What is the cat scene at grі. Modifications. Creation of scenes-on-engine (cut-scenes, cut-scenes). First of all

Golovna / I'll build a cleaning

Abo vykoristuvati znyaty videomaterial z live action.

Nayranishi video games, vіdomі vikoristannym kat-scenes yak great and nevid'mna part of gri, boules Portpia Renzoku Satsujin Jiken by Enix, released in 1985, Maniac Mansion by LucasArts Entertainment, created by Ron Gilbert and released in 1987, as well as other innovations of Decalcom. From quiet fir the scenes were partly rich in videos, especially in the RPG genre.

Scenes in other ways are also guessed with other terms like cinematics or in the middle of game cinema. Cut-scenes, zroblenі z video file, zagaduyutsya in the same way video again(Full Motion Video, . For example, scenes in Wing Commander IV a complete set of “names” of actors such as Mark Hamill and Malcolm McDowell were victorious for the depiction of characters.

Prote, a lot of gamers enjoy scenes from live action through their often productive and non-standard action. Cut-scenes in the game series of strategies in real time Command & Conquer especially for the often exaggerated fiddly vykonannya.

Scenes with live action were popular in the first mid-1990s with the cob of eri

Increasing the quality of graphics, varst, critical reaction and the need for professionals for better integration of scenes and graphics gameplay without a hitch led to an increase in the popularity of animated cut-scenes in the 1990s. However, for the cinematic effect of the action, the scenes are still alive; the butt of which - Black, de show an interview with Jack Kellar and yogo close to real actors.

Animated scenes

Two primary technologies for animation of cut-scenes. All-game scenes are rendered by Rendering on the fly, vikoristovuyuchi the same graphic engine as і vіdpovіdna gra. The stinks are often victorious in the genre stealth, for example Metal Gear Solid, Splinter Cell as well as genres RPGі , Spider Manі The Legend of Zelda, Among others.

Front-rendered scenes animated and presented by retailers gri, yakі able to fool the new array of technologies computer images (CGI), painted animation or panel art in the style of a graphic novel. Series of videos final fantasy, splintered by Square Co. , awarded for its front rendered cut-scenes, as previously presented in Final Fantasy VII.

In newer games, which can be used for their own interests, advanced programming methods and harder processors, internal-game scenes are rendered at ease and can be closely integrated with the gameplay. Also, scripted cut-scenes are written, which ensure the visibility of scenes, not choosing interactivity in the gameplay. Deyaki games, for example, give gravity deaky control over the camera by stretching cut-scenes, for example Dungeon Siege ,Metal Gear Solid 2: Sons of Libertyі Kane & Lynch: Dead Men. Otherwise, press on the keys with a stretch of scenes for a successful continuation, like Sword of the Berserk: Guts Rage, Resident Evil 4 or Shenmue 2.

"Interactive cinema" is also turning, as it is designated in in the US and Canada) like Quantic Dream, where the whole game can be right with scenes in real time, like walking in the fallow country like a grave.

Solutions to an invisible part of the history of grey, and graves to the right with scenes in some way.

Interactive cut-scenes

Interactive scenes appear on the right side of the computer, so taking control of the character is gravitating, at the same time, the buttons are shown on the screen, depending on the gravitation of their onslaught, so that you can continue or get into the game, like in "Quick Time Events" , Word z Berserk: Guts" age, Resident Evil 4 God of War Iі II, Tomb Raider: Legend, Marvel: Ultimate Allianceі some were criticized through the day ahead, if the stench of guilt trapletsya, often zmushyuyuchy gravel pass through again.

The second type of such scenes - de graves take the opportunity to choose the character's dialogue with the use of dekilkoh, apply it in KOTOR and Mass Effect.

No skits

Recently, there has been a trend in video games to unique cut scenes. It was popularized in 1998 in the form of Assassin's Creed Ubisoft, and also allowed the grave to take control of the character by stretching "cut-scenes". This is recognized for greater zanurennya engraving in the group, wanting and using great zusil from the side of the rozrobnik, so that the engraver cannot interrupt the scripting of the play, so that the scenes are replaced. Spider Man for

The Unreal Engine 4 editor has a lot of tools for creating cinematics and amazing cut-scenes. These tools allow you to adjust the movement of objects, cameras, parts and characters, adjust the post-processing, and also recognize subdivisions, as they will be used in Blueprints, viroblyayuschiy be-yaku dodatkovu diyu on the stage.

All these tools allow you to create not only a small cut-scene, but also to record a full video, advertising, cartoon or a small short film.

Tools

The sequencer editor allows the players to create internal game clips for the help of a multitrack editor of a similar nature. matinee. Way of folding Level Sequences that dodavannyam tracks, koristuvach can designate the type of skin track, which designate in place of the scene. .

Creation Level Sequences

Level Sequence- this is a container for your cinematic scenes and maybe some creations in order to work with the editor of sequencers. You can create Level Sequence and without intermediary placement її on your equal, way choice of different options on the toolbar at the depositor Cinematics, butt of readings in the image below.

