Difference between revisions of "Cutscene action"

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Not all actions are applicable to all types of objects in a cutscene. The following table shows which actions are available with which objects:
 
Not all actions are applicable to all types of objects in a cutscene. The following table shows which actions are available with which objects:
  
{| border="1"
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{| border="1" cellspacing="0" cellpadding="2"
 
|-
 
|-
| Action || MASTER [[Image:IconMASTER.png]] || Camera [[Image:IconCamera.png]] || Creature [[Image:IconCreature.png]] || Placeable [[Image:IconPlaceable.png]] || Sound [[Image:IconSound.png]] || Light [[Image:IconLight.png]] || VFX [[Image:IconVFX.png]] || Proxy [[Image:IconProxy.png]]  
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! Action || MASTER [[Image:IconMASTER.png]] || Camera [[Image:IconCamera.png]] || Creature [[Image:IconCreature.png]] || Placeable [[Image:IconPlaceable.png]] || Sound [[Image:IconSound.png]] || Light [[Image:IconLight.png]] || VFX [[Image:IconVFX.png]] || Proxy [[Image:IconProxy.png]]  
|-
+
|- align="center"
| Active Camera || ✓ ||   ||   ||   ||   ||   ||   ||    
+
| align="left" | Active Camera
|-
+
| ✓ ||   ||   ||   ||   ||   ||   ||    
| Adjust For Player Height ||   || ✓ ||   ||   ||   ||   ||   ||    
+
|- align="center"
|-
+
| align="left" | Adjust For Player Height
| Animate Face ||   ||   || ✓ ||   ||   ||   ||   ||    
+
|   || ✓ ||   ||   ||   ||   ||   ||    
|-
+
|- align="center"
| Change Visibility ||   ||   || ✓ || ✓ ||   || ✓ || ✓ || ✓  
+
| align="left" | Animate Face
|-
+
|   ||   || ✓ ||   ||   ||   ||   ||    
| Draw Weapon ||   ||   || ✓ ||   ||   ||   ||   ||    
+
|- align="center"
|-
+
| align="left" | Change Visibility
| Headtracking ||   ||   || ✓ ||   ||   ||   ||   || ✓  
+
|   ||   || ✓ || ✓ ||   || ✓ || ✓ || ✓  
|-
+
|- align="center"
| Jump to Stage Place ||   ||   || ✓ || ✓ ||   ||   ||   || ✓  
+
| align="left" | Draw Weapon
|-
+
|   ||   || ✓ ||   ||   ||   ||   ||    
| Jump to Stage Camera ||   || ✓ ||   ||   ||   ||   ||   ||    
+
|- align="center"
|-
+
| align="left" | Headtracking
| Link to Actor ||   || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓  
+
|   ||   || ✓ ||   ||   ||   ||   || ✓  
|-
+
|- align="center"
| Orientation Follows Curve ||   || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓  
+
| align="left" | Jump to Stage Place
|-
+
|   ||   || ✓ || ✓ ||   ||   ||   || ✓  
| [[Play Animation]] ||   || ✓ || ✓ || ✓ ||   ||   || ✓ || ✓  
+
|- align="center"
|-
+
| align="left" | Jump to Stage Camera
| Play Bink Movie || ✓ ||   ||   ||   ||   ||   ||   ||    
+
|   || ✓ ||   ||   ||   ||   ||   ||    
|-
+
|- align="center"
| Set Fog || ✓ ||   ||   ||   ||   ||   ||   ||    
+
| align="left" | Link to Actor
|-
+
|   || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓  
| Set Gore ||   ||   || ✓ ||   ||   ||   ||   ||    
+
|- align="center"
|-
+
| align="left" | Orientation Follows Curve
| Shake (Orientation) ||   || ✓ || ✓ || ✓ ||   ||   ||   || ✓  
+
|   || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓  
|-
+
|- align="center"
| Shake (Position) ||   || ✓ || ✓ || ✓ ||   ||   ||   || ✓  
+
| align="left" | [[Play Animation]]
|-
+
|   || ✓ || ✓ || ✓ ||   ||   || ✓ || ✓  
| Skip Marker || ✓ ||   ||   ||   ||   ||   ||   ||    
+
|- align="center"
|-
+
| align="left" | Play Bink Movie
| Snap to Walkmesh ||   || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓  
+
| ✓ ||   ||   ||   ||   ||   ||   ||    
|-
+
|- align="center"
| Speak Line || ✓ ||   || ✓ || ✓ ||   ||   ||   || ✓  
+
| align="left" | Set Fog
|-
+
| ✓ ||   ||   ||   ||   ||   ||   ||    
| Toggle Physics ||   ||   || ✓ || ✓ ||   ||   ||   || ✓  
+
|- align="center"
 +
| align="left" | Set Gore
 +
|   ||   || ✓ ||   ||   ||   ||   ||    
 +
|- align="center"
 +
| align="left" | Shake (Orientation)
 +
|   || ✓ || ✓ || ✓ ||   ||   ||   || ✓  
 +
|- align="center"
 +
| align="left" | Shake (Position)
 +
|   || ✓ || ✓ || ✓ ||   ||   ||   || ✓  
 +
|- align="center"
 +
| align="left" | Skip Marker
 +
| ✓ ||   ||   ||   ||   ||   ||   ||    
 +
|- align="center"
 +
| align="left" | Snap to Walkmesh
 +
|   || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓  
 +
|- align="center"
 +
| align="left" | Speak Line
 +
| ✓ ||   || ✓ || ✓ ||   ||   ||   || ✓  
 +
|- align="center"
 +
| align="left" | Toggle Physics
 +
|   ||   || ✓ || ✓ ||   ||   ||   || ✓  
 
