Modifié par Qutayba, 08 mars 2010 - 06:08 .
[SEMI-SOLVED] Cutscenes Unanchored
Débuté par
Qutayba
, mars 03 2010 12:22
#1
Posté 03 mars 2010 - 12:22
I've made several succesful cutscenes (both independent and generated from conversation), but my last two cutscenes have been behaving strangely. Although they look fine in the editor, in game, the whole scenario gets reset to 0,0,0. The relative position of the cameras and actors remain correct, but their position within the area is messed up. I have gone parameter-by-parameter comparing these cutscenes to my cutscenes that work, and I cannot figure out what is wrong. Every line is the same. The only thing different about the new cutscenes is that I've placed non-conversation stages in the scene as reference points for the actors (there is no dialogue in the scene).
#2
Posté 03 mars 2010 - 08:04
Still fiddling with it. As I said above, the scene plays fine in the toolset. However, I've discovered if I disassociate the scene from its stage, the toolset plays it the way it ends up appearing in game (i.e. incorrectly) - which at least has let me identify the problem: something is screwy with the stages. My stages are saved, exported, refreshed, in their proper folders, and placed in the area (which is likewise, saved, exported, etc.). So why isn't the game engine recognizing the association of the cutscene with the stage and offsetting the coordinates correctly? Any ideas?
#3
Posté 08 mars 2010 - 06:08
I never did figure out what the problem was (the only thing I can think of is that the stage did not have a camera when I first associated it with the cutscene). I was able to save my work by ditching the association with the stage (keying my staged characters first, since Jump to Stage would become meaningless) and cutting and pasting the stage orientation and position data into each cutscene object's origin orientation and position (which would normally be 0,0,0). Not the most elegant solution, but it saved me from constructing the minute long cutscene again from scratch.
#4
Posté 12 mars 2010 - 03:41
I am having a similar (or perhaps the same) problem as well.
When I created my stage in the editor, I have cameras 1 and 2 set so that the faces of characters 1 and 2 fit into the frame. However, when I export, and view the scene in game, the cameras just show the knees of my characters. I've tried altering everything, and can't figure it out.
When I created my stage in the editor, I have cameras 1 and 2 set so that the faces of characters 1 and 2 fit into the frame. However, when I export, and view the scene in game, the cameras just show the knees of my characters. I've tried altering everything, and can't figure it out.
#5
Posté 12 mars 2010 - 11:15
I had the exact same issue. This may sound a little crazy, but in my case at least I found the issue was that I was running fraps. Fraps on? Stage is set to 0,0,0. Fraps off? Stage is located normally. I tested this for a little while and this is definitely what was causing the issue for me. I don't know why that would happen, but if you happen to be recording these cutscenes rather than just playing them, that might be something to look into.
#6
Posté 13 mars 2010 - 05:50
Startingline, here's a few things you can try (if you haven't already). That behavior seems to be caused by a number of different things that I've seen.
1) Make sure you are setting cameras with SafeFrame on to get a more realistic sense of what will be in the frame.
2) If you've re-keyed the position, make sure you've deleted the old key (if the keys are .1 second apart, you might not see that it's jumping to the old key as soon as the scene starts).
3) See if snap to walkmesh is messing you up if the speakers are standing on a slope (If you assign an area to the stage, you can sometimes catch this, but not always). Are you filming characters of different height? You might try to set the cameras to focus on a certain speaker, which causes the camera to auto-adjust for height.
4) If all else fails, over-compensate. Place the camera higher than looks proper in your stage set-up and see if the scene in-game ends up playing properly .
My problem had been that the entire stage was resetting to 0,0,0 even though the relative positions of the cameras and actors remained the same. Still don't know what caused it (I wasn't running FRAPS or anything like that.), but the technique I mentioned in my post above got my scene looking the way I wanted, even if I'm a little uncomfortable that the position might not remain stable.
1) Make sure you are setting cameras with SafeFrame on to get a more realistic sense of what will be in the frame.
2) If you've re-keyed the position, make sure you've deleted the old key (if the keys are .1 second apart, you might not see that it's jumping to the old key as soon as the scene starts).
3) See if snap to walkmesh is messing you up if the speakers are standing on a slope (If you assign an area to the stage, you can sometimes catch this, but not always). Are you filming characters of different height? You might try to set the cameras to focus on a certain speaker, which causes the camera to auto-adjust for height.
4) If all else fails, over-compensate. Place the camera higher than looks proper in your stage set-up and see if the scene in-game ends up playing properly .
My problem had been that the entire stage was resetting to 0,0,0 even though the relative positions of the cameras and actors remained the same. Still don't know what caused it (I wasn't running FRAPS or anything like that.), but the technique I mentioned in my post above got my scene looking the way I wanted, even if I'm a little uncomfortable that the position might not remain stable.





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