Tse to add її to the rіven, if there is no way out, but it can be taken away for further tinkering on the panel Details, like Matinee Actor. On the panel Details(below), you can mean, de Level Sequence It will automatically run after the start of the level, the speed of the creation of the sequence, when the sequence can be looped, and otherwise.

Level Sequence wind up in matinee Tim, as a self-sufficient asset and you can place sequences in the middle of other sequences. For example, you can create a sequence to avenge animated characters, cameras, then, and at the same time, it will be part of another, more majestic sequence.

One more way to create Level Sequence- click on the button in the content browser Add New ta vibrati Level Sequence in retail animation. Tse to create a sequence, but not to spread її only on equal terms.

Adding tracks to the sequence

If Level Sequence that editor of the sequence has been created, you can start creating your cinematic video.

Vishche, we can freshly create that empty sequence.

Before you need to add the track type, which you can find in the dropdown menu after clicking on the button Add.

From the menu that appears, you can choose a number of track types, as well as add an vector to sequence ( Actor To Sequencer). Option Actor To Sequencer allow me to add whether it is an Ector, which you have chosen on your equal.

As a rule, if your sequence has characters, creatures, or things, or if it’s in your soul, if it’s animating and going overboard, then you are responsible for the Skeletal Mesh for them, which you are responsible for adding to the sequencer. For example, below we have a skeleton of a mіsh vedmedya, which we spread on the equal. If we have visions, we can press the button Add at the sequencer and select Actor To Sequencer to add yoga to the sequence and give us the ability to control yoga behind the help of the sequencer editor.

Depending on the type of created track, sub-tracks can be added, if possible adding new sub-tracks can be daily.

Below, we chose the sub-track of the animation and uploaded the animation of our bear bear skeleton for creation.

Possessables vs. Spawnables

The sequencer is even similar to the Matinee in that it possessables“, this means that the vector is used on a equal footing and the sequencer is in order to change the changes made to it through the sequencer.

As shown in the example above, you can place the skeleton mesh on the line and add it to the sequencer, after which in the middle of the sequencer you can add an animation track for the skeleton mesh and add a different animation for the new one to create it on stage. Now we “volodyemo” Skeletal mesh and use it to work with those who tell you through the sequencer. The sequencer also includes another form of manipulation, as it is called " spawnables“, this means that the object is not allowed by the sequencer to spawn the object, if it is required and it will determine its life cycle.

So if it's viable to win spawnable» object? Oskіlki sequencer є vlasnik and spawn objects, vіn not binding to a certain level. spawnable"You can beat the vikoristano on any equal, you can create a scene that vikoristovuvat tsey" spawnable» The object is repeated in the next scene without its creation.

Read Creating Spawnables for full understanding.

Creation of key shots of the scene

As you know from the most advanced animation tools, the principle of using keyframes for editing content can be familiar to you. If you don’t know, then briefly, the sequencer allows you to manipulate your content for the help of adding keys (titles Keyframing) at the given power at the required points in the timeline. When these keys are available on the timeline, the power of such keys is specified for the skin key frame, they are updated and the values ​​are changed.

The butt of the scene, spreading lower, showing the addition of moving for additional addition of key frames of the transformation, skeletonized the vector mesh.

You can add a keyframe with a path to select the track that push Enter Or let's press the button to add a key frame for the skin track.

Deyaki settings on the panel Details Actors can be placed in a keyframe without any middle way by clicking on the button to add a keyframe for skin adjustment.

Better yet, the keyframe buttons are shown for current focal lengthі Aperture nailed at Cine Camera Actor.

The sequencer renders your scene based on the range between greens (cob) and blacks (ear) with markers.

More often, our content is divided into 2 shots, which will end at 600 frames, but our sequence is expanded to 1000 frames, which as a result gives an empty space.

You can drag the markers on the cob and end to populate the lot with your content, or the option is speeded up to show the deal, so to avenge your content. You can find this option in the setup sequence menu and enable Keep Playback Range In Section Bounds.

Special port

The sequencer allows you to transcribe a special port so that the editing process is simple.

Denmark Cinematic Viewports gives you the opportunity to marvel, as the scene looks better, for yoga, click on the button viewport.

Cinematic Factory

On the panel modes in retail Cinematic you chat 3 Cinematic vectors, so you can win for creating your cinematics.

You can drag any of them onto the stage after what to add to the sequencer, or drag them to the sequencer, what to rob them spawnable.

Camera Rig Crane

Camera Rig Crane Actor You can use the victories for the simulation of the movement that victories are in the capital film industry.

You can add the camera to the vector Camera Rig Crane after what to manipulate the movements of the crane from the panel Details those values Crane Controls. Cі meanings are poured onto the wrapping, nishporennya and dozhina of the crane's hand. These values ​​can be put into keyframes behind the help of the sequencer, which will give you the right time for your cinematic.

Camera Rig Rail

Camera Rig Rail Actor- tse foundations on the spline tool, to which the camera can be attached, to create a path for transferring.

You can select the skin point of the spline and change dotichni, so that the path is opened, which is how the camera should be. Details. The value can be entered before the keyframe for further manipulation with the sequencer.

Cine Camera Actor

Cine Camera Actor— similar to the vector of the splendid camera, the proteo available supplementary adjustment of the camera.

