Aller au contenu

Photo

npc/Vortex animation


  • Veuillez vous connecter pour répondre
13 réponses à ce sujet

#1
PJ156

PJ156
  • Members
  • 2 986 messages
I want to do a cutscene where an npc is dragged into a vortex/portal.

I am thinking to run an animation of them reching out to the player then freeze that and move them backwards into the portal. I'm not entirely sure any of that can be done.

Any thoughts or advice?

PJ

#2
Lugaid of the Red Stripes

Lugaid of the Red Stripes
  • Members
  • 955 messages
It might be fun to mess with the scaling on a pseudo-heartbeat. Set up a strobe light to cover up the jerkiness, and then starting shrinking the NPC in some sort of irregular way.

#3
PJ156

PJ156
  • Members
  • 2 986 messages
Can a npc be rescaled by script?

There have been other threads about changing the heartbeat but I think I can do this off a conversation so a set of sequenced delays could do it?

PJ

#4
Guest_Iveforgotmypassword_*

Guest_Iveforgotmypassword_*
  • Guests
You could do it without scripts and just from a conversation in an identical completely separate part of the same area, even make multiple ones for shrinking and use copies of the npc. It's easier if it's inside as you just group and prefab the area's placeables and you have an identical room wherever you want it. I do that for "romantic" moments.

Once the poor npc is in the vortex delete the real him/her and go back to the player again. So long as you set the cameras on every line it will run smoothly and you can even delete/shrink/spawn things into a previously used area and go back to it with the cameras when it's changed so you'd only need two.

With regards to the reaching out bit you might get away with making a statue style npc and moving the cameras backwards or the portal forwards have a camera with just a head shot and the next one further away.

Modifié par Iveforgotmypassword, 02 mars 2013 - 03:52 .


#5
PJ156

PJ156
  • Members
  • 2 986 messages
The separate area cutscene is a workable idea, thank Tsongo.

I have done it for other intros etc and I know how to make that work

More food for thought.

PJ

#6
Tchos

Tchos
  • Members
  • 5 072 messages
You can script the scaling of NPCs. Look at the code for the overland map, which shrinks your characters, for reference.

Also, there's an animation for the character jumping backward, which might be worth looking at.

#7
PJ156

PJ156
  • Members
  • 2 986 messages
That's interesting, I will look at that jumping animation.

Thanks for the prods gents,

PJ

#8
PJ156

PJ156
  • Members
  • 2 986 messages
Can't find a jumping one but did find conjourloop_major which i think will do what I need. I will look at the shrinking now.

While I was there I did fond that some of the animations don't work (which we knew) but some have an animation associated with them that is useful but missnamed. Try veiwing PRONE_DEATH.

PJ

#9
kamal_

kamal_
  • Members
  • 5 258 messages
it's the custom animation "jumpback", You can play this animation backwards to make jumpforward, which is what my jumping code does.

#10
PJ156

PJ156
  • Members
  • 2 986 messages
Thanks Kamal_
Thus far I have used conjureloop_maj and frozen it. I have then used a scale script.

Also I am not yet able to move the npc away from the PC. I tried move away from object but that did not work so i am going to try to jump to waypoint by increment. I am sure that this could be done more elegantly but for now I am happy to have achieved it at all :)

PJ

Modifié par PJ156, 02 mars 2013 - 11:03 .


#11
Tchos

Tchos
  • Members
  • 5 072 messages
This is for an NPC, so this won't matter here, but it should be noted that the poses for the casting animations seem to differ between the races. Mainly only important if you're trying to get a certain pose on the player character, which may be of different races.

#12
PJ156

PJ156
  • Members
  • 2 986 messages
That's a fair point.

I still have not got the movement to work, the character jumping wont work I suspect i ahve to clear all actions first because of the frozen animation but I can't do that so I need to think again.

Currently I am suffering from too many visits to the fridge to allow me to work effectivly on this any more so I am going to playtest instead.

PJ

#13
PJ156

PJ156
  • Members
  • 2 986 messages
This is what I have so far if anyone has a suggestion for the jumping problem that would be very cool.

//Levitates then shrinks npc.
void main()
{
object oTarget = GetObjectByTag("test");
string taken = "mjr_conjureloop";
effect eFreeze =  EffectVisualEffect(VFX_DUR_FREEZE_ANIMATION);
object oJump;
location lTarget;
PlayCustomAnimation(oTarget,taken,0,1.0f);
DelayCommand(1.0f,ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eFreeze,oTarget,3.0f));
DelayCommand(1.2f,SetScale(oTarget,0.95f,0.95f,0.95f));
oJump = GetWaypointByTag("waypoint1");
lTarget = GetLocation(oJump);
AssignCommand(oTarget, ActionJumpToLocation(lTarget));
DelayCommand(1.4f,SetScale(oTarget,0.90f,0.90f,0.90f));
DelayCommand(1.6f,SetScale(oTarget,0.85f,0.85f,0.85f));
DelayCommand(1.8f,SetScale(oTarget,0.80f,0.80f,0.80f));
DelayCommand(2.0f,SetScale(oTarget,0.75f,0.75f,0.75f));
DelayCommand(2.2f,SetScale(oTarget,0.70f,0.70f,0.70f));
DelayCommand(2.4f,SetScale(oTarget,0.65f,0.65f,0.65f));
DelayCommand(2.6f,SetScale(oTarget,0.60f,0.60f,0.60f));
}

PJ

#14
PJ156

PJ156
  • Members
  • 2 986 messages
In the end I kept it simple, the frozen animation one shrink then a vfx and she goes to script hideen.

It worked quite well. The problem with the shrinking is that her feet stay on the gound so it look like she gets shorter rather than overall smaller.

Like all the animations it all runs a bit quick but I can work on that.

Thanks for the hints,

PJ