Kamajii Posted April 28, 2010 Share Posted April 28, 2010 I'm working on a project that I'd like to knock out in a single cutscene. I need to change the dummy's inventory properties mid-cutscene, but this didn't seem possible. http://i42.tinypic.com/24enw3r_th.png My initial thought was to use two PLAYER dummies and change the displayed inventory of the second dummy and continue the cutscene with it. This however didn't work out as hoped. When the cutscene ran, the second dummy didn't have the PLAYER resref mapped to it and fell back to the stunt actor as it was set to. Any ideas to overcome this limitation other than using more than one cutscene? Basically I either need to use one PLAYER dummy and be able to change the inventory properties at a specified time during the cutscene or I need to use a second PLAYER dummy and have the PLAYER resref map to it when ran. I'm afraid that I will have to use more than one cutscene. But hopefully someone more experienced will have the answer I seek. Edit: I went ahead and split the cutscene into two since it would have saved me from redundant data in the process as I can reuse part of the cutscene without it having to be race/gender specific. Although, a time shift function would have been lovely to have in the cutscenes as adjusting each action and pos/orientation change was a pain in the butt. But any further information/input anyone may have on the subject is always welcomed. If anything, to help those who walk in our steps down the road. Link to comment Share on other sites More sharing options...
danscott84 Posted April 28, 2010 Share Posted April 28, 2010 Kamajii, sounds like you have some experience with cutscenes, I have one I have made for Morrigan's last night, and in the toolset all of the animations are working fine. However, when exporting to the game everything plays except the animations. Do you know what I could be missing? Link to comment Share on other sites More sharing options...
Kamajii Posted April 28, 2010 Author Share Posted April 28, 2010 Kamajii, sounds like you have some experience with cutscenes, I have one I have made for Morrigan's last night, and in the toolset all of the animations are working fine. However, when exporting to the game everything plays except the animations. Do you know what I could be missing? Have you tried loading the cutscene into DA:O using commandline switches on the shortcut so that you can test just the cutscene in game? Make a shortcut to daorigins.exe and in the target add -autologin=single player -runcutscene=[cutscene_file_name] and just replace [cutscene_file_name], brackets and all, with the filename of your cutscene that you exported. Make sure its still in the single player override where the toolset places it by default. Lemme know if the animations still don't run. Link to comment Share on other sites More sharing options...
danscott84 Posted April 28, 2010 Share Posted April 28, 2010 Kamajii, sounds like you have some experience with cutscenes, I have one I have made for Morrigan's last night, and in the toolset all of the animations are working fine. However, when exporting to the game everything plays except the animations. Do you know what I could be missing? Have you tried loading the cutscene into DA:O using commandline switches on the shortcut so that you can test just the cutscene in game? Make a shortcut to daorigins.exe and in the target add -autologin=single player -runcutscene=[cutscene_file_name] and just replace [cutscene_file_name], brackets and all, with the filename of your cutscene that you exported. Make sure its still in the single player override where the toolset places it by default. Lemme know if the animations still don't run. Yes, tried that and it still does not animate them. The music, camera angles, and postions are the same, but the animations at not running. I did not start them with a basic pose, would that cause the animation to not run? Or is there something in the cut or cub files need adjusting? Link to comment Share on other sites More sharing options...
Kamajii Posted April 28, 2010 Author Share Posted April 28, 2010 Yes, tried that and it still does not animate them. The music, camera angles, and postions are the same, but the animations at not running. I did not start them with a basic pose, would that cause the animation to not run? Or is there something in the cut or cub files need adjusting? Starting them without a basic pose shouldn't have been an issue. But just to rule that out, I'd go ahead and give them the Standing Neutral pose. You do have both .cub and .cut files together, right? Link to comment Share on other sites More sharing options...
danscott84 Posted April 28, 2010 Share Posted April 28, 2010 Ok, just tried them from a neutral standing position, and they looked normal in the animation in the toolset, but ingame they still just stand there. I have both files together in a folder in the override folder. Link to comment Share on other sites More sharing options...
Kamajii Posted April 28, 2010 Author Share Posted April 28, 2010 Ok, just tried them from a neutral standing position, and they looked normal in the animation in the toolset, but ingame they still just stand there. I have both files together in a folder in the override folder. Any other mods in the override that could potentially be causing a conflict somewhere down the line? I'd move them to a temp folder outside of the override directory just to rule it out. Also what are the properties for the cutscene in the Object Inspector? Can you screenshot it? Link to comment Share on other sites More sharing options...
danscott84 Posted April 28, 2010 Share Posted April 28, 2010 None that I can tell, as for override files conflicting. I also cannot get this laptop to take a screen shot, but what I have in the in the object inspector is identical to the vanilla scene. I had the original I was replacing up so that I could reference it for the settings, but I have missed something somewhere. Link to comment Share on other sites More sharing options...
Kamajii Posted April 28, 2010 Author Share Posted April 28, 2010 None that I can tell, as for override files conflicting. I also cannot get this laptop to take a screen shot, but what I have in the in the object inspector is identical to the vanilla scene. I had the original I was replacing up so that I could reference it for the settings, but I have missed something somewhere. Not sure why you'd be having the problem. Do you want to try sending me a builder-to-builder package of your cutscene files and I can try it on a second machine to see if the results can be duplicated? Link to comment Share on other sites More sharing options...
danscott84 Posted April 28, 2010 Share Posted April 28, 2010 I have it generating the builder to builder now. It's named lastnightmorrigan, and them I rename it for the game since toolset won't let me have 2 files with the same name. PM me your email so I can send it to you. Link to comment Share on other sites More sharing options...
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