Cine Camera Actor(black camera) that default camera (blue camera) image is higher.

Cine Camera Actor to avenge the adjustment for following the Ector, the cinematographic adjustment (spіvvіdnostnja storіn, Super 8mm, 35mm VistaVision, that іn), the adjustment of the lens to the focus. If you win a great camera, everything is fine, but in order to achieve a greater cinematic effect, wink Cine Camera Actor.

Recording a sequence

One of the tools that you can use to speed up your asset creation process is Sequence Recorder for recording gameplay (or Level Sequences) that allows you to create new networks.

Add a new entry, select a vector and press a button record, to open the record. If you record a record, a new asset will be created Level Sequence, whichever way you can wick in basic or for wicking in future sequences.

Adjusting the rendering of the video

In the sequencer, you can choose how to render your sequence, how to collect frames or how to video file; choose Render Movie Settings.

Here you can show how to adjust the renderer of the video, in which you can choose how your scene will be rendered.

Click on the button Capture Movie to start recording your scene.

Thoughts of the working process

Now, if you have a lot of information about how you work with the sequencer editor, you can look at the information about how you will play the instrument, so there is a lot of ways to create content. Whether it is the creation of one sequence for everything about everything, or the creation of one great sequence where impersonal other sequences will be included; The sequencer gives you a few ways that you can speed up when creating your cinematics.

Yak і іnshі panels і ta editors, Sequencer breaks in warehouses. This page describes the skin view, option and element of the sequence editor.

Toolbar

Below the stitching is a description of the skin buttons, angry to the right, shards of stench are stitched on the toolbar.

Icon Description
Save money Level Sequence.
Save money Level Sequence under different names.
Search the asset in the content browser.
Vіdkrittya vіkna nаshtuvan vіdо renderer, yakі give the possibility to vіdvіt sekventsіyu yіkіvі video аbо аbіrіn іnіr frames.
Opens the main parameters menu of the initial sequencer functions.
On/off options Key All. With this option and with the option enabled auto key, it means that all settings are written in the key for the track, if the changes were made, or if only the settings were written to the key, the settings were changed.
On/off difference Auto key options. For locking, this option is disabled, or it can be set to Auto key All or Auto Key Animated.
Increase/unbind the binding to the grid for opening the keyframe in the fallow period after setting the binding.
Allows you to set the hour of the binding interval.
Opening the Curve Editor which gives you the ability to adjust the distribution of animation keys in key frame viknі.

Sequence Breadcrumbs

Fallow in your working process, you can create sprat Level Sequences how to decorate the scene, and lay out the scenes at the new level sequences, they will be created sequentially, creating one great sequence. From this great sequence, you can move to the skin with additional sequences by clicking on them. key frame viknі. The image below shows Level Sequence under the name shot_06 in the middle of the next sequence of ranks Master.

We can push on Master to turn back to the main sequence to avenge our shot_06 and other sequences.

Add/filter tracks

Button Add Allows you to add a track or Actors from your account to the sequencer, for further creation of cinematography.

If Ector is at your level of choice, press the button Add, after which choose yoga from the menu. If you did not choose Ector, you can choose yoga from the distribution Choose Actor.

Below are the available tracks that you can upload to the sequencer; To look at the butt, click on the name of the track.

Track Description
Add Folder You can add folders to store your tracks to organize your work space.
Audio track Adds the main audio track, which is played for the creation of sounds.
Event track Add a track to submit, which can be a tweet for the blueprint wiki (at the moment, only in Level Blueprint).
Camera Cut Track Allows you to switch between cameras connected to a sequencer to create perspective.
Shot track Let me add Level Sequence yak " shots", yakі can utrimuvati Takes, which can change entry/exit
Play Rate Track Add a track, which can be a variant for the manipulation of speed in the creation of a sequence.
Sub track Add a sub-track, which can replace other sequences. It is necessary for the creation of decal copies of sequences, so that different coristuvachi could work without changing the original sequence.
fade track Add a track that allows you to control the fading of the input/output sequence.
Level Visibility Track This track can be singed for recording in the key and change the visibility of your equal.

Option filter I allow you to filter Track Window only for Ector, as if they were added to the sequence from equal.

Timeline

Smuzhka will show you the speed of your sequence of Greens (Cob) and Chervoniy (Kіnets) with markers. The current hour of your sequence is shown by a marker to the timeline, which you can move with a left click to the same timeline.

You can right-click the bear on the timeline to insert a new start/end point from the context menu, as shown below.

Your sequence will continue to run from the start marker to the end marker, so you can navigate your content without filling the entire timeline (or go beyond the end marker). AT General Optionsє option to store the content in the middle of the cordon sections, which will help the appearance of empty space in the sequence.

Track Window

Vіknі tracks You can specify how tips and tricks will be based on the hour of your sequence.

Vishche, є tracks Camera Cuts to change the scene of the camera for the hour of the sequence, Cine Camera Actor show the scene, and two Skeletal Mesh Actors symbolize our scene.

