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Caravan / Cart / Wagon Models Available ?


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#1
Niko Daemon

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Another thought... 

Any news on whether models for caravans, carts, wagons (and such) will be available for Area/Level design?  I would very much like to see these available.

Just wondering if any1 knows if these might also be in the toolset.

#2
SnipeyMcGee

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I've heard carts specifically mentioned before, so yes. But they are not animated, so you'll have to do some interesting wizardry/camera tricks to get them to (at least appear to) move in a movie if you want.

#3
Beerfish

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Wagons, yup, carts, yup, caravans....I think so

#4
Beerfish

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SnipeyMcGee wrote...

I've heard carts specifically mentioned before, so yes. But they are not animated, so you'll have to do some interesting wizardry/camera tricks to get them to (at least appear to) move in a movie if you want.


It is actually not that hard in a cutscene to do so.  The only slight problem is that I don't know if there is an animation for a wheel turning so you'd have to avoid real closeups of the moving cart or wagon.

There is no actual 'animation' for wagons I don't think (I'll have to recheck my animation spreadsheet) so the way you'd get them to move in the cutscene is to create a 'keyframe'  (essentialy marks where something is at what point in time on the cutscene timeline.)  Then you would advance the time line, move the wagon forward in the scene and create another 'keyframe'.

The result is that the wagon moves across the screen.  Now if you are having people ride in the cart or a critter like an OXen moving it you have to do the same thing with them.  (You would look at the coordiantes of the wagon and note down what changes there are to the X,Y coordiantes.  Then make sure the other things you want attached to the wagon also change by the same amount.

#5
SnipeyMcGee

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Interesting. So if carts are moveable can all placeables be moved the same way then? You can effectively make them slide along towards a set of coordinates?

#6
Niko Daemon

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Beerfish wrote...
Wagons, yup, carts, yup, caravans....I think so


Awesome news.  TY

#7
Niko Daemon

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Beerfish wrote...

SnipeyMcGee wrote...

I've heard carts specifically mentioned before, so yes. But they are not animated, so you'll have to do some interesting wizardry/camera tricks to get them to (at least appear to) move in a movie if you want.


It is actually not that hard in a cutscene to do so.  The only slight problem is that I don't know if there is an animation for a wheel turning so you'd have to avoid real closeups of the moving cart or wagon.

There is no actual 'animation' for wagons I don't think (I'll have to recheck my animation spreadsheet) so the way you'd get them to move in the cutscene is to create a 'keyframe'  (essentialy marks where something is at what point in time on the cutscene timeline.)  Then you would advance the time line, move the wagon forward in the scene and create another 'keyframe'.

The result is that the wagon moves across the screen.  Now if you are having people ride in the cart or a critter like an OXen moving it you have to do the same thing with them.  (You would look at the coordiantes of the wagon and note down what changes there are to the X,Y coordiantes.  Then make sure the other things you want attached to the wagon also change by the same amount.


Good 2 know.  Was thinking of having (linear) caravan routes in my module, "Purgatory," that include semi-random encounters and  occasional cutscene-type cinematics.  TY 4 info.

#8
Niko Daemon

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SnipeyMcGee wrote...

Interesting. So if carts are moveable can all placeables be moved the same way then? You can effectively make them slide along towards a set of coordinates?



I believe so (but no da:o hands-on, so I not an authority).  Seems workable, from Beerfish's example.

#9
Beerfish

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SnipeyMcGee wrote...

Interesting. So if carts are moveable can all placeables be moved the same way then? You can effectively make them slide along towards a set of coordinates?


Yes, as I said about the carts though they may not animate parts like wheels so you will have to use camera angles and such to hide the fact that the wheels are not actually turning.  Have a gander the screenshots in the group below to see a few things I quickly did in testing of the editor for fun.

social.bioware.com/group/32/#photos

#10
SnipeyMcGee

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Awesome screens, thanks for the info.

#11
Guest_ViresDroid_*

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Quick follow up question, if the wheels on the cart by default are not animated, how hard would it be to import another cart that was animated?

#12
Beerfish

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I have no idea at all. I have zero expertise in building and importing models. Perhaps one of the other builder group people knows.



(And I still have to look over the animations on my spreadsheet before I can guarantee there are no wheel moving ones.)

#13
Niko Daemon

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Beerfish wrote...

Yes, as I said about the carts though they may not animate parts like wheels so you will have to use camera angles and such to hide the fact that the wheels are not actually turning.  Have a gander the screenshots in the group below to see a few things I quickly did in testing of the editor for fun.

social.bioware.com/group/32/#photos


Nice.  Wish I had had that opportunity...   Posted Image

#14
Niko Daemon

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ViresDroid wrote...

Quick follow up question, if the wheels on the cart by default are not animated, how hard would it be to import another cart that was animated?



Or something similar?  Or just the 'moving' wheels we discussed?

Posted Image