|}
 
|}
  

Revision as of 18:13, 9 October 2009

Cutscene actions are applied to objects by adding them to generic tracks on the timeline.

Not all actions are applicable to all types of objects in a cutscene. The following table shows which actions are available with which objects:

Action MASTER IconMASTER.png Camera IconCamera.png Creature IconCreature.png Placeable IconPlaceable.png Sound IconSound.png Light IconLight.png VFX IconVFX.png Proxy IconProxy.png
Active Camera              
Adjust For Player Height              
Animate Face              
Change Visibility      
Draw Weapon              
Headtracking            
Jump to Stage Place          
Jump to Stage Camera              
Link to Actor  
Orientation Follows Curve  
Play Animation      
Play Bink Movie              
Set Fog              
Set Gore              
Shake (Orientation)        
Shake (Position)        
Skip Marker              
Snap to Walkmesh  
Speak Line        
Toggle Physics          

The camera target object (IconCameraTarget.png) does not support any actions.

Active Camera IconMASTER.png

While a cutscene can have many cameras, obviously only one camera can be active at any one time.

The MASTER object has an "Active Camera" track. To switch to a specific camera first move the timeline marker to the point where the camera cut is to take place. Then add a “Switch Camera” action to the track.

The next step is to set which camera the scene is supposed to cut to. In the Object Inspector there is a Camera field. This lists all of the placed cameras. Simply select the desired camera.

Adjust For Player Height IconCamera.png

This action is applicable to cameras only, and is only available when a stage is set for the cutscene.

!!Confirm that this action simply move the camera up or down along the vertical axis depending on character height!!

General
End Time The time that the action ends
Infinite If true this action extends on forever. It never ends.
Start Time The time that the action begins

Animate Face IconCreature.png

Applies a FaceFX facial performance to an actor's face. The FaceFX performance is in an FXA file. This action is useful mainly if you want control over a character's facial expression but don't have dialogue for them to say with a "Speak Line" action while doing it.

General
End Time The time that the action ends
Infinite If true this action extends on forever. It never ends.
Start Time The time that the action begins
Animate Face
FA Head Movement Whether the associated FaceFX will move the actor's head. Can be set to face, head, or lips.
FXA Override The FXA that will be used to play the FaceFX.
String ID The string ID associated with the FaceFX animation.

Change Visibility IconCreature.png IconPlaceable.png IconLight.png IconVFX.png IconProxy.png

Allows actors to be set visible or invisible as the cutscene progresses.

General
End Time The time that the action ends
Infinite If true this action extends on forever. It never ends.
Start Time The time that the action begins
Visibility
Visible Whether the actor is visible or invisible at this time.

Draw Weapon IconCreature.png

Sets whether the actor has its equipped weapons drawn. The main hand and off hand can be set independently.

General
End Time The time that the action ends
Infinite If true this action extends on forever. It never ends.
Start Time The time that the action begins
Weapons
Main Drawn Whether the actor's main weapon is drawn at this time.
Off Drawn Whether the actor's off weapon is drawn at this time.

Headtracking IconCreature.png IconProxy.png

This action causes the actor to turn its head toward a target. If you want the actor to look at an arbitrary point in space you'll need to add an invisible actor there to serve as the target. All objects are valid headtracking targets, including creatures, placeables, and even cameras. When the target is another creature, the actor will attempt to look at the target's head. If the target is another object (placeable, camera) the actor will look at its base position.

For the duration of the headtracking action the actor will keep its head "locked on" to the target, turning it if either of them moves. Once the head tracking action ends the actor will continue pointing its head in the direction it was pointing at the time. If you want the actor to return its head to its neutral position, add another head tracking action with a target of "(none)".

The default speed is 1. Larger values turn the head faster. To turn the head at twice the normal speed, set the speed to 2. To turn the head at half speed, set the speed to 0.5. To immediately snap the head towards its target, set the speed to any large number, like 100.

