Aller au contenu

Photo

Moving an entire scenario from point A to point B. Can it be done?


  • Veuillez vous connecter pour répondre
14 réponses à ce sujet

#1
DahliaLynn

DahliaLynn
  • Members
  • 1 387 messages
Though I recall doing something similar long ago, I don't remember if this is possible or not.


Does anyone have any experience in taking an entire scenario, i.e. Multiple keyed actors, objects, lights and cameras within a span of time, and moving it elsewhere in the area, so that all relative key movements would be accurately shifted from the old position to the new origin?

I'm still fuzzy on the "Update Keys" function (which seems to not work when working with multiple keying across time).

Any help would be appreciated!

Modifié par DahliaLynn, 20 février 2012 - 12:03 .


#2
Yara C.

Yara C.
  • Members
  • 240 messages
What about updating only the master´s position?

Modifié par Yara Cousland, 20 février 2012 - 12:11 .


#3
alschemid

alschemid
  • Members
  • 474 messages
The master's position doesn't change the position of the other elements in the cutscene, the only way I know is selecting everything together and moving them across the area... or changing the Co-ordiinate System: origin position  of each element by the same amount one by one...:unsure:

What does this "update keys" does?

Modifié par alschemid, 20 février 2012 - 11:30 .


#4
Yara C.

Yara C.
  • Members
  • 240 messages
Alschemid, that´s close to what I meant: to select every actor including the master. The origin position of the master will be updated, the elements of the scenario will be where there should be.
But that´s not really satisfying if you don´t want to apply the setting for the whole cutscene.

The update keys function seems to work not flawless as John Epler mentioned once before.
If it would work as assumed here ( changed nothing for me as well) I still wonder how and why it should effect the keys over time. Usually changes are only valid for the current frame. So what should have an effect on keys across time? And a defined period of time?

Which leads me back to the approach to change the master´s origin position. Better than nothing.

But I would be glad to hear too if there´s another solution and in which cases the use of the update keys function really makes sense (or works).

#5
alschemid

alschemid
  • Members
  • 474 messages
Actually, it doesn't work like that... if the element has a position key set you won't be able to move it across the area... it will return to the location it was set once the animation plays, even when moving the master key.... the only way to change if it has a key is to change it's co-ordinate system: origin position in this case all the location keys get this offset too.

Modifié par alschemid, 20 février 2012 - 12:19 .


#6
DahliaLynn

DahliaLynn
  • Members
  • 1 387 messages
OMG I did it! Be right back with an explanation:wizard:

My findings:

Select the group of actors/cameras/objects you want to shift. (including/excluding Master has no effect)
Once in the new position, click on "Update Keys".
Immediately after Click again to disable it.

Done.

Pros: Yes, an entire scenario through time can be completely shifted in the area.
Cons?: It applies to the entire cutscene.

I put a question mark because basically if you worked on something, relative positions logically should remain the same throughout. (Especially camera/actor). But if you have a "duo" of actors doing anything relative to each other and you would like to reposition them differently more than once, it won't work.

Edit: As for having "Update Keys" enabled as you continue working, I'm assuming the results may be disastrous, but I haven't tried that yet.

Modifié par DahliaLynn, 20 février 2012 - 01:13 .


#7
Yara C.

Yara C.
  • Members
  • 240 messages
Dahlia, I am glad you figured out what the correct order of steps is. Related to your edit: LOL. Exactly this confused me on top of my tiredness during my trials. Alschemid, your are right. I still had Update keys enabled from a previous test and didn´t realize it.

#8
alschemid

alschemid
  • Members
  • 474 messages
Yay! :wizard:

Oh... the "Update keys" makes it easier to change the origin position for that object, I would rather it changed the x, y, z position instead, though.

#9
DahliaLynn

DahliaLynn
  • Members
  • 1 387 messages
Cool, thanks for the input you two :D The posts inspired me to experiment!
Alschemid not sure what you mean when you say change the x,y, z position? You can make the changes as a group any way you like, unless I misunderstand you

#10
Yara C.

Yara C.
  • Members
  • 240 messages
I thought the same, Alschemid. Would be better if only the relative position values could be changed. Anyway, update keys seems to change always the origin position instead of the x,y,z position.

#11
alschemid

alschemid
  • Members
  • 474 messages
@Dahlia, you can change the position of an actor by changing its x,y,z position values or changing the origin position in the co-ordinate system, both in the inspector editor...

Usually I only change the x,y,z position, unless I am using a huge area for a cutscene then I set a default value for the origin position for all my objects so that the x,y,z position for all my objects are usually small and relative to one another... it helps me later if I need to build a stage to join my dialogue with the cutscene... using the update keys it changes my origin position values, so unless I change the whole thing together - as you wanted in the first place - , it will mess my relative positions.... confusing?:huh:

Modifié par alschemid, 20 février 2012 - 05:41 .


#12
DahliaLynn

DahliaLynn
  • Members
  • 1 387 messages
Honestly? Yes. I rarely had the need to manipulate origin positions via the Object inspector manually, because I usually decide where I want the cutscene to take place.

I did have one instance where I needed to create a miniscene that fit perfectly with a dialogue scenario. I manually copied camera coordinates from the stage and emulated a similar camera in the cutscene, compensating with a cut to a wide cam or close up for example.

But again. I don't know if I fully understand. I tested the Update Keys function on setting x,y, z for the group, which doesn't work. But doing the same thing by manually dragging the coordinate box does...so it doesn't mean you don't have control. Can you explain a bit more?

Edit: by changing the x y and z the relative positions of the original group I selected go completely out of whack. I don't see how that is an advantage. :blink:

Modifié par DahliaLynn, 20 février 2012 - 06:08 .


#13
alschemid

alschemid
  • Members
  • 474 messages
It only means that if I use it only for an actor, not the whole scene, the origin position will be changed for this particular actor, and I would rather have its x,y,z value changed to keep my origin position the same with the other elements of the scene... but it works.

#14
DahliaLynn

DahliaLynn
  • Members
  • 1 387 messages
OK..BIG Edit. will be back.
Update keys affects ORIGIN only. I think that's how the engine works to maintain relativity between actors with the Update Keys function. It was probably meant for that purpose??

Regular keying changes x,y,z. What I'm probably missing, is the need to work closely with "stage/cutscene" relationship, to come across an issue where I need to change everyones position without changing Origin, since if I remember correctly, the origin point is how you set your stage coordinates in the area, which should be the same as in a cutscene. I'm not experienced in that unfortunately which is probably why it was hard for me to understand. :blush: 
 

Modifié par DahliaLynn, 20 février 2012 - 06:31 .


#15
alschemid

alschemid
  • Members
  • 474 messages
For example, I want to make a dialogue after an original game cutscene, the characters should be in the same place in the dialogue as they are in the custcene... so I need a new stage for the dialogue, since the cutscene doesn't have a stage, in the cutscene all the actors and cameras don't have the same origin position making it difficult to get a relation between their positions to create my stage... and I am not going into vector maths for it! :P

Modifié par alschemid, 20 février 2012 - 07:04 .