I want to make a huge battle scene, and by huge I mean like actually 10 people fighting 10 but looking like it has a lot more through camera angles, But one thing I can not do through clever camera angles is the charge sequence, What i'd like to know is how do I make a lot of actors run in one direction, while not going through eachother or without having to do all of their wal meshes individualy. I checked out one of the already made cutscenes, the one at the intro of the game with the wardens fighting darkspawn, and instead of making it appear that the had a lot more darkspawn actors than they really did, they actually did have like 100 actors running across the screen, so there must be a way to do this right? Thanks.
Creating a battle scene
Débuté par
skparagon
, juil. 14 2010 04:33
#1
Posté 14 juillet 2010 - 04:33
#2
Posté 14 juillet 2010 - 05:47
Well you could give the actors a few different running/movement animations put a keyframe at the start of the running. Move them manually later on in the time line and then put another keyframe. They will end up moving in the same line of space as they occupy and will move at the same rate thus they shouldn't bump into each other. (You can select all of them at once and move them enmasse so to speak.) Once the two groups got close enough to each other you of course would have to switch animations and have the actors pair up with ones from the other side for the actual battle scene.
#3
Posté 14 juillet 2010 - 05:54
Ah, Thanks. I'll try that
#4
Posté 14 juillet 2010 - 09:16
Ok, now I have this problem where all of the troops kinda do a animation at the same time, and it looks unrealistic. Is there a way so that all of the animations start at different times so they do it differently? Or do I have to do that by manually moving each of their animations?
#5
Posté 15 juillet 2010 - 09:42
You'll have to manually move them.
#6
Posté 26 juillet 2010 - 02:47
Ok, now i'm in the battle part. Is there a animation that's a duel between two people that I can loop over and over to make the background fighters? I have the animation sheet but it doesn't mention anywhere about a duel or something of the sort. I currently have it so they loop a strike and a block over but it looks kinda bland, Any ideas?
#7
Posté 26 juillet 2010 - 02:40
You could do your strike and block and then add a few other attack animations then just highlight the whole section of animations and copy and paste it over again a few times.
#8
Posté 26 juillet 2010 - 04:46
I tried that, It said I couldn't copy animations from multiple tracks.
#9
Posté 26 juillet 2010 - 07:11
Really? Hmph I could have sworn I've done that before. Maybe not. If not my apologies.
#10
Posté 29 juillet 2010 - 02:58
Ah, I've found the solution to my problem, I'll share it incase anyone needs it. There's 9 animations made exactly for the reason I wanted. It's the cs_hurlock.deathblow (1-9) and cs_army.deathblow (1-9) animation lines. Beerfish, you also missed these in your animation list, just a heads up.
#11
Posté 29 juillet 2010 - 01:50
Yes I have to redo the animation list when I get the time. I created that list before the game and toolset came out and with each different version of the toolset there seemed to be animations added then deleted then added again so I kept having to change my spreadsheet. Thanks for the heads up.





Retour en haut






