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Tutorial: Sideways door

Archive: 10 posts


(pictures coming soon)

This requires the Camera Shutter decoration. I actually dont remember where I got this from exactly, but I think it may have been a level in the Oddsock challenge level in the second book.

Anyways, we're going to take that deco and turn it into a door! Sounds easy? Well it actually wasn't, see you'd assume you'd just use an animation tweaker, but those don't effect stickers and decos, only objects! Turns out deco animations match the animation of whatever they are stuck to, and only if it is a material or object, NOT a tool like a powerup or decoration mount.

And, you can't control the animation time of a material with an animation tweaker, it just shows animation time of 0.00 seconds and won't change anything like, say, hologram.

Step 1: Make a 2 tall, 2 wide chunk of hologram, set animation speed while on to 160%, and animation speed while off to 0%, and both light levels to 0%

Step 2: stick your camera shutter decoration to the side of the hologram. Make it wide enough that, when closed, it completely covers the 2x2 face.

Step 3: Add a microchip to your hologram. Put a 0.7 second timer in the microchip, and invert its output. Hook that up to the hologram.

Step 4: Hook up a power source of your choice to the reset of the timer.

Done! Kind of!

So, how does it work? The camera shutter, at 160% speed, has an animation time of almost exactly 1.4 seconds. By putting a 0.7 timer on it, you run the animation exactly halfway through each time you reset the timer. This creates a door that slides open/closed.

Very cool, but it has some faults! If you switch the power while the animation is going, you go off track. Second, we have no way of keeping track if it is open or closed, logic wise they both look the same.

So, let's add more logic. Delete your power source.

Now, put two more 0.8 second timers on the microchip. Make them normal otherwise.

Lets call the original timer A, and these two B and C.

Hook up B and C to an XOR gate, hook the XOR gate up to the reset of timer A.

It should now look like (B XOR C) -> Reset A -> Hologram

Hook up a NOT gate to C's reset..

Now hook up a power source of choice to to B's reset and the NOT gate.

Now you added a time delay that prevents the state from overriding mid switch, and should now keep the animation in synch.

Power source -> B reset -> XOR gate

Power source -> NOT -> C reset -> XOR gate

XOR gate -> A reset -> hologram

Monitoring the state is also easy. Add a toggle gate to the microchip, and hook up the XOR gate to it.

The toggle should be off when you paste it. Cool tip with this, copying and pasting it will set the animation back to 0, which is closed.

So when you paste a new one it will always be closed, even if you copy an open one.

Which means you have to be careful with this if you add the toggle to it, as if you copy an open door and paste that, the toggle will say open when the door is closed, as you pasted it in logical open state but animation wise closed state, uh oh!

Feel free to add some sound effects to it as well, and you have a sweet swooshy fancy looking door.

I'll add some pics tomorrow when I finish polishing the door up.
2014-12-01 07:08:00

Author:
lionhart180
Posts: 200


I really like how you have written your instructions, they are clear and simple. I might try this later tonight, many thanks 2014-12-01 18:26:00

Author:
aratiatia
Posts: 374


Interesting overly complex way to do it. But also a tip, you can use object animation chips on the deco disk spinner.2014-12-03 08:28:00

Author:
Lord-Dreamerz
Posts: 4261


Interesting overly complex way to do it. But also a tip, you can use object animation chips on the deco disk spinner.

Except, that doesn't work in this scenario. Sure, the deco will open and close according to the Disk, but it will be spinning around. And if you set the disk to 0 speed, the Object Animation tweaker doesn't affect it, so the deco is unaffected as well.

You can only make a swinging door, using the Rotating Disk, if the decorations stand upwards; like the gates and window shutters. Otherwise, it requires a little more logic if you want it to look like an actual swinging door, and not one like the camera lens that is stationary while opening and closing.
2014-12-03 11:19:00

Author:
Devious_Oatmeal
Posts: 1799


Doesnt work even a little bit with the disc.

The animation speed of decos isn't effected by spinning disc since it is a tool instead of an object.

Decos match the animation speed of objects you stick them too. (hologram, dark matter, water material ,etc)

They play at their generic speed on tools you stick em to (deco mount, spinning disc, powerups, etc)

And the kicker? Animation tweakers do squat on objects, they only effect tools.

Which means animation tweakers can't do anything to the animation speed of a decoration, only a tool.

tldr: You can control animation speed of tools like powerups and spinning discs, you cant control animation speed of objects/materials with them. And decos don't care about animation speed of tools.


