I'm creating a cutscene and I need a character to behead a creature. How do I do that?
Thanks in advance.
Decapitation
Débuté par
Rhystic1
, févr. 04 2010 09:45
#1
Posté 04 février 2010 - 09:45
#2
Posté 06 février 2010 - 08:29
I tried to figure out how to do this but failed. There are animations for decapitations. There are also models (hm_hed_dcpa_0 and 2 and 3) for humans which ends up just showing the neck stump. I could not figure out how to remove the head and add the neck stump model in the cutscene. Perhaps someone else can give this a go.
If one can access one of the cutscenes from the campaign they might be able to find out how this was done. I am assuming that at some point along the time line they remove the head model and replace it with the head stump model. I just don't know how that is done.
If one can access one of the cutscenes from the campaign they might be able to find out how this was done. I am assuming that at some point along the time line they remove the head model and replace it with the head stump model. I just don't know how that is done.
#3
Posté 06 février 2010 - 08:54
First of all, thank you very much Beerfish, I've downloaded your lists of animations and FXs and I find them very useful, great work 
I tried to see with the toolset the cutscene when you execute/behead Loghain, but unfortunately it's all done with a camera trick and a posture for the dead body. I'll try to find more scenes but unfortunately my PC is BSoD-ing whenever I start Firefox 0_o.
I tried to see with the toolset the cutscene when you execute/behead Loghain, but unfortunately it's all done with a camera trick and a posture for the dead body. I'll try to find more scenes but unfortunately my PC is BSoD-ing whenever I start Firefox 0_o.
#4
Posté 09 février 2010 - 12:38
I think, as I don't think you ever actually see a decapitation in a cutscene, it might be worth your investigating how the game switches a model for a headless model during the finishing moves.
That said, I think you'd be best off doing it with a camera trick yourself, i.e., quickly cutting from one camera and model to another as the decapitation occurs- say, getting a shot of the executioner swinging, and then a shot of the headless body falling to the ground (which is what pretty much every movie does in the same situation). Mainly because you might find, after all your hard work, that the result looks a bit silly because the head simply vanishes from the body instead of rolling away.
That said, I think you'd be best off doing it with a camera trick yourself, i.e., quickly cutting from one camera and model to another as the decapitation occurs- say, getting a shot of the executioner swinging, and then a shot of the headless body falling to the ground (which is what pretty much every movie does in the same situation). Mainly because you might find, after all your hard work, that the result looks a bit silly because the head simply vanishes from the body instead of rolling away.
#5
Posté 12 février 2010 - 04:47
The problem is that I can't seem to find a model without the head. Did anyone find it?
#6
Posté 13 février 2010 - 12:25
Good question, you can have the head removed if you choose the 'Duncan' appearance and some of the creatures but there must be a way to remove morphs off of some of the other models.
#7
Posté 13 février 2010 - 05:07
Hmm could you be more specific please? What do I have to do after I spawn Duncan to remove his head?
#8
Posté 13 février 2010 - 05:27
Create a new creature, give it the 'duncan' appearance and it should start with no head.
#9
Posté 14 février 2010 - 10:34
Thank you, I managed to finally spawn an headless creature. Now I only need to create a camera trick.
#10
Posté 16 février 2010 - 10:11
You created the headless creature inside the toolset or by adding a new appearance in APR_base_*?
Modifié par Nattfodd, 16 février 2010 - 10:12 .
#11
Posté 17 février 2010 - 04:05
I've managed to do it by "mounting" a human body piece by piece spawning the various body parts without the head of course, and giving them the same death animation. The problem is, in this cutscene I need Alistair to die, but his skin tone is different than the default human male. How can I give the body his skin tone?
#12
Posté 17 février 2010 - 05:37
So you spawn a "nude" headless body that is the body of Alistair? I don't know how to set a skin tone, because the skin tone for the body is taken from head skin tone. So for now the only solution is to spawn the body with the head of Alistair and use cameras tricks as you mentioned in previous topic.
#13
Posté 11 avril 2010 - 10:37
seems like the same problem the golem models are suffering from. you are not able to select the decapitation model (hm_hed_dcpa_0) or i am unable to find the correct appearance to select this model. i need a headless corpse but equipped with the bloody neck. somebody got a solution to this?
thx in advance
edit: k, i've edited the heads.xls and made a custom m2da. now in editor you can select the cut off head model. this way you should be able to make 2 characters, 1 with and 1 without head, and swap them between a camera change. not the best solution but hopefully it will do the trick

