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Cutscene samples thread...


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#51
DahliaLynn

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BloodsongVengeance wrote...

wohoo! finally got one!

dragon age outtakes: landsmeet


this is a quickie for a tutorial i'm working on. i learned a LOT! like how to swipe creatures from the sp module (AND have them work in a cutscene, unlike last time), how to tweak the lip-synch, and how to really mess up the VO :X


PS:  expanding on methrid's advice...  camera angles and cuts are your friends.  nay, your life-savers!
i remember once seeing a documentary on the muppet show, how they do certain tricks with the muppets.  for example, gonzo answering the phone.  the trick is, they do one shot of him grabbing the phone, then a camera cut, then replace him with a model that has the phone stuck to his hand when he picks it up.


Really funny :) I enjoyed that :)

btw bloodsong, I shared this link with the Alistair Fan thread...
I think they liked it :)

Cam angles/cuts and decisions are probably one of the most important aspect of cutscenes. They are the eyes of the viewer. From cam decisions alone you control exactly how and what you want the viewer to see, and create various tones of tension and emotional impact.
the Cutscene Editor rocks. B)

Сообщение изменено: DahliaLynn, 04 Октябрь 2010 - 01:22 .


#52
Beerfish

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AlanSJF wrote...

My latest effort - Night Attack:

www.youtube.com/watch

Still having sound issues - some of them decided to play in-game this time, but far too many didn't, so I had to place some sounds here and there to fill in some of the gaps. It's far from perfect, but other stuff I've been experimenting with - fades, bloom and hsvmatrix - I'm kinda happy with.


Excellent job Alan, very nice use of fades and camera panning.

#53
BloodsongVengeance

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heyas;



thanks beerfish, and dahlia, thanks for sharing with the alistair fans :)



alan, looking much better! and with blood fx, too! when i start fight scenes, hope i can do mine as well as you do yours. still some chop on the start/end of some of your anims. try using two keyframes on the end of the animations' squiggle editor. make the end zero and the point near the end 100 (or your max weight you want). you can jiggle those keyframes sideways, too, to make more of a blend.



my 'it takes a thief' vid is almost done. except now my facefx keep vanishing. ::sigh::


#54
AlanSJF

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Thanks, Beerfish & Bloodsong.



And Bloodsong, by 'squiggle editor', do you mean the curve editor? I didn't make much use of it, to be honest - but I already have something in mind for #4, so I'll experiment with those double keyframes.

#55
BloodsongVengeance

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heyas;



ya, the curve editor. USE IT. i call it squiggle cuz it has squiggles on the icon. and... because its squidgy (flaky) to use :X

#56
AlanSJF

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I will. Animation transitions are probably still my biggest hassle, alongside sound. But don't even get me started on sound ... :)

#57
BloodsongVengeance

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okay, actually my first full cutscene 'short.'

bannon & zevran: it takes a thief



i did use a few cutscene bits in my other video (b*es love 'em), but that was still mostly game footage.

RULE NUMBER ONE: do NOT show your characters feet, if at all possible!! homg! i got away with a lot of crap because the feet are off screen and/or hidden by the chests. but then i tried to do a side shot and have zevran walk around the side of it. not happening. even that laughing animation moves the feet wrong, sheesh. anyhow, camera cuts and framing to the rescue! plus i cut out all but one step from the anim.

TIP: if you're not showing feet, the turn l/r 90 and 45 animations are good for having your character sorta shuffle around sidewise.
if you are showing feet... see rule #1 :X okay, theres one trick-- i put a goblet or two on the floor where the feet are supposed to be nailed to. and make position correction adjustments every 3 frames or so. oh yeah... that's if you're not using gad. if you use gad and the animation puts your character where you want it, that should work. (if you want them to move to a specific mark... then you gotta work at it.)

i put this one together in that sony vegas/movie studio hd 9. that thing is a pain, but its pretty powerful. i did notice yootoob seemed to darken the movie some.
i did use 2 lights in the cutscene itself to bring out the characters. then vegas made the wmv totally washed out so.... i used the contrast filter to punch up the darks again. turned out VERY nice. and then on yootoob, its on the darker side again. what can you do, hm?

