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		<title>Dragon Age Toolset Wiki - User contributions [en]</title>
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		<updated>2026-07-31T09:09:33Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://datoolset.net/mw/index.php?title=User_talk:Warslav&amp;diff=18884</id>
		<title>User talk:Warslav</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=User_talk:Warslav&amp;diff=18884"/>
				<updated>2012-07-21T08:57:14Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: Created page with &amp;quot;Оставляйте ваши отзывы)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Оставляйте ваши отзывы)&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Cutscene_tutorial/ru&amp;diff=18883</id>
		<title>Cutscene tutorial/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Cutscene_tutorial/ru&amp;diff=18883"/>
				<updated>2012-07-21T08:55:29Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Перемещение актера */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rupage|Инструкция по созданию роликов|Инструкции|Ролики}}&lt;br /&gt;
{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Катсцены ([[Cutscene]]s) могут быть автономными кинематографическими эпизодами, которые запускаются скриптами в ходе игры, или могут быть вставлены в разговоры вместо упрощенных роликов, которые ими (разговорами) автоматически генерируются.&lt;br /&gt;
&lt;br /&gt;
Наша, приведенная в качестве примера ситуация в этом учебнике, будет служить началом разговора между игроком и двумя НПС. Игрок только что прибыл к месту разбития лагеря, где эти НПС и находятся. Он приближается к огню. Один из НПС рад видеть игрока и приветствует его, а другой – подозрителен (недоверчив). Эти двое обменялись краткими репликами, чтобы показать это до того, как интерактивная часть разговора началась.&lt;br /&gt;
&lt;br /&gt;
== Создание новой кат-сцены ==&lt;br /&gt;
&lt;br /&gt;
Чтобы создать новый ресурс - катсцену, создайте этот ресурс в обычном порядке:&lt;br /&gt;
&lt;br /&gt;
[[Image:New resource.png]]&lt;br /&gt;
&lt;br /&gt;
Результат открыт в редакторе кат-сцен.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene new.png|thumb|center|600px]]&lt;br /&gt;
&lt;br /&gt;
В cutscene редакторе есть два основных раздела; экраны видов (в верхней части редактора) и временная шкала (внизу).&lt;br /&gt;
&lt;br /&gt;
=== Экраны видов (Viewports) ===&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Экраны видов могут быть привязаны к разным камерам для предварительного просмотра того, что они могут видеть&lt;br /&gt;
* Установите «Safe frame» для камеры экрана вида, чтобы обеспечить правильное соотношение сторон&lt;br /&gt;
* Задать для экрана вида установку «User» (пользователь), чтобы увидеть, где камера расположена с другой перспективы. Это можно сделать кликнув правой кнопкой мыши в титульной строке экрана вида и в меню выбрав «Detach From Camera»&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Камера в экранах видов catscene редактора работает также как и в редакторе сцены (Stage editor). Вы можете установить количество и расположение экранов видов в меню &amp;quot;View&amp;quot; (Вид).&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial viewport layout.png]]&lt;br /&gt;
&lt;br /&gt;
И для каждого индивидуального экрана вида (области просмотра) вы можете выбрать, какую камеру он показывает, и установить другие опции отображения, кликнув правой кнопкой по титульной строке.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial viewport properties.png]]&lt;br /&gt;
&lt;br /&gt;
При установке видового экрана для показа вида через одну из камер кат-сцены, желательно включить для этого экрана опцию «Safe Frame».Это вставит в экран вида границы, отображающие, что именно будет видно при воспроизведении кат-сцены.&lt;br /&gt;
&lt;br /&gt;
Обратите внимание, что при воспроизведении кат-сцены в самом редакторе, только в настоящий момент активном экране вида (тот, который с синим заголовком), будет транслировать воспроизведение «наживо», другие же экраны не будут обновлять вид, отображенный в них пока они не будут выбраны (активны). Для предварительного просмотра сцены в таком виде, в каком ее должен видеть игрок, вам нужно задать для одного из экранов вида установку «Active Camera» и убедиться, что окно вида активно при воспроизведении кат-сцены в редакторе. Если активное окно вида стало серым, попробуйте установить свойству «Enable Level Effects» катсцены значение «false».&lt;br /&gt;
&lt;br /&gt;
=== Шкала хронологии (Timeline) ===&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* В катсцене присутствует всегда только один Мастер Объект.&lt;br /&gt;
* Каждый активный объект отображен в шкале хронологи с множеством своих «трэков».&lt;br /&gt;
* Все объекты имеют позиционные трэки (которые делятся на X, Y и Z трэки). Некоторые объекты имеют дополнительные встроенные трэки.&lt;br /&gt;
* Другие действия и эффекты могут быть добавлены к общим трэкам. Объекты могут иметь столько общих трэков, сколько вы захотите.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Под экраном вида находится шкала хронологи. Вдоль верхней части шкалы простилается временная шкала. Она может быть установлена либо для отображения кадров (до 30 кадров в секунду), либо в миллисекундах, путем изменения свойств «временной шкалы» катсцены в «object inspector». Маркер указывает, какая точка времени на шкале хронологи экрана вида в данный момент показана. &lt;br /&gt;
&lt;br /&gt;
Под ней расположены набор строк, содержащих разных актеров, камеры, и другие объекты, активные в этой катсцене. Именно здесь будет иметь место большая часть редактирования катсцены. Каждый объект будет иметь определенное количество «треков», которые будут содержать команды, направленные актерам в определенное время при воспроизведении катсцены.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial timeline.png]]&lt;br /&gt;
&lt;br /&gt;
Первый объект в трэк-листе – это «Мастер» объект. Это специальный объект, который каждая катсцена имеет только один. «Мастер» объект это эквивалент корневого узла дерева разговоров, хранилище для общих настроек и эффектов. Например, «Мастер» объект содержит трек, который определяет, какая из камер активно в любой момент времени. Мастер объект не может быть удален. По умолчанию, Мастер объект выглядит как маленькая зеленоватая сфера. Вы можете изменить внешний вид Мастер объекта в настройках опций катсцены.&lt;br /&gt;
&lt;br /&gt;
Новая катсцена также имеет камеру под названием Camera 1.Эта камера может быть удалена или изменена так, как вы пожелаете. Мы можем добавить новую камеру позднее, тогда, когда нам необходимо.&lt;br /&gt;
&lt;br /&gt;
Каждый объект имеет трек «позиции» (Position) и трек «ориентации» (Orientation), которые контролируют расположение объекта в пространстве. Камеры также имеют треки FOV (fields of view) поля зрения. &lt;br /&gt;
&lt;br /&gt;
Объекты также могут иметь другие «общие» треки, добавленные редактором, если необходимо.Эти общие треки содержат все те другие команды и инструкции, которые мы можем задать.&lt;br /&gt;
&lt;br /&gt;
== Настройки катсцены ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* МАСТЕР объект должен быть перемещен в любое место возле центра действия вашей катсцены. &lt;br /&gt;
* Вы можете задать сцену (Stage) для вашей катсцены, делая доступными привязанные к сцене действия для объектов.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Установка настроек катсцены делается в «object inspector» в группе свойств, помеченных как «Settings» (настройка). Самая важная из свойств – это  [[area]](область), которая позволяет вам разместить вашу катсцену в доступной локации. Мы уже имеем подходящую область, которая была создана в предыдущем учебнике – локация «great_outdoors».&lt;br /&gt;
&lt;br /&gt;
По умолчанию, МАСТЕР объект и Camera 1 будут расположены в области с координатами 0,0,0. Вы захотите переместить камеру в более подходящее место внутри области, используя стандартный набор инструментов [[3D control]]s для перемещения и управления «сектором обозрения» камеры. МАСТНР объект невидим, когда катсцена воспроизводится в игре, поэтому, совершенно неважно, где вы его расположите. Однако, есть некоторые настройки, которые  зависят от места расположения МАСТЕР объекта – например, вы можете установить уровень детализации моделей так, чтобы LOD модели изменялся, в зависимости от того, насколько близко от МАСТЕР объекта она находится. Поэтому желательно разместить МАСТЕР объект где-нибудь возле эпицентра того места, где будет происходить действие катсцены.&lt;br /&gt;
&lt;br /&gt;
Вы также можете задать сцену (уже созданную) для катсцены. Это необязательно, но настройка сцены позволяет использовать действие «Jump to Stage Place» (перейти к месту сцены) и действие «Jump to Stage Camera» (перейти к камере сцены), которые могут помочь сделать настройку катсцену намного проще если вы уже имеете хорошую сцену (stage), определенную в данной области (Area).&lt;br /&gt;
&lt;br /&gt;
=== Добавление объектов и существ. ===&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Объекты уже представлены в области, где установлена катсцена, но по умолчанию – неактивны. Вы должны активировать их для контроля над ними. &lt;br /&gt;
* Другие объекты могут быть добавлены из палитры ресурсов как стандартные.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Все объекты, которые обычно присутствуют в области, (такие как существа, размещаемые предметы) будут видимы в редакторе катсцен, но все они первоначально будут помечены как «неактивные» (inactive). Это означает, что хотя они и будут видимы во время воспроизведения катсцены, они не будут контролируемы: они просто будут выполнять те же действия, которые выполняют в обычном окружении. В случае нашей области расположения лагеря, двое существ, которые расположены здесь в редаеторе области (Area editor), счастливый обитатель лагеря под именем «camp_happy» и сердитый обитатель под именем «camp_angry». Нам необходимо взять контроль над ними, чтобы сделать их активными участниками катсцены. Чтобы сделать их активными, щелкните правой кнопкой мыши по ним и в меню выберите «Activate objects»:&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene activate object.png]]&lt;br /&gt;
&lt;br /&gt;
Объект после этого станет активным объектом в катсцене, получив свою собственную запись в шкале хронологии, которая позволит вам контролировать его действия.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene object activated.png]]&lt;br /&gt;
&lt;br /&gt;
Мы активируем обоих обитателей лагеря и после этого они оба будут брать участие в диалоге катсцены. &lt;br /&gt;
&lt;br /&gt;
Вы также можете добавить объекты, которые, обычно, не часть области. Просто откройте палитру объектов, выберите существо или размещаемый предмет, которые вы желаете использовать в катсцене и затем, кликните по экрану вида для добавления объекта в локацию. Он автоматически будет создан активным и получит запись в шкале хронологии. Игрок не захочет видеть эти объекты во время обычного процесса игры, поскольку они не есть частью области – они находятся только в катсцене.&lt;br /&gt;
&lt;br /&gt;
Если вы хотите сделать так, чтобы объект области исчез на  время воспроизведения катсцены,  вам необходимо активировать его (позволив его контролировать) и затем, добавить трек с действием, которое делает его невидимым в первом фрэйме. Он снова вернется в нормальное состояние по окончании катсцены и при продолжении игры, катсцена запускается полностью отдельно (автономно) от основного действия  игры и не имеет прямого влияния на нее.&lt;br /&gt;
&lt;br /&gt;
=== Добавление игрока ===&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Используйте свойство «Mapping Tag» актера, чтобы заставить игру заменить его (актера) другим объектом (таким как ИГРОК) на время воспроизведения.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Обычно, мы не имеем проблем с добавлением игрока в область, поскольку игрок сам контролирует свои движения и действия. Но когда мы делаем катсцену, мы можем контролировать игрока только как любого другого актера, так что нам понадобится какой-нибудь способ вставить игрока как активный объект. Кроме того, так как мы не имеем понятия, как игрок будет выглядеть в каждый момент времени, нам нужно иметь способ вставить игрока, поскольку он появляется в игре, когда катсцена запускается.&lt;br /&gt;
&lt;br /&gt;
Это делается путем добавления «модели, манекена» виртуального актера и затем присвоения свойству «Mapping Tag» актера тега «Player»&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene dummy player.png|thumb|center|600px]]&lt;br /&gt;
&lt;br /&gt;
Не имеет значения, как актер-манекен сейчас выглядит, он будет заменен персонажем игрока позднее, поэтому, мы только используем стандартную модель человека мужского пола для простоты и ясности.&lt;br /&gt;
&lt;br /&gt;
Существуют методы настройки способа проигрывания катсцены, базирующихся на других характеристиках игрока, например, изменяя позицию камеры для оценки роста игрока, или добавления дополнительных манекенов для представления спутников (соратников). Мы не хотим вдаваться в подробности этих более продвинутых тем в нашем учебнике.&lt;br /&gt;
&lt;br /&gt;
=== Добавление камер. ===&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Не забудьте разрешить опцию «Safe Frame», когда привязываете окно вида к камере.&lt;br /&gt;
* Используйте окно активной камеры «Active Camera» для предварительного просмотра катсцены.&lt;br /&gt;
* Используйте видовой экран «User» чтобы увидеть позицию камеры сбоку. Это можно сделать, щелкнув правой кнопкой мыши по заголовку видового экрана и выбрав в меню опцию «Detach From Camera».&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Мы можем снимать катсцену, если захотим, только одной камерой в виде одиночного статичного кадра, либо двигая камеру по кругу к новой позиции, если необходимо. В большинстве случаев, проще и более удобно просто добавить несколько разных камер, и просто использовать трек «Active Camera» в МАСТЕР объекте для переключения между ними.&lt;br /&gt;
&lt;br /&gt;
Для нашей катсцены, нам понадобится три разные камеры. Одна камера, которая показывает общий план как игрок подходит к костру, одна камера, сфокусированная на сердитом обитателе лагеря, и одна, сфокусированная на дружелюбном. Мы можем добавить и более трех камер чтобы сделать сцену более динамичной, но для простоты мы будем придерживаться только этих трех на данный момент. Позднее, мы можем добавить больше камер. &lt;br /&gt;
&lt;br /&gt;
Камеры добавляются щелчком правой кнопкой мыши по экрану вида и выбору команды «Insert -&amp;gt; Camera». &lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene insert camera.png]]&lt;br /&gt;
&lt;br /&gt;
Вы можете расположить их, используя стандартную панель [[3D control]]s. Для того, более простого получения настройки камеры с приемлемым ракурсом, хорошей методикой будет установление одного из экранов вида на отображение материала, поданного этой  камерой. Вы можете затем переориентировать и переместить камеру, используя кнопки управления этой камерой, одновременно видя то изображение, которое видит камера в своем новом положении. &lt;br /&gt;
&lt;br /&gt;
Мы также собираемся переименовать эти три камеры по этому случаю теми именами, которые будут напоминать нам, какое предназначение каждой камеры. Мы назовем их «Arrival Camera» (камера прибытия), «Happy Camera» (дружелюбная камера) и «Angry Camera» (сердитая камера). Нам нужно, чтобы вначале была активна «Arrival Camera», по этому, для этой роли можно использовать оригинальною камеру (ту, которая была установлена в самом начале). Она уже задана активной по умолчанию. Как переключаться с одной камеры на другую, мы рассмотрим в этом учебнике позднее. &lt;br /&gt;
&lt;br /&gt;
Теперь мы имеем все основные реквизиты (объекты и предметы), необходимые нам для работы катсцены.&lt;br /&gt;
&lt;br /&gt;
== Добавление анимации актеру. ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Задайте свойство «Pose» для актера, чтобы заставить его дышать и естественно ерзать, когда не действуют другие анимации.&lt;br /&gt;
* Другие виды анимации задаются добавлением действия «Play Animation» (проиграть анимацию) к общему треку.&lt;br /&gt;
* Имена файлов анимаций часто имеют мистический, непонятный смысл и их трудно найти.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Если вы проигрываете катсцену сейчас, то первое, на что вы скорее всего обратите внимание, это полная неподвижность актеров. Обычно, когда кто-то стоит на месте, он не стоит полностью неподвижно, он дышит, переминается с ноги на ногу, и так далее. Так как каждый актер, которого мы используем, будет нуждаться в этом, мы не хотим прикладывать много усилий для настройки каждого из них, и к счастью, мы и не должны. Каждый актер имеет свойство «Pose» (позирование) в «Object Inspector». Просто установите его позу в положение «Standing Neutral» (стоять спокойно), и актеры будут показывать эти стандартные, едва различимые движения, если никакие другие анимации в данный момент на них не наложены явно.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene set pose.png]]&lt;br /&gt;
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Наше следующее задание будет менее тривиальным. Нам нужно показать игрока, приближающегося к огню. Мы должны добавить анимацию ходьбы актеру игрока, которая запустится на короткий промежуток времени и затем остановится&lt;br /&gt;
&lt;br /&gt;
Что бы сделать это, нам нужно добавить новый трек в шкале хронологии актера. Щелкните правой кнопкой мыши по актерской записи в шкале хронологии и в появившемся меню выберите команду «Add Track» (добавить трек):&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene add track.png]]&lt;br /&gt;
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Новый трек по умолчанию будет называться «New Track», и он будет пустым. Актеры в катсценах иногда будут иметь дюжину треков, управляющих их действиями, по этому, мы хотим переименовать этот трек на что-нибудь немного более информативное. В нашем случае, мы присвоим ему имя «Walk to fire». Что бы фактически актера заставить идти к огню, мы должны добавить ему действе &amp;quot;[[Play animation]]&amp;quot; (играть анимацию). Что бы сделать это, нужно правой кнопкой мыши щелкнуть на треке и в меню выбрать «Add Action» (добавить действие).&lt;br /&gt;
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[[Image:Cutscene add action.png]]&lt;br /&gt;
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Действие будет добавлено, начиная с той точки на шкале хронологии, которую вы точно указали, так что вы можете переместить ползунок времени на шкале хронологии к началу перед добавлением анимации. Вы можете переместить действие вдоль шкалы хронологии просто перетащив его мышкой. &lt;br /&gt;
&lt;br /&gt;
Изначально, действие не имеет анимации, привязанной к нему. Чтобы задать анимацию, выберите действие (action) на шкале хронологии и, затем, в Object Inspector перейти к свойству «Animation», и щелкнуть на кнопке ([[Image:ellipsis.png]]).&lt;br /&gt;
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К сожалению, именно здесь есть тайны, покрытые мраком, поскольку имена разных файлов анимации часто очень неясны, и не все отображаются в стандартном списке. Вам придется методом проб и ошибок отсортировать их, чтобы найти именно тот, который вам нужен, но так как в ресурсах игры доступно несколько сотен видов анимации, то это занятие заберет у вас какое-то время. Смотрите [[animation list]] (перечень анимации) и [http://social.bioware.com/project/30/#files Beerfish Excel Utilities] для составления перечня многих из них.&lt;br /&gt;
&lt;br /&gt;
Отметьте себе, что только одиночная анимация может проигрываться в любое время в данном треке. Однако, можно иметь несколько анимаций для персонажа, каждая из которых должна быть на разных треках. Это необходимо для того, чтобы было возможным сопрягать анимации вместе, как подробно описано в[[Play_animation#Blending_Animations]]. Плавное сопряжение анимаций необходимо для того, чтобы ваши персонажи переходили «без швов» от одной анимации к другой, что является основной задачей для того, что бы движения персонажа выглядели естественно.&lt;br /&gt;
&lt;br /&gt;
В нашем случае, анимация  &amp;quot;mh.dg_f_5p&amp;quot; (&amp;quot;male human dialog forward five paces&amp;quot; - мужской человек диалог вперед 5 шагов), которая нам нужна, не отображается в стандартном перечне анимаций, доступном в сортировщике анимаций. Вам понадобится нажать кнопку «Next» в поле «Custom Animation» и найти ее в полном перечне всех анимационных ресурсов.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene finding an animation.png]]&lt;br /&gt;
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Если вы попробуете проиграть катсцену сейчас, вы увидите, что актер игрока проведет немногим больше пяти секунд, шагая, а затем естественно остановится – все так, как нам нужно. Но актер будет анимирован на одном месте, его ноги, отмеряющие шаги, никуда его не поведут. Вот где нам теперь пригодятся позиционный ключ и GAD.&lt;br /&gt;
&lt;br /&gt;
== Перемещение актера ==&lt;br /&gt;
&lt;br /&gt;
=== Ключи позиции и ориентации. ===&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Объекты будут перемещаться в течении времени благодаря установке «Key frames» (ключевых кадров) на своих треках позиции и ориентации.&lt;br /&gt;
* Промежуточные кадры интерполируются между ключевыми кадрами.&lt;br /&gt;
* Вы можете задать тип кривой между ключевыми кадрами с помощью свойства «transition out» для любого ключа.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Каждый объект катсцены имеет предопределенный трек «Position» (позиция) с тремя под-треками для его (объекта) X, Y, Z координат. Большинство объектов также имеют предопределенный трек «Orientation» (ориентация), с тремя подтеками для pitch (тонгаж, поворот вокруг оси X ), yaw (рыскание, поворот вокруг оси Y) и  roll (крен – поворот вокруг оси Z ). Эти треки могут быть использованы, чтобы заставить объект перемещаться в пределах зоны катсцены.  &lt;br /&gt;
&lt;br /&gt;
Движения обрабатываются, задавая позицию и ориентацию объекта в определенные моменты времени, названные ключевыми кадрами, и затем – интерполяция промежуточных позиций и ориентаций. Чтобы задать ключевой кадр, кликните правой кнопкой мыши на актерской записи в шкале хронологии и выберите «key position» (позиция ключа). Это установит ключ для конкретной позиции и ориентации в конкретный момент времени на шкале хронологии. Вы можете, если хотите, установить ключ позиции и ориентации самостоятельно. Так как эта операций очень распространена, для нее есть очень удобный ярлык: «k» - вставляет ключ для текущей позиции выбранного объекта и ориентации, «p» - вставляет ключ для его позиции, «o» - вставляет ключ для его ориентации. Альтернатива – выберите объект и нажмите на команду «key» на панели инструментов: [[Image:IconKey.png]]&lt;br /&gt;
&lt;br /&gt;
'''Чтобы сгладить переходы между одной и другой анимацией - Выберите две анимации, которые вы совмещаете, клик правой кнопкой мыши, затем выберите &amp;quot;add transition&amp;quot;. Это должно вам помочь.'''&lt;br /&gt;
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[[Image:Cutscene key selection.png]]&lt;br /&gt;
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Для наших целей, все, что нам необходимо прямо сейчас, это задать ключевой кадр в начале шкалы хронологии. Переместите указатель к началу, выберите актера и установите ключ. На треках позиции и ориентации появятся маленькие четырехугольники, для отметки ключевого кадра.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene key marker.png]]&lt;br /&gt;
&lt;br /&gt;
Эти маркеры по существу означают, что «в этот конкретный момент времени «dummy_player»  будет находиться в этом конкретном месте, и направлен лицом в этом конкретном направлении.»&lt;br /&gt;
&lt;br /&gt;
Чтобы актер двигался все это время, вы должны задать два ключевых кадра: один – в начале движения, с актером в его стоячем положении, второй – в конце движения, с актером в его конечном положении. Вы можете задать, как движок катсцены интерполирует между двумя позициями, установив свойство «Transition Out» начального ключевого кадра либо «Bezier» (Безье - гладкая кривая), либо «Linear» (Линейный - прямой), либо «Step» (Шаг – резкий скачок из исходного положения в конечное). Для более подробной информации смотрите страницу  '''[[curve editor/ru|curve editor]]''' ''[[curve editor|(en)]]'' (редактор кривых).&lt;br /&gt;
&lt;br /&gt;
В нашем случае, мы не станем этого делать, однако, мы попробуем это на более позднем этапе в этом учебнике, для перемещения камеры по окружности. Для конкретно этого актера, было бы трудно вручную подгонять действие ходьбы актера с его движением по земле. Если анимация и движение не совпадают, ноги актера будут нереалистично скользить вдоль поверхности. &lt;br /&gt;
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Существует более простой способ для подгонки анимации, такой как вот этот механизм перемещения по  сцене, называемый «GAD».&lt;br /&gt;
&lt;br /&gt;
=== Использование GAD. ===&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
*GAD – это механизм, с помощью которого анимация применяет встроенное смещение объекта, которого она анимирует. &lt;br /&gt;
* Вам необходимо задать как минимум один ключевой кадр для объекта, чтобы использовать GAD, даже если вы не используете ключевые кадры иным способом для перемещения его.&lt;br /&gt;
}}&lt;br /&gt;
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GAD – это смещение, которое автоматически добавляется текущей позиции актера, когда проигрывается анимация. Каждая анимация имеет свою собственную информацию о GAD, встроенную в нее, специально разработанную, чтобы актер мог двигаться сообразно его действиям. Если мы разрешили это, актер будет двигаться вперед, как и  проигрывается в анимации. &lt;br /&gt;