I think a lot of the reason for this issue comes from the fact that when you pause the game, tool animations pause (spinning disc freezes, powerups stop, etc etc)

The animations of decorations and materials keep playing even when the game is frozen. That part of the engine is probably what's causing the weird interactions.

If any of these interactions are faults or glitches I don't know. But if they'd just program decorations to match the animations of tools, I'd be a happy camper, because then your solution would work and I would have much better control of my door.
2014-12-04 00:26:00

Author:
lionhart180
Posts: 200


Doesnt work even a little bit with the disc.

The animation speed of decos isn't effected by spinning disc since it is a tool instead of an object.

Decos match the animation speed of objects you stick them too. (hologram, dark matter, water material ,etc)

They play at their generic speed on tools you stick em to (deco mount, spinning disc, powerups, etc)

And the kicker? Animation tweakers do squat on objects, they only effect tools.

Which means animation tweakers can't do anything to the animation speed of a decoration, only a tool.

tldr: You can control animation speed of tools like powerups and spinning discs, you cant control animation speed of objects/materials with them. And decos don't care about animation speed of tools.


I think a lot of the reason for this issue comes from the fact that when you pause the game, tool animations pause (spinning disc freezes, powerups stop, etc etc)

The animations of decorations and materials keep playing even when the game is frozen. That part of the engine is probably what's causing the weird interactions.

If any of these interactions are faults or glitches I don't know. But if they'd just program decorations to match the animations of tools, I'd be a happy camper, because then your solution would work and I would have much better control of my door.

Actually, in the case of the Camera Shutter deco, it does work with the Rotating Disk. I am literally looking at my screen with a timer attached to an animation tweaker, both are set to positional, and when I change the time on the timer, the deco on the Disk reacts to the position.

And before this, I have done it multiple times already to test alternate methods in making doors that do not stand up straight. It's just that the shutter spins with the Disk while opening and closing to the position of the disk.

As a rule of thumb, if you slap an Object Animation Tweaker on anything, and the tweaker has a value other than 0.0 in the 'Animation End' value, then decos are affected by that object/tool. Except spawn gates, which I assume the case for those is that the animations are dependent on the character's death and not free to loop.
2014-12-04 08:34:00

Author:
Devious_Oatmeal
Posts: 1799


This may be because of the 1.03 update then, because that wasn't working even a little bit for me 3 days ago when I first posted this. It was literally the first thing I tried, then I tried deco mount, neither worked, then trying it on materials worked.2014-12-04 19:54:00

Author:
lionhart180
Posts: 200


This may be because of the 1.03 update then, because that wasn't working even a little bit for me 3 days ago when I first posted this. It was literally the first thing I tried, then I tried deco mount, neither worked, then trying it on materials worked.

It worked for me before the 1.03 update. Are you on PS4 or PS3?

I haven't tried the Deco Mount yet after the update though, but last time I tried, the camera shutter didn't work for the Deco Mount. Which was pretty dang silly, seeing as how it's a Decoration Mount.
2014-12-05 02:33:00

Author:
Devious_Oatmeal
Posts: 1799


This may be because of the 1.03 update then, because that wasn't working even a little bit for me 3 days ago when I first posted this. It was literally the first thing I tried, then I tried deco mount, neither worked, then trying it on materials worked.

Nope it's not a new fix, I was able to use the object animator on the rotation disk soon as LBP3 was out. Perhaps ya game was just being buggy, i dono. *mew


Except, that doesn't work in this scenario. Sure, the deco will open and close according to the Disk, but it will be spinning around. And if you set the disk to 0 speed, the Object Animation tweaker doesn't affect it, so the deco is unaffected as well.

You can only make a swinging door, using the Rotating Disk, if the decorations stand upwards; like the gates and window shutters. Otherwise, it requires a little more logic if you want it to look like an actual swinging door, and not one like the camera lens that is stationary while opening and closing.

I wasn't talking about any exact set up. I was just saying that the object animator did work on the rotation disk. i have no clue if anyone here was talking about any exact set up. i just read that he didn't think the object animator worked on deco rotation disks and replied to say it actually does.
2014-12-06 10:24:00

Author:
Lord-Dreamerz
Posts: 4261


Nice tutorial, mate! Some pictures of your process might make it a bit more user friendly, as well as stand out a little more though 2014-12-12 18:55:00

Author:
LittleBigSnooth
Posts: 454


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