Сообщение изменено: BloodsongVengeance, 06 Октябрь 2010 - 11:28 .


#58
AlanSJF

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Something new I've been working on:

www.youtube.com/watch

I've had in mind a long, multi-episode machinima for a while now, and this is sort of a taster of that. Problem is I'm being absolutely crippled by the cutscene sound issues, so I'll probably have to shelve the project for the time being. Meantime I cobbled together a soundtrack with the aid of the DA extractor ....

For future reference, choreographing a 20/30 second battle sequence with 40+ characters takes a looooong time.

#59
BloodsongVengeance

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hey, alan...



is there any reference out there (a la a beerfish xl file maybe?) for toolset sound effects? i'm going to need a bunch, but not sure how best to find and use them.



duly noted about the battle sequences. :X i want to do a few crowd scenes, but i am daunted ;D



i don't have sound on this machine, so i can't comment (yet) on your lovely soundtrack work. and um... i THINK that's a tad MORE than 3 seconds of footage, there ;P but it is looking good!

you're doing a great job with the animations and timings and group reactions. and a lot of better camera shots.



in some spots, your camera is a little stiff. you can try adding a bit of yaw to to it here and there, not always leaving it level with the horizon. like especially the part peeking out from behind the tree? and the pan from the opening body to the woman... is somehow very stiff. i think using that squiggle editor would do well there, to have the camera motion ease in and ease out, changing the speed it moves, maybe? or throw a bit of a curve in there. it's somehow very straight and stiff.





have you guys seen the "warden's fall" machinima series? i was watching it again the other day and noticing the camera work. they get away with a LOT of stuff by using tight shots, quick cuts away, and lots of camera shaking. :X also check out how they solved the problem of chasing a guy up a ladder. ;) (that's like in episode 4, i think.)


#60
AlanSJF

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BloodsongVengeance wrote...

um... i THINK that's a tad MORE than 3 seconds of footage, there ;P


Thanks for spotting that! A case of seeing what I meant to type rather than what I actually wrote ...

R.e., the (placable?) sounds, not sure if there's a resource anywhere listing them all; I just access them from the little musical note symbol and work forward from there.

#61
DahliaLynn

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I'm very excited to post my latest cutscene mod project

"Alistair's Royal Wedding"

Finally released today.

Сообщение изменено: DahliaLynn, 21 Октябрь 2010 - 10:04 .


#62
AlanSJF

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DahliaLynn wrote...

I'm very excited to post my latest cutscene mod project

"Alistair's Royal Wedding"

Finally released today.


That's quality. The lighting is especially good, and I don't know what kind of camera effects you used (if any) but it all looked wonderfully crisp and vibrant.

I'm guessing you had some lag issues(eg the camera panning up to the window at the end)  - a pity, but it didn't detract too much.

And if anybody asks, I am not a hopeless romantic at heart, and therefore I did not watch the whole thing with a sloppy smile on my face. Posted Image

#63
Yara C.

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Congratulations, Dahlia. Excellent work. Seems you could cope very well with all the challenges. 400 actors - wow. Finally without the veil solution. Yes, like Alan mentioned there are some jearky leaps during a panning but it is not too obvious because of the slomo.
And I have realized that you have created a new kiss - LoL.

Сообщение изменено: Yara Cousland, 21 Октябрь 2010 - 11:46 .


#64
DahliaLynn

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Yara, History reveals itself in your words! I mentioned the possible jerkiness in the readme for the mod, though it appears not all experience it. My computer happens to be a bit old so...I figured most wouldn't have a problem.

Edit:Regarding the kiss, I had to be very careful with it because it was to be viewed with a full longshot, so I couldn't play with their positioning as I could in the kissing mod. They had to remain standing straight! So...I guess..yes..=] BTW you hit it right on the mark with the slomo/ lag comment!


