Questions/Tips and Tricks!
#1
Posté 10 novembre 2010 - 09:16
John Epler here. I'm a Cinematic Designer on the Dragon Age 2 team - worked with a little of the DA:O PRC before this and did my submission in the Dragon Age Toolset so I'm familiar with both the original toolset and the slightly modified one we're using for DA2.
I know a lot of questions can come up in regards to the Cutscene editor - it's a powerful tool, but it can often be unwieldy and a lot of the functions aren't very well-documented. To this end, I'm wondering if you folks would find a semi-kinda-bi-weekly (AKA whenever I'm not swamped) 'Tips and Tricks' post where I point out some of the things I do on a daily basis to make my life easier and to make working on cutscenes a smoother and more painless process.
The other side of this is I want to let you guys know that if you have any questions at all in regards to the Cutscene editor, staging editor or Conversation editor, please feel free to give me a shout and I'll be more than happy to answer them. I can't promise I'll get back to you immediately, as I unfortunately have a lot on my plate, but I'd be more than happy to give you the answer you're looking for - or, alternatively, find the person who knows the answer.
Anyways, just figured I'd drop in and see what kind of interest there was! Have a great day.
John Epler
Cinematic Designer
Dragon Age 2
#2
Posté 10 novembre 2010 - 09:23
Yes, that would be very helpful, delightful even.
#3
Posté 10 novembre 2010 - 09:35
Personally, when it comes to cutscenes the issue I'm having trouble with is on the audio side of things - but you've posted in the sound thread, so that one you're aware of.
But don't worry, I'm sure you'll be swamped with requests before too long!
#4
Posté 10 novembre 2010 - 09:38
#5
Posté 10 novembre 2010 - 09:41
Modifié par DahliaLynn, 10 novembre 2010 - 09:43 .
#6
Posté 10 novembre 2010 - 10:32
#7
Posté 10 novembre 2010 - 10:43
#8
Posté 10 novembre 2010 - 11:11
#9
Posté 10 novembre 2010 - 11:33
When creating a cutscene, do they tell you that you must place your creatures in the area? Any specific rules you need to follow during initial setup ?
Edit: definitely make this sticky
Modifié par DahliaLynn, 11 novembre 2010 - 12:05 .
#10
Posté 11 novembre 2010 - 12:58
Generally speaking, we discuss with the Tech Designers what creatures are available to us in the area - what we can expect to be alive, what positioning they want for the fights, that sort of thing. If there's a conflict, we'll often get them to create 'stunt' actors. Those are versions of the creatures we use in the cutscenes that don't actually show up for combat or the like and who get destroyed at the end of the cutscene.
Of course, that's the ideal. Oftentimes, we just throw in whatever creatures we need and wait for the bugs to come rolling in
#11
Posté 11 novembre 2010 - 01:25
Any tips for overhead shots? I feel like often the ground textures really dominate a shot that is pointing down, and if you try and use dof everything is just a blurry mess. Some tips on the application of dof in general would be good.
#12
Posté 11 novembre 2010 - 03:13
#13
Posté 11 novembre 2010 - 10:57
#14
Posté 11 novembre 2010 - 11:22
#15
Posté 11 novembre 2010 - 12:19
#16
Posté 11 novembre 2010 - 08:37
#17
Posté 04 décembre 2010 - 11:22
Just wanted to let you know - I haven't forgotten about you guys! Been really, really crazy busy this last little while, though. We're trying to finish this game called Dragon Age 2, perhaps you've heard of it
But on a serious note, when I have some time over Christmas I'll get some stuff together for this. Lots of lessons I've learned and am still learning about the toolset, Cinematic Design and cutscenes in general that I'd love to pass along. Some of them are probably pretty obvious - others, they seem obvious once you know them but if you're anything like me they'll come as a huge revelation
#18
Posté 04 décembre 2010 - 11:30
#19
Posté 05 décembre 2010 - 04:05
JohnEpler wrote...
Hey all!
Just wanted to let you know - I haven't forgotten about you guys! Been really, really crazy busy this last little while, though. We're trying to finish this game called Dragon Age 2, perhaps you've heard of it
But on a serious note, when I have some time over Christmas I'll get some stuff together for this. Lots of lessons I've learned and am still learning about the toolset, Cinematic Design and cutscenes in general that I'd love to pass along. Some of them are probably pretty obvious - others, they seem obvious once you know them but if you're anything like me they'll come as a huge revelation
I'm very excited! Yay!