The sequencer is context sensitive and gives you the ability to add sub-tracks (de available) for the skin track to give you additional options. For example, in the image, we added a track CameraComponent before our Cine Camera Actor, which gave us the opportunity to add an additional sub-track for adjusting the camera in our scene, as we want to contribute.

You can also add keyframes from the track view to specify parameters at special points in the timeline.

Click on the button + or press Enter at that hour, if the track is seen.

Keyframe Window

Vіkno key shots — tse place, de vie can koriguvati instead of your skin track. below).

In addition, right-clicking on the key frame of the transformation track gives us the ability to change the type of key interpolation, as well as other parameters, which can be adjusted to the drop-down Properties window, as it can be changed in the fallback to the type of content, for which you click the right mouse button.

Below, right clicking on the animation recognized on the animation track, and choosing to fix it, gives us the opportunity to change the animation that has been stagnant, as well as change the setting, such as the replacement of the cob/dance, as well as the creation.

Key frame navigation

Below are descriptions of the buttons and the methods that are used for navigation in the window of the keyframe.

Team Description
Right click and move Allows you to move up and down the key frame.
ctrl+ number of bears up/down Increase/resize the scale of the key frame.
Home Scaling off the key frame.
- І = Zoom in/out by 10%
, і. Move forward/backward between keyframes.
Levi click and move I create a zone of vision for the development of personnel.
Leviy click on the key Select key
Right click on the key Display a context menu where you can specify a key to set.
Bear middle button The creation of the key at the position of the cursor.
Enter Select the key of the selected track from the streaming clock.
ctrl+g Set the hour/frame of the sequence.
I Indicate the cob of the chosen plot.
O Indicate the end of the chosen lot.

Management of the openings

You can find the buttons for editing in the lower left corner of the sequencer editor, they are similar to those that appear in any media program; through the layout of anrialu stinks, you can also see the icons that are the main viewport of the river. When using the Cinematic Viewport, the controls appear in the middle of the viewport.

Standard elements of care for creations:

Button Description
Set the start position to the current position indicated by the hour marker.
Tribnut at the starting position of the creation.
Go to the front key of the selected track.
Trim to the front of the frame.
Open/pause the Level Sequence from the position of the hour marker.
Move forward a frame.
Go to the next key of the selected track.
Strubnut until the end of creation.
Set the end position of the creation based on the hour marker.
/ Switching between loops Level Sequence for an hour of prog.

Buttons for opening in the middle of the cinematic viewport are similar to the functionality.

Help from the cut-scenes editor

Entry

Step by step, describe the sketches for you, how to fix the main cinematic scenes in CryEngine 2.

Creation of a new cut-scene

First of all

  1. Create a new ball of the panel of balls, name the new ball "cinematic".
  2. To create a new scene, open the "TrackView" panel from the beginning via "View->Open View Panel->Track View".

After TrackView click on the icon Add Sequence.

Name the cutscene "example" and then press OK.

After that, as you have created a new scene, the time has come to establish power for this particular scene, click on the icon Edit Sequence.

At the vikni, what happened Sequence Properties, designate the following proportions:

Designate Disable HUD, to enable the standard engraving interface, Disable Player prihovaє engraving under the hour of the engraving of the scene, 16:9 turn on the widescreen effect of the scene, and Non_Skippable it means that the grave has hit hard, so that you can skip the scene, continue to progravate, EndTime the bula was shortened and the trivality of the scene became 15 seconds.

The first element that needs to be added to the stage, scene node. Win allows us to switch cameras.

Prote, not before the scene, the camera cannot be vibrated. Dali, we need to add a camera, Rollup Bar wrap Camera and place it on your shoulder.

sustenity Camera at the Sandbox 2 editor.

Next, we select a scene for selecting the camera, double-click on the hour scale on frame 0, to add a key, as soon as the key will be added, right-click on the mouse on the key to open Key Properties, click on the list, select, and select just what was added to "Camera1";

Choose a camera to add it to the cut-scene, then press the icon Add Selected Node at trackview.

The camera is responsible for showing up on the TrackView as shown below.

At whom butt mi dodamo a person with a simple animation of walking.

For characters in cut-scenes win AnimObject, vikoristovuєtsya zamіst ІІ sutnosti z mirkuvan proizvodstі, like i AnimObject, system II does not conflict with the cut-scenes system.

wrap AnimObject in Rollup Bar and having squeezed the left button of the mouse, pull it out from the window of perspective.

Change the standard rectangular object to the character model for which to choose AnimObject, and in rozdіlі Entity Properties(at Rollup Bar), press the folder icon in the field Model.

Find file objects/characters/human/us/nanosuit.

The cut-scene looks like the screenshot below.

Give us a choice of animation for the character. Double-click on frame 0 to add a key to the animation track, then right-click on the key, with which the window will appear key properties, then click on the list and scroll down, and select the animation "relaxed_walk_nw_forward_slow_01", also check the box loop animation so that the animation was always repeated, and also check the box Root not move, so the animation will not be destroyed and it will appear after the engraving.

Key frames for cut scenes

The offensive croc - the creation of key shots in order to get the character ahead, at the same time the character goes to one place.

For the cob, change the character to vibrate and set the cutscene caller to position 0, and press the button record Vіkni editor of cut-scenes.