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Не все анимации имеют GAD связанный с ними. Например, взмах рукой не переместит актера, так как здесь нет GAD, связанного с этой анимацией. Нам нужно беспокоится о GAD только в случаях, таких как этот, когда анимация должна аккомпанировать движению. &lt;br /&gt;
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Чтобы разрешить GAD, выберите действие анимации и задайте  «Play GAD» значение TRUE в object inspector. Если нет ключевых кадров, определенных для актера, редактор катсцены высветит предупреждение на этот счет, предлагая нам добавить ключи позиции и ориентации до того, как мы добавим GAD:&lt;br /&gt;
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[[Image:Cutscene gad warning.png]]&lt;br /&gt;
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Важно задать по крайней мере один набор ключей для объекта используя GAD.  Без этого, GAD анимации может работать правильно первое время, но неожиданные и непредсказуемые ошибки могут возникнуть позднее и из-за этого актер может просто далеко убежать.&lt;br /&gt;
&lt;br /&gt;
Как только мы задали ключевой кадр и установили опции «Play GAD» действия значение TRUE, вы увидите, что теперь актер двигается вперед так, как он и шагает, Это хорошо, но, так как мы стартовали движение из позиции, которая предполагалась как конечная, в результате актер пройдет прямо сквозь огонь костра. Вам нужно переместить актера назад так, что бы он стартовал подальше от огня.&lt;br /&gt;
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Отметьте себе, что если вы уже задали ключевой кадр как описано в разделе выше, вам необходимо переустановить его для нового положения актера (или альтернатива – задать режим «update keys» с помощью инструмента [[Image:IconUpdateKeys.png]]). В противном случае, в тот момент, когда анимация стартует, актер будет мгновенно перемещаться назад на то место, где вы задали ключевой кадр. Как только вы задали ключевой кадр для актера, перемещение актера в редакторе катсцены не изменит его позиции до тех пор, пока вы не переустановите ключевой кадр для новой позиции. Ключевые кадры и кривые интерполяции между позициями всегда имеют преоритет. &lt;br /&gt;
^&lt;br /&gt;
|&lt;br /&gt;
((РЕД: это требует более глубокого объяснения кем-то, кто знает как сделать это правильно, так как этот параграф звучит бестолково!!)&lt;br /&gt;
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{{sidebox|&lt;br /&gt;
* Свойство анимации &amp;quot;Extend Gad Beyond Action&amp;quot; сохраняет перемещения по окончанию анимации.&lt;br /&gt;
}}&lt;br /&gt;
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Другие свойства GAD автоматически заданы в наиболее подходящей по умолчанию форме, когда вы выбираете анимацию, но одно конкретное свойство необходимо упомянуть здесь на случай, если вы столкнетесь с проблемами при использовании его позднее; свойство  &amp;quot;Extend Gad Beyond Action&amp;quot; (Расширение GAD за пределы действий). В случае этого, значение пешеходной анимации (Walk), будет по умолчанию TRUE. Это означает, что как только анимация закончится, перемещение, которое актер претерпел, в результате останется в силе – он будет стоять в конечной позиции, к которой он пришел. Если бы значение было FALSE, то как  только анимация закончится, все перемещения актера, которые он приобрел в результате, будут отменены и он мгновенно переместится туда, откуда начал ходьбу. Если в какой-то момент в будущем вы обнаружите, что с актерами это происходит, это свойство является первым местом, где нужно искать ответ.&lt;br /&gt;
&lt;br /&gt;
Осталась одна последняя деталь, которую мы настроим здесь. Шагающая анимация начинается с того, что игрок стоит в бездействии, а это не дает того  впечатления, которое мы хотим передать. Игрок должен идти некоторое время до того, как камера включится. Мы могли бы задать, что бы анимация начала проигрываться на полпути, изменив свойство действия «Start Offset», но так как это происходит в самом начале шкалы хронологии, более простой способ – это просто выбрать анимационное действие  и расположить его так,  что бы оно начиналось на полсекунды раньше катсцены. Катсцена будет отображаться только с нулевой отметки, и ничего, что делается до этой отметки во времени, никогда не будет показано, поэтому начальные пол секунды анимационной ходьбы актера не будут видимы.&lt;br /&gt;
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== Перемещение камеры. ==&lt;br /&gt;
&lt;br /&gt;
Сейчас сцена имеет некоторые динамические действия, которые мы и хотели использовать, показывая актера шагающим в направлении костра и остановившимся возле него. Но это все еще скучное внедрение, и мы можем сделать лучше.  Вместо статического кадра, мы можем установить камеру так, чтобы она панорамировала через всю сцену, следя за прибытием актера.&lt;br /&gt;
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Выберите «камеру прибытия» (Arrival Camera) и откройте ее трек-лист. Она так же как и актеры  имеет треки Позиции и Ориентации, и может иметь ключевые кадры, установленные точно также. При указателе времени, установленном на 0, переместите Камеру Прибытия так, чтобы ее обзор показывал, как вы хотите, чтобы кадр смотрелся в начале ролика. В нашем примере, мы собираемся установить ее так, чтобы она показывала игрока в центре кадра. Выделите камеру и нажмите «k», чтобы задать ключевой кадр для камеры.&lt;br /&gt;
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[[Image:Cutscene camera start position.png]]&lt;br /&gt;
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Вы можете заметить, что трек поля зрения (FOV – Field Of View) также получает отметку «ключ».  Мы не хотим изменять FOV камеры, поэтому можете проигнорировать его.)&lt;br /&gt;
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Далее, переместите указатель в конец анимации ходьбы, на отметку 5 секунд. Теперь актер будет находиться на конечной позиции, где он будет стоять для разговора. Измените ориентацию камеры, панорамируя вправо так, чтобы все актеры были видны в ее поле зрения. В случае нашей камеры, она находится слишком близко, чтобы охватить каждого, поэтому мы также переместим ее позицию, чтобы позволить ей всех их. &lt;br /&gt;
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Как только ваш кадр выставлен правильно, нажмите «k» для установки второго ключевого кадра.&lt;br /&gt;
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[[Image:Cutscene camera end position.png]]&lt;br /&gt;
&lt;br /&gt;
Вы можете заметить, что окно вида User теперь показывает красные линии, прослеживающие траекторию выбранного объекта в пространстве (если нет, вы должны нажать на кнопку «show trajectories» [[Image:IconShowTrajectory.png]] на панели инструментов). На протяжении первых пяти секунд проигрывания катсцены, Камера Прибытия будет плавно скользить вдоль красной линии и плавно поворачиваться вокруг своих осей, перемещаясь от первого ключового кадра ко второчу (если вместо этого, она мгновенно переместится из одной позиции, вам нужно кликнуть на инструменте &amp;quot;default curve mode&amp;quot; [[Image:IconDefaultCurveMode.png]] и попробовать установить ключи снова, или изменить свойство &amp;quot;transition out&amp;quot; ключевого кадра для кривой Безье) .&lt;br /&gt;
&lt;br /&gt;
Вы можете настроить траекторию камеры путем добавления дополнительных ключевых кадров между начальным и конечным. В нашем случае  мы видим, что, когда маркер времени установлен в середине движения камеры, игрок слегка проскальзывает мимо кадра.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene camera middle position unadjusted.png]]&lt;br /&gt;
&lt;br /&gt;
Это можно поправить изменяя позиции и ориентации камеры, и до давая новый ключевой кадр с &amp;quot;K&amp;quot;. В этом случае мы слегка переместим камеру назад так, что бы ее движение в пространстве было по кривой а не по прямой линии.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene camera middle position adjusted.png]]&lt;br /&gt;
&lt;br /&gt;
У нас теперь есть хороший динамический кадр. Сцена начинается с того, что игрок находится в центре кадра и идет к костру. Камера движется и перемещается вокруг игрока, показывая его прибывающего к расположению наших двоих обитателей лагеря.&lt;br /&gt;
&lt;br /&gt;
== Переключение между камерами. ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Трек МАСТЕР объекта определяет, какая из камер в настоящее время активна.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Как только игрок прибывает, его собирается встретить обитатель лагеря, который счастлив видеть его. Чтобы дать четкий кадр того, кто ведет разговор, мы должны переключить активную камеру с Камеры Прибытия на Счастливую Камеру.&lt;br /&gt;
&lt;br /&gt;
Трек, где активная камера меняется, привязан к МАСТЕР объекту. Переместите индикатор времени на шкале хронологии в точку времени, когда вы хотите переключить камеры, в данном случае 5,5 секунд, давая сцене полсекунды отобразить игрока, после того, как он пришел к месту остановки. Правый щелчок мыши на треке Активной Камеры и выбор команды «Add Action» (добавить действие). Единственная опция, доступная для этого трека – это действие «Switch Camera» (переключить камеру), поэтому добавляем эту опцию. В новых свойствах действия  «Switch Camera» задайте переключение активной камеры на Happy Camera (счастливую камеру).&lt;br /&gt;
&lt;br /&gt;
Теперь, когда катсцена проигрывается, мы получили съемку дальним планом , показывающую, как подходит к огню, а затем идет переключение на крупный план счастливого обитателя лагеря, так чтобы он мог произнести свое приветствие.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene switch active camera.png]]&lt;br /&gt;
&lt;br /&gt;
== Добавление диалога. ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Строки диалога могут быть вставлены из уже существующего разговорного ресурса. Для удобства, создайте новый разговор, чтобы вставить диалог для катсцены.&lt;br /&gt;
* Титры, озвучка и лицевая анимация все вложено в каждую строку.&lt;br /&gt;
* Если вы потом начнете редактировать разговор, изменения будут отражаться в катсцене. Не забудьте заново сгенерировать VO и FaceFX в редакторе разговора.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Существует три главных компонента в диалоге Dragon Age: текстовая строка розговора (та, которая отображается как титр в верхней части экрана), голос за кадром для строки розговора, и лицевая деятельность (лицевая анимация), которая делает движение губ актера синхронизированым и отображает соответствующие эмоции. &lt;br /&gt;
&lt;br /&gt;
В данном Тулсете имеется набор инструментов, разработанный для обработки всего этого – это редактор розговора. Актеру в катсцене может быть дано действие «Speak Line» (озвучить строку),  которое заставляет его произнести строку с существующего диалога, со всемя тремя компонентами, собранными вместе в актерской игре автоматически. &lt;br /&gt;
&lt;br /&gt;
Чтобы создать диалог для этой катсцены, мы создадим новый ресурс розговора. Этот розговор не будет использован в игре напрямую, поэтому, мы можем проигнорировать большинство более сложных функций и настроек, замененных в этом разговорном учебнике. Его единственная цель – это служить хранилищем такста диалога для использования его в этой катсцене.&lt;br /&gt;
&lt;br /&gt;
На следующих скриншотах показан наш намеченный разговор. Все, что нам необходимо определить для него – это текст диалога, и опционально, настройки эмоций для RoboBrad для генерации выражений лица. Как говорилось выше, мы генерируем синтезируемый заполнитель голоса, и генерируем FaceFX на его основе. Когда мы запишем реальный голос позднее, мы просто сможем обновить этот разговор с уже новым голосом, и исполнение катсцены изменится в соответствии с этим.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene conversation.png]]&lt;br /&gt;
&lt;br /&gt;
Чтобы отслеживать, какие строки каким актером озвучиваются, вы должны дополнительно задать метку (тег) актера на каждой строке, чтобы определить, кто по этой строке говорит. Этот конкретный разговор имеет только двух говорящих, поэтому мы не будем беспокоиться об этом. Движку катсцены не требуется тег говорящего, мы явно сообщим движку, кто по какой строке говорит. Если вы хотите просмотреть разговор до использования его строк в катсцене, вы просто должны задать эти свойства.&lt;br /&gt;
&lt;br /&gt;
Как только вы создали диалог, возвращайтесь к редактору катсцены и добавьте новый трек для актера «camp_happy». Переименуйте этот трек на что-нибудь информативное, такое как «Dialogue» (диалог). Переместите маркер шкалы хронологии в позицию, откуда вы хотите, чтобы ваш актер начал разговор и добавьте новое действие «Speak Line».&lt;br /&gt;
&lt;br /&gt;
В свойствах действия Speak Line, задайте свойство «Source Conversation» для ресурса разговора, который вы только что создали. Затем, в свойствах «Source Line» выберите конкретную строку, которую вы хотите, чтобы читал ваш актер (оно будет иметь выпадающее меню со всеми строками разговоров ресурса в нем). &lt;br /&gt;
&lt;br /&gt;
Это все, что вам необходимо, чтобы заставить актера говорить. Вы можете добавить еще одну деталь этот случай – прослеживание направления головы. Это действие, которое заставляет актера поворачивать свою голову к конкретной цели. Обычно – к персоне, с которой он ведет беседу, или которая обращается к нему. Это действие добавляется как его собственное, поэтому создайте еще один трек и добавьте ему действие «Headtracking» и цель – игрока (player). В данном случае, мы хотим, чтобы дружелюбный обитатель лагеря повернул свою голову в направлении игрока перед тем, как заговорить.&lt;br /&gt;
&lt;br /&gt;
== Добавление других деталей ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Действие «Headtracking» заставляет актера смотреть на другой объект катсцены. &lt;br /&gt;
* Вы можете иметь более одного действия на трек, если они не пересекаются.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
На данный момент мы прошлись по всем основам, поэтому мы просто доделаем этот разговор с некоторыми другими деталями, которые делают все то же, что и в примере выше.&lt;br /&gt;
&lt;br /&gt;
Чтобы добавить катсцене немного больше анимации, добавим еще один трек для camp_happy (дружелюбного) с анимационным действием (mh.dg_hnd_salute_01, приветствие) на протяжении его разговорной линии. С этой анимацией проще иметь дело чем с анимацией ходьбы, потому что она не перемещает актера, нет необходимости в определении ключей позиции или беспокоиться о разрешении GAD.&lt;br /&gt;
&lt;br /&gt;
Мы зададим направление взгляда для NPC camp_angry (сердитому) так, чтобы она повернула голову в направлении NPC camp_happy (дружелюбного), пока тот говорит. Когда мы в дальнейшем переключим камеры, чтобы показать ее линию диалога, она уже будет смотреть в его направлении. &lt;br /&gt;
&lt;br /&gt;
Для следующей строки разговора NPC camp_happy, мы сделаем изменение «headtraking» (направление взгляда/головы) видимым во время показа его (NPC) крупным планом так, чтобы игрок увидел, как внимание актера camp_happy переключается на NPC camp_angry (сердитого). Отметьте себе, что мы можем повторно использовать существующие треки «Dialogue» и «Headtraking» для этого актера. Нам не нужно создавать новый трек для каждого одиночного действия, которое выполняет актер. До тех пор, пока продолжительность действий на трек не перекрываются, они могут мирно сосуществовать.&lt;br /&gt;
&lt;br /&gt;
Наконец, после последней разговорной строки обитателя лагеря camp_angry, мы зададим для него headtraking (направление головы) так, чтобы он посмотрел обратно на игрока. Мы интегрируем эту катсцену в разговор в тот момент, когда он собирается произнести следующее слово, так что это хороший способ указать,  что фокус разговора теперь перешел к игроку.&lt;br /&gt;
&lt;br /&gt;
Как только мы закончили разработку катсцены, мы знаем, какова должна быть ее продолжительность. Теперь вы можете перейти к свойствам разговоров в Object Inspector и задать продолжительность катсцены такую, какую вы пожелаете.&lt;br /&gt;
&lt;br /&gt;
Окончательно шкала хронологии будет иметь такой вид:&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene finished timeline.png]]&lt;br /&gt;
&lt;br /&gt;
=== Как протестировать катсцену ===&lt;br /&gt;
Во вкладке триггеры создаете триггер. Потом устанавливаете его на локацию. Далее пишете скрипт&lt;br /&gt;
&lt;br /&gt;
 #include &amp;quot;log_h&amp;quot; &lt;br /&gt;
 #include &amp;quot;log_h&amp;quot;&lt;br /&gt;
 #include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
 #include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
 #include &amp;quot;events_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 void main()&lt;br /&gt;
 {&lt;br /&gt;
 event ev = GetCurrentEvent();&lt;br /&gt;
 int nEventType = GetEventType(ev);&lt;br /&gt;
 Log_Events(&amp;quot;&amp;quot;, ev);&lt;br /&gt;
 switch(nEventType) {&lt;br /&gt;
 case EVENT_TYPE_ENTER:&lt;br /&gt;
 {&lt;br /&gt;
 object oHero = GetHero();&lt;br /&gt;
 DisplayFloatyMessage(oHero, &amp;quot;Test&amp;quot;, FLOATY_MESSAGE, 16777215, 2.f);&lt;br /&gt;
 CS_LoadCutscene(R&amp;quot;1catscene.cut&amp;quot;);&lt;br /&gt;
 PlayCutscene();&lt;br /&gt;
 break;&lt;br /&gt;
 }&lt;br /&gt;
 }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Для триггера нужно сделать скрипт, а название этого скрипта (справа в pallete window) указать в атрибутах триггера (attributes). Скрипт запускает &amp;quot;1catscene.cut&amp;quot; (файл катсцены) &lt;br /&gt;
 CS_LoadCutscene(R&amp;quot;1catscene.cut&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
=== Полезности ===&lt;br /&gt;
&lt;br /&gt;
Здесь мы приведём кое-какие советы, которые позволят вам сэкономить время и нервы при создании роликов.&lt;br /&gt;
&lt;br /&gt;
- '''Head tracking''' (слежение) часто используется, чтобы заставить одного актёра посмотреть на другого либо на какой-либо видимый предмет в ролике. Однако вы можете манипулировать глазами актёра, заставляя его смотреть и на невидимые объекты. Вы можете заставить актёра смотреть то на один невидимый предмет, то на другой, а можете и передвигать отслеживаемый невидимый предмет, заставляя актёра поворачивать голову и смотреть на что-либо независимо от других видимых актёров или предметов. &lt;br /&gt;
&lt;br /&gt;
- Полезно давать используемым камерам осмысленные имена. Можно назвать камеру именем актёра или предмета, на который смотрит камера, например '''cam_actor_1''', или указать на какую-либо характеристику камеры, наппример '''close-up''' (крупным планом) или '''wide-angle''' (широкоугольная).&lt;br /&gt;
&lt;br /&gt;
- Если вы передвигаете камеру вокруг объекта (комнаты) наблюдая за группой актёров или предметов, может появиться проблема с внезапным вращением камеры в другом направлении. Заставить камеру двигаться так, как нужно вам, можно добавляя или вычитая 360 градусов позиции/ориентации.&lt;br /&gt;
&lt;br /&gt;
- Не стесняйтесь экспериментировать с анимацией. Попробуйте использовать анимацию, которая обычно не предназначена для выбранного актера, и вы можете обнаружить некоторые интересные или странные движения, которые, возможно, сможете использовать в своём ролике.&lt;br /&gt;
&lt;br /&gt;
- На одной дорожке можно разместить несколько действий, при условии, что они не будут перекрываться по времени. Это позволит избежать большого количества дорожек.&lt;br /&gt;
&lt;br /&gt;
- Обратите внимание на то, что при перемещении камеры с использованием ключевых кадров (key frames) необходимо правильно установить параметр '''transition out''', который устанавливает каким образом происходит переход к следующей позиции камеры. По умолчанию этот параметр установлен в '''Step''' (шаговый переход), то есть рывком, в то время как '''Bezier''' и '''Linear''' заставят камеру двигаться плавно. Таким образом, если вам не нравится, как двигается камера, проверьте это параметр.&lt;br /&gt;
&lt;br /&gt;
- Если вы создаёте длительный ролик с большим количеством деталей, то возможно вместо того, чтобы использовать большое количество камер, следует передвигать по всей сцене несколько камер, то есть пока активной является одна камера, вы можете передвинуть на требуемое место другую камеру.&lt;br /&gt;
&lt;br /&gt;
- С целью тестирования измените длину ролика к меньшему значению и, по мере добавлени действий,  увеличивайте это число. Таким образом вам не придется постоянно ждать окончания ролика, если в нём ещё много пустого места.&lt;br /&gt;
&lt;br /&gt;
- После размещения анимации на дорожке вы можете ускорить её, укоротив её отображение на дорожке, либо наоборот замедлить, соответственно удлинив её отображение на дорожке&lt;br /&gt;
&lt;br /&gt;
- Вы можете разнообразить содержание вашего ролика, используя различные эффекты при появлении или исчезновении актёров или предметов. Например, разместите невидимые обломки скалы, потом, когда возникнет необходимость, запустите эффект с облаками пыли и, пока этот эффект проигрывается, сделайте обломки скалы видимыми. Когда эффект закончится, обломки скалы останутся на месте.&lt;br /&gt;
&lt;br /&gt;
- Если вы обнаружите, что актер идёт по любой поверхности (даже по такой, например, как вода), в то время, как он должен двигаться только по земле, вы можете установить для локации, на которой базируется ролик, параметр '''items follow surface''', тогда актёр сможет ходить только по земле и сможет залезть в воду. Если же вы хотите, чтобы актёр или предмет не следовали по вертикали за землёй, а, например, плыли частично погружёнными в воду, то придётся регулировать вертикальное положение актёра или лодки по оси '''z'''. &lt;br /&gt;
&lt;br /&gt;
- При создании ролика вы можете столкнуться с проблемой при активации не уникальных для локации, на которой создатся ролик, предметов. Например, если на локации размещены три одинаковых сундука, то при попытке активировать их в ролике, возникнет ошибка. В таком случае необходимо использовать разные сундуки, то есть с разными идентификаторами.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Curve_editor/ru&amp;diff=18732</id>
		<title>Curve editor/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Curve_editor/ru&amp;diff=18732"/>
				<updated>2012-04-14T11:14:46Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: Created page with &amp;quot;{{Infobox cutscenes}}  When crafting a cutscene many object properties need to be continuously and smoothly varied over the course of the scene, rather than simply being disc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
When crafting a [[cutscene]] many object properties need to be continuously and smoothly varied over the course of the scene, rather than simply being discrete events or on/off characteristics. The curve editor allows the values of these properties to be changed over time with as much fine control as needed.&lt;br /&gt;
&lt;br /&gt;
To make the curve editor visible, click the curve editor button in the toolbar (button #9 in the toolbar legend below) and select the object or specific keyed tracks containing the curves you'd like to edit.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene toolbar.png]]&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
&lt;br /&gt;
Keys are points added to the position, orientation, and other similar value-based tracks that various objects have.&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Tangent | The tangent for this key. The tangent affects how the bezier control points behave. Can be broken, continuous, smooth, or auto. }}&lt;br /&gt;
{{inspector row|Time | The point in time the key is located at. }}&lt;br /&gt;
{{inspector row|Transition Out| The type of transition that follows from this key to the next key after it. Can be Bexier, Linear, or Step. }}&lt;br /&gt;
{{inspector row|Value| The value of the key.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
== Curve types and tangents ==&lt;br /&gt;
&lt;br /&gt;
When you select a key it appears in the object inspector. You can set the style of the curve here by changing the &amp;quot;transition out&amp;quot; property of the key point, which determines the shape of the curve from the selected point to the point following it. If you select multiple points (either by control-clicking or by dragging a selection box over them) you can modify the type of curve for all of them at once.&lt;br /&gt;
&lt;br /&gt;
The default curve type depends on the curve mode, selected in the toolbar (button #18). When curve mode is enabled the default is a bezier curve, when it's not enabled the default is a stepped curve.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;step&amp;quot; transition causes the curve to suddenly jump from the old value to the new value at the next key.&lt;br /&gt;
&lt;br /&gt;
[[Image:Curve editor stepped curve.png]]&lt;br /&gt;
&lt;br /&gt;
In the timeline track this is represented with square keys:&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene timeline stepped to bezier key.png]]&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;linear&amp;quot; transition causes the curve to change from the old value to the new value at a constant rate:&lt;br /&gt;
&lt;br /&gt;
[[Image:Curve editor linear curve.png]]&lt;br /&gt;
&lt;br /&gt;
In the timeline track this is represented with triangular keys:&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene timeline linear to bezier key.png]]&lt;br /&gt;
&lt;br /&gt;
By default when you use bezier curves the behavior of the tangents at each key is set to &amp;quot;auto&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
[[Image:Curve editor auto tangent.png]]&lt;br /&gt;
&lt;br /&gt;
In the timeline this is represented with rounded keys:&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene timeline bezier to bezier key.png]]&lt;br /&gt;
