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bink movie length (solved)


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#1
LukaCrosszeria

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Hello everyone, I have a question to which the answer is so simple it seems that I cannot find it anywhere on the forum or in the Toolset wiki. I started modding Dragon Age about a month ago. I'm creating my introduction cutscene now, and for that I'd like to use one of the .bik movies, that of the final battle (finalbattle.bik).

I add a new track to the Master Object, chose "Add Action" and then "Play Bink Movie", then select my movie. What happens then is that the Toolset sets the length of the movie to 60 frames, no matter how many frames the bink movie actually is or what movie I chose. When I go to the object inspector and type in the correct Start and End Time, the End Time always resets to 60 frames after the Start Time. I can't make the movie longer in the timeline either (by sliding the black boxes).

Thanks for any help in clearing up yet another Toolset quirk.

Modifié par LukaCrosszeria, 01 janvier 2011 - 05:53 .


#2
DahliaLynn

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Is the actual bik movie you are using a part of the resources accessed by your module?

Edit: I'm going to try and insert one myself and let you know of my findings.

Modifié par DahliaLynn, 27 décembre 2010 - 02:40 .


#3
DahliaLynn

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I'll be needing to use this feature myself shortly.

It seems that when creating a new track >play bink movie it seems to react as if you added an animation , but it cannot detect one so it gives you a default bar on the track. (like your 60 frames)

I tried opening a single player cutscene which included a bink movie, yet when deleting it and trying to insert it again, I got the 60 frames as well.

What I suggest for now, and since the bink movie's audio information is in the cutscene editor itself, is to duplicate the original cutscene that included your desired bink (final battle), and use the settings in there, adding whatever scenes you had in your original cutscene.

If anyone has better knowledge on using binks I would appreciate it myself.

Edit: something I just tired...I tried inserting the bik "game introduction" and for some odd reason, it actually loaded the correct size. -still trying to figure out why this is.

Modifié par DahliaLynn, 27 décembre 2010 - 05:44 .


#4
Cuvieronius

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Okay, it will always do that. Pay no attention to the length in the editor. You just have to make sure the length of the cutscene is the appropriate length. I would also suggest that you simply create a new cutscene(s) and have your starting script just fire them off one after another... which it will. Adding tracks to existing cutscenes where binks are involved can be tricky. Just to be clear, if you have ie: 4 biks you want to play... make four cutscenes, then have your script fire them off one after another. No need for seperate script blocks, just paste them in one after another.. they will play in sequence.



Not sure if that answered your question.

#5
LukaCrosszeria

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Thanks guys for your answers. I had the same thing you did, DahliaLynn, I actually did try to use the cutscene that the movie was featured in, but I couldn't find it in the toolset, all I found were cutscenes from which the bik movie seems to have been made. I tried opening another cutscene with a really long bik movie, then went into the object inspector and selected finalbattle.bik, but rather than reset the length of the movie, it kept the length of the original movie, so that didn't work either.

Cuvieronius, both your solution and Dahlia's helped me get the problem solved :) :wizard:

I made two cutscenes, and used a script to run them after each other. It turns out also that the bik movie wasn't accessible to my module even though my hierarchy was set to single player. I copied it to my AddIn folder, gave it a new name, now it works >

Also it seems the 2 seconds indeed doesn't reflect the actual movie length in the game. To think I was so stumped by that. The toolset can be so confusing.

I now have the introduction movie set up perfectly, it fires right after the character generation screen. :D My mod is coming along nicely. All that remains for the start of my module is the player looking like he's standing on the bow of the Titanic when he spawns. Haven't found a solution for the arm thingy yet.

Modifié par LukaCrosszeria, 28 décembre 2010 - 06:46 .


#6
DahliaLynn

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LukaCrosszeria wrote...

Also it seems the 2 seconds indeed doesn't reflect the actual movie length in the ame. To think I was so stumped by that. The toolset can be so confusing.
.


I'm glad that solved your issue. At least I don't have to fear inserting it into a cutscene once my bik is done.

What you were experiencing was the same thing that happens when you add an obsolete name to a created animation bar. Anything you add that is not detected by the toolset will not change the length of the bars. It is only when the toolset recognizes it does it set the appropriate length.

The only thing that worries me, is when I want to associate additional audio to the bik. The fact that some bik files do change the length of the default 60 frames stumps me, as well as the fact that I cannot preview the bik in the cutscene editor in order to add speaklines or extra sound effects over the general audio mix.

It appears that in BioWare's Single Player cutscenes, they have placed speaklines in appropriate places. I wonder if they used timecode to sync with an external viewer. How else can one sync added effects much less anything else beyond the bik file in the same cutscene?

Modifié par DahliaLynn, 28 décembre 2010 - 04:01 .


#7
LukaCrosszeria

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Not being able to preview the bik is annoying yeah. I use RAD Tools to watch and analyse bink movies. You can then see at which frame scenes occur and then time the audio, can't you?

Meanwhile my player still spawns with his arms wide when the module loads. How do you get rid of that? It's really annoying ><

Modifié par LukaCrosszeria, 29 décembre 2010 - 03:16 .


#8
DahliaLynn

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When you say your player Spawns with arms wide...do you mean your player spawns in the area? (when he walks?) or in a cutscene?

Edit: I would prefer to time the extra speaklines/added audio based on what I'm seeing real time. Not calculate based on frame positions in the timeline and make approximations

Modifié par DahliaLynn, 29 décembre 2010 - 05:04 .


#9
LukaCrosszeria

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Sigh, I couldn't find my post anymore ><
Yeah, he spawned in the beginning of the area on the waypoint with his arms spread :blink:. Weird, today he didn't. I don't know what I could have done to change that.
What you said there about frames, mebbe you can view the bink movie in seconds somehow? I haven't found a way to do that yet, but that would allow real time editing.

What's irritating is that the player in my cutscene sort of half glides, half walks across the floor. I slowed down the animation rate, mebbe that's it, but if he walks at normal speed it's too fast. Cutscenes are hard

#10
DahliaLynn

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Many of the animations in the Cutscene editor are designed to be keyed once, either a start position or an end position. Then you make the GAD setting, and they will displace the ground naturally.

Try setting your actor at a start position, (no other key) select the animation bar and set GAD to true in the Object Inspector. If that animation is associated with GAD it should work (most moving animations are like that.)

You can then continue to set the other Gad settings according to your needs,
Extend GAD beyond Action leaves the actor at the final location where the animation ends

Same for "Apply Rotation to Future Gads" if the actors orientation changes during the animation, either by your rekeying, or by the animations natural movement.

Modifié par DahliaLynn, 30 décembre 2010 - 08:49 .


#11
LukaCrosszeria

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Thanks again for your help. I tried what you said, keyed the start position and just let him walk. It worked great, thanks! The cutscene looks so much better. Before I made him walk from a beginning to a start point without GAD.



I didn't key the end position this time because he has to turn and that somehow made him walk funny. Maybe when I make another cutscene I can now adjust for that with that apply rotation.

#12
DahliaLynn

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Apply rotation to future Gads will leave your actor in it's last orientation position at the end of the animation as opposed to resetting him.

If you want to force rotation on a current gadded (in this case) animation you can use orientation keys throughout the current anim.