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#1

Making Sackboy's arm animate in a custom powerup?

Archive: 5 posts


I've made a custom powerup (a gun) and it works aside from the fact that it doesn't make sackboy's arm go back or recoil when it's shot, and I want to add that. Sort of like with the pumpinator, how holding R1 makes sackboy's arm go back and forth, but I'm using a blaster handle/custom weapon instead. Any way to do this? is it all character animation tweakers or am I missing something?2014-12-13 16:04:00

Author:
HellFire2345
Posts: 55


I think the player controls for aiming will override the arm animation. There might be something you can do with a game play tweaker so the animation works, but you might have to disable all controls to do it.

You can open the pumpinator's logic by using the sticker popit tool. Then use your regular popit to examine the logic and see how they did it.

Has anyone tried movers on the powerup or will that not work because the objects are dephisicalized?
2014-12-13 17:39:00

Author:
one-mad-bunny
Posts: 334


I've tried everything I can think of but no dice. Best I can work out is it's something specific to the hair-dryer looking think that the pumpinator uses as its base. You can examine the logic of the pumpinator in create mode by equipping it and then using the sticker selector tool instead of the normal selector to open the microchip, but I haven't been able to find anything to account for the movement in the logic so I've come to the conclusion it's the handle itself.

I'm still waiting and hoping for somebody to figure it out and prove me wrong, though.


Has anyone tried movers on the powerup or will that not work because the objects are dephisicalized?

I've tried rotators and they didn't work. Haven't tried movers.
2014-12-13 17:42:00

Author:
Sehven
Posts: 2188


Someone mentioned that the Pumpinator logic doesn't show anything to account for its animation.

Haven't even looked myself. Is there any way to attach invisible non-colliding material to the power up with a weighted rotating bolt or wobble bolt to jerk it around? Seems like that might work if you got the balance of the weight and speed right.

For recoil maybe an invisible fast moving piston pushing some weight forward and at a downward angle to kick the weapon and arm up?
2014-12-13 17:45:00

Author:
Metalzoic
Posts: 43


I've tried everything I can think of but no dice. Best I can work out is it's something specific to the hair-dryer looking think that the pumpinator uses as its base. You can examine the logic of the pumpinator in create mode by equipping it and then using the sticker selector tool instead of the normal selector to open the microchip, but I haven't been able to find anything to account for the movement in the logic so I've come to the conclusion it's the handle itself.

I'm still waiting and hoping for somebody to figure it out and prove me wrong, though.


I've tried rotators and they didn't work. Haven't tried movers.

Same here. Everything I've tried doesn't work. I've tried movers and all that. No matter what I've tried his arm stays rock solid with the joystick. It just overrides anything you put on there. The devs have something we don't. Programmers/coders or whatever you call them. They can program anything they want and there's no way they give us all the tools...
2014-12-13 22:55:00

Author:
smasher
Posts: 641


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