&lt;br /&gt;
Setting a key's tangent to any other setting will cause the Bezier control points to appear. The details of how you can modify these control points depends on the tangent type.&lt;br /&gt;
&lt;br /&gt;
When you set a bezier key to a non-auto tangent the indicator on the timeline switches to an &amp;quot;inverted&amp;quot; curve, like so:&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene timeline bezier to non-auto bezier key.png]]&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;broken&amp;quot; tangent allows you to move the two control points around freely:&lt;br /&gt;
&lt;br /&gt;
[[Image:Curve editor broken tangent.png]]&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;continuous&amp;quot; tangent forces the two control points to be colinear, but they can have different weights:&lt;br /&gt;
&lt;br /&gt;
[[Image:Curve editor continuous tangent.png]]&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;smooth&amp;quot; tangent forces the control points to be colinear and to have the same weight:&lt;br /&gt;
&lt;br /&gt;
[[Image:Curve editor smooth tangent.png]]&lt;br /&gt;
&lt;br /&gt;
== Adding keys ==&lt;br /&gt;
&lt;br /&gt;
The key nodes of the curve are represented by circles. They can be dragged back and forth to change their position in the timeline. They can also be dragged up and down which changes their value.&lt;br /&gt;
&lt;br /&gt;
Another way to change a node’s time or value is to select it and adjust the Time or Value field in the Object Inspector.&lt;br /&gt;
&lt;br /&gt;
New nodes can be added to any curve. Move the timeline marker to the point where the node is to be added, right-click anywhere in the curve editor and select the &amp;quot;Add Key&amp;quot; command appropriate for this curve (eg, &amp;quot;Add FOV Key&amp;quot; for a FOV curve).&lt;br /&gt;
&lt;br /&gt;
== Value Axis ==&lt;br /&gt;
&lt;br /&gt;
The vertical axis on the left of the curve editor indicates the values of the nodes. The scale will depend on the specific unit that the curve values represent. For example, the value scale for an orientation curve is in degrees, and a position curve is in meters.&lt;br /&gt;
&lt;br /&gt;
== Legend ==&lt;br /&gt;
&lt;br /&gt;
The legend will show what types each curve is. There is also a checkbox —  if the checkbox is cleared the curve will be hidden from view. This is very useful for orientation curves where two or three curves may be overlapping. Hiding one or two or them can allow better access to the curve that needs to be adjusted.&lt;br /&gt;
&lt;br /&gt;
== Curve Types ==&lt;br /&gt;
&lt;br /&gt;
=== Orientation Curves ===&lt;br /&gt;
&lt;br /&gt;
Orientation curves are actually three different curves —  one curve each for Yaw, Pitch, and Roll. When an orientation key is created three nodes will appear for it in the curve editor.&lt;br /&gt;
&lt;br /&gt;
=== Position Curves ===&lt;br /&gt;
&lt;br /&gt;
As with orientation curves, a position curve has three component curves - one each for the object's X, Y and Z coordinates.&lt;br /&gt;
&lt;br /&gt;
The speed with which an object moves from point to point can be seen in the slope of the curve between those points. Fast-moving objects have steep slopes, slow-moving ones have shallow slopes.&lt;br /&gt;
&lt;br /&gt;
=== Other curves ===&lt;br /&gt;
&lt;br /&gt;
Some types of objects can have other special curves defined for them.&lt;br /&gt;
&lt;br /&gt;
The following special curves are defined for the following objects:&lt;br /&gt;
&lt;br /&gt;
*Light objects&lt;br /&gt;
** Color&lt;br /&gt;
*** Red&lt;br /&gt;
*** Green&lt;br /&gt;
*** Blue&lt;br /&gt;
** Radius&lt;br /&gt;
** Intensity&lt;br /&gt;
&lt;br /&gt;
*Sound object events:&lt;br /&gt;
**SoundParam1&lt;br /&gt;
**SoundParam2&lt;br /&gt;
**SoundParam3&lt;br /&gt;
**SoundParam4&lt;br /&gt;
**SoundParam5&lt;br /&gt;
(These are custom-defined parameters that can be created for any given sound in [[FMOD]], and if they're defined their names will replace these. If they're not defined, changing the &amp;quot;SoundParam&amp;quot; values has no effect.)&lt;br /&gt;
&lt;br /&gt;
*Animation actions&lt;br /&gt;
** Animation weight&lt;br /&gt;
&lt;br /&gt;
*Shake (Orientation) actions&lt;br /&gt;
**YawStrength&lt;br /&gt;
**PitchStrength&lt;br /&gt;
**RollStrength&lt;br /&gt;
&lt;br /&gt;
*Shake (Position) actions&lt;br /&gt;
**XStrength&lt;br /&gt;
**YStrength&lt;br /&gt;
**ZStrength&lt;br /&gt;
&lt;br /&gt;
*Bloom effects&lt;br /&gt;
**Brightness&lt;br /&gt;
**Contrast&lt;br /&gt;
**Glow intensity&lt;br /&gt;
**Horizontal blur width&lt;br /&gt;
**Vertical blur width&lt;br /&gt;
&lt;br /&gt;
*Depth of Field effects&lt;br /&gt;
**Far fade&lt;br /&gt;
**Focal radius&lt;br /&gt;
**Focus distance&lt;br /&gt;
**Max blur&lt;br /&gt;
**Near fade&lt;br /&gt;
**Weight blur&lt;br /&gt;
&lt;br /&gt;
*HSV matrix effects&lt;br /&gt;
**Brightness&lt;br /&gt;
**Contrast&lt;br /&gt;
**Hue&lt;br /&gt;
**Saturation&lt;br /&gt;
&lt;br /&gt;
*Motion blur effects&lt;br /&gt;
**Blend&lt;br /&gt;
&lt;br /&gt;
*Simple Depth of Field effects&lt;br /&gt;
**Scene blur&lt;br /&gt;
**Weight blur&lt;br /&gt;
**Focal blend&lt;br /&gt;
**Focal length&lt;br /&gt;
**Focus&lt;br /&gt;
**Fstop&lt;br /&gt;
**Max blend&lt;br /&gt;
&lt;br /&gt;
*Sound objects can have up to 5 custom parameters established when they're created in [[FMOD]], all five can be set using the curve editor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18158</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18158"/>
				<updated>2012-01-19T17:00:46Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие  [[cutscene action]]в катсцене заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
На время действия &amp;quot;слежения&amp;quot; (headtracking), актер будет держать голову в направлении цели (внимание актера будет зафиксировано на цели), поворачивая ее вслед за движением цели. По истечении времени действия &amp;quot;слежения&amp;quot; (headtracking), актер будет продолжать держать голову в том же направлении. Если вы хотите вернуть голову актера в нейтральное положение - добавьте еще одно такое действие &amp;quot;слежения&amp;quot; за целью с параметром цели &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Обычное (нормальное) значение скорости - 1. Большее значение заставит актера поворачивать голову быстрее. Что бы повернуть голову вдвое быстрее нормальной скорости - установите значение скорости &amp;quot;2&amp;quot;. Что бы повернуть голову в двое медленней - установите значение скорости &amp;quot;0.5&amp;quot;. Что бы немедленно (резко) повернуть голову к цели установите значение скорости любое большое число, например &amp;quot;100&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Угол поворота головы ограничен, по этому, актер сможет повернуть голову под неестественным углом. Система &amp;quot;слежения&amp;quot; должна учитывать &amp;quot;естественную&amp;quot; позицию направления головы исходя из поз и анимации актера. Это не просто сделать: например, система должна определить разницу между анимацией постоянного движения головы и краткого кивка головы актера. Время от времени придется вручную корректировать некоторые моменты.  &lt;br /&gt;
&lt;br /&gt;
=== Как это работает ===&lt;br /&gt;
Система слежения делает &amp;quot;снимки&amp;quot; ориентации головы персонажа в определенных точках на протяжении действия:&lt;br /&gt;
*В начале действия, но только если значение изменения поворота более 20 градусов&lt;br /&gt;
*На протяжении времени изменения позы, но только при значении изменения более 20 градусов&lt;br /&gt;
*В конце изменения позы (всегда)&lt;br /&gt;
*На старте действия слежения, ЕСЛИ функция *Realign Source Head* (Заново от центровать источник головы)имеет значение &amp;quot;true&amp;quot; (по умолчанию, значение - &amp;quot;false&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Все это время система следит, где находится голова (относительно тела) и запоминает это, и с этого момента использует эту ориентацию.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18157</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18157"/>
				<updated>2012-01-19T16:58:16Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие  [[cutscene action]]в катсцене заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
На время действия &amp;quot;слежения&amp;quot; (headtracking), актер будет держать голову в направлении цели (внимание актера будет зафиксировано на цели), поворачивая ее вслед за движением цели. По истечении времени действия &amp;quot;слежения&amp;quot; (headtracking), актер будет продолжать держать голову в том же направлении. Если вы хотите вернуть голову актера в нейтральное положение - добавьте еще одно такое действие &amp;quot;слежения&amp;quot; за целью с параметром цели &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Обычное (нормальное) значение скорости - 1. Большее значение заставит актера поворачивать голову быстрее. Что бы повернуть голову вдвое быстрее нормальной скорости - установите значение скорости &amp;quot;2&amp;quot;. Что бы повернуть голову в двое медленней - установите значение скорости &amp;quot;0.5&amp;quot;. Что бы немедленно (резко) повернуть голову к цели установите значение скорости любое большое число, например &amp;quot;100&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Угол поворота головы ограничен, по этому, актер сможет повернуть голову под неестественным углом. Система &amp;quot;слежения&amp;quot; должна учитывать &amp;quot;естественную&amp;quot; позицию направления головы исходя из поз и анимации актера. Это не просто сделать: например, система должна определить разницу между анимацией постоянного движения головы и краткого кивка головы актера. Время от времени придется вручную корректировать некоторые моменты.  &lt;br /&gt;
&lt;br /&gt;
=== Как это работает ===&lt;br /&gt;
Система слежения делает &amp;quot;снимки&amp;quot; ориентации головы персонажа в определенных точках на протяжении действия:&lt;br /&gt;
*В начале действия, но только если значение изменения поворота более 20 градусов&lt;br /&gt;
*На протяжении времени изменения позы, но только при значении изменения более 20 градусов&lt;br /&gt;
*В конце изменения позы (всегда)&lt;br /&gt;
*На старте действия слежения, ЕСЛИ функция *Realign Source Head* (Заново от центровать источник головы)имеет значение &amp;quot;true&amp;quot; (по умолчанию, значение - &amp;quot;false&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Все это время система следит, где находится голова (относительно тела) и запоминает это. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18156</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18156"/>
				<updated>2012-01-19T16:56:28Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие  [[cutscene action]]в катсцене заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
На время действия &amp;quot;слежения&amp;quot; (headtracking), актер будет держать голову в направлении цели (внимание актера будет зафиксировано на цели), поворачивая ее вслед за движением цели. По истечении времени действия &amp;quot;слежения&amp;quot; (headtracking), актер будет продолжать держать голову в том же направлении. Если вы хотите вернуть голову актера в нейтральное положение - добавьте еще одно такое действие &amp;quot;слежения&amp;quot; за целью с параметром цели &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Обычное (нормальное) значение скорости - 1. Большее значение заставит актера поворачивать голову быстрее. Что бы повернуть голову вдвое быстрее нормальной скорости - установите значение скорости &amp;quot;2&amp;quot;. Что бы повернуть голову в двое медленней - установите значение скорости &amp;quot;0.5&amp;quot;. Что бы немедленно (резко) повернуть голову к цели установите значение скорости любое большое число, например &amp;quot;100&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Угол поворота головы ограничен, по этому, актер сможет повернуть голову под неестественным углом. Система &amp;quot;слежения&amp;quot; должна учитывать &amp;quot;естественную&amp;quot; позицию направления головы исходя из поз и анимации актера. Это не просто сделать: например, система должна определить разницу между анимацией постоянного движения головы и краткого кивка головы актера. Время от времени придется вручную корректировать некоторые моменты.  &lt;br /&gt;
&lt;br /&gt;
=== Как это работает ===&lt;br /&gt;
Система слежения делает &amp;quot;снимки&amp;quot; ориентации головы персонажа в определенных точках на протяжении действия:&lt;br /&gt;
*В начале действия, но только если значение изменения поворота более 20 градусов&lt;br /&gt;
*На протяжении времени изменения позы, но только при значении изменения более 20 градусов&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*В конце изменения позы (всегда)&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*На старте действия слежения, ЕСЛИ функция *Realign Source Head* (Заново от центровать источник головы)имеет значение &amp;quot;true&amp;quot; (по умолчанию, значение - &amp;quot;false&amp;quot;)&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18155</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18155"/>
				<updated>2012-01-19T16:52:39Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие  [[cutscene action]]в катсцене заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
На время действия &amp;quot;слежения&amp;quot; (headtracking), актер будет держать голову в направлении цели (внимание актера будет зафиксировано на цели), поворачивая ее вслед за движением цели. По истечении времени действия &amp;quot;слежения&amp;quot; (headtracking), актер будет продолжать держать голову в том же направлении. Если вы хотите вернуть голову актера в нейтральное положение - добавьте еще одно такое действие &amp;quot;слежения&amp;quot; за целью с параметром цели &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Обычное (нормальное) значение скорости - 1. Большее значение заставит актера поворачивать голову быстрее. Что бы повернуть голову вдвое быстрее нормальной скорости - установите значение скорости &amp;quot;2&amp;quot;. Что бы повернуть голову в двое медленней - установите значение скорости &amp;quot;0.5&amp;quot;. Что бы немедленно (резко) повернуть голову к цели установите значение скорости любое большое число, например &amp;quot;100&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Угол поворота головы ограничен, по этому, актер сможет повернуть голову под неестественным углом. Система &amp;quot;слежения&amp;quot; должна учитывать &amp;quot;естественную&amp;quot; позицию направления головы исходя из поз и анимации актера. Это не просто сделать: например, система должна определить разницу между анимацией постоянного движения головы и краткого кивка головы актера. Время от времени придется вручную корректировать некоторые моменты.  &lt;br /&gt;
&lt;br /&gt;
=== Как это работает ===&lt;br /&gt;
Система слежения делает &amp;quot;снимки&amp;quot; ориентации головы персонажа в определенных точках на протяжении действия:&lt;br /&gt;
*В начале действия, но только если значение изменения поворота более 20 градусов&lt;br /&gt;
*На протяжении времени изменения позы, но только при значении изменения более 20 градусов&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*В конце изменения позы (всегда)&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*На старте действия слежения, ЕСЛИ &lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18154</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18154"/>
				<updated>2012-01-19T16:42:04Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие  [[cutscene action]]в катсцене заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
На время действия &amp;quot;слежения&amp;quot; (headtracking), актер будет держать голову в направлении цели (внимание актера будет зафиксировано на цели), поворачивая ее вслед за движением цели. По истечении времени действия &amp;quot;слежения&amp;quot; (headtracking), актер будет продолжать держать голову в том же направлении. Если вы хотите вернуть голову актера в нейтральное положение - добавьте еще одно такое действие &amp;quot;слежения&amp;quot; за целью с параметром цели &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Обычное (нормальное) значение скорости - 1. Большее значение заставит актера поворачивать голову быстрее. Что бы повернуть голову вдвое быстрее нормальной скорости - установите значение скорости &amp;quot;2&amp;quot;. Что бы повернуть голову в двое медленней - установите значение скорости &amp;quot;0.5&amp;quot;. Что бы немедленно (резко) повернуть голову к цели установите значение скорости любое большое число, например &amp;quot;100&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Угол поворота головы ограничен, по этому, актер сможет повернуть голову под неестественным углом. Система &amp;quot;слежения&amp;quot; должна учитывать &amp;quot;естественную&amp;quot; позицию направления головы исходя из поз и анимации актера. Это не просто сделать: например, система должна определить разницу между анимацией постоянного движения головы и краткого кивка головы актера. Время от времени придется вручную корректировать некоторые моменты.  &lt;br /&gt;
&lt;br /&gt;
=== Как это работает ===&lt;br /&gt;
Система слежения делает &amp;quot;снимки&amp;quot; ориентации головы персонажа в нескольких точках на протяжении &lt;br /&gt;
The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18153</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18153"/>
				<updated>2012-01-19T16:25:49Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие  [[cutscene action]]в катсцене заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
На время действия &amp;quot;слежения&amp;quot; (headtracking), актер будет держать голову в направлении цели (внимание актера будет зафиксировано на цели), поворачивая ее вслед за движением цели. По истечении времени действия &amp;quot;слежения&amp;quot; (headtracking), актер будет продолжать держать голову в том же направлении. Если вы хотите вернуть голову актера в нейтральное положение - добавьте еще одно такое действие &amp;quot;слежения&amp;quot; за целью с параметром цели &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Обычное (нормальное) значение скорости - 1. Большее значение заставит актера поворачивать голову быстрее. Что бы повернуть голову вдвое быстрее нормальной скорости - установите значение скорости &amp;quot;2&amp;quot;. Что бы повернуть голову в двое медленней - установите значение скорости &amp;quot;0.5&amp;quot;. Что бы немедленно (резко) повернуть голову к цели установите значение скорости любое большое число, например &amp;quot;100&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Угол поворота головы ограничен, по этому, актер сможет повернуть голову под неестественным углом. Система &amp;quot;слежения&amp;quot; должна учитывать &amp;quot;естественную&amp;quot; позицию направления головы исходя из поз и анимации актера. Это не просто сделать: например, система должна определить разницу между анимацией постоянного движения головы и краткого кивка головы актера. Время от времени придется вручную корректировать некоторые моменты.  &lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18152</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18152"/>
				<updated>2012-01-19T16:24:48Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие  [[cutscene action]]в катсцене заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
На время действия &amp;quot;слежения&amp;quot; (headtracking), актер будет держать голову в направлении цели (внимание актера будет зафиксировано на цели), поворачивая ее вслед за движением цели. По истечении времени действия &amp;quot;слежения&amp;quot; (headtracking), актер будет продолжать держать голову в том же направлении. Если вы хотите вернуть голову актера в нейтральное положение - добавьте еще одно такое действие &amp;quot;слежения&amp;quot; за целью с параметром цели &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Обычное (нормальное) значение скорости - 1. Большее значение заставит актера поворачивать голову быстрее. Что бы повернуть голову вдвое быстрее нормальной скорости - установите значение скорости &amp;quot;2&amp;quot;. Что бы повернуть голову в двое медленней - установите значение скорости &amp;quot;0.5&amp;quot;. Что бы немедленно (резко) повернуть голову к цели установите значение скорости любое большое число, например &amp;quot;100&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Угол поворота головы ограничен, по этому, актер сможет повернуть голову под неестественным углом. Система &amp;quot;слежения&amp;quot; должна учитывать &amp;quot;естественную&amp;quot; позицию направления головы исходя из поз и анимации актера. Это не просто сделать: например, система должна определить разницу между анимацией постоянного движения головы и краткого кивка головы актера. Время от времени придется вручную корректировать некоторые моменты.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18151</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18151"/>
				<updated>2012-01-19T16:24:23Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие  [[cutscene action]]в катсцене заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
На время действия &amp;quot;слежения&amp;quot; (headtracking), актер будет держать голову в направлении цели (внимание актера будет зафиксировано на цели), поворачивая ее вслед за движением цели. По истечении времени действия &amp;quot;слежения&amp;quot; (headtracking), актер будет продолжать держать голову в том же направлении. Если вы хотите вернуть голову актера в нейтральное положение - добавьте еще одно такое действие &amp;quot;слежения&amp;quot; за целью с параметром цели &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Обычное (нормальное) значение скорости - 1. Большее значение заставит актера поворачивать голову быстрее. Что бы повернуть голову вдвое быстрее нормальной скорости - установите значение скорости &amp;quot;2&amp;quot;. Что бы повернуть голову в двое медленней - установите значение скорости &amp;quot;0.5&amp;quot;. Что бы немедленно (резко) повернуть голову к цели установите значение скорости любое большое число, например &amp;quot;100&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Угол поворота головы ограничен, по этому, актер сможет повернуть голову под неестественным углом. Система &amp;quot;слежения&amp;quot; должна учитывать &amp;quot;естественную&amp;quot; позицию направления головы исходя из поз и анимации актера. Это не просто сделать: например, система должна определить разницу между анимацией постоянного движения головы и краткого кивка головы актера. Время от времени придется вручную корректировать некоторые моменты.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18150</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18150"/>
				<updated>2012-01-19T16:20:38Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие  [[cutscene action]]в катсцене заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
На время действия &amp;quot;слежения&amp;quot; (headtracking), актер будет держать голову в направлении цели (внимание актера будет зафиксировано на цели), поворачивая ее вслед за движением цели. По истечении времени действия &amp;quot;слежения&amp;quot; (headtracking), актер будет продолжать держать голову в том же направлении. Если вы хотите вернуть голову актера в нейтральное положение - добавьте еще одно такое действие &amp;quot;слежения&amp;quot; за целью с параметром цели &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Обычное (нормальное) значение скорости - 1. Большее значение заставит актера поворачивать голову быстрее. Что бы повернуть голову вдвое быстрее нормальной скорости - установите значение скорости &amp;quot;2&amp;quot;. Что бы повернуть голову в двое медленней - установите значение скорости &amp;quot;0.5&amp;quot;. Что бы немедленно (резко) повернуть голову к цели установите значение скорости любое большое число, например &amp;quot;100&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Угол поворота головы ограничен, по этому, актер сможет повернуть голову под неестественным углом. Система &amp;quot;слежения&amp;quot; должна учитывать &amp;quot;естественную&amp;quot; позицию направления головы исходя из поз и анимации актера. Это не просто сделать: например, система должна определить разницу между анимацией &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18149</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18149"/>
				<updated>2012-01-19T16:14:20Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие  [[cutscene action]]в катсцене заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
На время действия &amp;quot;слежения&amp;quot; (headtracking), актер будет держать голову в направлении цели (внимание актера будет зафиксировано на цели), поворачивая ее вслед за движением цели. По истечении времени действия &amp;quot;слежения&amp;quot; (headtracking), актер будет продолжать держать голову в том же направлении. Если вы хотите вернуть голову актера в нейтральное положение - добавьте еще одно такое действие &amp;quot;слежения&amp;quot; за целью с параметром цели &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Обычное (нормальное) значение скорости - 1. Большее значение заставит актера поворачивать голову быстрее. Что бы повернуть голову вдвое быстрее нормальной скорости - установите значение скорости &amp;quot;2&amp;quot;. Что бы повернуть голову в двое медленней - установите значение скорости &amp;quot;0.5&amp;quot;. Что бы немедленно (резко) повернуть голову к цели установите значение скорости любое большое число, например &amp;quot;100&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18148</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18148"/>
				<updated>2012-01-19T16:11:59Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие  [[cutscene action]]в катсцене заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
