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Have creatures perform special attack animations


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7 réponses à ce sujet

#1
Guest_dewkl_*

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 I have a cutscene where I need a spider to use the overwhelm ability on a human as an animation (It can't be resisted, and it must be fatal). 

Could someone point me in the right direction? I've looked around on the wiki and some tutorials, but most of it seem too basic to get any useful help from. 

#2
Beerfish

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For the spider you will probably want to use one or more of:

c_spidera.tal_ovlm_en
c_spidera.tal_ovlm_lp
c_spidera.tal_ovlm_ex

For the man you will probably want to use one or more of:

mh_c.h_ovlm_en_be
mh_c.h_ovlm_lp_be
mh_c.h_ovlm_ex_be

Then of course after the attack is finished give the man a laying dead animation.

Modifié par Beerfish, 28 février 2010 - 04:50 .


#3
Guest_dewkl_*

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Thanks.

Beerfish wrote...
c_spidera.tal_ovlm_en
c_spidera.tal_ovlm_lp
c_spidera.tal_ovlm_ex

I'm guessing _en = enter, lp = ?, ex = exit?

I'll have to set all the actual movement myself right? And keep it synchronized with the animation.
Edit: Got it working :) Thanks!

Modifié par dewkl, 01 mars 2010 - 12:12 .


#4
Beerfish

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lp is sort like hold pose or the middle part of the animation. Yes you have to sync those yourself and it sounds like you have it under control.

#5
Guest_dewkl_*

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I've noticed you can move the camera "nodes" (that make up the path) in the user window, but I only manage to move it to the sides and not up and down. Is there some sort of hotkey for moving the node up/down?

Also, how can I toggle visibility on a creature? Not in the editor, but in the cut scene. If I don't want a creature to appear until a certain point in the timeline. 

Edit: Third question :) Can I "bind" a camera to a creature? So that the camera follows it movement or vice versa.

Modifié par dewkl, 01 mars 2010 - 05:16 .


#6
Beerfish

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- You can probably click on the icon at the top of the page that will switch the cursor to allow you to move on the z access. I always just look through the eyes of the camera and move it around as I find that easier for me. (Also just try keys on the num pad and such for moving the camera in the user view.)



- On a track for the creature or item under 'actions' you should have the ability to set the creatures visiblity there. You can set visibility to false then further along the time line set it to true.



- Yes you can do this but I've only tested it in a limited fashion for how it works. (I actually tried to bind it to the characters head so that it looked like you were looking through the actors eyes but it gave kind of unpredictable results.

#7
RyuAzai

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As I am messing with attack animations myself in a few cutscenes, I'd like to know how you turned out with this Dewkl.



If it is really smooth, and if the actors react to the action or if they have to be made to react.

#8
Guest_dewkl_*

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The overthrow animations themselves transition smoothly, except for the split second when the human hits the ground. I also faced some problems with transitioning from a scared-animation to this (it looked laggy, unatural), but nothing I couldn't solve by using the camera.

Just use the camera to focus on something else meanwhile, change the angle or focus while the "jagged" parts of the animation play.

Edit: missed your question. You have to line the characters up yourself, they don't snap or anything. It takes some calibration but it shouldn't be too hard. Remember a path track for the actual movement. 

Modifié par dewkl, 09 mars 2010 - 07:35 .