (all my levels should be there)
If anybody can get links to my levels please post.
2014-09-26 14:41:00

Author:
valious2corvus
Posts: 171


You're not able to link correctly because you haven't opened your privacy settings for your profile on LBP.me. Go through your settings and open it up, at least so that people with accounts can see your page (has no private information on it), then it's easier to look at your stuff and link your levels.

In the meantime, here's a link to the search for your PSN with your levels: valious2corvus (https://karting.lbp.me/v?q=valious2corvus).
2014-09-26 15:20:00

Author:
StJimmysAdiction
Posts: 388


Thanks for the link, I'm sorry but I cant log-in onto LBP.me. (old email)2014-09-26 15:55:00

Author:
valious2corvus
Posts: 171


Thanks for the link, I'm sorry but I cant log-in onto LBP.me. (old email)

It's your PSN log-in. For general safety, I'd recommend you get that worked out.
2014-09-26 16:07:00

Author:
StJimmysAdiction
Posts: 388


Thanks for the link, I'm sorry but I cant log-in onto LBP.me. (old email)

You can change you privacy settings from the game. In your pod, press start ( or select) then down in the option , you must authorise for both possibility.
2014-09-27 07:37:00

Author:
gipsy
Posts: 408


*Update, just finished the upper body (hip to head) mechanics on prime. This includes both arms, hands, and extras (visual coverings on truck). Started with Optimus prime as truck, 80% of the transformation into bot' is complete.
Once I had the 'right arm' (complexity) movement, I had to remake it on the left side using same 'set up', but in a 'mirrored' fashion (motor1 on right side, now is remade/adjusted on left side). All I have left is the legs to adjust into position and add motor functions.
Everything is being recreated from the cartoon transformation.
2014-09-27 18:18:00

Author:
valious2corvus
Posts: 171


After a long build, I'm proud to present the first version of Optims prime as a truck. The picture below will represent the look in game.
Everything on him, is custom pieces. excluding: headlights (which work) and emitters for exhaust.
http://www.lbpcentral.com/forums/attachment.php?attachmentid=49345&d=1412991055

The next two picture are showing 'behind the scene' builder 'connections' with a combination of both hinges and pistons.
At the present time in build, all 'motors' function at 1.1 seconds (from point a>b) with a 10 second hold.
I will be adding a few extra 'motors' and logic...
Hope you guys enjoy.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=49347&d=1412991178

http://www.lbpcentral.com/forums/attachment.php?attachmentid=49346&d=1412991165
2014-10-11 09:49:00

Author:
valious2corvus
Posts: 171


That looks fantastic, can't wait to see the transformation!2014-10-11 15:40:00

Author:
StJimmysAdiction
Posts: 388


That looks fantastic, can't wait to see the transformation!

Me too, I've never tried anything as complex as this with motors.

V2C, I hope you have at least one copy of this on your Earth, or ensure Optimus is 'captured'. There's no way you'd want to lose something as involved as this creation.

2014-10-11 18:04:00

Author:
Scorpio1357
Posts: 460


Can't wait the see the result in game. It just looks awesome.2014-10-11 19:45:00

Author:
gipsy
Posts: 408


Seems great!
Queued!
2014-10-14 09:51:00

Author:
Gionator
Posts: 31


Queued up. 2014-10-27 02:36:00

Author:
fireblitz95
Posts: 2018


Update: Added a few extra movements for walking. Added movement to knees, hip and waist (Knees bend when walking and hip turns).
With the extra movement in the knee when he walks it looks smoother.
Working on chest and head extra movement. Also elbow and shoulder on the left arm.
Right arm will be set-up differently it will be used to aim, will move with players looking position. Up or down.

All pistons and hinge settings have changed, to 1.1 sec, 0.0 hold, back/forth and run off of counters.

For testing purposes, I have used a 'sequencer and transmitters' to simulate controller button presses, transform and roll out.
And a second sequencer to simulate a speed sensor for the walking function.
On the bot side, I have used a reciever > selector (cycle input) > (outport1 > counter), (outport2 > counter reset), counter output > pistons and hinges.

It is all forming, with patience.
Finish adding extra wheel left/right turning when driving truck.
Headlights are set up to be turned off and on by player.
Hoping to be done walking and aiming movement this week. Then onto the next set of logic, hit-points/respawn.
Changing all the pistons/hinges is a very long process, it is also improving my understanding exponentially.
When Optimus prime is complete I will be listing the total amount of logic, pistons, hinges, ect' used.
To show that complex karts can be created.

The only limitations are yourself.
2014-10-31 20:11:00

Author:
valious2corvus
Posts: 171


Update:
Everthing is flowing again.
Was stuck for the longest time creating the 'right arm' (aim arm).
Had to create a 'way' for the aim function to engage a 'stop and restart' to a specific spot mechanic.
Didnt want to have the problem of when you played, having the 'aim arm' off in a diferent direction when in truck form.
Had to settle for non-locked aim, aim/look auto resets to level position when not touching.
I tried evey soulution I could think of, cycled all the options in the hinges 'forward/back, on/off, single cycle,...'.
Used two and a direction splitter, one looks up and one looks down.
It took me along time to solve.

I have built the 'locked out until accesed' logic.
When driving in as the truck the right arm (aim arm/camera movement 'u/d&apos gets locked out, when you "transform" into the robot the controls turn on and give you the ability to 'aim' up/down. And get turn off and reset to position as you turn back to a truck.

Also, In the process of switching over the multiple testing controls ('sequencer, transmitters/reciever, counters' created functions to simulate 'button presses/movement&apos to kart controlinator.

Simplifying the complex, creating the spark.

Hooking up the logic is taking the longest time, but I'm patient.
I really want to build something unseen yet, that functions properly.
I am working out every single kink/cramp that arises. With the support of you guys and your advises.

In one sentence, you can unlock the imagination.
Multiple attach motors, unlocking dreamed fluidity.
I now understand alot about motion from point 'A' to 'B'.
2014-11-18 01:25:00

Author:
valious2corvus
Posts: 171


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