In the future perspective, move the character in the bag outside the position in frame 0, this time write down the position and add the position key for the character, then move the timer to the cut-scene for the rest of the frame for 15 seconds, note that the frame keys are set to frame zero, and on streaming frame 15, until the record button is disabled, you can move the character to the end position. As soon as you prompt the hour, then the character walks between two points, for more natural animation of walking, adjust the final position.

Camera animation

Now, if the character is walking, we need the camera to follow him and pan around his walk.

To look at what is visible in the camera, right-click on the word "Perspective", to call up the configuration menu for the review window, then select "Camera->Camera1", now you look at the scene through "Camera1".

The camera is blocked on the back and you cannot move it, so just like the standard perspective window, to unlock the camera, check the box Lock Camera Movement.

It was broken with a safety method, so that the coristuvach did not move the camera, thinking that there is a good perspective, the buttons on the cut-scene are also due to buti.

Now we are ready to animate the camera, for which set the clock timer on frame 0 and switch, the camera is selected and the button is pressed in the cut-scene editor, adjust the view window to your needs.

Then, wait for the hour in the cut-scenes editor for 5 seconds and open the camera as if you would like to repeat similar actions for 10 and 15 seconds.

I click the “Record” button again to unhide the camera animation, so now you put the bell an hour ago in the cut-scenes editor, then you are to blame the camera animation according to the new path and character, what’s going on.

Now we need to rotate the perspective window, for which we right-click the mouse button behind the inscription “Camera1” and select default camera.

We would like to look at the scene from the images of the splines on the camera path of the character.

Scene engraving

Let's just go into the game, pressing "Ctrl + G", the scene will not appear, the shards of ours will create the logic, the flow graph.

For the beginning, we need to add a day, for example, a flow graph, a flow graph can be reduced to characters, we have AnimObject, however, the choice of a specific essence is safer, the fragments from it are even more important to visualize the flow graph, so we will AreaTrigger.

wrap AreaTrigger And drag and drop it at the window for review, then rename it to Cine_example_FG, let's create a flow graph, click on the Create button in the Flow Graph branch.

Show up at the window under the name "Enter Group Name for the Flow Graph", name the group "cinematics", it's even more colorful, so that all the flow graphs related to the cinematic cut-scenes are hidden in it.

Vibravshi AreaTrigger, click on the button open, schob rozpochat the robot over the flow graph for the scene.

Editor's note flow graph, perekonaytes, scho you have chosen the new creations of the streaming schedule for the cob of work on it.

For whom butt, we just start the scene, like only graves come into the group, for whom dodamo node Misc->Start.

Right-click the mouse on the gray field to add a new bottom and select a node start, wine spratsyuє, how only gravets come into the group.

If you are offended by the data, we know it, to install the logic, just click and tap on the port from the blue arrow and drag it to the green input port StartTrigger.

Dali, we need to choose how to create a cut-scene, double-click the left mouse button on the node Animations:PlaySequence, in patches Inputs right-handed, press a bagatokrapka, schob vіdkriti Select Sequence, select a cut-scene, as you have done, and press the OK button.

The flow graph will look like shown below.

testuvannya

If you see it in the game, by pressing Ctrl+G, the scene will automatically start.

Finishing the scene

At this scene, we create the illusion that the character at the scene is grave, in such a way, after the end of the scene, we want to attach the character, in the cut-scenes editor we can add it. Open cut-scenes editor and choose day AnimObject, double click on the track event, to add a key frame for 15 seconds, then right-click on the key frame, at which the window will appear key properties, drop down lists fire event wrap Hide.

This is where the character is added, if the scene did not reach the rest of the frame, however, if you scroll the scene to the cut-scenes editor, then the character will appear in the whole scene, in this order, we need to add a pod unhide to frame 0, double click on the track again event, to add a key frame, then right-click on the key frame of the mouse, at which the window will appear key properties, drop down lists fire event wrap unhide.

Now the character appears and knows as follows.

For a new illusion, we need to grow up, so that the gravel soil / continue, from that month, de “actor” zupinivsya. In the present hour, the gravel is more there, de vin will go into the group, to create the illusion of a sharp transition.

On the back, we need to recognize the end position of the character, scroll the hour scale in the cut-scenes editor for 15 seconds, then we need to call the chok.

In this vipadka, it’s korisno vikoristovu TagPoint, if it is not visible at the hour of gri, choose TagPoint and place near the character, rename TagPoint at "cine_character_endpoint".

To take the correct attitude to the character, use the tool Align Selection, wrap TagPoint and then press the icon Align Selection, then click on the character, move qiu diyu TagPoint correct position.

Dali added logic in the flow graph, so that the gravel will start from the center of the point, open flow graph and select the flow graph, then right-click on the gray part of the window, then add the node Entity:BeamEntity.

So, as we want, to move the gravel to the point, give it a node Game:LocalPlayer

Stop, we need to add a node, which will call the position TagPoint with gravel, price nod Entity:EntityPos add yoga.

Connect to the flow graph as shown below to recognize TagPoint on nіd Entity:EntityPos, wrap TagPoint I'll review it later, and then click on the node title Entity:EntityPos that choose Assign Selected Entity.