На время действия &amp;quot;слежения&amp;quot; (headtracking), актер будет держать голову в направлении цели (внимание актера будет зафиксировано на цели), поворачивая ее вслед за движением цели. По истечении времени действия &amp;quot;слежения&amp;quot; (headtracking), актер будет продолжать держать голову в том же направлении. Если вы хотите вернуть голову актера в нейтральное положение - добавьте еще одно такое действие &amp;quot;слежения&amp;quot; за целью с параметром цели &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Обычное (нормальное) значение скорости - 1. Большее значение заставит актера поворачивать голову быстрее. Что бы повернуть голову вдвое быстрее нормальной скорости - установите значение скорости &amp;quot;2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18147</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18147"/>
				<updated>2012-01-19T16:08:32Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие  [[cutscene action]]в катсцене заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
На время действия &amp;quot;слежения&amp;quot; (headtracking), актер будет держать голову в направлении цели (внимание актера будет зафиксировано на цели), поворачивая ее вслед за движением цели. По истечении времени действия &amp;quot;слежения&amp;quot; (headtracking), актер будет продолжать держать голову в том же направлении. Если вы хотите вернуть голову актера в нейтральное положение - добавьте еще одно такое действие &amp;quot;слежения&amp;quot; за целью с параметром цели &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18146</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18146"/>
				<updated>2012-01-19T16:07:04Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие в катсцене [[cutscene action]] заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
На время действия &amp;quot;слежения&amp;quot; (headtracking), актер будет держать голову в направлении цели (внимание актера будет зафиксировано на цели), поворачивая ее вслед за движением цели. По истечении времени действия &amp;quot;слежения&amp;quot; (headtracking), актер будет продолжать держать голову в том же направлении. Если вы хотите вернуть голову актера в нейтральное положение - добавьте еще одно такое действие &amp;quot;слежения&amp;quot; за целью с параметром цели &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18145</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18145"/>
				<updated>2012-01-19T16:06:37Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие в катсцене [[cutscene action]] заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
На время действия &amp;quot;слежения&amp;quot; (headtracking), актер будет держать голову в направлении цели (внимание актера будет зафиксировано на цели), поворачивая ее вслед за движением цели. По истечении времени действия &amp;quot;слежения&amp;quot; (headtracking), актер будет продолжать держать голову в том же направлении. Если вы хотите вернуть голову актера в нейтральное положение - добавьте еще одно такое действие &amp;quot;слежения&amp;quot; за целью с параметром цели &amp;quot;(none)&amp;quot;.&lt;br /&gt;
For the duration of the headtracking action the actor will keep its head &amp;quot;locked on&amp;quot; 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 &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18144</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18144"/>
				<updated>2012-01-19T16:03:16Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие в катсцене [[cutscene action]] заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
На время действия &amp;quot;слежения&amp;quot; (headtracking), актер будет держать голову в направлении цели (внимание актера будет зафиксировано на цели), поворачивая ее вслед за движением цели. По истечении времени действия &amp;quot;слежения&amp;quot; (headtracking), актер будет продолжать держать голову в том же направлении. Если вы хотите вернуть голову актера в нейтральное положение - добавьте еще одно такое действие &amp;quot;слежения&amp;quot; за целью.&lt;br /&gt;
For the duration of the headtracking action the actor will keep its head &amp;quot;locked on&amp;quot; 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 &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18143</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18143"/>
				<updated>2012-01-19T15:56:41Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие в катсцене [[cutscene action]] заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
На время действия функции headtracking, актер будет держать голову в направлении цели, поворачивая ее вслед за движением цели.&lt;br /&gt;
For the duration of the headtracking action the actor will keep its head &amp;quot;locked on&amp;quot; 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 &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking&amp;diff=18142</id>
		<title>Headtracking</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking&amp;diff=18142"/>
				<updated>2012-01-19T15:49:37Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Cutscene editor performance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
This [[cutscene 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.&lt;br /&gt;
&lt;br /&gt;
For the duration of the headtracking action the actor will keep its head &amp;quot;locked on&amp;quot; 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 &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
{{Languages}}&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18141</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18141"/>
				<updated>2012-01-19T15:46:56Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие в катсцене [[cutscene action]] заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
For the duration of the headtracking action the actor will keep its head &amp;quot;locked on&amp;quot; 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 &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene_tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18140</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18140"/>
				<updated>2012-01-19T15:40:33Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
Это действие в катсцене [[cutscene action]] заставляет актера повернуть свою голову в направлении цели. Если вы хотите, что бы актер смотрел на произвольную точку в пространстве, вам необходимо разместить в этой точке невидимого актера, который будет служить этой самой целью. Все объекты являются действительными целями, включая существ, объекты локации и даже камеры. Если цель – другое существо, актер будет пытаться смотреть в сторону головы цели. Если цель – другой объект (предмет, камера), актер будет смотреть на его базовую позицию.&lt;br /&gt;
&lt;br /&gt;
For the duration of the headtracking action the actor will keep its head &amp;quot;locked on&amp;quot; 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 &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18139</id>
		<title>Headtracking/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Headtracking/ru&amp;diff=18139"/>
				<updated>2012-01-19T15:39:13Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: Created page with &amp;quot;{{Infobox cutscenes}}  This cutscene 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...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox cutscenes}}&lt;br /&gt;
&lt;br /&gt;
This [[cutscene 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.&lt;br /&gt;
&lt;br /&gt;
For the duration of the headtracking action the actor will keep its head &amp;quot;locked on&amp;quot; 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 &amp;quot;(none)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
The headtracking system takes snapshots of where the characters head orientation is at certain points during a line:&lt;br /&gt;
*At the start of the line, but only if the change is more than 20 degrees&lt;br /&gt;
*During a pose transition, but only if the change is more than 20 degrees&lt;br /&gt;
*At the end of a pose transition, always&lt;br /&gt;
*At the start of a headtracking action, IF the “Realign Source Head” is true (it is false by default)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== How to fix glitches ===&lt;br /&gt;
&lt;br /&gt;
You should be able to fix many headtracking glitches by:&lt;br /&gt;
*Adding blend in times for head-affecting animations that play on the first frame&lt;br /&gt;
*Making head-affecting animations start after the first frame&lt;br /&gt;
*Avoiding pose transitions at the same time as head-affecting animations&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Cutscene editor performance ==&lt;br /&gt;
&lt;br /&gt;
If you have a long scene and you jump to the end, the only way to accurately reflect the characters head is to replay all the headtracking to that point. This can cause significant performance issues in the cutscene editor. You can tell the toolset to take a shortcut by disabling &amp;quot;Accurate Headtracking&amp;quot;, either by using the toolbar button [[File:IconAccurateHeadtracking.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientation, usually getting something very close to the &amp;quot;proper&amp;quot; headlook behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|End Time| The time that the action ends }}&lt;br /&gt;
{{inspector row|Infinite| If true this action extends on forever. It never ends. }}&lt;br /&gt;
{{inspector row|Start Time| The time that the action begins }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Headtracking}}&lt;br /&gt;
{{inspector row|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.}}&lt;br /&gt;
{{inspector row|Realign Source Head Continuously| If true the source head position will be updated continuously during this action (assuming that the change is significant) }}&lt;br /&gt;
{{inspector row|Speed Multiplier| How fast the head should turn to face the target. }}&lt;br /&gt;
{{inspector row|Target| The actor to look at.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Classes/ru&amp;diff=17412</id>
		<title>Classes/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Classes/ru&amp;diff=17412"/>
				<updated>2011-10-11T19:43:40Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Переводчики */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox script/ru}}&lt;br /&gt;
&lt;br /&gt;
''В процессе доработки''&lt;br /&gt;
&lt;br /&gt;
Dragon Age: Origins является классической ролевой игрой, которая позволяет пользователю играть героем одного из трех классов, каждый из которых обладает уникальными способностями.&lt;br /&gt;
== Описание ==&lt;br /&gt;
Данная страница описывает техническую составляющую различий между классами и создана с целью помочь пользователям, желающим создать модификации, используя возможности скриптовых правил(ruleset). &lt;br /&gt;
&lt;br /&gt;
Игровые классы описаны в документе под названием '''[[CLA_base.xls]]'''.  &lt;br /&gt;
Таблица, помещенная ниже является выдержкой из этого документа. В ней вы можете видеть различия между классами.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size:xx-small&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''ID'''||'''Label'''||'''BaseHealth'''||'''BaseManaStamina'''||'''DepletableProgression'''||'''StrAdjust'''||'''ConAdjust'''||'''WillAdjust'''||'''MagAdjust'''||'''CunAdjust'''||'''DexAdjust'''||'''BaseAttack'''||'''BaseDefense'''||'''DefensePerLevel'''||'''HealthPerLevel'''||'''LevelsPerAbility'''||'''LevelsPerSkill'''||'''DamagePerLevel'''&lt;br /&gt;
|-&lt;br /&gt;
|0||INVALID||****||****||****||****||****||****||****||****||****||****||****||****||****||****||****||****|&lt;br /&gt;
|-&lt;br /&gt;
|1||Warrior||100||100||5||4||3||0||0||0||3||60||45||1||6||1||3||0.4&lt;br /&gt;
|-&lt;br /&gt;
|2||Wizard||85||115||6||0||0||4||5||1||0||50||40||1||4||1||3||0.1&lt;br /&gt;
|-&lt;br /&gt;
|3||Rogue||90||90||4||0||0||2||0||4||4||55||50||1||5||1||2||0.2&lt;br /&gt;
|-|&lt;br /&gt;
|}&lt;br /&gt;
Более подробное описание данных из таблицы вы можете найти здесь '''[[CLA_base.xls]]'''.&lt;br /&gt;
== Скриптовый этап создания персонажа ==&lt;br /&gt;
В начале создания, все персонажы игры являются такими себе 'болванками', у которых все параметры [[Creature Properties]] установлены по умолчанию.&lt;br /&gt;
&lt;br /&gt;
Скрипты, создающие персонажа вместе с UI-файлами, основываюясь на выборах, сделанных игроком, создают данные в документе [[CLA_base.xls]]. Эти же файлы ответственны за изменение параметров игрока после получения нового уровня.&lt;br /&gt;
&lt;br /&gt;
Для работы со спутниками героя используются те же файлы и скрипты. Для враждебных созданий используется более ускоренный и оптимизированный алгоритм, определяющий их параметры исходя из ранга, AI(искуственного интеллекта), поведения и уровня.&lt;br /&gt;
=== Скрипты ===&lt;br /&gt;
Вот перечень скриптов, который принимают участие в создании персонажа и изменении его параметров в результате получения нового уровня:&lt;br /&gt;
&lt;br /&gt;
* sys_chargen - Точка входа для всех персонажей, создание которых основано на событиях ([[event (dascript type)|Event]]), запущенных из модуль-скрипта(module_core.nss).&lt;br /&gt;
* sys_chargen_h - Библиотека, которая содержит большинство логических правил, используемых при изменении параметров существа ([[Creature Properties]]). Основанная на игровых правилах(game rules).&lt;br /&gt;
* sys_chargen_engine - Инклуд-скрипт, содержащий несколько константных переменных и часть кода, связанную с игровым движком.&lt;br /&gt;
* sys_autolevelup_h - Файл, определяющий логику поднятия уровня спутников героя после их принятия. В дальнейшем используется стандартный алгоритм подьема уровня.&lt;br /&gt;
* sys_autoscale_h - Файл, определяющий логику автоподнятия уровня.&lt;br /&gt;
* sys_rewards_h - Файл, содержащий количество опыта, получаемого в качестве награды за определенное действие, точки сохранения игры и проверку персонажа на повышение уровня.&lt;br /&gt;
&lt;br /&gt;
[[Category: Character_generation]]&lt;br /&gt;
== Переводчики ==&lt;br /&gt;
Silderon / [mailto:lordmilten95@gmail.com Почта] / [[Translation/ru|Как переводить DA Builder Wiki]]&lt;br /&gt;
{{Languages|Scripting overview}}&lt;br /&gt;
[[Category:Scripts]]&lt;br /&gt;
[[Category:Translations_ru]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Combat_Rules/ru&amp;diff=17411</id>
		<title>Combat Rules/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Combat_Rules/ru&amp;diff=17411"/>
				<updated>2011-10-11T19:42:53Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Переводчики */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox script}}&lt;br /&gt;
&lt;br /&gt;
'''Страница в процессе доработки'''&lt;br /&gt;
&lt;br /&gt;
На этой странице описаны техническая составляющая и логика ведения боя в игровых скриптах.&lt;br /&gt;
В основном она касается боя с использованием исключительно оружия. О заклинаниях и способностях читайте [[Ability|Abilities]].&lt;br /&gt;
&lt;br /&gt;
Примечание: Термин 'свойтсва', используемый на этой страницы относиться к свойствам существ здесь -&amp;gt; [[Creature Properties]].&lt;br /&gt;
&lt;br /&gt;
== Детальное описание ==&lt;br /&gt;
&lt;br /&gt;
Бой в игре Dragon age: Начало обрабатывается в основном скриптами. Движок имеет малое понятие об основных показателях, вляющих на бой, таких как 'Сила' 'Модификатор урона' или 'Пробиваемость доспеха'.&lt;br /&gt;
&lt;br /&gt;
=== Последствия удара  ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Последствия удара определены в функции [[combat_h.nss#Combat_GetAttackResult|Combat_GetAttackResult]] в библиотеке скриптов [[combat_h.nss]], которые срабатывают, когда скрипт [[creature_core.nss]] обрабатывает такое событие как удар. Функция возвращает одну или несколько [[COMBAT_RESULT|COMBAT_RESULT_*]] константных переменных и сообщает игровому движку, какую анимацию нужно проиграть.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
В целом, боевая система Dragon age является 'тяжело ударной' так как доспех цели никак не влияет на шанс попадания.&lt;br /&gt;
&lt;br /&gt;
Упрощенный скрипт для обработки последствий удара виглядит так:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
if Target Is Placeable Object&lt;br /&gt;
  return COMBAT_RESULT_HIT&lt;br /&gt;
&lt;br /&gt;
if Target Displacement/Dodge &amp;lt; RandomF(100.0)&lt;br /&gt;
  return COMBAT_RESULT_MISS  &lt;br /&gt;
&lt;br /&gt;
if Attacker Is Using BASE_ITEM_TYPE_STAFF&lt;br /&gt;
  return COMBAT_RESULT_HIT&lt;br /&gt;
&lt;br /&gt;
bHit = RandomF(100.0) &amp;lt; AttackRating - DefenseRating&lt;br /&gt;
bCrit = CheckCricital()&lt;br /&gt;
bBackstab = CheckBackstab()&lt;br /&gt;
&lt;br /&gt;
if bHit&lt;br /&gt;
  if  HasEffect(attacker, EFFECT_TYPE_MISDIRECTION_HEX)&lt;br /&gt;
    if bCrit &lt;br /&gt;
      return COMBAT_RESULT_HIT&lt;br /&gt;
    else&lt;br /&gt;
      return COMBAT_RESULT_MISS&lt;br /&gt;
&lt;br /&gt;
  if bBackstab&lt;br /&gt;
    return COMBAT_RESULT_BACKSTAB&lt;br /&gt;
  else&lt;br /&gt;
    if bCrit&lt;br /&gt;
      return COMBAT_RESULT_CRITICAL_HIT&lt;br /&gt;
    else&lt;br /&gt;
      return  COMBAT_RESULT_HIT&lt;br /&gt;
&lt;br /&gt;
else&lt;br /&gt;
  return COMBAT_RESULT_MISS&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Мощность удара ====&lt;br /&gt;
&lt;br /&gt;
Мощность удара включает в себя:&lt;br /&gt;
&lt;br /&gt;
* Базовый наносимый урон (54.0f)&lt;br /&gt;
* + [[#Flanking Bonus Determination|Flanking Bonus]] (позиция атакующего относительно цели, умения жертвы, например, укрытие щитом. Здесь бонус получают разбойники).&lt;br /&gt;
* + Штрафы, основанные на расстоянии к цели (для дальнего боя)&lt;br /&gt;
* + Значение наносимого нападающим урона(вместе со всеми бафами и тому подобным)&lt;br /&gt;
* + Любые предметы(руны), которые являются частью оружия и влияют на нанесение урона&lt;br /&gt;
* + Любые внешние бонусы или штрафы, которые попадают в функцию (из скриптов умений, например)&lt;br /&gt;
* + Уровень сложности игры&lt;br /&gt;
&lt;br /&gt;
==== Уровень защиты ====&lt;br /&gt;
&lt;br /&gt;
Уровень защиты включает в себя:&lt;br /&gt;
&lt;br /&gt;
* Значение защиты обороняющегося (и уклонения, если речь идет о защите от оружия дальнего боя). Включает в себя бонусы от предметов, эффектов и различные магические бонусы.&lt;br /&gt;
* Уровень сложности игры&lt;br /&gt;
&lt;br /&gt;
==== Бонусы от атак с фланга ====&lt;br /&gt;
&lt;br /&gt;
* Значение бонуса атак с фланга содержится во float-переменной и влияет на мощность атаки и шанс нанесения критического урона.&lt;br /&gt;
* Бонус зависит от того, насколько близко атакующий находится к наиболее выгодному для атаки положению(за спиной цели).&lt;br /&gt;
* Различные способности боя со щитом уменьшают вероятность атакующего получить бонус от атаки с фланга.&lt;br /&gt;
* Чем дальше атакующий от позиции &amp;quot;со спины&amp;quot;, тем меньше бонус.&lt;br /&gt;
* Бонус колеблеться от +0 до +15 (+20 с &amp;quot;Движением в бою&amp;quot;) и влияет на мощность атаки и частично на (1+(Бонус атаки со фланга/5)) на шанс нанесения критического урона.&lt;br /&gt;
* Большинство персонажей могут подойти к врагу максимум на 60 градусов относительно спины, &amp;quot;Движение с бою&amp;quot; позволяет подойти на 90 градусов (положение &amp;quot;со спины&amp;quot;=180 градусам).&lt;br /&gt;
* Максимальный бонус от атаки с фланга получают только разбойники, все остальные получают половину.&lt;br /&gt;
* Понять логику лучше вы сможете, изучив скрипт [[combat_h.nss#Combat_GetFlankingBonus|Combat_GetFlankingBonus]] и [[combat_h.nss]].&lt;br /&gt;
&lt;br /&gt;
==== Удар в спину ====&lt;br /&gt;
&lt;br /&gt;
* Удар в спину может быть нанесен только в ближнем бою.&lt;br /&gt;
* Для выполнения удара в спину нужно, чтобы бонус атаки с фланга был больше 0(некоторые таланты обходят это ограничение).&lt;br /&gt;
* Наносить удар в спину могут только создания класса Разбойник [[Classes|Character Class]]. Это классовая привилегия.&lt;br /&gt;
* Наносить удар в спину могут только человекоподобные существа (это касается и порождений тьмы).&lt;br /&gt;
* Общую логику вы сможете понять изучив функции [[combat_h.nss#Combat_CheckBackstab|Combat_CheckBackstab]] и [[combat_h.nss]].&lt;br /&gt;
* Логику нанесения урона вы сможете понять, изучив [[combat_damage_h.nss#Combat_Damage_GetBackstabDamage|Combat_Damage_GetBackstabDamage]].&lt;br /&gt;
&lt;br /&gt;
==== Нанесение критического урона ====&lt;br /&gt;
&lt;br /&gt;
* Нанести критический урон могут только бойцы дальнего и ближнего боя(не маги). Значение критического урона зависит от типа атаки.&lt;br /&gt;
* + бонус к критическому урону от используемого оружия.&lt;br /&gt;
* + 1.20x (1.1x для неразбойников) the attacker's [[#Flanking Bonus Determination|Flanking Bonus]] in the current situation.&lt;br /&gt;
* + 3.5 если атакующий сражается с двумя соратниками против одного и того же воина и использует талант &amp;quot;Храбрость&amp;quot;.&lt;br /&gt;
* Критический урон наносится, когда шанс нанесения меньшый чем РандомнаяПеременая()*100.0f.&lt;br /&gt;
* Некоторые эффекты и заклинания (например Death Hex) делают каждый нанесенный удар критическим.&lt;br /&gt;
* Логику вы сможете понять, изучив функции [[combat_h.nss#Combat_GetAttackResult|Combat_GetAttackResult]] в скриптовой библиотеке [[combat_h.nss]]&lt;br /&gt;
&lt;br /&gt;
=== Урон ===&lt;br /&gt;
&lt;br /&gt;
Значение урона рассчитывается в скрипте [[combat_damage_h.nss]].&lt;br /&gt;
&lt;br /&gt;
==== Бонус к шансу нанесения критического урона ====&lt;br /&gt;
&lt;br /&gt;
* Критические удары увеличивают урон от обычного удара, добавляя к нему определенное фиксированное значение.&lt;br /&gt;
* Величина добавляемого значение регулируется предметами и эффектами. Аттрибуты персонажа на нее не влияют.&lt;br /&gt;
* Историческое примечание: раньше критический урон мог принимать значения 'вплоть до...', но позже стали использовать константую переменную, что позволяло предвидеть значение наносимого урона.&lt;br /&gt;
* Логику рассчета критического урона вы сможете понять, изучив [[combat_damage_h.nss#GetCriticalDamageModifier]].&lt;br /&gt;
&lt;br /&gt;
==== Бонус к удару в спину ====&lt;br /&gt;
&lt;br /&gt;
* Урон от удара в спине часто равен критическому урону, но на него также влияют некоторые таланты разбойника.&lt;br /&gt;
* Логику вы сможете понять, изучив [[combat_damage_h.nss#Combat_Damage_GetBackstabDamage|Combat_Damage_GetBackstabDamage]] и [[combat_damage_h.nss]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Scripts]]&lt;br /&gt;
== Переводчики ==&lt;br /&gt;
Silderon / [mailto:lordmilten95@gmail.com Почта] / [[Translation/ru|Как переводить DA Builder Wiki]]&lt;br /&gt;
{{Languages|Combat Rules}}&lt;br /&gt;
[[Category:Translations_ru]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Backgrounds_tutorial/ru&amp;diff=17410</id>
		<title>Backgrounds tutorial/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Backgrounds_tutorial/ru&amp;diff=17410"/>
				<updated>2011-10-11T19:41:34Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Переводчики */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Вступление ==&lt;br /&gt;
&lt;br /&gt;
В этом туториале мы расскажем вам, как можно редактировать предыстории, которые мы можем видим во время создания героя. Это пригодиться вам в создании вашей собственной кампании. Добавлять новые предыстории к оригиналу нельзя, можно лишь отредактировать или полностью заменить существующие. В данном туториале мы будем создавать отдельный модуль, который будет полностью заменять все предыстории. Изменение предысторий полезно в случае:&lt;br /&gt;
&lt;br /&gt;
1 – если сюжет вашей кампании разворачивается не в мире Dragon age;&lt;br /&gt;
&lt;br /&gt;
2 – если вы хотите уменьшить количество существующих предысторий.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Также мы расскажем вам об основных принципах редактирования игровых ресурсов, которые влияют на доступность расы и классов. Что самое важное: мы не будем редактировать подлинные материалы, а будем работать с копиями. Это позволит нашим изменениям быть совместимыми с будущими патчами, которые в ином случае перезапишут нашу работу. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Для прохождения данного туториала читателям рекомендуется быть ознакомленными с основами скриптинга и программирования. В ином случае удачное прохождение маловероятно. Чем больше вы будете слепо копировать код, используемый в туториале, тем выше вероятность того, что возникнут ошибки, которые вы будете не в силах исправить.&lt;br /&gt;
&lt;br /&gt;
== Демо модуль для предысторий ==&lt;br /&gt;
Для данного туториала подойдет любой модуль. Если вы хотите создать отдельный тестовый модуль специально для прохождения туториала, просто создайте модуль с одной локацией и начальной территорией. Убедитесь, что единственным выбранным пунктом в иерархии модуля является '''Core game resources'''(Базовые игровые ресурсы). Это будет означать, что модуль отдельный и что он не вносит никаких изменений в оригинальную кампанию или в другие модули. Давайте назовем наш модуль Backgrounds demo и будем добавлять к названиям наших файлов префикс '''bdm_''', чтобы быть уверенными, что файла с таким названием больше нет.&lt;br /&gt;
Мы заменим существующие предыстории тремя собственными. Вы можете использовать их как угодно. Можете написать отдельный сюжет для каждой предыстории, как это сделано в оригинале (важно, чтобы длинна сюжетов были одинакова). Или же ваша предыстория может влиять только на диалоги, '''plot'''-опции и основную часть вашей игры.&lt;br /&gt;
Для нашей демки мы создадим модуль, сюжет которого начинается в маленькой человеческой деревушке (это поможет нам придумать предыстории, на практике мы создавать деревню не будем). В деревне есть маг, который играет в сюжете важную роль. Мы позволим игроку начать игру в качестве ученика этого мага (если игрок - маг), его слуги (если игрок человек или эльф и при этом не маг) или путешественника, который пришел навестить мага (если игрок не человек и не маг). Таким образом, у нас получилось три предыстории:&lt;br /&gt;
