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Stages: Placed character snaps to walkmesh in game-camera inconsistency


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#1
DahliaLynn

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Apologies if this has been answered somewhere in the forum. I couldn't seem to find a solution.

I'm a bit new to stage implementation, and wanted to know:

If I place a character up in the air,(due to an uneven level terrain) and position a camera designated for said character, is there a way I can stop him from snapping to the walkmesh in the game during the conversation?

My cameras end up shooting at unexpected angles and it's driving me nuts.

Also, if there is another reason cameras aren't shooting consistently between the toolset and the game please let me know.
(Aside from autoadjust)

Any help will be appreciated!

Modifié par DahliaLynn, 01 mai 2012 - 10:22 .


#2
AmstradHero

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Not sure about the snap to walkmesh, but I have noticed significant discrepancies in toolset versus game - or particularly stage set-up versus game. This appears to be due to the camera FOV within stage setup. I think if it's anything other than 45 (don't quote me on that), what you see in the preview may not match what you see in the game.

I remember running into an issue whereby if I'd modified/moved a stage after I'd attached it to a conversation, the game would also not necessarily update it to reflect my changes. I may have made a blog post about it, but I seem to have avoided the problem in recent times.

#3
DahliaLynn

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I'm glad to see that I'm not the only one who has this issue.

I believe I've found a solution:

While I'm unsure if what actually happened was snap to walkmesh, or camera angle dissonance, I can certainly say that after doing one simple thing, everything started working the way it should.

Without performing any other action, Toolset being off, I deleted the following folder:
C:\\Documents and Settings\\user\\My Documents\\BioWare\\Dragon Age\\Toolset\\resourcepostintermediatewin32

This seems to be a temporary folder that is created when generating Facefx VO content. While I am not sure of the exact purpose of the folder, deleting it in between Toolset restarts solved the stage discrepancy problem. I suffered similar issues when not getting the Facefx I wanted previously, but didn't think it had anything to do with Stages. Apparently, it does.

Modifié par DahliaLynn, 02 mai 2012 - 08:04 .


#4
DahliaLynn

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Correction. There are two separate issues.

The basic discrepancy issue can be solved as written above. (Hopefully will remain consistent)

The second issue is that indeed, it seems characters snap to the terrain walkmesh. So if you haven't placed them exactly on the ground, the camera will shoot wherever you placed it, but the character will move out of the shot.

A subtle example here:

Image IPB

If anyone has any solutions for this, it would be wonderful.

For now, I'll just have to find level ground for the stage to ensure accurate in-game performance.

In addition to this, in order for any "real time" stage edits to take effect when editing and previewing a conversation, I have to export the stage and restart the toolset.

Modifié par DahliaLynn, 02 mai 2012 - 08:41 .


#5
John Epler

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The best way we found to deal with character snapping to the mesh was, unfortunately, just doing the line in a cutscene and turning off Snap to Walkmesh. It's very irritating to deal with, and it was a feature request we made after DA2.

#6
DahliaLynn

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Thanks for the confirmation John! At least now I know it's not some hidden function I was simply unaware of, but rather a Toolset reality I have to work around :(

#7
Beerfish

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Hey, cool looking Sultan like dude in that image.