@Alan Thank you . I added additional dynamic lighting (not more than three at a time) which changed intensity color and location in almost every shot
As far as cam effects go, mostly varying blur effects and made lots of use of depth of field.
---awww sloppy smile? --- ^_^

Сообщение изменено: DahliaLynn, 22 Октябрь 2010 - 02:19 .


#65
Lord Methrid

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AlanSJF wrote...

And if anybody asks, I am not a hopeless romantic at heart, and therefore I did not watch the whole thing with a sloppy smile on my face. Posted Image


I am and I would say you have done an amazing job Dahlia.

Your camera angles are amazing!

You definetly captured the lore of the setting quite nicely. This is by far the most impressing scene I've seen. :)

#66
DahliaLynn

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Thanks Lord Methrid :) 4 months of a lot of boot camp even after creating two modded scenes.

This one pushed limits :D

#67
BloodsongVengeance

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heyas;



alan; yes the placeable sounds. when i click 'the little musical symbol,' ain't nothing there. :/ not even in the sp mod. weird.



congrats dahlia!!! cept i dont want to see it now, i want to wait to see it in my game! :X :)


#68
DahliaLynn

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Bloodsong..if you plan on using the mod, then better you experience it without spoiling, so good idea :D

#69
Lord Methrid

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This is in the game?! Nooo!! spoiler alert!! haha That's ok, I haven't even come close to this part yet but you, Miss. Lynn, have set the bar high for Bioware. I will have great expectations when I see Bioware's version now :D

#70
DahliaLynn

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I don't think Bioware planned on making it at all...that's why I did :D
The mod is located here

Сообщение изменено: DahliaLynn, 22 Октябрь 2010 - 03:12 .


#71
AlanSJF

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BloodsongVengeance wrote...

 yes the placeable sounds. when i click 'the little musical symbol,' ain't nothing there. :/ not even in the sp mod. weird.


Yes, that is weird. So you've never been able to place sounds in the cutscene editor? What about in the area editor, can you place emitters there?

#72
DahliaLynn

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I don't really understand why you are having problems inserting sounds in the cutscene editor.
Though for action sequences it may be tedious, but by clicking on the music symbol you should be able to find a large library of soundfiles by folder, then place the speaker where you want the sound to be emitted.

Сообщение изменено: DahliaLynn, 22 Октябрь 2010 - 01:43 .


#73
Beerfish

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Re Sounds, they are tough to find and the sounds I have had access to were limited. For instance in one scene I wanted to use the Oghren 'burp/belch' and I simply could not find that one at all.

#74
Beerfish

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DahliaLynn wrote...

I'm very excited to post my latest cutscene mod project

"Alistair's Royal Wedding"

Finally released today.


Beautifully done, excellent work.  As others have stated great use of cameras, I liked the subtle touches though that just really add to a scene (like Wynne glancing towards Oghren for a brief moment in the scene.)  Great work!  And your female warden is hawt!  :D

#75
AlanSJF

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DahliaLynn wrote...

I don't really understand why you are having problems inserting sounds in the cutscene editor.
Though for action sequences it may be tedious, but by clicking on the music symbol you should be able to find a large library of soundfiles by folder, then place the speaker where you want the sound to be emitted.


The problem I've had consistently isn't placing sounds manually in the cutscene editor - this seems to be the problem BloodsongVengeance is having - but animation sounds that are supposed to play automatically simply not playing at all.

The only reason I went with a soundtack for the bloodplague clip was because apart from a few barely audible combat/impact sounds every single animation that should have exported with audio exported without them. And yet in my previous cutscene quite a few animation sounds did play in-game - the mabari barking (though not always), footsteps/movement sounds ... I followed the same process with the new one and yet got nothing.

Anyway, I've something new in mind. Let's se if using interiors makes a difference ...