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How to workaround the absolute values in rotation tweakers

Archive: 10 posts


Hello and welcome to a tutorial dedicated to working around something that seems like a glitch (so how applicable this will be in the full game I'm not sure)

Whats the problem?
When you put in +40% into positional for a character rotation tweaker it rotates you +40% of the way; sensible

but if you put -40% into positional for a character rotation tweaker it rotates you +40% of the way...

so in short the game doesn't allow you to go a separate direction with the positional setting with character tweakers

Desired goal? (read here if you are logic adept; summary of the process)
We are going to try to invert the signal if it is detected to be negative, but we will ONLY invert if there is any signal at all, so 0 stays 0, not 1

"thats a lot of words you got there; not making a lot of sense amiel445566"

What we are hoping to achieve is that if we have something like 30% it's 30%, but if we have something like -30% it is displayed as 70%

OK, let's begin
What we first need to do is establish our mode of % detection

What we do is that if we detect any % in the negative slot at ALL, then what must happen is it NOT's the signal

"gee well how do we detect the signal?"

there are a variety of options, I've gone over them here (http://www.lbpcentral.com/forums/entry.php?11052-Comparing-analogue-values-(FIRST-BLOG-POST))

so you will want to use 0 latency detection (make it so the output is 100% with 0 latency rules as specified in the previous link) in order to have smooth looking movement but using a sequencer to detect is perfectly fine if you are fine with one tick delay to action

then after you need to use that detection to create a 2 way path that recombines (or gate)

so far it should look something like this
http://www.lbpcentral.com/forums/attachment.php?attachmentid=49470&d=1415472361
I used latency detection because it saves thermo

looking at the logic, if you put in anything positive, it's unchanged, but if you put in anything negative, it inverts it, just like our original goal

After you have this part done, all you need to do then is plug these into the inputs of the rotation tweaker, on yaw, roll and pitch, and it should work perfectly

if you have any questions and such, then feel free to ask
2014-11-08 18:49:00

Author:
amiel445566
Posts: 664


Thanks for this. I've put your 'finding an analogue value' into the Directory but I'll leave this until we find out if it's the same in the finished game.2014-11-08 21:16:00

Author:
GribbleGrunger
Posts: 3910


What I'm curious about is getting rid of the batteries entirely. and trying to create a method that relies on the inputs of a speed sensor, as those are more sensitive than just the analog sticks being sensed in a controllinator. The only issue I'm running into is i'd like to just have 4 set rotations,
-back , front, left, right. Then for the diagonals I'd like those to be a combination rotation, say if you have the left stick moved down and to the left, I want the system to combine the two values of rotation for left, and down to make the character face the front left.

I'm not sure if that made a lot of sense, but I'm trying to figure an easier way of 3d motion than what I've previously studied from other people, and more accurate at that.
2014-11-22 03:44:00

Author:
Archon453
Posts: 142


So, is it the same in the finished game?2014-11-22 14:43:00

Author:
GribbleGrunger
Posts: 3910


I haven't really been able to get it to work properly. Well not the way that I want it to work. I've got a decent version that works for now in my level, and it's slimmed down quite a bit from anything I've seen yet, while also performing to the same quality if not better.2014-11-22 21:04:00

Author:
Archon453
Posts: 142


Not sure if this helps with the problems described here, but I'm told the directional combiner in the retail version can be tweaked to calculate an angle output (polar coordinates) from an up/down and left/right input (cartesian coordinates).2014-11-24 14:17:00

Author:
Rogar
Posts: 2284


Not sure if this helps with the problems described here, but I'm told the directional combiner in the retail version can be tweaked to calculate an angle output (polar coordinates) from an up/down and left/right input (cartesian coordinates).

So is this tutorial still valid in the retail version? I've been waiting to see if it's changed before I put it in the directory.

edit: I've added it anyway. I can always delete it if it's changed.
2014-11-24 14:33:00

Author:
GribbleGrunger
Posts: 3910


Not sure if this helps with the problems described here, but I'm told the directional combiner in the retail version can be tweaked to calculate an angle output (polar coordinates) from an up/down and left/right input (cartesian coordinates).

Here's the text I posted in a similar thread regarding this:-

There is a new tweak option on the Direction Combiner called "Angle-ify Inputs" that does the complicated calculations (arctanY/X) which converts the X/Y displacement of the joystick to an angle for the Character Rotation Tweaker. Apologies for getting mathematical.

From a practical viewpoint; all you now need to do is connect the Left/Right output of the stick to the "positive" port on the Direction Combiner and connect the Up/Down output of the stick to the "negative" port. Now connect the output of the Direction Combiner to the input of a Character Rotation Tweaker.

When you move the stick the Character will face the direction that the stick is pointing. This will make the logic for 3D movement much simpler.
2014-11-24 18:54:00

Author:
fluxlasers
Posts: 182


That is awesome, fluxlasers! I was fighting with this earlier.2014-11-26 20:43:00

Author:
tdarb
Posts: 689


Here's the text I posted in a similar thread regarding this:-

There is a new tweak option on the Direction Combiner called "Angle-ify Inputs" that does the complicated calculations (arctanY/X) which converts the X/Y displacement of the joystick to an angle for the Character Rotation Tweaker. Apologies for getting mathematical.

From a practical viewpoint; all you now need to do is connect the Left/Right output of the stick to the "positive" port on the Direction Combiner and connect the Up/Down output of the stick to the "negative" port. Now connect the output of the Direction Combiner to the input of a Character Rotation Tweaker.

When you move the stick the Character will face the direction that the stick is pointing. This will make the logic for 3D movement much simpler.

Although. Upon testing this, there is no running/walking animation for when the player moves back and forth. So you need to give Sackboy a walking animation, and have the four types to be within the correct thresholds for it to look like he's running. But it's not that hard to do really.
2014-11-27 00:28:00

Author:
Devious_Oatmeal
Posts: 1799


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