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View Full Version : Hologram Animation Tutorial Here =]



BillyMays
01-22-2011, 05:28 PM
Alright, a lot of people wonder how media molecule was able to make those cool animations in their story levels such as the Negativitrons Pink Rays or the labels in Factory of a better tomorrow. Well listen carfully, because I'm going to explain Step by Step on how to do them.

IMPORTANT : Holograms need a dark backround to be in front of such as a square rubber block behind the holograms, if there isn't a backround then the holograms are hard to see.

TIP : holograms can be triggered on and off, which means if the holograms trigger is ON it will be showing and if the holograms trigger is OFF then it will be invisible.

In CREATE mode, when holograms are triggered OFF, they appear Grey, but in PLAY mode, they're invisible. So don't freak out if you have all of these confusing grey holograms. TIP : Use the PREVIEW feature in CREATE mode to see what your holograms will look like in play mode. (Press Start and it should be under the Grid section)

IMPORTANT : Holograms are able to have STICKERS on them that light up, so it may be wise to do your artwork, take a picture of it, place it on a hologram and Cut-Out the edges.

Anyways the first thing you need to do is make the different versions of the Holograms that will animate say 1 stickman hologram with his arms up, then the other stickman hologram with his hands down, these are called SPRITES. You can have as many Sprites as you want in your animation.

The next thing to do is to spread your Sprites apart from eachother, then get a SEQUENCER (In the Advanced Logic Section) then go into its Microchip (press R1 on the sequencer to open the microchip) and place BATTERIES (Basic Logic section) in the Microchip. For every SPRITE you have, you place a BATTERY (2 sprites = 2 batteries on the sequencer).

The BATTERIES need to be arranged in a matter where one battery triggers after the other. So perhaps you could place them UP, DOWN, UP, DOWN etc. and leave Half a space in between each one.

Here's an example of how it may look (B's represent Batteries)
|B B B B |
| B B B B|

Next, connect the BATTERY to its proper SPRITE.

Now edit your Sequencer (Press the Square button) and you are now able to change the SPEED of the animation and whether or not you want it to REPEAT (Toggle the LOOP feature)

Turn your Sequencer on, Turn Preview on, and Check out your new Animation!

Hope this helps :)

Sonicsmash2
06-05-2011, 06:57 AM
Thanks for the explanation, i still lost a bit though, whenever i connect my sequencer to a block, it only lights up just 1 block and not the rest, how do i fix this?

ADS_LEGEND
06-05-2011, 03:49 PM
Thanks for the explanation, i still lost a bit though, whenever i connect my sequencer to a block, it only lights up just 1 block and not the rest, how do i fix this?
Have you made the sequencer play?

onaga666
06-05-2011, 05:31 PM
This is the "help section" You should post this in "Tutorials." But yeah looks good.

SuddenEnigma
06-08-2011, 05:26 PM
Thanks for the explanation, i still lost a bit though, whenever i connect my sequencer to a block, it only lights up just 1 block and not the rest, how do i fix this?

If your sprite is made up of multiple blocks of hologram, then the battery that activates that sprite will have to be conneted to all parts of it. So, if you were making a stick figure with different blocks of holo for each limb, the battery would have to be connected to each and every one.

You can also have a more advanced version of this. Use tags instead of batteries in the sequencer, one tag per sprite. You can then activate the sprites via tag sensors, so long as those sensors have a large enough range to detect the sequencer and are not on the same microchip. This allows you to reuse the same sprite multiple times in a single sequence.