Now, if the scene is completed, engrave again from the position TagPoint.

Adding a new screen effect

For the scene, we will appear from the dark on the cob, and then we will appear in the darkness in the end, and, nareshti, appear from the darkness, under the hour of the transition of the control to the grave.

Vіdkryte flow graph and select a flow graph, with which you choose to work, then right-click on the mouse and add a node CrysisFX->ScreenFader.

Select multiple creations of nodes CrysisFX->ScreenFader and enter the value 4 parameters FadeInTimeі FadeOutTime.

Let's go, duplicate the node CrysisFX->ScreenFader, clicking on it with the right mouse button and select Copy paste, repeat tsyu diyu kіlka timesіv, sob total there were three nodi Screenfader.

Potim, mi dodamo AreaTrigger to recall the logic of the entry in the cut-scene, for the help of the flow graph

Add AreaTrigger at a glance, change the yogo to "cine_FadeOut_DT"; DT- ce Dummy Trigger (empty trigger ) which hack is to correct the sub-cut from the cut-scene to the flow graph.

At the track event for "cine_FadeOut_DT" add a keyframe for 11 seconds, then right-click on the keyframe, at which the window will appear key properties, drop down lists fire event wrap leave.

Potim vіdkrite flow graph, then click with the right mouse button on the gray part of the window and select Add Selected Entity. Tsya deya add AreaTrigger flow graph.

If everything is necessary to add to the flow graph, it's time to put all the logic together, fix the flow graph, as shown in the image below.

Just click on that move the node number to the new node number, so that the call is made.

Let's look at the options for creating these cut-scenes themselves.

Taemna kіmnata.

Since then, as an announcement, I will write an article about cut scenes. If you don’t understand, ask in the comments. For some reason, it is necessary to install the patch https://yadi.sk/d/_Xp_Ua_33Hzy2s without new nothing. For the cob, we need to come up with some kind of video in our heads, and I will explain it on the butt of my own. The scene will be like this: Harry and Ron go up to the unreasonable room, the stench goes in there, Ron asks: "What was it?" and it was impossible for two great crabs to come out. The lads shout "eeeeeeeeeeet" and then they start tikati, and the crabs follow them (here they happen to get more swedishness). All the same, the stench is coming from the room, it's safe and Ron seems to be "fuh, it's gone."

Otzhe, put on the map everything that we need: two crabs, Rona and Harry, we will draw up a map as required, so that we can make it right.

1.Start on the back of your hand for the SKIN HERO, your name in the cut scene. For whom is the power of Harry and choose the cut scene tab and write "Harry" there. Dalі vіdkrivaєmo vіdkrivаєmo Ron's power, but again I'm vіdkrivаєmo Cut Scene and write "Ron". The same works for crabs, we write "Crab1" and "Crab2", although you can give a real name, be it.

2. We go into the gri folder, open the system, then CutScenes and copy any file, erase everything in the middle and set it to the English file.

3. Here is the best way to start. Also, remember, BE-YAKA KAT SCENE starts with the row "" (Square bows of the shoes). I think this phrase is translated as "scene". After that, as we wrote this phrase, we press Enter and we move to the next row. All next rows of that phrase start with the words "line", that is line_0, line_1, line_2. You will understand at once. Let us prescribe:

Line_0=Capture Harry line_1=Capture BaseCam line_2=Capture Ron line_3=Capture Crab1 line_4=Capture Crab2

What does it mean capture? Capture- tse zakhoplennya be-yakoy meti, so we can zahopit all the characters, like we are collapsing ( UVAGA: Capture BaseCam must be spelled first, so it needs to be remembered, so the base camera (BaseCam) needs to be full, so that it could work in the cut scene).

4. Return to the editor again and we must know the object CutCameraPos (Navigation Point, UWNavigation Point). We put the camera here to the beast, and we’ll see the authority, we’ll open the Cut Scene tab, and we’ll write the name of the camera. I'll name Cam1. Dodamo object CutMark and roztashuemo yogo mizh Ron and Harry, I'll give you the name "E2". Let's re-open our text document and write line_5=BaseCam Target FlyTo E2, which means that our base camera will be pointed to CutMark with the name E2 (Target - target, to which it is pointed). The next row will be line_6=BaseCam FlyTo Cam1- this row points to those, which object is important to those that are considered.

5. They gave us a request that Harry and Ron went to the room at once. For this, we add two CutMarks and put them in the room, then specify the names for the skin, for example "CutMarkHarry", that is the place, where did Harry, and "CutMarkRon" is the place, where did Ron. I turn again to the text editor and write:

Line_7=Harry RunTo CutMarkHarry * line_8=Ron RunTo CutMarkRon

Walk To- go to chogos, ta th RunTo - bіgti. It all means that Harry is on his way to his CutMark and Ron is on his way. Zirochka means that the advent of the day will be ticked off at the same time with this day, on the row it is written, so that Harry and Ron will tick off at the same time.

