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Small Fight Scene Help


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#1
Jedi31293

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I've recently downloaded the Dragon Age Toolset for machinima making purposes. I'm really enjoying it, but I'm still working out the kinks. I've been practicing some very basic cutscene animations and have been having some problems that I just can't find online.

#1. I've made an area and placed a Waypoint. My module properties are set to the area and waypoint. I then created a trigger and created a script for it. I copied the script from the Wiki and replaced the cutscene with my own. Problem is, when I start up the area in Dragon Age, the trigger doesn't seem to work. My understanding is that when Jaden walks into the trigger, the cutscene should roll, correct? This is not working for some reason. Any ideas?

#2. My other issue is animation transition. Let's say I want my character to run forward, and then crouch. When I do this, the transition from the running animation to the crouch animation is very jumpy and sudden. It's not one, smooth, fluid motion. Am I missing something here?

#3. My third qestion is how to create a custom character to animate during a cutscene. When I click on "create monster" I get the default grey-skinned bald male human. I can change the inventory and give him different armor and weapons, but when I try to change his appearance (skin color, hairstyle, beard) nothing happens. He stays his good old grey-skinned bald self. Am I doing something wrong here? For example, I want to create an old human warrior with a long white beard. How would I go about doing this, so that later I can import him into my cutscene and animate him as I wish?

Thank you all for you help, and be prepared for more questions. I'm fairly new to all this, and slightly overwhelmed, but I really would like to use the Toolset to create machinima.
---------------------------------------------------------EDIT---------------------------------------------------------------------------------------------
Thank you all for you help. All the above issues have been cleared up. My only problem now is trying to create a small fight scene. Scroll below to see details.

Modifié par Jedi31293, 06 juillet 2010 - 11:29 .


#2
Beerfish

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#1. I've made an area and placed a Waypoint. My module properties are set to the area and waypoint. I then created a trigger and created a script for it. I copied the script from the Wiki and replaced the cutscene with my own. Problem is, when I start up the area in Dragon Age, the trigger doesn't seem to work. My understanding is that when Jaden walks into the trigger, the cutscene should roll, correct? This is not working for some reason. Any ideas?

I have a working script for a trigger at home (courtesy of sunjammer).  I'll try and post it for you when I get home.

#2. My other issue is animation transition. Let's say I want my character to run forward, and then crouch. When I do this, the transition from the running animation to the crouch animation is very jumpy and sudden. It's not one, smooth, fluid motion. Am I missing something here?

You will want to create a 'transition' between the two animations.  Set the animations on different tracks and have them overlap a bit.  Highlight both of them insert a 'transition'.  This will help smooth out the change in animation somewhat.  You may also want to change the 'weight' of  the animations.

#3. My third qestion is how to create a custom character to animate during a cutscene. When I click on "create monster" I get the default grey-skinned bald male human. I can change the inventory and give him different armor and weapons, but when I try to change his appearance (skin color, hairstyle, beard) nothing happens. He stays his good old grey-skinned bald self. Am I doing something wrong here? For example, I want to create an old human warrior with a long white beard. How would I go about doing this, so that later I can import him into my cutscene and animate him as I wish?

One of two ways, either create your own custom morph or choose a morph from the include campaign that suits you.  Best way to get exactly what you want is to create a 'New' morph (the characters head), make the morph, save it and 'post to local'  Then click on 'morph' of the creature you are creating and select the morph you created.  (Best bet is to use the dragon age toolset wiki and read up on creating a morph 1st.

#3
John Epler

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Glad you're enjoying using the toolset, Jedi31293!



One thing about your first question - make sure you're exporting your script as well as everything else. If you don't properly export, sometimes your scripts/trigger won't fire and you'll end up with a cutscene that doesn't fire.

#4
Jedi31293

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Thank you very much for the Transition question.



Now, how would I go about using one of the campaign morphs because I believe I can find one that will suit my needs?



Also, is there some other way of running the cutscene without having to create triggers and and opening up the game and selecting the "Other Campaigns" option? All I need is for the cutscene to run fullscreen and without any user interface so that I can capture it with Fraps.

#5
Fen Tabris

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Hey Jedi, did you find the materials you needed? If you want the game morphs, Bryan Derksen was kind enough to post source materials including the head morphs here: social.bioware.com/project/1331/

As for the cinematics, not sure if you can run straight from command line, but a simple script would suffice. You can attach it as the start script for the module and just hop around the cinematics you want to record. Just run the load cutscene and play cutscene functions in your script. Feel free to ask around the forums if you need more help!

#6
Jedi31293

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Thank you all very, very much! I've cleared up my trigger issue (stupid mistake really, just forgot to tell the trigger which cutscene to play and forgot to export it) and I've actually finished creating the first scene of my new machinima.



Now I just need to play around with the toolset and figure out how to create a small fight scene. The idea is that a bad guy is charging our two young heroes when they are saved by an old man who stabs the bad guy from behind. I need to figure out how to have the old man's sword penetrate the bad guy, have blood splatter out his chest, and have him collapse. Any suggestions as to how this could be achieved?

#7
Beerfish

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- Have the old man walk or run up from behind and use an attack animation. Manually move the old man close enough to the bad guy (using keyframes) so that the attack takes the stab through the bad guys body. (You will of course already have the old mans weapon equipped.) Place one of the blood spatter fx's down and associated it with the bad guy. Then just have an animation that shows the bad guy falling forward.



(You will find most of the animations and fx's with descriptions in my animation and fx spreadsheets that I created if you have those.)

#8
John Epler

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I can attest to the usefulness of Beerfish's excel documents - I use them as a reference myself! ;)

#9
Beerfish

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JohnEpler wrote...

I can attest to the usefulness of Beerfish's excel documents - I use them as a reference myself! ;)


I actually have to revisit them again, especially the animation one as BioWare kept adding and taking out animations up to the very end before release.  So I think...(no I know) there are some available that are not currently in the spreadsheet.