• 0

    posted a message on Weekly Cinematic Excercise #3: Story mode

    I have a minute and a half about done, I just need to add in the voice acting and some foley work.. It's not following these rules but it's something I'm working on and I'll be sharing all my work here first before I release it.

    Posted in: Cinematic Creation
  • 0

    posted a message on Camera speed/momentum in the CE

    @Tolkfan: Go

    Thank you so much! I still have no idea how to work the curve editor but at least I know where to look know. Does this affect animations too?

    Posted in: Cinematic Creation
  • 0

    posted a message on "Look at" doesn't work with all models?

    @Exaken: Go

    Thanks. That's a shame. Moving their heads would've been quite useful.

    Anyways, I worked around it. Thanks again.

    Posted in: Cinematic Creation
  • 0

    posted a message on Doodad animations and skyboxes

    @Exaken: Go

    They are not placed in the cutscene editor, but I realize now that I just need to go load the cutscene like you suggested.

    The thing is, being able to record straight to video is really useful, which you can do with the cutscene editor. But if the doodads and creep don't function then it's useless to me.

    Posted in: Cinematic Creation
  • 0

    posted a message on Doodad animations and skyboxes

    In my CSE I never see the doodads animate. No waterfall effects, no skybox, the trees are still.

    I'm assuming this is because my I haven't been actually loading the cutscenes in the game, I've been recording them straight to video. Do you guys have this issue at all? Do I need to learn how to actually load my cutscenes into the game or can I continue recording this way (because this has many advantages for me)?

    EDIT: I have also found that creep does not show up in the CSE.

    Posted in: Cinematic Creation
  • 0

    posted a message on "Look at" doesn't work with all models?

    I've tried to make marines look around with their heads. I can make it work with one of the sm_jimraynor models but not with a marine. Anyone else have any info on telling units to "look at" other units?

    I've tried different "look at" types but it seems like nothing is working. I haven't tried them all though.

    Posted in: Cinematic Creation
  • 0

    posted a message on Camera speed/momentum in the CE

    @Exaken: Go

    Quote from Exaken: Go

    If you want a certain thing go faster you can move the property to an earlier point in time on the timeline.

    It's not the same effect. With the trigger I can set a percentage for deceleration and I get a very nuanced type of slow down. by placing it earlier on the timeline the speed is still static. With the trigger, a camera object will pick up speed gradually. The closest thing I could do to mimic that effect is if I set a couple key frames each at different intervals. But it would be a noticeable speed difference instead of a gradual process.

    Posted in: Cinematic Creation
  • 0

    posted a message on Record to .y4m in CE
    Quote from Gradius12: Go

    @JacktheArcher: Go

    I started with headphones and tried going to speakers, not that it matters since the sound doesn't show up in the video anyway. I've also tried changing my default audio output from the client itself. :[

    Whenever I output to the file it seems to save the audio as a separate file. I'm not sure if that's what you're talking about though.

    Posted in: Cinematic Creation
  • 0

    posted a message on Camera speed/momentum in the CE

    So I've just made the jump from animating with triggers to the CE. Forgive me, but I am probably going to start posting quite often here. As always, I profoundly appreciate every effort made to help.

    So one of the things that the camera objects were able to do with triggers was set an acceleration and deceleration for each camera transition over time. This is something that would probably be quite hard to mimic manually.

    Does anyone know how to affect the momentum of the camera objects?

    Posted in: Cinematic Creation
  • 0

    posted a message on Record to .y4m in CE

    Thanks guys! That helps a lot. It's not ideal but it gets the job done. And the best part is, even if my computer lags it records it properly without error.

    Posted in: Cinematic Creation
  • 0

    posted a message on Record to .y4m in CE

    Since I'm not creating a cutscene in a game, just an animated sequence, using the CE to record to a video file is preferable to running the cutscene in the game and recording with fraps.

    Does anyone know how to record without all the camera outlines being in the way? Or how to get it in a proper 720 resolution?

    Posted in: Cinematic Creation
  • 0

    posted a message on A Machinima Puzzle of Triggers

    I'm currently in the process of creating a video series in the editor. In order to do this, I am mostly using triggers and some post production editing.

    I know there is a cutscene editor now but I've already started working on the project and I don't know if it's worth reinvesting the time to start over and learn something new.

    My hope is that some of you here will be able to point me in the right direction for a few of the issues I'm having with triggers. I need this to be done with triggers because otherwise I can't animate properly.

    • alter time scales for animations.
      • I've been using the send actor message trigger and can't get it to set the time scale for an individual unit.
      • Explanation: In order to save time by not having to learn how to actually animate, the method I'm using to indicate a talking unit is to implement a more "cartoonish" style. I have been pausing all the stand animations, then, when the character talks, resuming and quickly pausing the animation again to simulate a "shifting" motion (I have turned off the randomized fidget in order to control it manually).
    • make a unit turn its head to look at something
      • I've been using the make unit look at actor trigger to no avail.
      • Explanation: this would make it easier to simulate talking and just raise the overall quality of what will already be a very simple animating style.
    • have a camera follow a unit without having it as the center focus
      • I'd like to be able to have a camera follow a unit and then change certain properties via triggers. Right now, if I want to do a tracking shot of 2 marines walking towards the camera, and I want the camera to stay at an equal distance from the marine, I have to estimate a distance and a time to apply a transition between 2 different camera objects. It takes a lot of trial and error fine-tuning and makes me minimize those types of shots. Also, the follow unit trigger for the camera always centers on the unit I'm following, meaning that shot of the 2 marines will look bad because obviously you'd want them framing the sides of the shot.
    • blend animations
      • To be honest, i just started catching glimpses of this concept in certain triggers and around the forums. Just throwing a shot in the dark to see if there is some basic concept I can be applying

    An answer (or even an attempt) at any of these issues would be greatly appreciated. And if you have any other suggestions or tips/tricks that you think could be applied to making a video series, feel free to let me know.

    I don't know if this is any real incentive, but I owe a lot to this community. I've been helped already and have spent hours trudging through the archived posts to find any sliver of information that will inch my project a little bit further along. I already plan on crediting this site in my video description on youtube and in the video credits themselves, but if anyone solves any of these puzzles I would be happy to feature their name and/or their maps at the end of one of my videos. I know that's barely anything, I wish I could offer something tangible. Thanks (once again) for any help.

    Posted in: Triggers
  • 0

    posted a message on Make Unit "Head" look at point

    Sorry, but I gotta bump this.

    Posted in: Triggers
  • 0

    posted a message on Make Unit "Head" look at point

    I am also having trouble making this work. I'd like to make a marine's head face another unit and it's just not working.

    Posted in: Triggers
  • 0

    posted a message on [solved][data] Using "walk slow" animation for marine?

    Sorry, I shouldn't have bumped this thread, it was an accident.

    Posted in: Data
  • To post a comment, please or register a new account.