#20
Posté 05 décembre 2010 - 11:11
That's more of a bug. A real request is that you can turn off the caerma following the cutscene, for debugging purposes. Like instead of having to watch the vfx unfold or the creature animation getting right from a distane is not easy when you aim for a great scene. One could of course do it with adding another camera, but a setting in the toolbars to have the camera freed from the cutscene timeline camera actions, and locked back in place when toggled off.
Next comes the animations, having a animation browser, like the inventory browser in a way, where you can see how it looks like before selecting, with the creature you're adding it to. Would save lots of time. Additionally, this would be great for vfx-s, for having the abillity to look how they play out before you spawn it, like in a browser, would save a lot of tedious select-spawn-check-not the one-select-spawn-check....
Saving time is the key in this business, for time is money for companies like Bioware. And it would probably not take a year before the modding community finally gets the hold of the power the provided toolset have to offer.
Thank you for taking your time to listen to all these suggestion. They're only suggestions, in the end, Bioware choose whether to implement those or not, though I would recommend implementing them. Also, there's a hive of Toolset bugs that really should be fixed, in the cutscene editor and other places (exspecially the level exitor...)
Modifié par Gisle Aune, 05 décembre 2010 - 11:19 .
#21
Posté 05 décembre 2010 - 09:51
Of course, it is not what you have in mind when you speak about an animation browser. But you are aware of the possibilities the event editor offers, aren´t you?Gisle Aune wrote...
Next comes the animations, having a animation browser, like the inventory browser in a way, where you can see how it looks like before selecting, with the creature you're adding it to. Would save lots of time. Additionally, this would be great for vfx-s, for having the abillity to look how they play out before you spawn it, like in a browser, would save a lot of tedious select-spawn-check-not the one-select-spawn-check....
With the event editor (Menu Tools > Animation Events) you can preview animations in a viewport. You can set - in the object inspector- the creature rig to the creature which you want to animate. You can preview an animation for a placeable as well and check (and hear) if an animation has sound associated to it.
To my opinion it is time saving if you want to compare especially similiar animations.
#22
Posté 06 décembre 2010 - 09:02
#23
Posté 07 décembre 2010 - 12:14
the bane of my existence is faceFX. do you do facefx tips and tricks and help?
i REALLY hate that you can't re-edit a facial animation in the cutscene once you close ffx studio for that session. what i've taken to doing is creating a dummy conversation line and deleting the text and lipsynch and just using it to edit (and re-edit) the facefx. but i can't figure out how to substitute the humanmale texture instead of that blasted clown face it has when you edit from a convo.
that, plus a lot of times the face animation looks a lot different between the cutscene preview in the toolset, and the actual animation in the game. i'm at a loss on that one. no, i'm not using substitution characters. i'm using the actual npcs.
another thing i would like to learn is about camera angles -- i mean when to tilt the camera. i usually only shoot with level cameras. but i noticed some shots in the city elf origin have tilted cameras. i wouldn't have thought to use them there.
#24
Posté 24 décembre 2010 - 04:08
JohnEpler wrote...
Hey all!
Just wanted to let you know - I haven't forgotten about you guys! Been really, really crazy busy this last little while, though. We're trying to finish this game called Dragon Age 2, perhaps you've heard of it
But on a serious note, when I have some time over Christmas I'll get some stuff together for this. Lots of lessons I've learned and am still learning about the toolset, Cinematic Design and cutscenes in general that I'd love to pass along. Some of them are probably pretty obvious - others, they seem obvious once you know them but if you're anything like me they'll come as a huge revelation
Hi John,
We really hope you will have some time to come back over Christmas and give us some illumination
We are probably looking forward to this like kids to Christmas.
Apropos DA2 - I have read in another thread that for DA2 i.e. 15 animations would be combined and blended to create a 'new' animation because it would be still less time-intensive in the production flow than to create a new one by 3DS.
Beside all other tips which will be highly appreciated, I would like to know if you can give us any tip on this to facilate the combination and blending of several animations.
I find it very time-consuming to combine and blend only 5 animations to create a 'new' smooth animation. Even to find out which animations can be combined well is rather time - consuming.
(Beerfish, your list is an excellent resource to accelerate the search, thanks for this)
And if you have to repeat this again for a 2p animation...
John, is there a trick you can reveal to make the combination and blending of several animations a bit easier...less time-consuming?
Modifié par Yara Cousland, 24 décembre 2010 - 04:10 .
#25
Posté 24 décembre 2010 - 06:50
Hope everyone has a great holiday!





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