6. Now let's put the camera to the right of the friend for the first time, it will show it at the entrance to the room and again it will be possible to show its name (Cam2). So let's put two more cutmark at the kіmnati, lads will go there and say the names of the names (CutMarkHarry1 and CutMarkRon1). We put cutmark, you will see our friend's camera (E3-camera name). Turn to the text editor and write:

Line_5=BaseCam Target FlyTo E3 line_6=BaseCam Cam2 FlyTo Cam2

This means that our base camera is different, as we set it up and marvel at our CutMark (E3). Further we write:

Line_11=Harry WalkTo CutMarkHarry1 * line_12=Ron WalkTo CutMarkRon1

I think everything is clear here.

Line_13=Ron TurnTo Harry * line_14=Harry TurnTo Ron

TurnTo- Turn to what or to be-whom.

7. Give replicas. Ron is guilty of saying "What's up?" In order to listen to the sounds, you need to patch https://yadi.sk/d/hlyZDt4gvVVrG/HP2/UPDATES , and all Ron's replicas can be patched here https://yadi.sk/d/YeXxT8N43LPrAi. PC_Ron_DuelSnake_06 - What's wrong? So the phrase should be written like this:

Line_15=Ron talk PC_Ron_DuelSnake_06

For roses, you can vicorate talk or Say, all the same

8. Now animations. Harry to work on animation, which is nothing, it is called talk_dontKnow.

Let us prescribe:

Line_16=Harry animate talk_dontKnow

Harry animate- tse means that Harry is showing the animation. All animations can be downloaded here https://yadi.sk/d/hlyZDt4gvVVrG/HP2/UPDATES.

9. So before Tim, yak Ron asking "What is it?" the camera showed Ron up close, for whom the coordinates are:

Line_15=BaseCam FlyTo Ron z=27 x=40 y=10 line_16=BaseCam Target FlyTo Ron z=27 x=10

Those same prescribe for Harry.

10. Let's wait for the crabs to come to us, and before we need a small gap of an hour, we win the Sleep 1 command - it means that nothing is needed for one second, you can write two or three instead of one. 11. Making one more camera Cam3 and CutMark E4:

Line_21=BaseCam Target FlyTo E4 line_22=BaseCam FlyTo Cam3

Let's sweat, let the crabs come out, turn to the lads and let out their fierceness, for them we create cat brands, like stinks go and give them names CutMarkCrab1 and CutMarkCrab2:

Line_23=Crab1 WalkTo CutMarkCrab1 * line_24=Crab2 WalkTo CutMarkCrab2 line_25=Crab1 TurnTo Ron * line_26=Crab2 TurnTo Harry line_27=Crab1 animate roar * line_28=Crab2 animate roar.

Went to the end to describe for a long time. I wrote all the main commands.

Respect!!! That's not all. If you have indicated the name of a text document written in ENGLISH, you will put the object on the map cut scene, vodkriti yogo power, select the tab cut scene and in the FileName row, enter the English name, as you gave the text document. Don't forget to press Build all and take care.

After completion, it is necessary to prescribe:

Line_33=Release Harry line_34=Release Ron line_35=Release BaseCam line_36=Release Crab1 line_37=Release Crab2

Release - means zvіlniti, so that Capture - zahoplennya, then Release - the price of the package. I’m all wise, good luck to everyone) Just ask unknowingly.

I told you that we screwed the Lua language to our make-up for scripting scenes. However, after squeezing it for an hour, we realized that writing such scripts for an hour transforms into a foldable and foldable code.

We made up our minds about the visual pedigree. In this article, I'll tell you about our knowledge of visual scripting for Unity - "uScript", about its ability and let's talk about our knowledge.

So, on the screen - the real script is the scheme.

Intro.

Father, let's start looking at those who have been. Below pointing is a reference script that creates two characters on the screen, that draws a simple dialogue, that gives a choice of 2 options and expands in the chosen area.

Guide to LUA script

vhs.HUD(0) vhs.SwitchZone("street") local c1 = CharacterGfx() c1.create("c1", "char_big") c1.mirror(0) c1.setpos("n_2") c1.animate( "f_idle") local c2 = CharacterGfx() c2.create("c2", "char_black") c2.mirror(1) c2.setpos("n_3") c2.animate("f_idle") c2.preset("opp_lmb ") char.animate("idle") char.mirror(1) char.setpos("n_1") c1.say("I want your clothes, your boat and your motorcycle") c1.wait_bubble() c2.say( "Yep!") c2.wait_bubble() char.animate("f_idle") char.mirror(0) vhs.ShowMultiAnswer("Try to catch me! (run away)" "") switch_answer ( case 1: vhs.BlackScreen ("You're not fast enough to run away. So Have to fight!") vhs.StartFight(77,7) end, case 2: vhs.StartFight(77,7) end, )


In gritse, it looks like this:


In principle, there is nothing wrong with the script. Ale to show that you have not one galuz, but two. Find out what you need to review some of the game parameters and decode the script based on them. Tse duzhe shvidko can become darling.

At such a moment, we wanted to visualize.

Marveling at the plug-ins for the unit, we looked at uScript. The vine is tighter, squishy, ​​and with it, it simply expands. From the other side, I create a minimum impact according to the code, because at the stage of saving schemes, I will immediately compile in C #, so. for Unity, the script is picked up by such an editor, it doesn’t even look like a script written by hand on sharps.

