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Sprites and the number of frames.

Archive: 13 posts


So I'm in the early stages of making frames for a sprite out of Neons (To then capture as a sticker for the sticker panel) and I was wondering how many frames is too much until the level will suffer in framerate (For a platforming character). A lot of the levels I've played with character sprites often have very simple two or three frame walking animations, with no idle animation, leaving me wondering if this was a case of laziness/the level done quick or if too many frames results in lag. Now the thing is, I've played a few levels with some pretty nice fluid animation in LBP2 that ran perfectly, suggesting that it's down to how far the creator wants to go, but when I played them on LBP3 on PS4 they ran abysmally, like a slideshow.

Prime examples, play these on LBP3 (Not sure if applies to PS3 version but you can check) and then LBP2:
https://lbp.me/v/ktn5v7
https://lbp.me/v/7gv9xx

I know they were created in LBP2 and that probably has something to do with it, but I don't want this to happen to me after spending a good amount of time making frame designs pixel by pixel. Anyway, the design I'm making is based on a character which has 10 frames for the idle animation (Just tiny breathing movement to show the character is bloody alive, even the levels above didn't bother with a simple idle movement) 20 frames for the running animation and 23 frames for the jumping animation (Landing included, dunno if that would work in LBP).

Though I'm left without much knowledge on animation, I can still guess the info above would be a bit excessive for LBP to run, but if it was possible I'd do it. However just from working it out in my head alone, if the original animation ran at 60fps and LBP runs at 30, if I halved each animation to 5 idle frames, 10 running frames, and 11/12 jumping frames by skipping every 2nd frame would that be plausible? I haven't touched on the actual logic of the animation and the limitations on how fast sequencer/timer can go (I'm guessing they're involved in the process) but I prefer to do things step by step, it's simpler that way. I just want to get these first steps right.

Sorry if it was a long question but there doesn't seem to be any animation threads here that aren't years old so I wouldn't mind if some discussion went on in this thread.
2015-02-17 21:17:00

Author:
haythem09
Posts: 6


Sprite out of Neon Material? Why not use Sticker Panel? Oh also welcome back to the forums!2015-02-17 22:20:00

Author:
EleoMod
Posts: 122


I'm making the design out of neon, and will then capture it as a sticker to use on the sticker panel. As far as I am aware this is how all sprite making is done unless the person uses another material. That's not the main point of this question though. Thanks for the bump and the welcome though I edited the original post to clarify in brackets.2015-02-17 23:07:00

Author:
haythem09
Posts: 6


Making it from neon is fine and all, but you'll have to take a picture of it, which will include a background. The other way would be to use the sticker painter tool. It's kind of a pain but some people have gotten really good results. (http://www.littlebignetwork.com/index.php?/topic/26519-how-to-make-good-stickers-without-move-controller/)2015-02-18 06:40:00

Author:
Sehven
Posts: 2188


Yeah I'm using this guy's method and his perfect sticker capture level (Though pasting the sticker onto a sticker panel instead of a holo, as he said to do when the sticker panel is available). The only problem I have is that black won't show up because of the black background (If anyone has a solution to this that would be a help).
https://www.youtube.com/watch?v=vujcpKwTCqE

But what about the second part of my question? Anyone with knowledge on this sort of thing? How would the thermo and framerate respond to 5 stickerpanel idle frames, 10 running frames and 12 jumping frames? And how fast is it actually possible to animate? 0.1 secs on a timer would only make 10fps. But through use of a sequencer and a timer it would be possible to go faster right?


Anyway, the design I'm making is based on a character which has 10 frames for the idle animation... 20 frames for the running animation and 23 frames for the jumping animation (Landing included, dunno if that would work in LBP).

Though I'm left without much knowledge on animation, I can still guess the info above would be a bit excessive for LBP to run, but if it was possible I'd do it. However just from working it out in my head alone, if the original animation ran at 60fps and LBP runs at 30, if I halved each animation to 5 idle frames, 10 running frames, and 11/12 jumping frames by skipping every 2nd frame would that be plausible? I haven't touched on the actual logic of the animation and the limitations on how fast sequencer/timer can go (I'm guessing they're involved in the process) but I prefer to do things step by step, it's simpler that way. I just want to get these first steps right.

Sorry if it was a long question but there doesn't seem to be any animation threads here that aren't years old so I wouldn't mind if some discussion went on in this thread.

