Aller au contenu

Photo

"Look at target" set by Headtracking causes cutscene editor to lag.


  • Veuillez vous connecter pour répondre
8 réponses à ce sujet

#1
JackFuzz

JackFuzz
  • Members
  • 408 messages
"Look at target" set by Headtracking causes cutscene editor to lag.

Solution:

1. Delete all headtracking in your project.
2. Once you're finished then begin to add headtracking to finish up.

Headtracking goes LAST.

Although this can be a HUGE nightmare.

I really hope they just fix it.

Modifié par JackFuzz, 05 janvier 2010 - 10:34 .


#2
Challseus

Challseus
  • Members
  • 1 032 messages
I have noticed that it slows down like crazy when you add in "Look At Target" actions. So annoying as it is, I just add them in at the end.

#3
JackFuzz

JackFuzz
  • Members
  • 408 messages

Challseus wrote...

I have noticed that it slows down like crazy when you add in "Look At Target" actions. So annoying as it is, I just add them in at the end.


Let me give a precise explanation of the problem.

Let's say you left click on the timeline.  There will be an exact delay of 4 seconds where the entire program just hangs as if it's trying to catch up with what you just did.

If you slide an animation to a new spot it will happen.

I would say roughly 60% of my timeline based actions result in this problem.

60% of the time multiplied by 4 second delays = horrible.

#4
Challseus

Challseus
  • Members
  • 1 032 messages
Yep, that's exactly what happens to me when I have those "Look At Target" actions in. Surprisingly, once I remove them, everything functions as normal. If we can compile a list of what types of things cause it (actions, # of cameras, # of actors, etc.), then the toolset programmers may be able to get a fix in for us.

#5
JackFuzz

JackFuzz
  • Members
  • 408 messages

Challseus wrote...

Yep, that's exactly what happens to me when I have those "Look At Target" actions in. Surprisingly, once I remove them, everything functions as normal. If we can compile a list of what types of things cause it (actions, # of cameras, # of actors, etc.), then the toolset programmers may be able to get a fix in for us.


Dude you nailed it.

It's headtracking like you said. If you assign a look at target to the headtracking it lags up.

Modifié par JackFuzz, 05 janvier 2010 - 04:30 .


#6
Challseus

Challseus
  • Members
  • 1 032 messages

JackFuzz wrote...

Challseus wrote...

Yep, that's exactly what happens to me when I have those "Look At Target" actions in. Surprisingly, once I remove them, everything functions as normal. If we can compile a list of what types of things cause it (actions, # of cameras, # of actors, etc.), then the toolset programmers may be able to get a fix in for us.


Can you give me an example of a "look at target"

Are you talking about headtracking? Active Camera?  Camera Switching? Not sure what you mean by "look at target".


Wow, yeah, sorry about that. Getting my terminology mixed up with what they call it in The Witcher Adventure Editor. I'm definitely talking about headtracking.

In one cutscene, the headtracking occurs about 50 seconds in (of a 70 second cutscene). Even if I click on the timeline around the 20 second mark, it takes about 5 seconds to react. When I remove the headtrack, I have no problems whatsoever.

#7
JackFuzz

JackFuzz
  • Members
  • 408 messages

Challseus wrote...

JackFuzz wrote...

Challseus wrote...

Yep, that's exactly what happens to me when I have those "Look At Target" actions in. Surprisingly, once I remove them, everything functions as normal. If we can compile a list of what types of things cause it (actions, # of cameras, # of actors, etc.), then the toolset programmers may be able to get a fix in for us.


Can you give me an example of a "look at target"

Are you talking about headtracking? Active Camera?  Camera Switching? Not sure what you mean by "look at target".


Wow, yeah, sorry about that. Getting my terminology mixed up with what they call it in The Witcher Adventure Editor. I'm definitely talking about headtracking.

In one cutscene, the headtracking occurs about 50 seconds in (of a 70 second cutscene). Even if I click on the timeline around the 20 second mark, it takes about 5 seconds to react. When I remove the headtrack, I have no problems whatsoever.


i redited my original post and gave thanks to you for identifying the exact problem.

the good news is that setting the look at to NONE on all headtracking seems to clear itup.

Then it appears I can slowly set them back one by one to see if the problem comes back and if not I'll leave it on.

Modifié par JackFuzz, 05 janvier 2010 - 04:39 .


#8
JackFuzz

JackFuzz
  • Members
  • 408 messages
Bump.

Please fix. PLEASE!!

I beg of thee.  Or just a response from a bioware employee to know that the problem exists.

#9
Challseus

Challseus
  • Members
  • 1 032 messages
Bump.



Any devs have any news regarding this?