Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Help! [Archive]
#1

Lighting rig

Archive: 12 posts


Hi,

I'm playing around in create (new to all this) and cant work out how to do the following.

I have a simple frame structure which resembles a bridge, Ie column up-horizontal-column down, and several coloured spotlights attached to the horizontal.

I would like the lights to flash in a 'night club' type effect, not just sequentially left to right to left. Ie, have between 1 to say 3 spots on at any one time (out of 7).

How would I structure the switches to do this?

I've worked out how to do a sequential left to right to left on-off with a piston and 7 switches, but this isn't the effect I want.

Thanks,

Neil
2009-03-09 03:50:00

Author:
neilj99
Posts: 38


Are you looking for a random (or pseudo-random) effect?

If so, a simple solution would be to attach a disc (a circle of thin layer) with a motor bolt to whatever material is at the end of the piston and place different colored mag keys around the edge of it. Your lights would then each have to have an individually colored mag switch as well. Then, as the piston proceeds, the wheel turns and the switches are triggered randomly (kind of). You might even try two such piston/motor-disc arrangements (one on either side of your row of switches) at differing speeds.

I think that would do it. But someone else may have a more elegant solution than this.
2009-03-09 04:33:00

Author:
v0rtex
Posts: 1878


I tried my enterpretation of what I thought you said and that just gave a left to right right to left effect with only one spot on at a time.

Told you I was new to this.

You'll have to break it down into easy layman chunks.

N.
2009-03-09 08:02:00

Author:
neilj99
Posts: 38


Just an idea but you could have magnetic key switches on pistons, all the same color, perhaps 1 for each light. Just use dark matter and make sure the pistons are set to stiff. Make sure they are also set to the same length, then set each keys radius, when the piston is extended out, so that they all intersect at some point, probably the far center in this case. Then on another piece of dark matter attach the magnetic key at the intersection point. In this way when the piston is out it will activate, in this case attach it to the light so the light goes on. I would then just set the pistons times to be all the same and fairly fast, also add a wait time as this will be how long it is on for. Its then just a matter of messing around with their sync times to get the effect you want. Don't forget you can stick switches on thin layers so you can probably make this easily able to hide. Though it will probably be out of sight anyways. Case you are still confused about what I mean here is a diagram

0--------------S
0--------------S
0--------------S
0--------------S (K)
0--------------S
0--------------S
0--------------S
2009-03-09 13:44:00

Author:
Ikryn
Posts: 12


OMG thats brilliant

I've never used sync. This looks like fun lol.

Thanks (be back soon no doubt).

N.
2009-03-09 17:51:00

Author:
neilj99
Posts: 38


OK so we've got the spots flashing randomly (which looks cool if I say so myself).

How could I fade them all up from off as I enter the area, bearing in mind they're already permanently flashing via pistons? Oh, and then fade them all out as I walk out.

Hope this can be done, and *really* appreciate the help I'm getting.

N.
2009-03-10 20:34:00

Author:
neilj99
Posts: 38


I take it no-one has any ideas on this.

I would really like to be able to do this.

N.
2009-03-12 05:07:00

Author:
neilj99
Posts: 38


OK so we've got the spots flashing randomly (which looks cool if I say so myself).

How could I fade them all up from off as I enter the area, bearing in mind they're already permanently flashing via pistons? Oh, and then fade them all out as I walk out.

Hope this can be done, and *really* appreciate the help I'm getting.

N.

Not sure if it's even doable. The fade is controlled by a switch set to speed, but your lights are already switched with on/off for the flashing effect (I'm assuming).

I guess you'd have to either be able control the speed of your key/switch pistons, or have the switches stationary (set to speed) and use multiple keys for each light/effect (one for fade that approaches slowly, and one for flashing that snaps quickly in and out). Perhaps theres a better way, but it's escaping my wee little brain there is.
2009-03-12 06:55:00

Author:
v0rtex
Posts: 1878


Ok I got this: The setup is based on two sets of pistons, set A and set B.

Set A is what you have now, that is the controls you use to pattern your lights. It should be a rig with magnetic keys on pistons, while your magnetic switches, set to on/off (controlling the lights) are attached to a stationary block of material, we are gonna change this, see set B.

Set B is the rig used for the fade in. Place ALL the switches (now set to speed, still controlling the lights) on a single block of material and put that on a (slow moving) piston. Make it so that this piston pulls it AWAY from the Set A pistons. Use a proximity switch (or whatever you want it to trigger the fade in) to directional and attach that to the piston of Set B.

You'll probably have to fiddle with the trigger radius, speed of the pistons and the brightness of your lights but it will likely work. If i'm not clear, ask .

Good luck
2009-03-12 08:52:00

Author:
Wyth
Posts: 263


My current setup resembles this (prior to your post):

O----s
O----s
O----s
O----s k
O----s
O----s
O----s

O = dark matter | ---- = piston | s = mag switch | k = mag key

Switches are set to speed, each connected to a different light. Pistons with varying sync, each on a seperate block of dark matter.
2009-03-12 09:25:00

Author:
neilj99
Posts: 38


Wowww - gotcha.

That looks shweeeet.

Thankyou - its perfect.
2009-03-12 10:00:00

Author:
neilj99
Posts: 38


Your welcome 2009-03-12 12:03:00

Author:
Wyth
Posts: 263


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.