&lt;br /&gt;
* Слуга&lt;br /&gt;
* Ученик&lt;br /&gt;
* Путешественник&lt;br /&gt;
&lt;br /&gt;
== Создание string-переменных для предыстории ==&lt;br /&gt;
Перед тем, как мы приступим к редактированию файлов '''2DA''', нужно создать несколько переменных типа '''string'''. Откройте '''string'''-редактор в тулсете и создайте таблицу с названием '''“Background Demo”'''. В ней создайте следующие переменные:&lt;br /&gt;
&lt;br /&gt;
[[Image:Back_tut_talk_table.png]]&lt;br /&gt;
&lt;br /&gt;
'''ID'''-номера ваших строчек могут быть другими. Это не страшно, просто в дальнейшем вам придется заменять указанные мною '''ID''' на свои.&lt;br /&gt;
&lt;br /&gt;
'''ВАЖНО!''' ''В игре присутствует баг, который не позволяет '''ID'''-номеру принимать значения выше '''109 912 680'''. Чтобы исправить его, вы можете [http://social.bioware.com/project/4695/ скачать фикс] от сообщества. Или же вы можете зайти в свойства модуля и изменить начальное значение '''ID''' так, чтобы оно было меньше критического. После этого, '''string'''-редактор будет генерировать '''ID'''-номера, значения которых не приведут к багу. После создания переменных для предысторий, перезагрузите начальное значение '''ID'''-номера (это позволит вам избежать нужды в скачивании фикса от Bioware и уменьшит возможность несовместимости с другими модулями).''&lt;br /&gt;
&lt;br /&gt;
Вы, должно быть, заметили, что мы задали разные названия и описания предыстории путешественника в зависимости от расы героя. Об этом мы расскажем вам дальше.&lt;br /&gt;
&lt;br /&gt;
{{TutorialRef|String editor}}&lt;br /&gt;
&lt;br /&gt;
== Редактирование 2DA-файлов ==&lt;br /&gt;
Следующим шагом будет редактирование рабочих листов документа под названием '''backgrounds.xls'''. Скопируйте этот документ: мы будем редактировать копию, а не оригинал. Рекомендую вам прочесть статью с описанием работы с '''2DA'''-файлами. &lt;br /&gt;
Первый лист называется '''“background”'''. Отредактируйте его так, чтобы у вас получилось как на скриншоте:&lt;br /&gt;
&lt;br /&gt;
[[Image:back_tut_backgrounds.png]]&lt;br /&gt;
&lt;br /&gt;
'''2DA'''-файлы соединяются и создают '''M2DA'''-файлы, которые заменяют оригиналы с аналогичными названиями. В этом случае нам надо будет заполнить неиспользуемые слоты, чтобы в модуле не было предысторий из оригинала. Поэтому два последних слота мы назвали '''unused1''' и '''unused2'''. &lt;br /&gt;
Названия и описания предысторий в зависимости от выбранной расы будут взяты с таблицы string-переменных, так что здесь мы можем оставить соответствующие поля пустыми(если в таблице '''string'''-переменных указаны названия и описания предысторий, столбцы  '''NameStrRef''' и '''DesStrRef''' не используются. Похоже, что '''ToolTipStrRef''' также нигде не используется. Если хотите, можете его чем-то заполнить).&lt;br /&gt;
&lt;br /&gt;
Существует три колонки с расами, каждая из которых определяет, какая предыстория какой расе доступна. Также есть три колонки класса, которые определяют, какая предыстория какому классу доступна. На скриншоте видно, что предыстория слуги доступна эльфу и человеку, воину и разбойнику, предыстория ученика доступна магу-эльфу и магу-человеку, предыстория путешественника – эльфу и гному, воину и разбойнику. &lt;br /&gt;
&lt;br /&gt;
Последние три колонки определяют стартовый навык для каждой предыстории и расы. Заметьте, по умолчанию эти колонки не связаны со скриптом генерации персонажа (они содержатся в сложном блоке кода) и не используются, но мы исправим это на стадии скриптинга. Вы должны быть внимательными, так как каждая колонка связана с '''ID'''-номером расы: &lt;br /&gt;
&lt;br /&gt;
'''1 – гном, 2 – эльф, 3 – человек. '''&lt;br /&gt;
&lt;br /&gt;
Номера могут быть размещены в другом порядке по отношению к столбцам расы данной таблицы. Номером в колонке является значение '''ID'''-номера навыка, указанное в таблице '''ABI_base.xls'''. В этой демке мы просто зададим одинаковые навыки всем расам определенных предысторий. Слуги получат бонус к тактике боя, ученики – бонус к убеждению, а путешественники - к выживанию.&lt;br /&gt;
&lt;br /&gt;
Далее мы отредактируем таблицу под названием '''background_names'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:back_tut_bg_names.png]]&lt;br /&gt;
&lt;br /&gt;
Убедитесь, что '''ID'''-номера этой таблицы совпадают с '''ID'''-номерами ваших '''string'''-переменных. Обратите внимание, что для учеников и слуг вне зависимости от расы мы используем одинаковые переменные, а для путешественников разные строчки. Это чтобы вы увидели, как одной и той же предыстории можно присваивать разные имена и описания. Все они хранятся в одном и том же '''ID'''-номере предыстории, но во время генерации персонажа игрок может увидеть разные названия, описания и иконки для одной и той же предыстории. В оригинальной кампании этот метод применялся в случае  героем знатного происхождения, которое менялось на человеческое или гномье в зависимости от выбранной расы.&lt;br /&gt;
&lt;br /&gt;
'''ПРИМЕЧАНИЕ''' ''– во время разделения единой предыстории на части вы должны быть внимательными. Названия и описания должны быть разными! Если описания будут одинаковыми, движок сочтет предыстории идентичными, даже если их названия будут разными.''&lt;br /&gt;
&lt;br /&gt;
Теперь отредактируйте '''background_desc''' как показано на скрине.&lt;br /&gt;
&lt;br /&gt;
[[Image:back_tut_bg_desc.png]]&lt;br /&gt;
&lt;br /&gt;
Снова обратите внимания на различные описания для предыстории путешественника.&lt;br /&gt;
Теперь отредактируем '''background_icons'''. В этой демке мы будем использовать иконки из оригинала, но при желании вы можете использовать собственные.&lt;br /&gt;
'''“background_icons&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
[[Image:back_tut_bg_icons.png]]&lt;br /&gt;
&lt;br /&gt;
Таблица под названием '''background_defaults''' должна содержать все возможные комбинации расы, предыстории и класса. Значение '''ID'''-номера колонки считается следующим образом:&lt;br /&gt;
'''(1000 * IDрасы) + (100 * IDкласса) + Idпредыстории'''&lt;br /&gt;
&lt;br /&gt;
[[Image:back_tute_bg_defaults.png]]&lt;br /&gt;
&lt;br /&gt;
В колонке '''“Label”''' должна содержаться комбинация (правда, это ни на что не влияет). В нашей демке место появления героя всех комбинации будет одинаковым (локация, выбранная в модуле по умолчанию) но если вы хотите создать индивидуальное начало для каждой предыстории, вы можете использовать для этого две следующие колонки (чтобы это сработало, нужно написать скрипт).&lt;br /&gt;
В колонке '''“Template”''' вы можете вписать название файла с существом, которое вы хотите использовать в качестве шаблона для определенной комбинации расы\предыстории\класса. На скриншоте вы можете увидеть, что мы используем стандартные шаблоны, идущие в комплекте с тулсетом, но вы запросто можете пользоваться своими. Заметьте, что от шаблона герой получает только инвентарь, так что для шаблонных персонажей вам не нужно задавать ничего кроме инвентаря.&lt;br /&gt;
&lt;br /&gt;
Имя берется со '''string'''-переменных, так что если вы хотите задать герою новое имя, вам придется создать новые переменные в '''string'''-редакторе.&lt;br /&gt;
В конце мы видим столбец с возможностями. Как и в случае с навыками в таблице предыстории, '''ID'''-номера возможностей соответствуют записям в файле '''ABI_base.xls'''. Раса, класс и предыстория являются единственными источниками стартовых возможностей. Поэтому перед тем, как вписывать в столбец '''ID'''-номер возможности, вам следует узнать, какие возможности уже добавлены. Это поможет избежать дубликатов.&lt;br /&gt;
Последняя таблица называется '''chargen_preload'''. Два столбца этой таблицы должны точно совпадать со значениями '''ID'''-номеров и шаблонов из предыдущей.&lt;br /&gt;
&lt;br /&gt;
[[Image:back_tut_chargen_preload.png]]&lt;br /&gt;
&lt;br /&gt;
{{TutorialRef|2DA|2DA#Excel file formatting|Background.xls}}&lt;br /&gt;
&lt;br /&gt;
== Компиляция и исправления файлов GDA ==&lt;br /&gt;
Теперь скомпилируйте файл '''backgrounds.xls''' и положите полученный в результате компиляции '''GDA'''-файл в папку '''AddIns\название_модуля\module\override'''&lt;br /&gt;
Никогда не кладите ничего в папке '''AddIns\название_модуля\core\override''' иначе изменения коснуться всех модулей.&lt;br /&gt;
Раньше был баг, из-за которого '''string'''-переменный с большими '''ID'''-значениями компилировались некорректно. Сейчас он исправлен. Чтобы обойти этот баг, '''GDA'''-файлы вручную редактировались в тулсете. Если же вы взглянете на '''ID'''-номера сейчас, то увидите, что они правильные.&lt;br /&gt;
&lt;br /&gt;
{{TutorialRef|Compiling 2DAs|GDA}}&lt;br /&gt;
&lt;br /&gt;
== Создание plot-файла для предыстории ==&lt;br /&gt;
'''Plot'''-файл предыстории используется для отслеживания выбранной игроком предыстории и позволяет менять диалоги в зависимости от выбора.&lt;br /&gt;
Оригинальная кампания для отслеживания выбранной предыстории использует '''plot'''-файл под названием '''gen00pt_backgrounds'''. Вы можете найти его в папке '''\_Global\Generic''' в разделе '''“Plots”'''. Мы создадим похожий файл для наших предысторий. Создайте новый '''plot''' и назовите его '''bdm_000pt_backgrounds''' (я использую три нуля для обозначения файлов, не привязанных к конкретной локации, вы можете использовать собственное обозначение, только не забудьте о нем в процессе прохождения туториала). Добавьте главные '''plot'''-флаги, как это изображено на скриншоте.&lt;br /&gt;
&lt;br /&gt;
[[Image:Back_tut_bg_plot.png]]&lt;br /&gt;
&lt;br /&gt;
Вы также можете добавить определенные флаги. Они используются для создания комбинации главных флагов(таких как '''TRAVELLER'''(путешественник)) или для добавления составных условий, таких как '''FEMALE_APPRENTICE'''(женщина-ученица) или '''ELVEN_APPRENTICE'''(эльф-ученик). Определенный флаги, тем не менее, не входят в рамки данного туториала.&lt;br /&gt;
&lt;br /&gt;
{{TutorialRef|Designer Resources|Plot}}&lt;br /&gt;
&lt;br /&gt;
== Написание скриптов ==&lt;br /&gt;
Мы не будем редактировать скрипты оригинальной кампании, мы добавим свои. Для лучшего понимания того, что мы будем делать, вы можете ознакомиться со скриптами оригинала, но ни в коем случае не редактируйте их. Используя в своем модуле измененные скрипты оригинала, вы делаете ваш модуль несовместимым с возможными будущими патчами.&lt;br /&gt;
Начнем с написания скрипта, обрабатывающего события генерации персонажа. Обычно, этот скрипт назначается модуль-скриптом. Создайте новый скрипт и назовите его '''bdm_module_core'''. Вы должны решить, какубю структуру папок использовать для распределения ваших скриптов. Советую помещать их в папке с названием модуля: это позволит отделить их от скриптов оригинала. Если вам нравится оригинальная структура, вы сможете воссоздать ее в папке скриптов вашего модуля. &lt;br /&gt;
Модуль-скрипт оригинальной кампании называется '''module_core''' и лежит в папке '''\_Core Scripts'''. &lt;br /&gt;
А наш модуль-скрипт под названием bdm_module_core мы положим в папку '''\Backgrounds demo\_Core Scripts''' (знак нижнего подчеркивания вынесет вашу папку в самый верх списка. Похоже, '''Bioware''' случайно создали одну папку без знака подчеркивания. Думаю, '''_Core''' и '''Core''' - одна и та же дирректория). Структуризация скриптов подобным образом упростит вашу работу.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Откройте ваш bdm_module_core и напишите в нем следующее:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;global_objects_h&amp;quot;&lt;br /&gt;
void main(){&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEvent = GetEventType(ev); //извлечение с текущего события его типа&lt;br /&gt;
    int nEventHandled = FALSE; //флаг, следящий за тем, было ли обработано события или нет.&lt;br /&gt;
    switch(nEvent){&lt;br /&gt;
        case EVENT_TYPE_MODULE_START:{&lt;br /&gt;
            // -----------------------------------------------------------------&lt;br /&gt;
            // Initiate character generation.&lt;br /&gt;
            // -----------------------------------------------------------------&lt;br /&gt;
            PreloadCharGen(); //предварительна загрузка ресурсов для генерации персонажа&lt;br /&gt;
            StartCharGen(GetHero(),0,TRUE); //начало генерации&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
        default:&lt;br /&gt;
        {&lt;br /&gt;
            // -----------------------------------------------------------------&lt;br /&gt;
            // Обработка отправленных движков события генерации персонажа.&lt;br /&gt;
            // -----------------------------------------------------------------&lt;br /&gt;
            if ((nEvent &amp;gt;= EVENT_TYPE_CHARGEN_START &amp;amp;&amp;amp; nEvent &amp;lt;= EVENT_TYPE_CHARGEN_END) &lt;br /&gt;
                || nEvent == EVENT_TYPE_PLAYERLEVELUP )&lt;br /&gt;
            {&lt;br /&gt;
                HandleEvent(ev, R&amp;quot;bdm_sys_chargen.ncs&amp;quot;);&lt;br /&gt;
                nEventHandled = TRUE;&lt;br /&gt;
            }&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled) { //если событие не было обработано, оно отправляется в core-скрипт&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Теперь жмите '''File -&amp;gt; Manage modules -&amp;gt;''' кнопка '''Properties'''. Установите только что написанный скрипт в качестве модуль-скрипта('''module script''')&lt;br /&gt;
Теперь наш новый скрипт выполняет функцию модуль-скрипта.&lt;br /&gt;
Посла обработки события, наш модуль-скрипт решает, нужно ли отправлять событие в '''module_core''' для дальнейшей обработки.&lt;br /&gt;
Первое описанное нами событие носит название '''EVENT_TYPE_MODULE_START''' и отвечает за начало процесса генерации персонажа. В этом случае после начала генерации, событие передается в '''module_core''', где собственно и происходит сам процесс генерации.&lt;br /&gt;
&lt;br /&gt;
'''ПРИМЕЧАНИЕ:''' ''код из других секций скрипта не нуждается в редактировании. Вообще не понятно, за что он отвечает.''&lt;br /&gt;
&lt;br /&gt;
Дальше мы займемся целой группой событий. Если вы заглянете в нижнюю часть '''module_core'''-скрипта, то увидите, что часть написанного там за исключением некоторых деталей совпадает с нашим кодом, отвечающим за обработку событий. Вместо того, чтобы пропустить наши события, генерирующие персонажа через sys_chargen.nc, мы пропустим их через наш собственный скрипт под названием bdm_sys_chargen.ncs, который мы вскоре напишем. &lt;br /&gt;
Если нам попадется одно из событий, генерирующих персонажа, мы должны обработать его сами и освободить от этого core-скрипт, поэтому мы установим флагу '''nEventHandled''' значение '''TRUE'''(истина): '''nEventHandled = TRUE;'''&lt;br /&gt;
Заметьте, что все другие события обрабатываться нашим модуль-скриптом не будут, они сразу же направятся к core-скрипту.&lt;br /&gt;
Перед созданием bdm_sys_chargen скрипта нам понадобятся несколько новых констант. В папке '''\Backgrounds demo\_Core Includes''' создайте новый скрипт с названием '''bdm_2da_constants_h'''.&lt;br /&gt;
Откройте его и напишите внутри следующее:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
// -----------------------------------------------------------------------------&lt;br /&gt;
// Backgrounds - rules/backgrounds.xls&lt;br /&gt;
// -----------------------------------------------------------------------------&lt;br /&gt;
const int BACKGROUND_SERVANT = 1;&lt;br /&gt;
const int BACKGROUND_APPRENTICE = 2;&lt;br /&gt;
const int BACKGROUND_TRAVELLER = 3;&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Три константные переменные позволяют нам сослаться на второстепенные параметры персонажа, которые мы указали в '''2DA'''-файлах, без использования их '''ID'''-номеров. Подобные константы также делаю ваш код более читабельным. Если во время редактирования вам нужно добавить новые параметры в '''2D'''A-файлы, вы можете также создать для них переменные в этом скрипте('''bdm_2da_constants_h'''). С этого момента, вместо оригинальных констант(которые вы можете увидеть в скрипте под названием '''2da_constants_h''') мы будем использовать собственные. Это значит, что мы должны найти все участки, где используются эти оригинальные переменные и заменить их своими.&lt;br /&gt;
В папке '''\Backgrounds demo\_Systems''' создайте новый скрипт с названием '''bdm_sys_chargen''' и напишите в нем: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;bdm_sys_chargen_h&amp;quot;&lt;br /&gt;
#include &amp;quot;log_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
const int CHARGEN_QUICKSTART_QUICK = 0;&lt;br /&gt;
const int CHARGEN_QUICKSTART_NORMAL = 1;&lt;br /&gt;
const int CHARGEN_QUICKSTART_ADVANCED = 2;&lt;br /&gt;
&lt;br /&gt;
void _RunChargen(int nRace, int nClass, object oChar, int nBackground)&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
    Chargen_InitializeCharacter(oChar);&lt;br /&gt;
    Chargen_SelectGender(oChar,GENDER_MALE);&lt;br /&gt;
    Chargen_SelectRace(oChar,nRace);&lt;br /&gt;
    Chargen_SelectCoreClass(oChar,nClass);&lt;br /&gt;
    Chargen_SelectBackground(oChar, nBackground,FALSE);&lt;br /&gt;
&lt;br /&gt;
    int nEquipIdx = Chargen_GetEquipIndex(nRace, nClass, nBackground);&lt;br /&gt;
    Chargen_InitInventory(oChar,0,nEquipIdx);&lt;br /&gt;
    Chargen_SpendAttributePoints(oChar,PROPERTY_ATTRIBUTE_STRENGTH, 3,FALSE);&lt;br /&gt;
    Chargen_SpendAttributePoints(oChar,PROPERTY_ATTRIBUTE_DEXTERITY, 2,FALSE);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void main(){&lt;br /&gt;
    event   ev              =   GetCurrentEvent();&lt;br /&gt;
    int     nEventType      =   GetEventType(ev);&lt;br /&gt;
    object  oChar           =   GetEventObject(ev,0);&lt;br /&gt;
&lt;br /&gt;
    int nMode;&lt;br /&gt;
    int nInt0 = GetEventInteger(ev,0);&lt;br /&gt;
    int nInt1 = GetEventInteger(ev,1);&lt;br /&gt;
    // -------------------------------------------------------------------------&lt;br /&gt;
    // Отладка.&lt;br /&gt;
    // -------------------------------------------------------------------------&lt;br /&gt;
    Log_Trace(LOG_CHANNEL_EVENTS_CHARGEN,&amp;quot;bdm_sys_chargen&amp;quot;,&amp;quot;Chargen Event:&amp;quot; + Log_GetEventNameById (nEventType) &lt;br /&gt;
               + &amp;quot; &amp;quot; + ToString(nInt0) + &amp;quot;,&amp;quot; + ToString(nInt1), oChar);&lt;br /&gt;
&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        // ----------------------------------------------------------------------&lt;br /&gt;
        // Срабатывает, когда игрок кликает по иконке одной из доступных&lt;br /&gt;
        // предысторий.&lt;br /&gt;
        //&lt;br /&gt;
        // nInt0 - Constant BACKGROUND_* integer&lt;br /&gt;
        // ----------------------------------------------------------------------&lt;br /&gt;
        case EVENT_TYPE_CHARGEN_SELECT_BACKGROUND: {&lt;br /&gt;
            int nBackground = nInt0;&lt;br /&gt;
            // -----------------------------------------------------------------&lt;br /&gt;
            // Выбор предыстории для игрока и установка соответствующих предыстории&lt;br /&gt;
            // plot-флагов.&lt;br /&gt;
            // -----------------------------------------------------------------&lt;br /&gt;
            Chargen_InitializeCharacter(oChar,TRUE);&lt;br /&gt;
            Chargen_SelectGender(oChar,GetCreatureGender(oChar));&lt;br /&gt;
            Chargen_SelectRace(oChar,GetCreatureRacialType(oChar));&lt;br /&gt;
            Chargen_SelectCoreClass(oChar,GetCreatureCoreClass(oChar));&lt;br /&gt;
&lt;br /&gt;
            bdm_Chargen_SelectBackground(oChar, nBackground, FALSE);&lt;br /&gt;
            bdm_Chargen_SetupPlotFlags(oChar);&lt;br /&gt;
&lt;br /&gt;
            // -----------------------------------------------------------------&lt;br /&gt;
            // Проверяет шаблоны, указанные в 2DA-файлах&lt;br /&gt;
            // и, руководствуясь ими создает герою инвентарь.&lt;br /&gt;
            // -----------------------------------------------------------------&lt;br /&gt;
            int nClass = GetCreatureCoreClass(oChar);&lt;br /&gt;
            int nRace = GetCreatureRacialType(oChar);&lt;br /&gt;
            int nEquipIdx = Chargen_GetEquipIndex(nRace, nClass, nBackground);&lt;br /&gt;
           Chargen_InitInventory(oChar,0,nEquipIdx);&lt;br /&gt;
            nEventHandled = TRUE;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
        case EVENT_TYPE_CHARGEN_END: {&lt;br /&gt;
            nMode = nInt0;&lt;br /&gt;
            int nQuickStart = nInt1;&lt;br /&gt;
            // 0 - quickstart&lt;br /&gt;
            // 1 - normal    \&lt;br /&gt;
            // 2 - advanced  / то же самое&lt;br /&gt;
            Log_Trace(LOG_CHANNEL_CHARACTER,&amp;quot;bdm_sys_chargen&amp;quot;,&amp;quot;MODE: &amp;quot; + IntToString(nMode) &lt;br /&gt;
                       + &amp;quot;, Quick Start: &amp;quot; + IntToString(nQuickStart));&lt;br /&gt;
            if (nMode == CHARGEN_MODE_CREATE &amp;amp;&amp;amp; nQuickStart == CHARGEN_QUICKSTART_QUICK){&lt;br /&gt;
                Log_Trace(LOG_CHANNEL_CHARACTER,&amp;quot;bdm_sys_chargen&amp;quot;,&amp;quot;Установка стандартный параметров для игрового персонажа.&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
                    int nRandClass = abs((GetLowResTimer()%3)+1);&lt;br /&gt;
&lt;br /&gt;
                    if(nRandClass == CLASS_ROGUE || nRandClass == CLASS_WARRIOR)&lt;br /&gt;
                    {&lt;br /&gt;
                        _RunChargen(RACE_HUMAN, nRandClass, oChar, BACKGROUND_SERVANT );&lt;br /&gt;
&lt;br /&gt;
                        WR_SetPlotFlag(PLT_BDM_000PT_BACKGROUNDS, BDM_GEN_BACK_SERVANT, TRUE);&lt;br /&gt;
                    }&lt;br /&gt;
                    else // mage&lt;br /&gt;
                    {&lt;br /&gt;
                        _RunChargen(RACE_HUMAN, nRandClass, oChar, BACKGROUND_APPRENTICE );&lt;br /&gt;
                        WR_SetPlotFlag(PLT_BDM_000PT_BACKGROUNDS, BDM_GEN_BACK_APPRENTICE, TRUE);&lt;br /&gt;
                    }&lt;br /&gt;
                    Chargen_SetNumTactics(oChar);&lt;br /&gt;
                    SetCanLevelUp(oChar,Chargen_HasPointsToSpend(oChar));&lt;br /&gt;
                    SendEventModuleChargenDone(&amp;quot;&amp;quot;, &amp;quot;&amp;quot;);&lt;br /&gt;
                    nEventHandled = TRUE;&lt;br /&gt;
            }&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }    //end switch&lt;br /&gt;
&lt;br /&gt;
    if (!nEventHandled){&lt;br /&gt;
        HandleEvent(ev, R&amp;quot;sys_chargen.ncs&amp;quot;);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
В оригинальном '''sys_chargen''' скрипте есть два события, связанные с генерацией персонажа. Мы должны их отредактировать. Первое называется '''EVENT_TYPE_CHARGEN_SELECT_BACKGROUND''', второе - '''EVENT_TYPE_CHARGEN_END'''.&lt;br /&gt;
Во втором событии мы должны изменить только случай, в котором персонаж был создан в '''Режиме быстрой загрузки'''. Нашей целью является изменение всего, что надо и передача всех оставшихся событий в оригинальный sys_chargen скрипт. Сравните '''sys_chargen''' от '''Bioware''' с тем, что вы только что создали.&lt;br /&gt;
&lt;br /&gt;
Вы заметите, что мы подключили скрипт с названием '''bdm_sys_chargen_h''' и использовали функции с префиксом '''bdm_'''. Эти функции будут содержаться в скрипте, который мы сейчас напишем.&lt;br /&gt;
По сути, они являются усовершенствованными аналогами функций с инклуд-файла под названием '''sys_chargen_h'''.&lt;br /&gt;
В папке '''\Backgrounds demo\_Systems\Includes''' создайте новый скрипт и назовите его '''bdm_sys_chargen_h'''. &lt;br /&gt;
Внутри напишите это:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;sys_chargen_h&amp;quot;&lt;br /&gt;
#include &amp;quot;bdm_2da_constants_h&amp;quot;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
#include &amp;quot;plt_bdm_000pt_backgrounds&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void bdm_Chargen_SelectBackground(object oChar, int nBackground, int bUnApply = FALSE)&lt;br /&gt;
{&lt;br /&gt;
     Log_Chargen(&amp;quot;bdm_Chargen_SelectBackground&amp;quot;,&amp;quot;-- &amp;quot; + (bUnApply?&amp;quot;Un&amp;quot;:&amp;quot;&amp;quot;) +&amp;quot;Selecting BG: &amp;quot; + ToString(nBackground),oChar);&lt;br /&gt;
    // -------------------------------------------------------------------------&lt;br /&gt;
    // 1. Установка переменной предыстории&lt;br /&gt;
    //          - создание внешности героя (или использование одной из заготовок)&lt;br /&gt;
    //          &lt;br /&gt;
    // -------------------------------------------------------------------------&lt;br /&gt;
    if (bUnApply)&lt;br /&gt;
    {&lt;br /&gt;
        SetCreatureProperty(oChar, PROPERTY_SIMPLE_BACKGROUND, 0.0, PROPERTY_VALUE_BASE);&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
    {&lt;br /&gt;
       SetCreatureProperty(oChar, PROPERTY_SIMPLE_BACKGROUND, IntToFloat(nBackground), PROPERTY_VALUE_BASE);&lt;br /&gt;
    }&lt;br /&gt;
    // -------------------------------------------------------------------------&lt;br /&gt;
    // 2. Игрок получает один навык.&lt;br /&gt;
    //    - найти нужный навык в файле backgrounds.xls&lt;br /&gt;
    //    - присвоить его игроку.&lt;br /&gt;
    // -------------------------------------------------------------------------&lt;br /&gt;
    int nAbility = ChargenGetBackgroundSkill(GetCreatureRacialType(oChar), nBackground);&lt;br /&gt;
    if (nAbility)&lt;br /&gt;
    {&lt;br /&gt;
        _AddAbility (oChar, nAbility, bUnApply);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void bdm_Chargen_SetupPlotFlags(object oChar)&lt;br /&gt;
{&lt;br /&gt;
