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  1. #1

    Default Easy tutorial for Creating Cutscenes

    First of all, what is a cutscene?


    A cutscene is basically a level that tells a story, rather than play a game. You could say that it's like you create a movie - and that is precisely what you do.

    So, I assume that you've found this nifty little option in the "Level Properties" section of the Toolbar. If not, then it's on the last page, at the very top. The default option should be "Cooperative". Change it to "Cutscene".

    Now that you've got the setting correct, it's time to make your movie. Place all of the props, sackbots, magic mouths, fireballs, blablabla, etc. Whatever you need to make your movie.

    You've got your props, you've got the setting to "Cutscene", and now it's time for the first day of recording. ACTION!

    Place down a microchip somewhere in you level. Anywhere, really, just as long as it is on something that does not get destroyed. After you place the microchip down, put a "Tag Sensor" on its circuit board, and then put a "Sequencer" next to it. Link the Tag Sensor to the Sequencer, and then open up the Sequencer. This Sequencer will act as the "Timeline" of your movie.

    Now is where we actually work with the cameras. Place a Movie Camera onto the sequencer, and tweak it. Move the angle, shakiness, etc. however you want, and exit out of the tweak menu. Select the camera, and use up and down on the RIGHT analog stick to adjust the time you want that shot to be active.

    But now what do you do? How do you get one camera to transition to the other smoothly? Put another Movie Camera BELOW the original, and adjust it's length. Make sure that they both overlap on the timeline.

    But WAIT! When you put it into Play Mode, it doesn't do anything!

    This is where the "Tag Sensor" comes into play. Place a "Tag" right near the microchip (because the Tag Sensor on the microchip is linked to the timeline).

    Now, go into Play Mode, and your movie should work!

    BUT WAIT! How do I end my movie?
    Go into the toolsbar, and select "End Game" in the World Tweakers. It's near the bottom on the second page. Place it at the end of your timeline.

    This method is for those who are slightly experienced with LBP2, but it's very logical, and a little easier to understand. If anybody needs any more explanation on this tutorial, please comment and I will be happy to answer any questions that you might have!


    -FreakySacky


  2. #2

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    imo its better to use a battery instead of a tag sensor...

  3. #3

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    could you write up something that includes characters acting, changing bahaviours, etc... ?

  4. #4

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    Quote Originally Posted by fodawim View Post
    imo its better to use a battery instead of a tag sensor...
    Really? Huh, I'll have to try that. Thank you.

    Anyways, the tag sensor works just as well, so I don't really see how it would matter...

  5. #5

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    Quote Originally Posted by wizaerd View Post
    could you write up something that includes characters acting, changing bahaviours, etc... ?
    I would suggest acting AFTER you place and tweak your cameras, so it is easier to put timing. To make your characters act, tweak a sackbot, and set its controls to "acting". After the countdown, if you've followed the instructions above, your movie should play, but you are still recording the sackbot. Then you can just move your character around.

    Now, let's say you wanted a sackbot to move up using a "Mover", but you wanted it to work with the timeline. Once you've put the mover onto the Sackbots circuit board, place a "Tag Sensor" on the timeline, and connect it to the mover on the sackbot. This method can be used for any property you want to put on a sackbot - whether it be gravity, destroyers, material changers, etc.

    I hope that you understand, because I'm not the best at explaining
    Last edited by FreakySacky; 02-04-2011 at 08:59 PM.

  6. #6

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    does this work if you have a cutscene / film and then a playable section afterwards?

  7. #7
    Patch of Cloth captain sack's Avatar
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    Default

    Where is your sackboy during the film?
    WE DO NOT SAY SHIVER ME TIMBERS!

    Help prove that Avalon looks like Barry Gibbs from The Bee Gees.
    http://www.lbpcentral.com/forums/sho...-The-Bee-Gees.
    Clive Win HERE!!! ->http://ia.lbp.me/img/ft/b4aaf06e3e74...8d2db09ef5.jpg
    AVALON WIN HERE!!!->http://i2.lbp.me/img/ft/ea26b97e93eb...a51211c644.jpg

  8. #8
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    Default

    Wherever the entrance is. If you want your sackboy to be part of the video and act, then you have to change a sackbots costume to "Copy Player 1".
    I bought the Frog DLC, added some spikes, and I have to say, it turned out pretty well. But frogs and Rotoms don't mix.

  9. #9

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    Quote Originally Posted by jastrul View Post
    does this work if you have a cutscene / film and then a playable section afterwards?
    No, this method only works if you are making the WHOLE level a cutscene.

    If you want a playable portion after your cutscene, instead of changing the level setting to "Cutscene", change it to "Cooperative" or "Versus". Then, open the timeline, and remove the "Game Ender". Then, all you need to do is tweak the sequencer, and make sure it doesn't loop. Your sackperson should then be at the Entrance.

  10. #10

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    All I want to know is how to make the slow-panning shot, where the camera very slowly moves across from one frame to another. Soft pan and hard pan same to do exactly the same thing

  11. #11

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    Still having problems with the camera going off into nowhere. I have the tag sensor well within range, the tag sensor connected to the camera, though it just never activates.

  12. #12

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    If the tag sensor method isn't working for you, then I would suggest trying the method stated by fodawim previously - linking a "Battery" to the sequencer.

  13. #13

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    Quote Originally Posted by FreakySacky View Post
    If the tag sensor method isn't working for you, then I would suggest trying the method stated by fodawim previously - linking a "Battery" to the sequencer.
    Thanks, the battery method seems to be working.

  14. #14

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    I want to get my cutscene to end, but lead directly onto another level that I've created, in a similar way to the story mode.

    If I put an 'end game' on the end of my sequencer, it doesn't send the player to the next level, it just finishes. It's confusing me, if the player was to 'skip' the cutscene, it sends them to the level I want it to (I have a level link hidden in the cutscene), but if the player was to let the scene play out it would send them back to their pod.

    Any help with this would be massively appreciated.

    Its driving me crazy =S

  15. #15

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    Quote Originally Posted by Ferg08 View Post
    I want to get my cutscene to end, but lead directly onto another level that I've created, in a similar way to the story mode.

    If I put an 'end game' on the end of my sequencer, it doesn't send the player to the next level, it just finishes. It's confusing me, if the player was to 'skip' the cutscene, it sends them to the level I want it to (I have a level link hidden in the cutscene), but if the player was to let the scene play out it would send them back to their pod.

    Any help with this would be massively appreciated.

    Its driving me crazy =S
    Can you put a Counter at the end of the sequencer set to 1, and then hook it up to the Level Link so that it activates when the sequencer ends? That should work I think
    Helloz there : ) To follow my few and far between ramblings https://twitter.com/hallm3lbp I also post very random doodles.

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