Cutscene object

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Cutscene topics
  • Cameras have a "FOV" (field of view) track.
  • Lights have "radius", "intensity", and "color" tracks (the latter having one sub-track each for red, green, and blue).
  • MASTER lacks an Orientation track set.
  • Sounds have a "Sound" track

MASTER IconMASTER.png

General
Name The name of the actor.
Co-ordinate system
Origin Orientation The origin from which all other orientation keys for the actor are determined.
Origin Position The origin from which all other position keys for the actor are determined.
Position
X The actor's X position
Y The actor's Y position
Z The actor's Z position

Camera IconCamera.png

General
Name The name of the actor.
Camera
FOV The camera's field of view.
Co-ordinate system
Origin Orientation The origin from which all other orientation keys for the actor are determined.
Origin Position The origin from which all other position keys for the actor are determined.
Orientation
Yaw The actor's Yaw
Pitch The actor's Pitch
Roll The actor's Roll
Position
X The actor's X position
Y The actor's Y position
Z The actor's Z position
Target
Target Type Whether this is a free or target camera. A target camera always points to a particular actor (an invisible target object automatically created and associated with this camera). A free camera can have its orientation keyed freely.

Camera target IconCameraTarget.png

A camera target object is generated whenever you set a camera's Target Type property to "targeted". Each target belongs to a particular targeted camera, which will always aim at it.

General
Name The name of the actor.
Co-ordinate system
Origin Orientation The origin from which all other orientation keys for the actor are determined.
Origin Position The origin from which all other position keys for the actor are determined.
Position
X The actor's X position
Y The actor's Y position
Z The actor's Z position

Creature IconCreature.png

General
Name The name of the actor.
Source The source object that defines the actor's appearance.
Co-ordinate system
Origin Orientation The origin from which all other orientation keys for the actor are determined.
Origin Position The origin from which all other position keys for the actor are determined.
Inventory
Boots Whether the actor's boots are visible
Chest Whether the actor's chest item is visible
Gloves Whether the actor's gloves are visible
Head Whether the actor's head item is visible
Main Hand Whether the actor's main hand item is visible
Off Hand Whether the actor's off-hand item is visible
LOD
LOD The level of detail the actor is displayed at.
Mapping
Export ResRef If true the resref of the stunt actor is exported. If true the stunt actor can be used as a fallback to mapping. If false and the mapping fails (or there is no mapping) the actor will not exist and be invisible at runtime.
Mapping Required This flag affects what happens when the mapping tag is set but not found in the area. If true a warning will be displayed and the cutscene will fail to play. If false the game will fall back to the stunt actor.
Mapping Tag The tag of the object in the area which will be substituted for this actor at runtime. If blank a stunt actor is loaded at runtime, which matches the actor in the editor.
Orientation
Yaw The actor's Yaw
Pitch The actor's Pitch
Roll The actor's Roll
Pose
Pose The base pose for the actor. The pose animation will be played whenever no other animation is playing. It can be blended with other animations if they have a weight less than 100.
Pose Speed The speed that the pose animation plays at.
Previous Pose The previous pose to transition from. If this cutscene is played as part of a conversation this property will be ignored in favor of the actual pose of the previous line. It is still used in stand-alone cutscenes, and can be useful for preview purposes.
Transition Delay If the previous pose is different from the current pose a transition will be played. This determines when this will occur.
Position
X The actor's X position
Y The actor's Y position
Z The actor's Z position

Placeable IconPlaceable.png

General
Name The name of the actor.
Source The source object that defines the actor's appearance.
Co-ordinate system
Origin Orientation The origin from which all other orientation keys for the actor are determined.
Origin Position The origin from which all other position keys for the actor are determined.
Mapping
Export ResRef If true the resref of the stunt actor is exported. If true the stunt actor can be used as a fallback to mapping. If false and the mapping fails (or there is no mapping) the actor will not exist and be invisible at runtime.
Mapping Required This flag affects what happens when the mapping tag is set but not found in the area. If true a warning will be displayed and the cutscene will fail to play. If false the game will fall back to the stunt actor.
Mapping Tag The tag of the object in the area which will be substituted for this actor at runtime. If blank a stunt actor is loaded at runtime, which matches the actor in the editor.
Orientation
Yaw The actor's Yaw
Pitch The actor's Pitch
Roll The actor's Roll
Position
X The actor's X position
Y The actor's Y position
Z The actor's Z position

Sound IconSound.png

A sound object will have a special "Sound" track with the sound event on it. Drag this event along the track to set when in the timeline the sound should be audible.

When creating a sound in FMOD it is possible to set up to five custom parameters on a sound event. These custom parameters can be edited in the object's properties, and also in the curve editor. If custom parameters have been set up for that sound you'll see the custom parameter names listed, otherwise you'll see generic "SoundParam1" through "SoundParam5" parameters that don't actually do anything.

General
Name The name of the actor.
Co-ordinate system
Origin Orientation The origin from which all other orientation keys for the actor are determined.
Origin Position The origin from which all other position keys for the actor are determined.
Orientation
Yaw The actor's Yaw
Pitch The actor's Pitch
Roll The actor's Roll
Position
X The actor's X position
Y The actor's Y position
Z The actor's Z position

Light IconLight.png

General
Name The name of the actor.
Co-ordinate system
Origin Orientation The origin from which all other orientation keys for the actor are determined.
Origin Position The origin from which all other position keys for the actor are determined.
Light
Color The color of the light.
Intensity The intensity of the light.
Radius The radius of the light.
Orientation
Yaw The actor's Yaw
Pitch The actor's Pitch
Roll The actor's Roll
Position
X The actor's X position
Y The actor's Y position
Z The actor's Z position

Visual effect IconVFX.png

General
Model  !!Property description!!
Name The name of the actor.
Co-ordinate system
Origin Orientation The origin from which all other orientation keys for the actor are determined.
Origin Position The origin from which all other position keys for the actor are determined.
Orientation
Yaw The actor's Yaw
Pitch The actor's Pitch
Roll The actor's Roll
Position
X The actor's X position
Y The actor's Y position
Z The actor's Z position

Proxy IconProxy.png

A proxy is simply a model, with no special properties or abilities beyond its visual appearance. They were intended as placeholders during game development, to eventually be replaced with full-blown placeables and such, but there's no fundamental reason why they can't be used as-is.

General
Model  !!Property description!!
Name The name of the actor.
Co-ordinate system
Origin Orientation The origin from which all other orientation keys for the actor are determined.
Origin Position The origin from which all other position keys for the actor are determined.
Orientation
Yaw The actor's Yaw
Pitch The actor's Pitch
Roll The actor's Roll
Position
X The actor's X position
Y The actor's Y position
Z The actor's Z position