Head angle is constrained, so this action won't be able to twist an actor's head around to unnatural angles. The headtracking system must take into account the characters “natural” head position from his pose/animations. This is not an easy thing to do - for example, the system needs to tell the difference between an animation that is permanently moving the head or just a brief head bob. Some manual fixing will be required from time to time.

How it works

The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:

  • At the start of the line, but only if the change is more than 20 degrees
  • During a pose transition, but only if the change is more than 20 degrees
  • At the end of a pose transition, always
  • At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)

At these times the system looks where the characters head is pointed (relative to their body) and remembers it, and uses that orientation from that point onward.

For this reason it is very important where the character's head is during those points in time, especially the first frame and at the end of the pose transition.

The look targets and speeds of all those in the conversation/cutscene are explicitly controlled by the conversation/cutscene. While a headtracking action is playing the source is constantly tracking the target exactly (there are no movement thresholds, or ease in periods). The exception is the angle of the source’s head, due to his pose/animation

How to fix glitches

You should be able to fix many headtracking glitches by:

  • Adding blend in times for head-affecting animations that play on the first frame
  • Making head-affecting animations start after the first frame
  • Avoiding pose transitions at the same time as head-affecting animations

For other glitches you will need to create a custom cutscene. When you have a custom cutscene you will see that headtracking actions have two properties:

  • Realign Source Head At Start - This will force head realignment as the headtracking action begins. This is useful if you are starting a headtracking action after a major change animation
  • Realign Source Head Continuously - This is useful during an animation which changes the head constantly and you want headtracking to always compensate. You don’t want this on all the time since it will make headtracking “fight” with small head bobs, but if you are doing something major it can be useful.

At the end of a pose transition, or when using “Realign Source Head At Start” the update is forced. This means that even if the head has just moved a tiny bit the system will notice the difference. The other updates only pay attention if there is a significant change. This prevents a sudden, noticeable change between lines or at the beginning of a continuous update.

During a continuous update the head won’t update until there has been a noticeable change. However, from that point on it will update every frame for the rest of the action, regardless of how big the change is.

General
End Time The time that the action ends
Infinite If true this action extends on forever. It never ends.
Start Time The time that the action begins
Headtracking
Realign Source Head At Start Whether we should force a source head realignment as this action begins. This can be useful before and after an animation that significantly changes the angle of the source creature's head.
Realign Source Head Continuously If true the source head position will be updated continuously during this action (assuming that the change is significant)
Speed Multiplier How fast the head should turn to face the target.
Target The actor to look at.

Jump to Stage Place IconCreature.png IconPlaceable.png IconProxy.png

Only available if the cutscene has its stage property set.

General
End Time The time that the action ends
Infinite If true this action extends on forever. It never ends.
Start Time The time that the action begins
Stage Place
Look At A stage place to turn the actor's entire body to face. If empty the actor faces the default direction for the place.
Place Tag The tag of the place in the stage to jump to.

Jump to Stage Camera IconCamera.png

Only available if the cutscene has its stage property set.

General
End Time The time that the action ends
Infinite If true this action extends on forever. It never ends.
Start Time The time that the action begins
Stage Camera
Default Camera If false the tag is the tag of the stage camera to jump to. If true the tag is the tag of the stage place whose default camera will be used.
Tag Normally the tag of the camera in the stage to jump to. If "Default Camera" is true, however, it represents the tag of the place whose default camera will be used.

Link to Actor IconCamera.png IconCreature.png IconPlaceable.png IconSound.png IconLight.png IconVFX.png IconProxy.png

General
End Time The time that the action ends
Infinite If true this action extends on forever. It never ends.
Start Time The time that the action begins
Link Target
Actor The actor to link to.
Node The specific node on the actor to link to.
Use Offset If false this actor will link directly to the target node. If true it will use the target node as its origin, and its position and orientation keys will be offset from it. When using "Use Offset" you will need to add Bracketing Keys to the actor.

Orientation Follows Curve IconCamera.png IconCreature.png IconPlaceable.png IconSound.png IconLight.png IconVFX.png IconProxy.png

While this action is enabled, the orientation of the object is overridden so that it faces "forward" along the object's position curve. For example, a moving arrow will automatically point in the direction of its flight, and a walking man will face in the direction he's moving.

General
End Time The time that the action ends
Infinite If true this action extends on forever. It never ends.
Start Time The time that the action begins

Play Animation IconCamera.png IconCreature.png IconPlaceable.png IconVFX.png IconProxy.png

See play animation for full details.

Playing single animations on objects is very simple — all that needs to be done is a Play Animation action is assigned, and an animation is chosen. There are also more complex options that allow the user to blend two or more animations together.

