Okay, I am having a good time playing with this system. Cutscenes are a breeze now.
I tried having two different camera moves in the same cutscene using GestaltCameraMove (I think that's the function name, typing from memory). I set the first camera move to start 5 seconds after the cutscene started and run for 60 seconds (this is taking place during a conversation) and then having the second camera move start 65 seconds after the cutscene starts. Makes logical sense to me but it didn't seem to work. The first cutscene ran its course and then the camera stopped.
Is this not possible or am I just missing something?
Thanks!
Gestalt Cutscene - More than once camera move in the same cutscene
Débuté par
UnrealJedi
, oct. 24 2012 08:20
#1
Posté 24 octobre 2012 - 08:20
#2
Posté 24 octobre 2012 - 08:31
when did you end the first cutscene?
If you are starting a new cutscene after the first you will need to adjust your timing relative to the start of the new cutscene.
If you are starting a new cutscene after the first you will need to adjust your timing relative to the start of the new cutscene.
#3
Posté 25 octobre 2012 - 02:11
I didn't end the first cutscene. I am trying to do two consecutive camera moves in one cutscene. The first camera movement takes 60 seconds at which time I have a second move camera command.
#4
Posté 25 octobre 2012 - 02:29
UnrealJedi wrote...
I didn't end the first cutscene. I am trying to do two consecutive camera moves in one cutscene. The first camera movement takes 60 seconds at which time I have a second move camera command.
Keep in mind, The PC is the camara, Since you can not have two PC's you can not have two camera's
#5
Posté 25 octobre 2012 - 03:11
So I would need to end the first cutscene and start a second one in order to have the cinematic effect of two separate camera moves?
#6
Posté 25 octobre 2012 - 03:34
No, you can do several camera movements. Can you please share all of the code which defines the cutscene? Maybe we'll see something that you overlooked.
#7
Posté 25 octobre 2012 - 04:06
Will do when I have the chance. Thanks!
#8
Posté 30 octobre 2012 - 03:18
GestaltCameraTrack(2.00,
oMinion,
3.00,70.00,
4.00,90.00,
15.00,30.00,
oCaster,1,1);
GestaltActionJump(14.00,oCaster,OBJECT_INVALID,"cutscene_before_throne");
This is the sort of thing you need to use to get camera angle transitions to work.
eg: You set the target you are going to be looking at, and then you jump to another location.
The Camera will automatically rotate to keep you looking at the target location/object.
#9
Posté 12 novembre 2012 - 06:24
So, since I am also working on something similar, I'll just ask here. Do I understand this correctly? If I want to change the perspective of the camera (e.g. NOT looking from the PC's pov), then I need to jump the PC?
Based on your example above, oMinion is the target, and oCaster is the viewpoint?
I'm curious though; does just the viewpoint jump, or the body of the oCaster? I can see how I would want oCaster rooted to the spot, but look from a different vantage.
Based on your example above, oMinion is the target, and oCaster is the viewpoint?
I'm curious though; does just the viewpoint jump, or the body of the oCaster? I can see how I would want oCaster rooted to the spot, but look from a different vantage.





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