only tested this within the editor and NOT in game - but it should work properly
just copy this gda into your module's data folder: my documents/bioware/dragon age/addins/your_module/core/data and select the head model within the editor.
rapidshare.com/files/374758131/human_heads_add.GDA
right now only for human male or female. if you need another race just rename the gda (e.g.: elf_heads_add.gda)
edit2: i've still have to look into the skin tint files so that your're able to select different skin tones within the editor. by default the toolset will select the appropriate skin color through the head model.
thx in advance
edit: k, i've edited the heads.xls and made a custom m2da. now in editor you can select the cut off head model. this way you should be able to make 2 characters, 1 with and 1 without head, and swap them between a camera change. not the best solution but hopefully it will do the trick

only tested this within the editor and NOT in game - but it should work properly
just copy this gda into your module's data folder: my documents/bioware/dragon age/addins/your_module/core/data and select the head model within the editor.
rapidshare.com/files/374758131/human_heads_add.GDA
right now only for human male or female. if you need another race just rename the gda (e.g.: elf_heads_add.gda)
edit2: i've still have to look into the skin tint files so that your're able to select different skin tones within the editor. by default the toolset will select the appropriate skin color through the head model.
Modifié par -Semper-, 11 avril 2010 - 08:31 .
#14
Posté 15 avril 2010 - 04:23
About the skin tone I think I have a idea!
What if you created a morph for the headless neck thingy. Instead of a human head just select decapitated head. Then change the skin tone, and save it as a .mor
Then apply the morph to the body, which should change the skin tone.
What if you created a morph for the headless neck thingy. Instead of a human head just select decapitated head. Then change the skin tone, and save it as a .mor
Then apply the morph to the body, which should change the skin tone.
#15
Posté 15 avril 2010 - 07:38
how can you create a morph out of an existing model? i guess morphs can only be based upon the bases meshes of the default heads.
#16
Posté 16 avril 2010 - 08:35
Couldn't you handle decapitations with the death blow animation? Something along these lines:
// Retrieve the objects engaged in the animation
object oAttacker = GetObjectByTag("dummyAttacker");
object oAttackee = GetObjectByTag("dummyAttackee");
// Create the command executing the death blow animation
command cDeathBlow = CommandDeathBlow(oAttacker, DEATHBLOW_DECAP);
// Add the (static) command to the front of the object's queue
AddCommand(oAttacker, cDeathBlow, TRUE, TRUE, -1);
Supposedly you set the attacker who plays the death blow animation in the CommandDeathBlow function and add the said command to the attacker's queue. But where do you set the oAttackee object that's being attacked by our oAttacker object in this script?
The CommandDeathBlow function's description doesn't lend much help either, if anything, it confuses me even further:
(Obviously this post wasn't all that helpful, but I'm basing it on the Lexicon since I'm at work without a DA setup.)
// Retrieve the objects engaged in the animation
object oAttacker = GetObjectByTag("dummyAttacker");
object oAttackee = GetObjectByTag("dummyAttackee");
// Create the command executing the death blow animation
command cDeathBlow = CommandDeathBlow(oAttacker, DEATHBLOW_DECAP);
// Add the (static) command to the front of the object's queue
AddCommand(oAttacker, cDeathBlow, TRUE, TRUE, -1);
Supposedly you set the attacker who plays the death blow animation in the CommandDeathBlow function and add the said command to the attacker's queue. But where do you set the oAttackee object that's being attacked by our oAttacker object in this script?
The CommandDeathBlow function's description doesn't lend much help either, if anything, it confuses me even further:
Is the death blow animation the animation that forces the attackee to lose its head, or is it the animation that is played by the attacker? Going by this description I'd say that it's the animation being played by our attacker, and that the object executing the CommanDeathBlow function is the object that initiates the death blow animation, namely our oAttacker.This creates a death blow command which will play a death blow animation on the object that executes it.
Despite the complexity of this sentence, I think I understand what it says. If the object initiating the animation (our oAttacker) is the object that executes the command, then the flashy animation will happen. Which is understandable; you're telling oAttacker to play the animation, after all.If the attacker is the same as the object executing a deathblow attack animation will be played.
Can someone give me an example of when this clause would occur?If it's not, then a death blow damage animation will be played.
(Obviously this post wasn't all that helpful, but I'm basing it on the Lexicon since I'm at work without a DA setup.)
Modifié par Helekanalaith, 16 avril 2010 - 12:21 .
#17
Posté 17 avril 2010 - 11:15
The issue is handling decapitations in cutscenes not in real-time combat.





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