Let's take a look at the screenshot of the one on which the LUA script is pretending to be hovered. (picture is clickable)

Looking at the troch is cumbersome, but then it’s right on the spot. If someone is created, what to rob, but the smut can be seen razgaluzhennya.

The axis, for example, at our point of view, the grave can choose one of the two possible ones. In gritse, it looks like this:

And on the diagram - like this:

You can immediately see what will happen when you choose the correct number 1 and the correct number 2. And if there will be more such decorations, then there will be more of a scheme not to waste frills.

UScript principles.

Let's quickly go through what the scheme is. Well, the main modules (in the terminology of uScript they are called “nodes”) – ce podia (the script starts from it or the language), action and change.

For action "wine є inh (usually 1) and out (s). For example, in the simplest diї 1 in and 1 out.

Changes are connected at the bottom of the block. Trikutnik means that the change will be recorded (output).

For example, for which application we create a character (behind the additional Create char block), and then we set mirroring to true (behind the additional Mirror block):

Before the speech, all the changes can name the mother (in our speech "c1"). All changes of the same type with the same name are synchronized within one script (scheme). Tobto. butt is more fully identical to this:

Zrobleno tse schob will spare you the need to pull the link through two screens.

In addition, if you check the “expose to Unity” box, the change will become public and will be visible to other scripts (both visual and your handwritten). Masivi are also encouraged.

Not enough practice.

Mustache modules, like you can see on the scheme - self-written. I was written in 1 evening. Let's look at their code.

Let's look at the back of the head, it's even simpler. For example, action, which is called "Start fight". Starting a fight (essentially calling the game logic method) and accepting two parameters - battle ID and super ID.

Code for new:

Public class uScriptAct_StartFight: uScriptLogic ( public bool Out ( get ( return true; ) ) public void In ( int opponent_id, int fightdata_id ) ( MainGame.me.StartSimpleFight(opponent_id, fightdata_id);
Just? Duje.

Now let's make it easy. Let's say we want to play some animation. I want mother to go out twice. One - immediately, and the other, which will run only if the animation runs to the end.

On the right, you can enter a block from the configuration block, where you enter a value. The block has 3 input parameters - CharacterGfx (a non-intermediate character, to which we program the animation), Animation (name of the animation) and Mirror (the need for mirroring). The first block can have two exits: Out (exit immediately) and Finished (as long as the animation ends).

When you change "Mirror" with an enumerator with the parameters "so", "nі" and "do not change", as it appears in the dropdown list of authorities.

The code is especially foldable without becoming:

Using uScriptEventHandler = uScript_GameObject.uScriptEventHandler; public class uScriptAct_CharacterPlayAnimation: uScriptLogic ( public bool Out ( get ( return true; ) ) public event uScriptEventHandler Finished; public enum BooleanSet ( NoChange = 0, True, False ) PlayAnimation(anim_name), if (mirror != BooleanSet.NoChange) ch. SetMirror(mirror == BooleanSet.True);ch.OnAnimationEndedCallback += () => ( if (null != Finished) EventArgs()); ); ) )
More to wash. In all blocks, there is more Out (Out) called in the next block code.

And how do we want to spawn asynchronous action? For example, zavantazhennya scenes. І schob vykonannya our visual script prizupinilos until the moment, the docks asynchronously provantage scene.

It's so easy to fight. Deputy row
public bool Out (get (return true;))
public event uScriptEventHandlerOut; kazhuchi himself - "Out is now a handler, and not an eternally true boolean" number.

And then in the code at that moment, if you are ready to continue typing the script, you will need to call the handler just like that, just like Finished in the front butt:
if (Out!=null) Out(this, new System.EventArgs());

It's not obligatory to write the code yourself.

Everything that I instilled in the world was written by us, so that we could take everything that is needed in one handy place. Alece is often not obov'yazkovo. uScript has such a phrase as it's called "reflection". What it really means is that uScript automatically scans your scene and draws all objects from it, as well as any public methods and parameters that it can reach. I grant access to them.

For example, the axis looks like this block reflection on the GetComponent() method of the camera on the stage:

(At the bottom, you can check the "properties" block, where all the parameters of the method are set)

Visnovki.

Tulza was definitely worthy of us and we will use it far away. Vzagali deyakі people pridryayutsya for the help of her to write whole games, but it's already necessary.

Naskіlki deeply we can use it, we don't know yet. For example, they haven’t done it yet, to rewrite the logic of triggering quests from our lua-oriented visual one.

Ale for scripting cut-scenes and dialogues will definitely be used.

I can see only one minus (which is the last plus) - as I wrote earlier, uScript converts visual schemes into C# code. And so the skin modification of the scheme will lead to a recompilation of the project.

In another case, it’s better to get excited about this tool, if you want to script like logic. So, as far as I know, this tool is actively typing for writing AI.

Speaking of which, you yourself need to script the behavior and the interaction of objects on the stage (for example, triggers on the screen just then), look up to PlayMaker. Vіn the most orientations on the podium itself.

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