    int nRace       =  GetCreatureRacialType(oChar);&lt;br /&gt;
    int nBackground = GetPlayerBackground(oChar);&lt;br /&gt;
&lt;br /&gt;
    Log_Trace(LOG_CHANNEL_CHARACTER,&amp;quot;bdm_sys_chargen_h&amp;quot;,&amp;quot;Установка plot-флагов расы: &amp;quot; &lt;br /&gt;
               + IntToString(nRace) + &amp;quot;, background: &amp;quot; + IntToString(nBackground));&lt;br /&gt;
&lt;br /&gt;
    // Сперва происходит инициализация всех флагов&lt;br /&gt;
    WR_SetPlotFlag(PLT_BDM_000PT_BACKGROUNDS, BDM_GEN_BACK_SERVANT,FALSE);&lt;br /&gt;
    WR_SetPlotFlag(PLT_BDM_000PT_BACKGROUNDS, BDM_GEN_BACK_APPRENTICE,FALSE);&lt;br /&gt;
    WR_SetPlotFlag(PLT_BDM_000PT_BACKGROUNDS, BDM_GEN_BACK_DWARF_TRAVELLER,FALSE);&lt;br /&gt;
    WR_SetPlotFlag(PLT_BDM_000PT_BACKGROUNDS, BDM_GEN_BACK_ELF_TRAVELLER,FALSE);&lt;br /&gt;
&lt;br /&gt;
    switch (nBackground)&lt;br /&gt;
    {&lt;br /&gt;
        case BACKGROUND_SERVANT:&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(PLT_BDM_000PT_BACKGROUNDS, BDM_GEN_BACK_SERVANT,TRUE); break;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
        case BACKGROUND_APPRENTICE:&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(PLT_BDM_000PT_BACKGROUNDS, BDM_GEN_BACK_APPRENTICE,TRUE); break;&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
        case BACKGROUND_TRAVELLER:&lt;br /&gt;
        {&lt;br /&gt;
            switch(nRace)&lt;br /&gt;
            {&lt;br /&gt;
                case RACE_DWARF: WR_SetPlotFlag(PLT_BDM_000PT_BACKGROUNDS, BDM_GEN_BACK_DWARF_TRAVELLER,TRUE); break;&lt;br /&gt;
                case RACE_ELF: WR_SetPlotFlag(PLT_BDM_000PT_BACKGROUNDS, BDM_GEN_BACK_ELF_TRAVELLER,TRUE); break;&lt;br /&gt;
            }&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Давайте рассмотрим эти две функции. Для начала сравните их с оригинальными. Наша функция '''bdm_Chargen_SelectBackground''' является более универсальной и может работать с любыми предысториями. Мы убрали сложные значения, определяющие начальные возможности для персонажа каждой предыстории и теперь используем функцию '''ChargenGetBackgroundSkill()''', которая берет возможности с '''2DA'''-файла предыстории, который мы отредактировали раньше (вспомните три последние столбца, определяющих начальные способности в зависимости от расы и предыстории).&lt;br /&gt;
Если этот способ вам не подходит, и вам нужна более сложная логика распределения возможностей (как в предыстории аристократа), вы всегда можете вернуться к методу кодирования, как это сделали '''Bioware'''.&lt;br /&gt;
Вторая функция называется '''bdm_Chargen_SetupPlotFlags()'''. Что она делает, можно понять из названия. Помните '''plot'''-файл, созданный нами ранее? Здесь мы устанавливаем нужный нам флаг в зависимости от выбранной расы и предыстории.&lt;br /&gt;
&lt;br /&gt;
{{TutorialRef|Script}}&lt;br /&gt;
&lt;br /&gt;
== Проверка работоспособности ==&lt;br /&gt;
&lt;br /&gt;
Теперь скомпилируйте ваши скрипты и экспортируйте их в модуль. Также убедитесь, что вы экспортировали вашу '''string'''-таблицу.&lt;br /&gt;
&lt;br /&gt;
'''ВАЖНО!''' ''После экспорта всегда проверяйте, есть ли что-то в папке '''\Dragon Age\packages\core\override'''. Наличие каких-либо файлов может привести к багу и повредить оригинальную кампанию.''&lt;br /&gt;
&lt;br /&gt;
Теперь вы можете запустить игру и увидеть созданные вами предыстории. Если вы хотите проверить, правильно ли установлены '''plot'''-флаги, добавьте в стартовую локацию непися, создайте для него диалоги, в котором каждая строчка будет выводиться в зависимости от расы\класса\предыстории\пола героя. Также стоит убедиться, что герой получает возможности, указанные в '''2DA'''-файлах.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''' ''Кажется, изменить сообщение, которое выводится в начале генерации персонажа невозможно.''&lt;br /&gt;
&lt;br /&gt;
{{TutorialRef|Exporting a module}}&lt;br /&gt;
&lt;br /&gt;
== Опциональные расширения ==&lt;br /&gt;
У Bioware есть парочка других скриптов, которые имеют отношение к константам предысторий. Их можно не менять, так как они нигде не используются. Скрипт из туториала по генерации использует проверку предыстории, но вам она не нужна, разве что вы хотите использовать свой модуль для написания туториала. Также есть, по крайней мере, один отладочный скрипт, который использует предыстории из оригинала (чтобы гарантировано установить нужный '''plot'''-флаг). Если вы хотите, чтобы ваши предыстории обрабатывались подобным образом, вы должны написать для себя схожий скрипт.&lt;br /&gt;
&lt;br /&gt;
== Описания расы и пола ==&lt;br /&gt;
Если действие вашего модуля происходит не в Ферелдене, вы, возможно, пожелаете изменить описания расы и пола, которое появляется во время генерации персонажа. Описание расы содержится в столбце '''“Description”'''(описание) в документе '''RACE_base 2DA'''. Вам просто надо изменить строчки, указанные там. Используйте значения '''ID'''-номеров в районе '''100000000'''. К сожалению, описание пола сложно закодировано в '''string'''-переменной с '''ID'''-номером '''377283'''. К счастью, вы можете сделать локальную версию этой строчки. Они будет применяться исключительно для вашей кампании.&lt;br /&gt;
Или же, если вы опытный пользователь и знакомы с '''UI''' туториалом, то нужная нам строчка содержится в файле '''Localization.as''' в виде переменной '''LOC_GENDER_DESCRIPTION = 377283''', которая позже используется в файле '''RaceGenderScene.as'''. После редактирования файла '''Localization.as''' вы должны скомпилировать его и внедрить в соответствующие '''.gfx'''-файлы.&lt;br /&gt;
&lt;br /&gt;
== Заключение ==&lt;br /&gt;
В этом туториале мы продемонстрировали возможность редактирования игровых предысторий без редактирования оригинальных скриптов. По логике, подобных алгоритм действий можно использовать и для изменения других аспектов игры, например добавления новой расы или класса. В этом случае скрипт, написанный в туториале должен быть дополнен событиями, обрабатывающими процессы выбора класса и расы.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
== Переводчики ==&lt;br /&gt;
Silderon / [mailto:lordmilten95@gmail.com Почта] / [[Translation/ru|Как переводить DA Builder Wiki]]&lt;br /&gt;
{{Languages|Backgrounds tutorial}}&lt;br /&gt;
[[Category:Scripts]]&lt;br /&gt;
[[Category:Translations_ru]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Cutscene/ru&amp;diff=17333</id>
		<title>Cutscene/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Cutscene/ru&amp;diff=17333"/>
				<updated>2011-09-07T04:31:21Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Панель инструментов */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox cutscenes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Катсцена – это заранее заскриптованная кинематографическая последовательность, которая воспроизводится используя движок игры и игровые объекты.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Приступая к работе ==&lt;br /&gt;
&lt;br /&gt;
Есть две вещи, которые необходимо сделать перед тем, как приступить к работе с катсценой.&lt;br /&gt;
* Необходимо создать новый ресурс – катсцену&lt;br /&gt;
* К катсцене необходим творческий подход.&lt;br /&gt;
&lt;br /&gt;
Для создания нового ресурса катсцены, перейдите в меню File и віберите  New-&amp;gt; Cutscene. Введите уникальное имя для катсцены. Нажмите ОК. Новый ресурс  катсцены  появится в закладке для катсцен в окне  палитры.&lt;br /&gt;
&lt;br /&gt;
[[Image:New resource.png|thumb|New resource]]&lt;br /&gt;
&lt;br /&gt;
Паралельно, катсцены могут быть созданы из существующей кинематографической линии в  [[conversation]](диалоге). Это позволяет редактировать кинематографичность диалогов в более искусные  способы.&lt;br /&gt;
&lt;br /&gt;
Когда вы впервые открываете ресурс катсцены, окно Object Inspector отобразит несколько отличающиеся между собой полей данных. Одно из них – «Area» (область). Кликните на строке и, затем, кликните на кнопку “…”. Это откроет окно, отображающее все доступные игровые области. Выберите одну, кликните ОК и вы сможете увидеть ее через экраны видов.&lt;br /&gt;
&lt;br /&gt;
Вы также можете назначить сцену [[stage]] катсцене. Это позволит сделать доступным действие «jump to stage», которое позволит вам моментально переместить камеры и объекты в заданные места место в сцене, возможно упрощающее создание катсцены, если у вас уже есть хорошая сцена для работы, которую вы намерены делать. Сцена не есть строго необходимой для создания катсцены, но в некоторых случаях, она может помочь сделать вещи более удобными, посредством создания опорных точек для дальнейшей работы.&lt;br /&gt;
&lt;br /&gt;
Редактор катсцены имеет два главных раздела: Видовые экраны (сверху), и шкала хронологии (внизу). Также существует [[curve editor]] (редактор кривых) , который может быть отображен ниже шкалы хронологии, корда кнопка «show curve editor» (показать редактор кривых) доступна на панели инструментов.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Cutscene new.png|center|thumb|300px|New blank cutscene]] &lt;br /&gt;
| [[File:Cutscene editor overview.png|thumb|300px|Cutscene editor components:&lt;br /&gt;
A.	Viewports&lt;br /&gt;
B.	Timeline&lt;br /&gt;
C.	Curve Editor&lt;br /&gt;
D.	Toolbar&lt;br /&gt;
E.	Palette Window&lt;br /&gt;
F.	Object Inspector]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Панель инструментов ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Show trajectories&amp;quot; показывает путь, траекторию, вдоль которой объекты с позиционным ключом будут перемещаться. Ключевые позиции показаны маленькими белыми квадратиками вдоль линии траектории.&lt;br /&gt;
* When &amp;quot;Curve mode&amp;quot; is enabled, key curves are bezier by default. When not selected, key curves are stepped by default.&lt;br /&gt;
*  See [[3D control]] for information on standard selection, 3-axis movement, 3-axis rotation and local coordinates&lt;br /&gt;
* Objects follow surface: selected objects snap to walkmesh when they're moved.&lt;br /&gt;
* &amp;quot;Update keys&amp;quot; update position and orientation keys when you rotate/translate cutscene objects&lt;br /&gt;
* The &amp;quot;add keys for selected object&amp;quot; (position, orientation, and other) command has the keyboard shortcut &amp;quot;K&amp;quot;&lt;br /&gt;
* &amp;quot;Simulate cutscene&amp;quot; Causes the cutscene engine to fully simulate the cutscene up to the point currently selected by the timeline scrubber and update the view to that state. This is useful to ensure that all visual effect elements are in the state they would be in if you played the cutscene normally to that point. For efficiency reasons some complex visual effects aren't updated in this way when you move the scrubber around.&lt;br /&gt;
&lt;br /&gt;
== Viewports ==&lt;br /&gt;
&lt;br /&gt;
The viewports are where the scene can be viewed, and where objects in the scene can be manipulated.&lt;br /&gt;
&lt;br /&gt;
See [[3D control]] for information on how to control the view within a viewport.&lt;br /&gt;
&lt;br /&gt;
=== View types ===&lt;br /&gt;
&lt;br /&gt;
To change the type of view for a viewport right-click on the line above the viewport. This will show a context menu that allows the viewport type to be changed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial viewport properties.png]]&lt;br /&gt;
&lt;br /&gt;
The top portion of the context menu lists the following options: Front, Back, Top, Bottom, Left, Right, Perspective. These are predefined user views, and will move the camera to those positions. The bottom portion of the context menu allows the viewport to be attached to a camera.&lt;br /&gt;
&lt;br /&gt;
*User —  This is the default view type. The camera can be moved around to view the scene from any angle. This is the most useful view type for manipulating objects in the scene.&lt;br /&gt;
*Active Camera —  This view type will attach the viewport camera to the camera that is currently active. This view is the one to use to preview how the scene will look in the game.&lt;br /&gt;
*Selected Camera - This view type will attach the viewport camera to the camera that's currently selected in the timeline window.&lt;br /&gt;
*Camera(s) —  This view type will attach the viewport to a specific camera. In the context menu move the mouse over the Camera option, and a sub-menu will open listing all the available cameras in the scene. This view will preview how the scene will look from that camera. Also, if the viewport camera is moved via camera controls the actual camera will also be moved.&lt;br /&gt;
&lt;br /&gt;
There is one more option of note in the context menu: Detach Camera. If a viewport is attached to a camera (either a specific camera or the active camera) this option will switch the viewport back to the User mode, but the viewport camera will remain where it is.&lt;br /&gt;
&lt;br /&gt;
Other options here include:&lt;br /&gt;
* Toggle Orthographic — Turns on or off perspective view.&lt;br /&gt;
*Toggle Wireframe —  Turns on or off the display of textures and shading.  Can be useful when the topography of an area is obscured by complex texturing.&lt;br /&gt;
*Safe Frame — Restricts the camera's view to a frame that shows what will be visible when the cutscene is viewed in-game. Useful for previewing. &lt;br /&gt;
&lt;br /&gt;
=== Viewport layout ===&lt;br /&gt;
&lt;br /&gt;
By default there are four viewport windows, allowing the user to view the scene from many different angles at once. However this can be customized to suit the user's needs.&lt;br /&gt;
&lt;br /&gt;
All of the viewports can be resized by dragging the separating lines between the viewports.&lt;br /&gt;
&lt;br /&gt;
Also, the number of viewports can be changed. Between one and four viewports can be visible at once, in a variety of different configurations. This can be changed using the View -&amp;gt; Viewports menu or by right-clicking on the title bar of the active viewport.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial viewport layout.png]]&lt;br /&gt;
&lt;br /&gt;
=== Working with objects in viewports ===&lt;br /&gt;
&lt;br /&gt;
For a complete list of the types of objects that can be placed in a cutscene, and their properties, see [[cutscene object]]s.&lt;br /&gt;
&lt;br /&gt;
==== Placing a creature or placeable ====&lt;br /&gt;
&lt;br /&gt;
To place a creature or placeable object in the cutscene you simply need to select the object in the palette window and then click in the viewport to place the object.&lt;br /&gt;
&lt;br /&gt;
* Go to the Creatures or Placeables portion of the Palette Window.&lt;br /&gt;
* Find the creature or placeable that you wish to use in the cutscene, and select it.&lt;br /&gt;
* Once selected when you move the cursor over a viewport window it will change to a crosshair.&lt;br /&gt;
* Select a spot to place the object, and click.&lt;br /&gt;
&lt;br /&gt;
The object will then be placed in the scene, and it will also be listed in the timeline.&lt;br /&gt;
&lt;br /&gt;
==== Placing a camera or light ====&lt;br /&gt;
&lt;br /&gt;
Go to the Edit menu -&amp;gt; Insert -&amp;gt; Camera/Light. From here it is the same as placing a creature or placeable —  the cursor will change to a crosshair and clicking will place the camera or light.&lt;br /&gt;
&lt;br /&gt;
An alternate method is to right-click anywhere in a viewport. This will show a context menu that has the same Insert menu option.&lt;br /&gt;
&lt;br /&gt;
Proxies and visual effect objects can be placed in the same manner.&lt;br /&gt;
&lt;br /&gt;
==== Editing object properties ====&lt;br /&gt;
&lt;br /&gt;
Select the object —  either in the viewport, or click its name in the timeline —  and the Object Inspector will display the valid editable properties for the object.&lt;br /&gt;
&lt;br /&gt;
All timeline objects have a Name field. This simply changes the name as it is displayed in the timeline, which is useful to keep things organized.&lt;br /&gt;
&lt;br /&gt;
You can also type in the Orientation and Position values, though most of the time it isn't necessary to enter the values in directly.&lt;br /&gt;
&lt;br /&gt;
Some objects have special fields that can be keyed and edited with the [[curve editor]]. Cameras have a FOV (field of view) field, which sets the default FOV for that camera. Lights have a Color and a Radius field.&lt;br /&gt;
&lt;br /&gt;
==== Activating pre-placed area objects ====&lt;br /&gt;
&lt;br /&gt;
Objects that are pre-placed in the area (via the area editor) are inactive by default, meaning they can't be controlled by the cutscene engine and will carry on doing whatever ambient behaviour they would normally do. They can be selected in standard mode, however, and activated by right-clicking the selected object and selecting &amp;quot;Activate Area Objects&amp;quot;. The object will then get an entry in the timeline.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene activate object.png]]&lt;br /&gt;
&lt;br /&gt;
To deactivate an area object, simply delete it. The timeline entry for the object will be removed and it will go back to its original position and inactive state.&lt;br /&gt;
&lt;br /&gt;
If you want to hide an area object during the cutscene, activate it and then give it a &amp;quot;Change Visibility&amp;quot; [[cutscene action]] to make it disappear.&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
&lt;br /&gt;
The timeline consists of a list of all the active objects in the cutscene, each with a set of &amp;quot;tracks&amp;quot; that contain various actions and events that occur to those objects over time. The bar along the top of the timeline shows the location of those events in time, and a marker (or &amp;quot;scrubber&amp;quot;) with a vertical line running through the tracks shows what moment in time is currently being displayed in the viewports.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial timeline.png]]&lt;br /&gt;
&lt;br /&gt;
=== Tool Buttons ===&lt;br /&gt;
&lt;br /&gt;
*Selection Tool - This tool allows you to select the objects, events, and their respective tracks.&lt;br /&gt;
*Hand Tool - Left-clicking and dragging in the Track Pane with this tool will allow you to scroll rapidly through the Timeline. If you have the Selection Tool selected, you can temporarily switch to the Hand Tool by simply holding the SHIFT key.&lt;br /&gt;
* Units Indicator - This indicates what the numbers on the timeline mean. The default is “frames”. To change the units, open the properties of the timeline window by right-clicking anywhere in the timeline area and selecting &amp;quot;properties&amp;quot;. The options under the &amp;quot;Time Scale&amp;quot; property are seconds (100 FPS) or frames (30 FPS).&lt;br /&gt;
* Timeline Bar - An indication of the cutscene’s progression in linear temporal units. To stretch or shrink the timeline place the mouse cursor over it and use the mouse wheel (you may need to click it once to give the timeline focus).&lt;br /&gt;
* Timeline Marker - This shows the precise point in the timeline that the scene is at.  Left-clicking and dragging it will allow you to cycle back and forth through the Timeline, as the actions play out in the viewports.  Any keys or actions you place will appear at the point in time occupied by the Time Marker.&lt;br /&gt;
* Track List - This section lists all of the objects in the scene. When the + sign beside the object is clicked it will expand and list all of the tracks associated with that object.&lt;br /&gt;
&lt;br /&gt;
There is always a &amp;quot;MASTER&amp;quot; object. Global actions are assigned to a track on the MASTER object. This would include things like fades and other frame buffer effects. The MASTER object cannot be deleted. All other objects can be added and deleted at will.&lt;br /&gt;
&lt;br /&gt;
Each object has Position and Orientation track sets with each set having three sub-tracks (X, Y and Z, and roll, pitch, and yaw). In addition, there are the following special tracks:&lt;br /&gt;
&lt;br /&gt;
* Cameras have a &amp;quot;FOV&amp;quot; (field of view) track.&lt;br /&gt;
* Lights have &amp;quot;radius&amp;quot;, &amp;quot;intensity&amp;quot;, and &amp;quot;color&amp;quot; tracks (the latter having one sub-track each for red, green, and blue).&lt;br /&gt;
* MASTER lacks an Orientation track set.&lt;br /&gt;
* Sounds have a &amp;quot;Sound&amp;quot; track&lt;br /&gt;
&lt;br /&gt;
To add a new generic track right-click an object and select “Add Track”. All actions not covered by the Position, Orientation, or FOV tracks (like animations) are placed on generic tracks.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the actions and effects that can be added to generic tracks, see:&lt;br /&gt;
*[[cutscene action]]s - these affect how objects in the cutscene behave.&lt;br /&gt;
*[[cutscene effect]]s - these modify the view through the camera, for example adding motion blur.&lt;br /&gt;
&lt;br /&gt;
To rename an object select it and change the “Name” field in the Object Inspector. The same can be done for generic tracks (but not the Position, Orientation, or other special tracks).&lt;br /&gt;
&lt;br /&gt;
Objects can be re-ordered by dragging the name up and down in the list.&lt;br /&gt;
&lt;br /&gt;
*Track Pane - This pane displays all the actions (keys, curves, other actions) that are occurring within the scene, in their related points in Time.&lt;br /&gt;
&lt;br /&gt;
Actions can be shuffled around by left-clicking and dragging while using the Selection Tool. They can also be cut/copied from one track and pasted to another track.&lt;br /&gt;
&lt;br /&gt;
Objects can be multi-selected by left-click dragging in an open area of the pane. Another method is to use CTRL-click on multiple objects to select them.&lt;br /&gt;
 &lt;br /&gt;
* Keys and Curves - To make objects move around during the cutscene they need to have keys assigned to them on the timeline. For example, if a creature is supposed to be at a specific point at a specific time he will have a position key placed at the appropriate time on the timeline.&lt;br /&gt;
&lt;br /&gt;
A single key will immediately snap the object when that point in time is reached. For a position key this means the object will jump to that point. For an orientation key the object will snap to the new orientation. For a FOV key the camera will snap to the new FOV.&lt;br /&gt;
&lt;br /&gt;
Keys can also be combined to create a curve. When this is done a Bezier curve or linear curve is generated to fill the gaps between the keys. The curve can then be adjusted in different ways to create the exact movement the user needs.&lt;br /&gt;
&lt;br /&gt;
Creating keys and curves is pretty much the same for all types (position, movement, FOV) though there are differences in how to work with them once they are created.&lt;br /&gt;
&lt;br /&gt;
==== Creating a Key ====&lt;br /&gt;
&lt;br /&gt;
*Position the time marker to the point on the timeline where the key should be created.&lt;br /&gt;
* Adjust the object to the desired setting.&lt;br /&gt;
** Position: Move the object to the proper place in the level.&lt;br /&gt;
** Orientation: Rotate the object.&lt;br /&gt;
** FOV: Change the FOV field in the Object Inspector.&lt;br /&gt;
* Right-click the object name in the timeline and select either “Add Position Key”, “Add Orientation Key”, or “Add Camera FOV Key”.&lt;br /&gt;
* The keyboard shortcuts &amp;quot;P&amp;quot;, &amp;quot;O&amp;quot;, and &amp;quot;F&amp;quot; can also be used.&lt;br /&gt;
* The shortcut &amp;quot;K&amp;quot; creates a key on all three sets of tracks simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Position Keys and Curves ==&lt;br /&gt;
&lt;br /&gt;
Once placed, position keys and curves are visible in User viewports. Moving keys and curves around the layout works the same as moving any other object.&lt;br /&gt;
&lt;br /&gt;
Individual keys are shown in viewports as white squares (yellow when selected). To change the position of a key simply drag it around the layout.&lt;br /&gt;
&lt;br /&gt;
Curves can also be adjusted in the curve editor. See [[curve editor]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Orientation and FOV keys/curves ===&lt;br /&gt;
&lt;br /&gt;
Orientation and FOV keys/curves cannot be easily represented in the viewport. The result will be displayed (for example, a creature will turn), but the keys and curves themselves will not be visible.&lt;br /&gt;
&lt;br /&gt;
To adjust them the Curve Editor must be used. Refer to [[curve editor]] for more information.&lt;br /&gt;
&lt;br /&gt;
== VFX ==&lt;br /&gt;
&lt;br /&gt;
See [[VFX list]] for a list of visual effects available in Dragon Age's library.&lt;br /&gt;
&lt;br /&gt;
To use a VFX object in the cutscene editor, right-click in the user viewport and select &amp;quot;insert/VFX&amp;quot;. Find the desired VFX in the popup browser window.  If you know the exact VFX you need, filter for it by copying the name over.  Use &amp;quot; * &amp;quot; as wildcard if needed.  Filtering by entering &amp;quot;*x*&amp;quot; in the &amp;quot;name&amp;quot; field and hitting &amp;quot;enter&amp;quot; should eliminate most other animations from the list.  You can also filter by type of VFX, using the prefixes listed above. Select the VFX you want and hit &amp;quot;ok&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Now left-click in the scene to place the VFX.  You will see a new &amp;quot;VFX&amp;quot; item added to your timeline.    &lt;br /&gt;
*If the VFX is a crust effect, select it and designate a crust target in the &amp;quot;actor&amp;quot; field of the object inspector.  &lt;br /&gt;
*If the VFX is a placeable effect, use the 3 Axis Movement tool to place it at the desired coordinates. &lt;br /&gt;
You can click on the &amp;quot;+&amp;quot; next to the VFX on the timeline to view its info, including assigned animations.  &lt;br /&gt;
&lt;br /&gt;
VFX animations can be chopped and looped if needed.  &lt;br /&gt;