Play Bink Movie IconMASTER.png

General
End Time The time that the action ends
Infinite If true this action extends on forever. It never ends.
Start Time The time that the action begins
Movie
Movie The bink movie (*.bik) to play

Set Fog IconMASTER.png

General
End Time The time that the action ends
Infinite If true this action extends on forever. It never ends.
Start Time The time that the action begins
Fog
Fog Cap The maximum amount of fog.
Fog intensity The intensity of the fog.
Fog Max Color The color of the fog.
Fog Override Enabled If true the other properties of this action will override the level's fog settings. If false the fog settings will return to the default for the level.
Vertical Fog Zenith The vertical fog zenith.

Set Gore IconCreature.png

General
End Time The time that the action ends
Infinite If true this action extends on forever. It never ends.
Start Time The time that the action begins
Gore
Gore

Shake (Orientation) IconCamera.png IconCreature.png IconPlaceable.png IconProxy.png

The Shake (Orientation) action has three curves that can be edited with the curve editor; YawStrength, PitchStrength, and RollStrength.

General
End Time The time that the action ends
Start Time The time that the action starts
Keyable
Pitch Strength The amplitude of the noise in pitch
Roll Strength The amplitude of the noise in roll
Yaw Strength The amplitude of the noise in yaw
Noise
Correlated If true, points on the curve affect their neighbors. This leads to a much more muted noise.
Frequency The frequency of the noise. Larger frequencies will lead ot faster change.
Roughness Affects how rough fractal noise is. It affects the number of noise layers.
Seed The random seed for the noise. Changing this value will give a different set of random noise.
Type The type of noise. White noise is pure random noise. Smooth noise uses the frequency to create a relatively smooth random curve. Fractal noise generates multiple levels of noise which makes the noise fairly smooth, but more organic.
Transition
Ramp In During the ramp in time the amplitude of the noise will rise from 0 to the value set. This takes place at the beginning of the action.
Ramp Out During the ramp out time the amplitude of the noise will fall from the value set to 0. This takes place at the end of the action.

Shake (Position) IconCamera.png IconCreature.png IconPlaceable.png IconProxy.png

The Shake (Position) action has three curves that can be edited with the curve editor; XStrength, YStrength, and ZStrength.

General
End Time The time that the action ends
Start Time The time that the action starts
Keyable
X Strength The amplitude of the noise in the X direction
Y Strength The amplitude of the noise in the Y direction
Z Strength The amplitude of the noise in Z direction
Noise
Correlated If true, points on the curve affect their neighbors. This leads to a much more muted noise.
Frequency The frequency of the noise. Larger frequencies will lead ot faster change.
Roughness Affects how rough fractal noise is. It affects the number of noise layers.
Seed The random seed for the noise. Changing this value will give a different set of random noise.
Type The type of noise. White noise is pure random noise. Smooth noise uses the frequency to create a relatively smooth random curve. Fractal noise generates multiple levels of noise which makes the noise fairly smooth, but more organic.
Transition
Ramp In During the ramp in time the amplitude of the noise will rise from 0 to the value set. This takes place at the beginning of the action.
Ramp Out During the ramp out time the amplitude of the noise will fall from the value set to 0. This takes place at the end of the action.

Skip Marker IconMASTER.png

General
End Time The time that the action ends
Infinite If true this action extends on forever. It never ends.
Start Time The time that the action begins

Snap to Walkmesh IconCamera.png IconCreature.png IconPlaceable.png IconSound.png IconLight.png IconVFX.png IconProxy.png

Forces the object's vertical position to the walkmesh. Useful for moving an object so that it follows the terrain automatically.

General
End Time The time that the action ends
Infinite If true this action extends on forever. It never ends.
Start Time The time that the action begins

Speak Line IconMASTER.png IconCreature.png IconPlaceable.png IconProxy.png

Causes a line of dialogue to be spoken. The line of dialogue is taken from an existing conversation resource and includes text, voice-over, and FaceFX facial performance.

Narration without an in-scene source can be assigned to the MASTER object.

If all of the lines in a cutscene come from a single conversation resource (a common approach to organizing cutscene conversation), you might find it efficient to copy and paste an existing speak line action when adding new lines. This allows you to avoid having to select the same conversation manually for each new line.

General
End Time The time that the action ends
Infinite If true this action extends on forever. It never ends.
Start Time The time that the action begins
Speak Line
FA Head Movement Whether the associated FaceFX will move the actor's head. Can be set to face, head, or lips.
No VO In Game If true the game will not expect VO for this line. Instead it will just display the caption.
Source Conversation The conversation that the line comes from.
Source Line The line within the source conversation that's to be spoken.
text The text that will be spoken.

Toggle Physics IconCreature.png IconPlaceable.png IconProxy.png

General
End Time The time that the action ends
Infinite If true this action extends on forever. It never ends.
Start Time The time that the action begins
Physics Switches
Cloth Whether cloth physics should be applied to the object at this time.