Basically what I'm saying is that if I were to include every frame from the original game (10 idle, 20 running and 23 jumping) it would theoretically be pointless as it wouldn't even display every 2nd frame unless I ran it at half speed (Because of the original game being 60fps and this being 30). So, to both save me time and thermo, I could skip creating every 2nd frame giving me 5 idle, 10 running and 11 jumping frames, and it would look just the same anyway.
2015-02-18 14:51:00

Author:
haythem09
Posts: 6


Making it from neon is fine and all, but you'll have to take a picture of it, which will include a background. The other way would be to use the sticker painter tool. It's kind of a pain but some people have gotten really good results. (http://www.littlebignetwork.com/index.php?/topic/26519-how-to-make-good-stickers-without-move-controller/)

That's some talent there. I think I'm going to try using that technique. Thanks. My apology for not contributing to the post.
2015-02-18 22:06:00

Author:
SEWO97
Posts: 637


Alright scrap everything I said in my previous posts. I made the idle animation of my character 5 frames (Skipping every 2nd frame of the original 10 frame animation) and for some reason things seem to work better than I thought they would and it animates at the correct speed at a 0.2 speed sequencer (Meaning I could do the full 10 frames at 0.1 speed if I wanted. Perhaps the original was actually 30fps.). But here's the problem:

THE THERMOMETER IS 99% FULL JUST FROM A SIMPLE 5 FRAME STICKER PANEL ANIMATION. Just bravo. Bravo. In my original post I was wondering if LBP3 might not be able to handle loads of frames for running, jumping, idle, attacking etc among other things. But this is just below my expectation. How is this even possible? 5 pictures. 5 bloody jpegs on a sticker panel and the thermo is 1% off blowing up. I have a feeling this has something to do with LBP3 as no wonder those levels i mentioned run like absolute trash on LBP3 but run perfectly on LBP2. I don't know if this is some kind of poor coding bug for LBP3's sticker panel but **** Sumo. I might actually import my animation through a locked level to LBP2 and see how much thermo it takes up on that (If LBP3 to LBP2 is possible).

Here are those nicely animated levels again that run like trash on LBP3 but perfectly on LBP2:
https://lbp.me/v/ktn5v7
https://lbp.me/v/7gv9xx
2015-02-19 16:57:00

Author:
haythem09
Posts: 6


Thats not normal, i used 100s of stickers / photos in my Giana Sisters Level, every stone, every letter, etc., was 40% Thermo... did you use the ingame photos made with popit or did you use PS4Share Pictures, because heard the 2nd need lots of thermo...

http://i4.lbp.me/img/ft/a24d63f5f5bf9057e8761496e6fbfb484a82dcc5.jpg
https://lbp.me/v/6h63y3


Btw. the level works fine on PS4, didn't recognize any differences in other animated levels...


Real Rayman Origins Gameplay
https://lbp.me/v/6vqz-7

http://ia.lbp.me/img/ft/0ba3e16b7a8ba3cfeeda4ed50c3f20425a4ac189.jpg
http://i8.lbp.me/img/ft/398520780d87214819b2aaa3c1a67d74774ad438.jpg
http://ie.lbp.me/img/ft/b5e2bbf9410c9a0d42b6b4270dbe2acb8f0827b4.jpg
2015-02-19 20:13:00

Author:
Hanfi1311
Posts: 776


Wow, someone made Rayman Origins in LBP? Thanks for sharing. Also I already played your Giana Sisters level among others, your levels are great (And yes they operate perfectly in LBP3, though for some reason those others I've posted don't).

Anyway, yeah, the photos I used were PS4 share-button photos, as I needed them to be full screen. The snapshot feature seems to be removed from the menu so I just used share photos. Is there a way to snapshot in LBP3? (Not the popit frame photo). And also is there a way to get black show up on my stickers? Would there be a way to use a white background instead but have it invisible at the end result? (I'm currently using this guy's thing at the moment https://www.youtube.com/watch?v=vujcpKwTCqE)

- - - - - - - - - -

Ah, the snapshot does exist, just not on levels on your moon (Even in playmode) I guess I'll have to upload them for myself locked. Still, any solution for black not showing up due to black background?
2015-02-19 22:48:00

Author:
haythem09
Posts: 6


I'm not sure what you mean by black not showing up? Like, is the sticker panel invisible in the black portions of your sticker? That's not normal. It happens on hologram (and I use that to my advantage pretty often), but it shouldn't happen on sticker panel.2015-02-19 22:58:00

Author:
Sehven
Posts: 2188


Oh sorry, yeah, I've actually got a black box around the character and the black portions blend in. Can't believe I forgot to consider that. So yeah I guess additionally I'm meaning to ask how can I get the character by himself without anything around him? Do I need to cut around him with grid-lock or something? And maybe change the designs to have white pixels around the black bits to mark it out?2015-02-19 23:03:00

Author:
haythem09
Posts: 6


It seems to me that the best way to do this would be to resize and align it back to the grid you created it on, and then use the grid, front view and the slice and dice tool to cut it out of the background.

The black outline from the edge of the material could look cool, stylised even.
2015-02-24 13:01:00

Author:
keanine
Posts: 114


I checked out that video. Seems like lots of work.

There is an option in the paint program to make the background clear. What I do is illustrate the animated character in pieces. Then I can assemble the frames of the animation with all the stickers I've made. No need to cut anything out.
2015-02-24 21:19:00

Author:
one-mad-bunny
Posts: 334


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