&lt;br /&gt;
Most VFX are made up of 3 separate stages:  Impact, Duration, and cessation.  These are indicated using a  &amp;quot;.impa&amp;quot;, &amp;quot;.dura&amp;quot; or &amp;quot;.cess&amp;quot; extension in the animation name on the timeline.  &lt;br /&gt;
&lt;br /&gt;
If you want a VFX to play for a specific time, manipulate the &amp;quot;Duration&amp;quot; stage of the animation in the timeline.  &lt;br /&gt;
&lt;br /&gt;
Previewing in editor: &lt;br /&gt;
&lt;br /&gt;
To get a frame-accurate preview of the VFX at any given frame when scrubbing the timeline, click the &amp;quot;Simulate Cutscene&amp;quot; button at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
== Titles and text ==&lt;br /&gt;
&lt;br /&gt;
Since all text comes from conversations, this is how we add a title for DA:&lt;br /&gt;
# Create a conversation line (the way we do thing is: some stand alone cutscenes have their own conversation;  you could also create one conversation with all your area titles or whatever)&lt;br /&gt;
# Flag the line in the conversation as “No VO In Game” – this will cause the subtitle to always show and it won’t try to play or generate VO&lt;br /&gt;
# Add the conversation line to the cutscene via a Speak Line action. It is usually most convenient to add this to the MASTER object.&lt;br /&gt;
&lt;br /&gt;
This will create a title which works just like a subtitled VO line. There is no way to change the font or have any kind of title other than a VO subtitle (with or without actual VO).&lt;br /&gt;
&lt;br /&gt;
Note that subtitles have a different appearance in the toolset editor than in the game.&lt;br /&gt;
&lt;br /&gt;
== Cutscene properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Cutscene Length| How long the cutscene plays for. }}&lt;br /&gt;
{{inspector row|End Script| The script that will be fired when the cutscene completes. This field is only considered during stand-alone cutscenes. Cutscenes that are part of a conversation ignore this field.}}&lt;br /&gt;
{{inspector row|Play Until VO Completes| If true the cutscene will continue playing past the end if non-english VO extends beyond the end of the scene. If false the cutscene always ends at the end of its runtime. This flag only applies to cutscenes played as part of a conversation. }}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource }}&lt;br /&gt;
{{inspector row|Time Scale| The time scale that the cutscene uses. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Debug}}&lt;br /&gt;
{{inspector row|Animatic| A temporary bink movie that will be played instead of this cutscene. This field is intended to allow hookup of cutscenes before they are ready. It should never be used in the final game. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Game}}&lt;br /&gt;
{{inspector row|Play Sound Events| If true any sound events associated with animations will be played. If false these events will not be played. Sound events can only be played in the game, you will not hear them in the toolset. }}&lt;br /&gt;
{{inspector row|Use Master For LOD| If true the master object will be used to determine the center of level LOD for the cutscene. If false the LOD is centered around the mid point of the scene and never moves. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Setting}}&lt;br /&gt;
{{inspector row|Area| The area in which the cutscene takes place. }}&lt;br /&gt;
{{inspector row|Enable Level Effects| If true the effects from the level will be applied. If false only those effects defined in the cutscene will be applied. }}&lt;br /&gt;
{{inspector row|Stage| The stage on which the cutscene will be played. If set, stage actions are allowed. }}&lt;br /&gt;
{{inspector row|Stage Orientation| The orientation of the stage within the area. Only shown when a stage is selected.}}&lt;br /&gt;
{{inspector row|Stage Position| The position of the stage within the area. Only shown when a stage is selected.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
== Переводчики ==&lt;br /&gt;
Warslav / [[User:Warslav|Страница]] / [mailto:jsmits@mail.ru Почта] / [[Translation/ru|Как переводить DA Builder Wiki]]&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene}}&lt;br /&gt;
[[Category:Cutscenes]]&lt;br /&gt;
[[Category:Translations_ru]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Cutscene/ru&amp;diff=17332</id>
		<title>Cutscene/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Cutscene/ru&amp;diff=17332"/>
				<updated>2011-09-07T04:25:07Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox cutscenes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Катсцена – это заранее заскриптованная кинематографическая последовательность, которая воспроизводится используя движок игры и игровые объекты.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Приступая к работе ==&lt;br /&gt;
&lt;br /&gt;
Есть две вещи, которые необходимо сделать перед тем, как приступить к работе с катсценой.&lt;br /&gt;
* Необходимо создать новый ресурс – катсцену&lt;br /&gt;
* К катсцене необходим творческий подход.&lt;br /&gt;
&lt;br /&gt;
Для создания нового ресурса катсцены, перейдите в меню File и віберите  New-&amp;gt; Cutscene. Введите уникальное имя для катсцены. Нажмите ОК. Новый ресурс  катсцены  появится в закладке для катсцен в окне  палитры.&lt;br /&gt;
&lt;br /&gt;
[[Image:New resource.png|thumb|New resource]]&lt;br /&gt;
&lt;br /&gt;
Паралельно, катсцены могут быть созданы из существующей кинематографической линии в  [[conversation]](диалоге). Это позволяет редактировать кинематографичность диалогов в более искусные  способы.&lt;br /&gt;
&lt;br /&gt;
Когда вы впервые открываете ресурс катсцены, окно Object Inspector отобразит несколько отличающиеся между собой полей данных. Одно из них – «Area» (область). Кликните на строке и, затем, кликните на кнопку “…”. Это откроет окно, отображающее все доступные игровые области. Выберите одну, кликните ОК и вы сможете увидеть ее через экраны видов.&lt;br /&gt;
&lt;br /&gt;
Вы также можете назначить сцену [[stage]] катсцене. Это позволит сделать доступным действие «jump to stage», которое позволит вам моментально переместить камеры и объекты в заданные места место в сцене, возможно упрощающее создание катсцены, если у вас уже есть хорошая сцена для работы, которую вы намерены делать. Сцена не есть строго необходимой для создания катсцены, но в некоторых случаях, она может помочь сделать вещи более удобными, посредством создания опорных точек для дальнейшей работы.&lt;br /&gt;
&lt;br /&gt;
Редактор катсцены имеет два главных раздела: Видовые экраны (сверху), и шкала хронологии (внизу). Также существует [[curve editor]] (редактор кривых) , который может быть отображен ниже шкалы хронологии, корда кнопка «show curve editor» (показать редактор кривых) доступна на панели инструментов.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Cutscene new.png|center|thumb|300px|New blank cutscene]] &lt;br /&gt;
| [[File:Cutscene editor overview.png|thumb|300px|Cutscene editor components:&lt;br /&gt;
A.	Viewports&lt;br /&gt;
B.	Timeline&lt;br /&gt;
C.	Curve Editor&lt;br /&gt;
D.	Toolbar&lt;br /&gt;
E.	Palette Window&lt;br /&gt;
F.	Object Inspector]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Панель инструментов ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Show trajectories&amp;quot; shows the path that objects with position keys will move along. Keyframe positions are indicated with small white squares along the line.&lt;br /&gt;
* When &amp;quot;Curve mode&amp;quot; is enabled, key curves are bezier by default. When not selected, key curves are stepped by default.&lt;br /&gt;
*  See [[3D control]] for information on standard selection, 3-axis movement, 3-axis rotation and local coordinates&lt;br /&gt;
* Objects follow surface: selected objects snap to walkmesh when they're moved.&lt;br /&gt;
* &amp;quot;Update keys&amp;quot; update position and orientation keys when you rotate/translate cutscene objects&lt;br /&gt;
* The &amp;quot;add keys for selected object&amp;quot; (position, orientation, and other) command has the keyboard shortcut &amp;quot;K&amp;quot;&lt;br /&gt;
* &amp;quot;Simulate cutscene&amp;quot; Causes the cutscene engine to fully simulate the cutscene up to the point currently selected by the timeline scrubber and update the view to that state. This is useful to ensure that all visual effect elements are in the state they would be in if you played the cutscene normally to that point. For efficiency reasons some complex visual effects aren't updated in this way when you move the scrubber around.&lt;br /&gt;
&lt;br /&gt;
== Viewports ==&lt;br /&gt;
&lt;br /&gt;
The viewports are where the scene can be viewed, and where objects in the scene can be manipulated.&lt;br /&gt;
&lt;br /&gt;
See [[3D control]] for information on how to control the view within a viewport.&lt;br /&gt;
&lt;br /&gt;
=== View types ===&lt;br /&gt;
&lt;br /&gt;
To change the type of view for a viewport right-click on the line above the viewport. This will show a context menu that allows the viewport type to be changed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial viewport properties.png]]&lt;br /&gt;
&lt;br /&gt;
The top portion of the context menu lists the following options: Front, Back, Top, Bottom, Left, Right, Perspective. These are predefined user views, and will move the camera to those positions. The bottom portion of the context menu allows the viewport to be attached to a camera.&lt;br /&gt;
&lt;br /&gt;
*User —  This is the default view type. The camera can be moved around to view the scene from any angle. This is the most useful view type for manipulating objects in the scene.&lt;br /&gt;
*Active Camera —  This view type will attach the viewport camera to the camera that is currently active. This view is the one to use to preview how the scene will look in the game.&lt;br /&gt;
*Selected Camera - This view type will attach the viewport camera to the camera that's currently selected in the timeline window.&lt;br /&gt;
*Camera(s) —  This view type will attach the viewport to a specific camera. In the context menu move the mouse over the Camera option, and a sub-menu will open listing all the available cameras in the scene. This view will preview how the scene will look from that camera. Also, if the viewport camera is moved via camera controls the actual camera will also be moved.&lt;br /&gt;
&lt;br /&gt;
There is one more option of note in the context menu: Detach Camera. If a viewport is attached to a camera (either a specific camera or the active camera) this option will switch the viewport back to the User mode, but the viewport camera will remain where it is.&lt;br /&gt;
&lt;br /&gt;
Other options here include:&lt;br /&gt;
* Toggle Orthographic — Turns on or off perspective view.&lt;br /&gt;
*Toggle Wireframe —  Turns on or off the display of textures and shading.  Can be useful when the topography of an area is obscured by complex texturing.&lt;br /&gt;
*Safe Frame — Restricts the camera's view to a frame that shows what will be visible when the cutscene is viewed in-game. Useful for previewing. &lt;br /&gt;
&lt;br /&gt;
=== Viewport layout ===&lt;br /&gt;
&lt;br /&gt;
By default there are four viewport windows, allowing the user to view the scene from many different angles at once. However this can be customized to suit the user's needs.&lt;br /&gt;
&lt;br /&gt;
All of the viewports can be resized by dragging the separating lines between the viewports.&lt;br /&gt;
&lt;br /&gt;
Also, the number of viewports can be changed. Between one and four viewports can be visible at once, in a variety of different configurations. This can be changed using the View -&amp;gt; Viewports menu or by right-clicking on the title bar of the active viewport.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial viewport layout.png]]&lt;br /&gt;
&lt;br /&gt;
=== Working with objects in viewports ===&lt;br /&gt;
&lt;br /&gt;
For a complete list of the types of objects that can be placed in a cutscene, and their properties, see [[cutscene object]]s.&lt;br /&gt;
&lt;br /&gt;
==== Placing a creature or placeable ====&lt;br /&gt;
&lt;br /&gt;
To place a creature or placeable object in the cutscene you simply need to select the object in the palette window and then click in the viewport to place the object.&lt;br /&gt;
&lt;br /&gt;
* Go to the Creatures or Placeables portion of the Palette Window.&lt;br /&gt;
* Find the creature or placeable that you wish to use in the cutscene, and select it.&lt;br /&gt;
* Once selected when you move the cursor over a viewport window it will change to a crosshair.&lt;br /&gt;
* Select a spot to place the object, and click.&lt;br /&gt;
&lt;br /&gt;
The object will then be placed in the scene, and it will also be listed in the timeline.&lt;br /&gt;
&lt;br /&gt;
==== Placing a camera or light ====&lt;br /&gt;
&lt;br /&gt;
Go to the Edit menu -&amp;gt; Insert -&amp;gt; Camera/Light. From here it is the same as placing a creature or placeable —  the cursor will change to a crosshair and clicking will place the camera or light.&lt;br /&gt;
&lt;br /&gt;
An alternate method is to right-click anywhere in a viewport. This will show a context menu that has the same Insert menu option.&lt;br /&gt;
&lt;br /&gt;
Proxies and visual effect objects can be placed in the same manner.&lt;br /&gt;
&lt;br /&gt;
==== Editing object properties ====&lt;br /&gt;
&lt;br /&gt;
Select the object —  either in the viewport, or click its name in the timeline —  and the Object Inspector will display the valid editable properties for the object.&lt;br /&gt;
&lt;br /&gt;
All timeline objects have a Name field. This simply changes the name as it is displayed in the timeline, which is useful to keep things organized.&lt;br /&gt;
&lt;br /&gt;
You can also type in the Orientation and Position values, though most of the time it isn't necessary to enter the values in directly.&lt;br /&gt;
&lt;br /&gt;
Some objects have special fields that can be keyed and edited with the [[curve editor]]. Cameras have a FOV (field of view) field, which sets the default FOV for that camera. Lights have a Color and a Radius field.&lt;br /&gt;
&lt;br /&gt;
==== Activating pre-placed area objects ====&lt;br /&gt;
&lt;br /&gt;
Objects that are pre-placed in the area (via the area editor) are inactive by default, meaning they can't be controlled by the cutscene engine and will carry on doing whatever ambient behaviour they would normally do. They can be selected in standard mode, however, and activated by right-clicking the selected object and selecting &amp;quot;Activate Area Objects&amp;quot;. The object will then get an entry in the timeline.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene activate object.png]]&lt;br /&gt;
&lt;br /&gt;
To deactivate an area object, simply delete it. The timeline entry for the object will be removed and it will go back to its original position and inactive state.&lt;br /&gt;
&lt;br /&gt;
If you want to hide an area object during the cutscene, activate it and then give it a &amp;quot;Change Visibility&amp;quot; [[cutscene action]] to make it disappear.&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
&lt;br /&gt;
The timeline consists of a list of all the active objects in the cutscene, each with a set of &amp;quot;tracks&amp;quot; that contain various actions and events that occur to those objects over time. The bar along the top of the timeline shows the location of those events in time, and a marker (or &amp;quot;scrubber&amp;quot;) with a vertical line running through the tracks shows what moment in time is currently being displayed in the viewports.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial timeline.png]]&lt;br /&gt;
&lt;br /&gt;
=== Tool Buttons ===&lt;br /&gt;
&lt;br /&gt;
*Selection Tool - This tool allows you to select the objects, events, and their respective tracks.&lt;br /&gt;
*Hand Tool - Left-clicking and dragging in the Track Pane with this tool will allow you to scroll rapidly through the Timeline. If you have the Selection Tool selected, you can temporarily switch to the Hand Tool by simply holding the SHIFT key.&lt;br /&gt;
* Units Indicator - This indicates what the numbers on the timeline mean. The default is “frames”. To change the units, open the properties of the timeline window by right-clicking anywhere in the timeline area and selecting &amp;quot;properties&amp;quot;. The options under the &amp;quot;Time Scale&amp;quot; property are seconds (100 FPS) or frames (30 FPS).&lt;br /&gt;
* Timeline Bar - An indication of the cutscene’s progression in linear temporal units. To stretch or shrink the timeline place the mouse cursor over it and use the mouse wheel (you may need to click it once to give the timeline focus).&lt;br /&gt;
* Timeline Marker - This shows the precise point in the timeline that the scene is at.  Left-clicking and dragging it will allow you to cycle back and forth through the Timeline, as the actions play out in the viewports.  Any keys or actions you place will appear at the point in time occupied by the Time Marker.&lt;br /&gt;
* Track List - This section lists all of the objects in the scene. When the + sign beside the object is clicked it will expand and list all of the tracks associated with that object.&lt;br /&gt;
&lt;br /&gt;
There is always a &amp;quot;MASTER&amp;quot; object. Global actions are assigned to a track on the MASTER object. This would include things like fades and other frame buffer effects. The MASTER object cannot be deleted. All other objects can be added and deleted at will.&lt;br /&gt;
&lt;br /&gt;
Each object has Position and Orientation track sets with each set having three sub-tracks (X, Y and Z, and roll, pitch, and yaw). In addition, there are the following special tracks:&lt;br /&gt;
&lt;br /&gt;
* Cameras have a &amp;quot;FOV&amp;quot; (field of view) track.&lt;br /&gt;
* Lights have &amp;quot;radius&amp;quot;, &amp;quot;intensity&amp;quot;, and &amp;quot;color&amp;quot; tracks (the latter having one sub-track each for red, green, and blue).&lt;br /&gt;
* MASTER lacks an Orientation track set.&lt;br /&gt;
* Sounds have a &amp;quot;Sound&amp;quot; track&lt;br /&gt;
&lt;br /&gt;
To add a new generic track right-click an object and select “Add Track”. All actions not covered by the Position, Orientation, or FOV tracks (like animations) are placed on generic tracks.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the actions and effects that can be added to generic tracks, see:&lt;br /&gt;
*[[cutscene action]]s - these affect how objects in the cutscene behave.&lt;br /&gt;
*[[cutscene effect]]s - these modify the view through the camera, for example adding motion blur.&lt;br /&gt;
&lt;br /&gt;
To rename an object select it and change the “Name” field in the Object Inspector. The same can be done for generic tracks (but not the Position, Orientation, or other special tracks).&lt;br /&gt;
&lt;br /&gt;
Objects can be re-ordered by dragging the name up and down in the list.&lt;br /&gt;
&lt;br /&gt;
*Track Pane - This pane displays all the actions (keys, curves, other actions) that are occurring within the scene, in their related points in Time.&lt;br /&gt;
&lt;br /&gt;
Actions can be shuffled around by left-clicking and dragging while using the Selection Tool. They can also be cut/copied from one track and pasted to another track.&lt;br /&gt;
&lt;br /&gt;
Objects can be multi-selected by left-click dragging in an open area of the pane. Another method is to use CTRL-click on multiple objects to select them.&lt;br /&gt;
 &lt;br /&gt;
* Keys and Curves - To make objects move around during the cutscene they need to have keys assigned to them on the timeline. For example, if a creature is supposed to be at a specific point at a specific time he will have a position key placed at the appropriate time on the timeline.&lt;br /&gt;
&lt;br /&gt;
A single key will immediately snap the object when that point in time is reached. For a position key this means the object will jump to that point. For an orientation key the object will snap to the new orientation. For a FOV key the camera will snap to the new FOV.&lt;br /&gt;
&lt;br /&gt;
Keys can also be combined to create a curve. When this is done a Bezier curve or linear curve is generated to fill the gaps between the keys. The curve can then be adjusted in different ways to create the exact movement the user needs.&lt;br /&gt;
&lt;br /&gt;
Creating keys and curves is pretty much the same for all types (position, movement, FOV) though there are differences in how to work with them once they are created.&lt;br /&gt;
&lt;br /&gt;
==== Creating a Key ====&lt;br /&gt;
&lt;br /&gt;
*Position the time marker to the point on the timeline where the key should be created.&lt;br /&gt;
* Adjust the object to the desired setting.&lt;br /&gt;
** Position: Move the object to the proper place in the level.&lt;br /&gt;
** Orientation: Rotate the object.&lt;br /&gt;
** FOV: Change the FOV field in the Object Inspector.&lt;br /&gt;
* Right-click the object name in the timeline and select either “Add Position Key”, “Add Orientation Key”, or “Add Camera FOV Key”.&lt;br /&gt;
* The keyboard shortcuts &amp;quot;P&amp;quot;, &amp;quot;O&amp;quot;, and &amp;quot;F&amp;quot; can also be used.&lt;br /&gt;
* The shortcut &amp;quot;K&amp;quot; creates a key on all three sets of tracks simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Position Keys and Curves ==&lt;br /&gt;
&lt;br /&gt;
Once placed, position keys and curves are visible in User viewports. Moving keys and curves around the layout works the same as moving any other object.&lt;br /&gt;
&lt;br /&gt;
Individual keys are shown in viewports as white squares (yellow when selected). To change the position of a key simply drag it around the layout.&lt;br /&gt;
&lt;br /&gt;
Curves can also be adjusted in the curve editor. See [[curve editor]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Orientation and FOV keys/curves ===&lt;br /&gt;
&lt;br /&gt;
Orientation and FOV keys/curves cannot be easily represented in the viewport. The result will be displayed (for example, a creature will turn), but the keys and curves themselves will not be visible.&lt;br /&gt;
&lt;br /&gt;
To adjust them the Curve Editor must be used. Refer to [[curve editor]] for more information.&lt;br /&gt;
&lt;br /&gt;
== VFX ==&lt;br /&gt;
&lt;br /&gt;
See [[VFX list]] for a list of visual effects available in Dragon Age's library.&lt;br /&gt;
&lt;br /&gt;
To use a VFX object in the cutscene editor, right-click in the user viewport and select &amp;quot;insert/VFX&amp;quot;. Find the desired VFX in the popup browser window.  If you know the exact VFX you need, filter for it by copying the name over.  Use &amp;quot; * &amp;quot; as wildcard if needed.  Filtering by entering &amp;quot;*x*&amp;quot; in the &amp;quot;name&amp;quot; field and hitting &amp;quot;enter&amp;quot; should eliminate most other animations from the list.  You can also filter by type of VFX, using the prefixes listed above. Select the VFX you want and hit &amp;quot;ok&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Now left-click in the scene to place the VFX.  You will see a new &amp;quot;VFX&amp;quot; item added to your timeline.    &lt;br /&gt;
*If the VFX is a crust effect, select it and designate a crust target in the &amp;quot;actor&amp;quot; field of the object inspector.  &lt;br /&gt;
*If the VFX is a placeable effect, use the 3 Axis Movement tool to place it at the desired coordinates. &lt;br /&gt;
You can click on the &amp;quot;+&amp;quot; next to the VFX on the timeline to view its info, including assigned animations.  &lt;br /&gt;
&lt;br /&gt;
VFX animations can be chopped and looped if needed.  &lt;br /&gt;
&lt;br /&gt;
Most VFX are made up of 3 separate stages:  Impact, Duration, and cessation.  These are indicated using a  &amp;quot;.impa&amp;quot;, &amp;quot;.dura&amp;quot; or &amp;quot;.cess&amp;quot; extension in the animation name on the timeline.  &lt;br /&gt;
&lt;br /&gt;
If you want a VFX to play for a specific time, manipulate the &amp;quot;Duration&amp;quot; stage of the animation in the timeline.  &lt;br /&gt;
&lt;br /&gt;
Previewing in editor: &lt;br /&gt;
&lt;br /&gt;
To get a frame-accurate preview of the VFX at any given frame when scrubbing the timeline, click the &amp;quot;Simulate Cutscene&amp;quot; button at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
== Titles and text ==&lt;br /&gt;
&lt;br /&gt;
Since all text comes from conversations, this is how we add a title for DA:&lt;br /&gt;
# Create a conversation line (the way we do thing is: some stand alone cutscenes have their own conversation;  you could also create one conversation with all your area titles or whatever)&lt;br /&gt;
# Flag the line in the conversation as “No VO In Game” – this will cause the subtitle to always show and it won’t try to play or generate VO&lt;br /&gt;
# Add the conversation line to the cutscene via a Speak Line action. It is usually most convenient to add this to the MASTER object.&lt;br /&gt;
&lt;br /&gt;
This will create a title which works just like a subtitled VO line. There is no way to change the font or have any kind of title other than a VO subtitle (with or without actual VO).&lt;br /&gt;
&lt;br /&gt;
Note that subtitles have a different appearance in the toolset editor than in the game.&lt;br /&gt;
&lt;br /&gt;
== Cutscene properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Cutscene Length| How long the cutscene plays for. }}&lt;br /&gt;
{{inspector row|End Script| The script that will be fired when the cutscene completes. This field is only considered during stand-alone cutscenes. Cutscenes that are part of a conversation ignore this field.}}&lt;br /&gt;
{{inspector row|Play Until VO Completes| If true the cutscene will continue playing past the end if non-english VO extends beyond the end of the scene. If false the cutscene always ends at the end of its runtime. This flag only applies to cutscenes played as part of a conversation. }}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource }}&lt;br /&gt;
{{inspector row|Time Scale| The time scale that the cutscene uses. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Debug}}&lt;br /&gt;
{{inspector row|Animatic| A temporary bink movie that will be played instead of this cutscene. This field is intended to allow hookup of cutscenes before they are ready. It should never be used in the final game. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Game}}&lt;br /&gt;
{{inspector row|Play Sound Events| If true any sound events associated with animations will be played. If false these events will not be played. Sound events can only be played in the game, you will not hear them in the toolset. }}&lt;br /&gt;
{{inspector row|Use Master For LOD| If true the master object will be used to determine the center of level LOD for the cutscene. If false the LOD is centered around the mid point of the scene and never moves. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Setting}}&lt;br /&gt;
{{inspector row|Area| The area in which the cutscene takes place. }}&lt;br /&gt;
{{inspector row|Enable Level Effects| If true the effects from the level will be applied. If false only those effects defined in the cutscene will be applied. }}&lt;br /&gt;
{{inspector row|Stage| The stage on which the cutscene will be played. If set, stage actions are allowed. }}&lt;br /&gt;
{{inspector row|Stage Orientation| The orientation of the stage within the area. Only shown when a stage is selected.}}&lt;br /&gt;
{{inspector row|Stage Position| The position of the stage within the area. Only shown when a stage is selected.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
== Переводчики ==&lt;br /&gt;
Warslav / [[User:Warslav|Страница]] / [mailto:jsmits@mail.ru Почта] / [[Translation/ru|Как переводить DA Builder Wiki]]&lt;br /&gt;
&lt;br /&gt;
{{Languages|Cutscene}}&lt;br /&gt;
[[Category:Cutscenes]]&lt;br /&gt;
[[Category:Translations_ru]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Cutscene/ru&amp;diff=17325</id>
		<title>Cutscene/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Cutscene/ru&amp;diff=17325"/>
				<updated>2011-09-06T19:10:33Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Toolbar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox cutscenes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Катсцена – это заранее заскриптованная кинематографическая последовательность, которая воспроизводится используя движок игры и игровые объекты.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Приступая к работе ==&lt;br /&gt;
&lt;br /&gt;
Есть две вещи, которые необходимо сделать перед тем, как приступить к работе с катсценой.&lt;br /&gt;
* Необходимо создать новый ресурс – катсцену&lt;br /&gt;
* К катсцене необходим творческий подход.&lt;br /&gt;
&lt;br /&gt;
Для создания нового ресурса катсцены, перейдите в меню File и віберите  New-&amp;gt; Cutscene. Введите уникальное имя для катсцены. Нажмите ОК. Новый ресурс  катсцены  появится в закладке для катсцен в окне  палитры.&lt;br /&gt;
&lt;br /&gt;
[[Image:New resource.png|thumb|New resource]]&lt;br /&gt;
&lt;br /&gt;
Паралельно, катсцены могут быть созданы из существующей кинематографической линии в  [[conversation]](диалоге). Это позволяет редактировать кинематографичность диалогов в более искусные  способы.&lt;br /&gt;
&lt;br /&gt;
Когда вы впервые открываете ресурс катсцены, окно Object Inspector отобразит несколько отличающиеся между собой полей данных. Одно из них – «Area» (область). Кликните на строке и, затем, кликните на кнопку “…”. Это откроет окно, отображающее все доступные игровые области. Выберите одну, кликните ОК и вы сможете увидеть ее через экраны видов.&lt;br /&gt;
&lt;br /&gt;
Вы также можете назначить сцену [[stage]] катсцене. Это позволит сделать доступным действие «jump to stage», которое позволит вам моментально переместить камеры и объекты в заданные места место в сцене, возможно упрощающее создание катсцены, если у вас уже есть хорошая сцена для работы, которую вы намерены делать. Сцена не есть строго необходимой для создания катсцены, но в некоторых случаях, она может помочь сделать вещи более удобными, посредством создания опорных точек для дальнейшей работы.&lt;br /&gt;
&lt;br /&gt;
Редактор катсцены имеет два главных раздела: Видовые экраны (сверху), и шкала хронологии (внизу). Также существует [[curve editor]] (редактор кривых) , который может быть отображен ниже шкалы хронологии, корда кнопка «show curve editor» (показать редактор кривых) доступна на панели инструментов.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Cutscene new.png|center|thumb|300px|New blank cutscene]] &lt;br /&gt;
| [[File:Cutscene editor overview.png|thumb|300px|Cutscene editor components:&lt;br /&gt;
A.	Viewports&lt;br /&gt;
B.	Timeline&lt;br /&gt;
C.	Curve Editor&lt;br /&gt;
D.	Toolbar&lt;br /&gt;
E.	Palette Window&lt;br /&gt;
F.	Object Inspector]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Панель инструментов ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Show trajectories&amp;quot; shows the path that objects with position keys will move along. Keyframe positions are indicated with small white squares along the line.&lt;br /&gt;
* When &amp;quot;Curve mode&amp;quot; is enabled, key curves are bezier by default. When not selected, key curves are stepped by default.&lt;br /&gt;
*  See [[3D control]] for information on standard selection, 3-axis movement, 3-axis rotation and local coordinates&lt;br /&gt;
* Objects follow surface: selected objects snap to walkmesh when they're moved.&lt;br /&gt;
* &amp;quot;Update keys&amp;quot; update position and orientation keys when you rotate/translate cutscene objects&lt;br /&gt;
* The &amp;quot;add keys for selected object&amp;quot; (position, orientation, and other) command has the keyboard shortcut &amp;quot;K&amp;quot;&lt;br /&gt;
* &amp;quot;Simulate cutscene&amp;quot; Causes the cutscene engine to fully simulate the cutscene up to the point currently selected by the timeline scrubber and update the view to that state. This is useful to ensure that all visual effect elements are in the state they would be in if you played the cutscene normally to that point. For efficiency reasons some complex visual effects aren't updated in this way when you move the scrubber around.&lt;br /&gt;
&lt;br /&gt;
== Viewports ==&lt;br /&gt;
&lt;br /&gt;
The viewports are where the scene can be viewed, and where objects in the scene can be manipulated.&lt;br /&gt;
&lt;br /&gt;
See [[3D control]] for information on how to control the view within a viewport.&lt;br /&gt;
&lt;br /&gt;
=== View types ===&lt;br /&gt;
&lt;br /&gt;
To change the type of view for a viewport right-click on the line above the viewport. This will show a context menu that allows the viewport type to be changed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial viewport properties.png]]&lt;br /&gt;
&lt;br /&gt;
The top portion of the context menu lists the following options: Front, Back, Top, Bottom, Left, Right, Perspective. These are predefined user views, and will move the camera to those positions. The bottom portion of the context menu allows the viewport to be attached to a camera.&lt;br /&gt;
&lt;br /&gt;
*User —  This is the default view type. The camera can be moved around to view the scene from any angle. This is the most useful view type for manipulating objects in the scene.&lt;br /&gt;
*Active Camera —  This view type will attach the viewport camera to the camera that is currently active. This view is the one to use to preview how the scene will look in the game.&lt;br /&gt;
*Selected Camera - This view type will attach the viewport camera to the camera that's currently selected in the timeline window.&lt;br /&gt;
*Camera(s) —  This view type will attach the viewport to a specific camera. In the context menu move the mouse over the Camera option, and a sub-menu will open listing all the available cameras in the scene. This view will preview how the scene will look from that camera. Also, if the viewport camera is moved via camera controls the actual camera will also be moved.&lt;br /&gt;
&lt;br /&gt;
There is one more option of note in the context menu: Detach Camera. If a viewport is attached to a camera (either a specific camera or the active camera) this option will switch the viewport back to the User mode, but the viewport camera will remain where it is.&lt;br /&gt;
&lt;br /&gt;
Other options here include:&lt;br /&gt;
* Toggle Orthographic — Turns on or off perspective view.&lt;br /&gt;
*Toggle Wireframe —  Turns on or off the display of textures and shading.  Can be useful when the topography of an area is obscured by complex texturing.&lt;br /&gt;
*Safe Frame — Restricts the camera's view to a frame that shows what will be visible when the cutscene is viewed in-game. Useful for previewing. &lt;br /&gt;
&lt;br /&gt;
=== Viewport layout ===&lt;br /&gt;
&lt;br /&gt;
By default there are four viewport windows, allowing the user to view the scene from many different angles at once. However this can be customized to suit the user's needs.&lt;br /&gt;
&lt;br /&gt;
All of the viewports can be resized by dragging the separating lines between the viewports.&lt;br /&gt;
&lt;br /&gt;
Also, the number of viewports can be changed. Between one and four viewports can be visible at once, in a variety of different configurations. This can be changed using the View -&amp;gt; Viewports menu or by right-clicking on the title bar of the active viewport.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial viewport layout.png]]&lt;br /&gt;
&lt;br /&gt;
=== Working with objects in viewports ===&lt;br /&gt;
&lt;br /&gt;
For a complete list of the types of objects that can be placed in a cutscene, and their properties, see [[cutscene object]]s.&lt;br /&gt;
&lt;br /&gt;
==== Placing a creature or placeable ====&lt;br /&gt;
&lt;br /&gt;
To place a creature or placeable object in the cutscene you simply need to select the object in the palette window and then click in the viewport to place the object.&lt;br /&gt;
&lt;br /&gt;
* Go to the Creatures or Placeables portion of the Palette Window.&lt;br /&gt;
* Find the creature or placeable that you wish to use in the cutscene, and select it.&lt;br /&gt;
* Once selected when you move the cursor over a viewport window it will change to a crosshair.&lt;br /&gt;
* Select a spot to place the object, and click.&lt;br /&gt;
&lt;br /&gt;
The object will then be placed in the scene, and it will also be listed in the timeline.&lt;br /&gt;
&lt;br /&gt;
==== Placing a camera or light ====&lt;br /&gt;
&lt;br /&gt;
Go to the Edit menu -&amp;gt; Insert -&amp;gt; Camera/Light. From here it is the same as placing a creature or placeable —  the cursor will change to a crosshair and clicking will place the camera or light.&lt;br /&gt;
&lt;br /&gt;
An alternate method is to right-click anywhere in a viewport. This will show a context menu that has the same Insert menu option.&lt;br /&gt;
&lt;br /&gt;
Proxies and visual effect objects can be placed in the same manner.&lt;br /&gt;
&lt;br /&gt;
==== Editing object properties ====&lt;br /&gt;
&lt;br /&gt;
Select the object —  either in the viewport, or click its name in the timeline —  and the Object Inspector will display the valid editable properties for the object.&lt;br /&gt;
&lt;br /&gt;
All timeline objects have a Name field. This simply changes the name as it is displayed in the timeline, which is useful to keep things organized.&lt;br /&gt;
&lt;br /&gt;
You can also type in the Orientation and Position values, though most of the time it isn't necessary to enter the values in directly.&lt;br /&gt;
&lt;br /&gt;
Some objects have special fields that can be keyed and edited with the [[curve editor]]. Cameras have a FOV (field of view) field, which sets the default FOV for that camera. Lights have a Color and a Radius field.&lt;br /&gt;
&lt;br /&gt;
==== Activating pre-placed area objects ====&lt;br /&gt;
&lt;br /&gt;
Objects that are pre-placed in the area (via the area editor) are inactive by default, meaning they can't be controlled by the cutscene engine and will carry on doing whatever ambient behaviour they would normally do. They can be selected in standard mode, however, and activated by right-clicking the selected object and selecting &amp;quot;Activate Area Objects&amp;quot;. The object will then get an entry in the timeline.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene activate object.png]]&lt;br /&gt;
&lt;br /&gt;
To deactivate an area object, simply delete it. The timeline entry for the object will be removed and it will go back to its original position and inactive state.&lt;br /&gt;
&lt;br /&gt;
If you want to hide an area object during the cutscene, activate it and then give it a &amp;quot;Change Visibility&amp;quot; [[cutscene action]] to make it disappear.&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
&lt;br /&gt;
The timeline consists of a list of all the active objects in the cutscene, each with a set of &amp;quot;tracks&amp;quot; that contain various actions and events that occur to those objects over time. The bar along the top of the timeline shows the location of those events in time, and a marker (or &amp;quot;scrubber&amp;quot;) with a vertical line running through the tracks shows what moment in time is currently being displayed in the viewports.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial timeline.png]]&lt;br /&gt;
&lt;br /&gt;
=== Tool Buttons ===&lt;br /&gt;
&lt;br /&gt;
*Selection Tool - This tool allows you to select the objects, events, and their respective tracks.&lt;br /&gt;
*Hand Tool - Left-clicking and dragging in the Track Pane with this tool will allow you to scroll rapidly through the Timeline. If you have the Selection Tool selected, you can temporarily switch to the Hand Tool by simply holding the SHIFT key.&lt;br /&gt;
* Units Indicator - This indicates what the numbers on the timeline mean. The default is “frames”. To change the units, open the properties of the timeline window by right-clicking anywhere in the timeline area and selecting &amp;quot;properties&amp;quot;. The options under the &amp;quot;Time Scale&amp;quot; property are seconds (100 FPS) or frames (30 FPS).&lt;br /&gt;
* Timeline Bar - An indication of the cutscene’s progression in linear temporal units. To stretch or shrink the timeline place the mouse cursor over it and use the mouse wheel (you may need to click it once to give the timeline focus).&lt;br /&gt;
* Timeline Marker - This shows the precise point in the timeline that the scene is at.  Left-clicking and dragging it will allow you to cycle back and forth through the Timeline, as the actions play out in the viewports.  Any keys or actions you place will appear at the point in time occupied by the Time Marker.&lt;br /&gt;
* Track List - This section lists all of the objects in the scene. When the + sign beside the object is clicked it will expand and list all of the tracks associated with that object.&lt;br /&gt;
&lt;br /&gt;
There is always a &amp;quot;MASTER&amp;quot; object. Global actions are assigned to a track on the MASTER object. This would include things like fades and other frame buffer effects. The MASTER object cannot be deleted. All other objects can be added and deleted at will.&lt;br /&gt;
&lt;br /&gt;
Each object has Position and Orientation track sets with each set having three sub-tracks (X, Y and Z, and roll, pitch, and yaw). In addition, there are the following special tracks:&lt;br /&gt;
&lt;br /&gt;
* Cameras have a &amp;quot;FOV&amp;quot; (field of view) track.&lt;br /&gt;
* Lights have &amp;quot;radius&amp;quot;, &amp;quot;intensity&amp;quot;, and &amp;quot;color&amp;quot; tracks (the latter having one sub-track each for red, green, and blue).&lt;br /&gt;
* MASTER lacks an Orientation track set.&lt;br /&gt;
* Sounds have a &amp;quot;Sound&amp;quot; track&lt;br /&gt;
&lt;br /&gt;
To add a new generic track right-click an object and select “Add Track”. All actions not covered by the Position, Orientation, or FOV tracks (like animations) are placed on generic tracks.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the actions and effects that can be added to generic tracks, see:&lt;br /&gt;
*[[cutscene action]]s - these affect how objects in the cutscene behave.&lt;br /&gt;
*[[cutscene effect]]s - these modify the view through the camera, for example adding motion blur.&lt;br /&gt;
&lt;br /&gt;
To rename an object select it and change the “Name” field in the Object Inspector. The same can be done for generic tracks (but not the Position, Orientation, or other special tracks).&lt;br /&gt;
&lt;br /&gt;
Objects can be re-ordered by dragging the name up and down in the list.&lt;br /&gt;
&lt;br /&gt;
*Track Pane - This pane displays all the actions (keys, curves, other actions) that are occurring within the scene, in their related points in Time.&lt;br /&gt;
&lt;br /&gt;
Actions can be shuffled around by left-clicking and dragging while using the Selection Tool. They can also be cut/copied from one track and pasted to another track.&lt;br /&gt;
&lt;br /&gt;
Objects can be multi-selected by left-click dragging in an open area of the pane. Another method is to use CTRL-click on multiple objects to select them.&lt;br /&gt;
 &lt;br /&gt;
* Keys and Curves - To make objects move around during the cutscene they need to have keys assigned to them on the timeline. For example, if a creature is supposed to be at a specific point at a specific time he will have a position key placed at the appropriate time on the timeline.&lt;br /&gt;
&lt;br /&gt;
A single key will immediately snap the object when that point in time is reached. For a position key this means the object will jump to that point. For an orientation key the object will snap to the new orientation. For a FOV key the camera will snap to the new FOV.&lt;br /&gt;
&lt;br /&gt;
Keys can also be combined to create a curve. When this is done a Bezier curve or linear curve is generated to fill the gaps between the keys. The curve can then be adjusted in different ways to create the exact movement the user needs.&lt;br /&gt;
&lt;br /&gt;
Creating keys and curves is pretty much the same for all types (position, movement, FOV) though there are differences in how to work with them once they are created.&lt;br /&gt;
&lt;br /&gt;
==== Creating a Key ====&lt;br /&gt;
&lt;br /&gt;
*Position the time marker to the point on the timeline where the key should be created.&lt;br /&gt;
* Adjust the object to the desired setting.&lt;br /&gt;
** Position: Move the object to the proper place in the level.&lt;br /&gt;
** Orientation: Rotate the object.&lt;br /&gt;
** FOV: Change the FOV field in the Object Inspector.&lt;br /&gt;
* Right-click the object name in the timeline and select either “Add Position Key”, “Add Orientation Key”, or “Add Camera FOV Key”.&lt;br /&gt;
* The keyboard shortcuts &amp;quot;P&amp;quot;, &amp;quot;O&amp;quot;, and &amp;quot;F&amp;quot; can also be used.&lt;br /&gt;
* The shortcut &amp;quot;K&amp;quot; creates a key on all three sets of tracks simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Position Keys and Curves ==&lt;br /&gt;
&lt;br /&gt;
Once placed, position keys and curves are visible in User viewports. Moving keys and curves around the layout works the same as moving any other object.&lt;br /&gt;
&lt;br /&gt;
Individual keys are shown in viewports as white squares (yellow when selected). To change the position of a key simply drag it around the layout.&lt;br /&gt;
&lt;br /&gt;
Curves can also be adjusted in the curve editor. See [[curve editor]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Orientation and FOV keys/curves ===&lt;br /&gt;
&lt;br /&gt;
Orientation and FOV keys/curves cannot be easily represented in the viewport. The result will be displayed (for example, a creature will turn), but the keys and curves themselves will not be visible.&lt;br /&gt;
&lt;br /&gt;
To adjust them the Curve Editor must be used. Refer to [[curve editor]] for more information.&lt;br /&gt;
&lt;br /&gt;
== VFX ==&lt;br /&gt;
&lt;br /&gt;
See [[VFX list]] for a list of visual effects available in Dragon Age's library.&lt;br /&gt;
&lt;br /&gt;
To use a VFX object in the cutscene editor, right-click in the user viewport and select &amp;quot;insert/VFX&amp;quot;. Find the desired VFX in the popup browser window.  If you know the exact VFX you need, filter for it by copying the name over.  Use &amp;quot; * &amp;quot; as wildcard if needed.  Filtering by entering &amp;quot;*x*&amp;quot; in the &amp;quot;name&amp;quot; field and hitting &amp;quot;enter&amp;quot; should eliminate most other animations from the list.  You can also filter by type of VFX, using the prefixes listed above. Select the VFX you want and hit &amp;quot;ok&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Now left-click in the scene to place the VFX.  You will see a new &amp;quot;VFX&amp;quot; item added to your timeline.    &lt;br /&gt;
*If the VFX is a crust effect, select it and designate a crust target in the &amp;quot;actor&amp;quot; field of the object inspector.  &lt;br /&gt;
*If the VFX is a placeable effect, use the 3 Axis Movement tool to place it at the desired coordinates. &lt;br /&gt;
You can click on the &amp;quot;+&amp;quot; next to the VFX on the timeline to view its info, including assigned animations.  &lt;br /&gt;
&lt;br /&gt;
VFX animations can be chopped and looped if needed.  &lt;br /&gt;
&lt;br /&gt;
Most VFX are made up of 3 separate stages:  Impact, Duration, and cessation.  These are indicated using a  &amp;quot;.impa&amp;quot;, &amp;quot;.dura&amp;quot; or &amp;quot;.cess&amp;quot; extension in the animation name on the timeline.  &lt;br /&gt;
&lt;br /&gt;
If you want a VFX to play for a specific time, manipulate the &amp;quot;Duration&amp;quot; stage of the animation in the timeline.  &lt;br /&gt;
&lt;br /&gt;
Previewing in editor: &lt;br /&gt;
&lt;br /&gt;
To get a frame-accurate preview of the VFX at any given frame when scrubbing the timeline, click the &amp;quot;Simulate Cutscene&amp;quot; button at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
== Titles and text ==&lt;br /&gt;
&lt;br /&gt;
Since all text comes from conversations, this is how we add a title for DA:&lt;br /&gt;
# Create a conversation line (the way we do thing is: some stand alone cutscenes have their own conversation;  you could also create one conversation with all your area titles or whatever)&lt;br /&gt;
# Flag the line in the conversation as “No VO In Game” – this will cause the subtitle to always show and it won’t try to play or generate VO&lt;br /&gt;
# Add the conversation line to the cutscene via a Speak Line action. It is usually most convenient to add this to the MASTER object.&lt;br /&gt;
&lt;br /&gt;
This will create a title which works just like a subtitled VO line. There is no way to change the font or have any kind of title other than a VO subtitle (with or without actual VO).&lt;br /&gt;
&lt;br /&gt;
Note that subtitles have a different appearance in the toolset editor than in the game.&lt;br /&gt;
&lt;br /&gt;
== Cutscene properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Cutscene Length| How long the cutscene plays for. }}&lt;br /&gt;
{{inspector row|End Script| The script that will be fired when the cutscene completes. This field is only considered during stand-alone cutscenes. Cutscenes that are part of a conversation ignore this field.}}&lt;br /&gt;
{{inspector row|Play Until VO Completes| If true the cutscene will continue playing past the end if non-english VO extends beyond the end of the scene. If false the cutscene always ends at the end of its runtime. This flag only applies to cutscenes played as part of a conversation. }}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource }}&lt;br /&gt;
{{inspector row|Time Scale| The time scale that the cutscene uses. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Debug}}&lt;br /&gt;
{{inspector row|Animatic| A temporary bink movie that will be played instead of this cutscene. This field is intended to allow hookup of cutscenes before they are ready. It should never be used in the final game. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Game}}&lt;br /&gt;
{{inspector row|Play Sound Events| If true any sound events associated with animations will be played. If false these events will not be played. Sound events can only be played in the game, you will not hear them in the toolset. }}&lt;br /&gt;
{{inspector row|Use Master For LOD| If true the master object will be used to determine the center of level LOD for the cutscene. If false the LOD is centered around the mid point of the scene and never moves. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Setting}}&lt;br /&gt;
{{inspector row|Area| The area in which the cutscene takes place. }}&lt;br /&gt;
{{inspector row|Enable Level Effects| If true the effects from the level will be applied. If false only those effects defined in the cutscene will be applied. }}&lt;br /&gt;
{{inspector row|Stage| The stage on which the cutscene will be played. If set, stage actions are allowed. }}&lt;br /&gt;
{{inspector row|Stage Orientation| The orientation of the stage within the area. Only shown when a stage is selected.}}&lt;br /&gt;
{{inspector row|Stage Position| The position of the stage within the area. Only shown when a stage is selected.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Cutscene/ru&amp;diff=17324</id>
		<title>Cutscene/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Cutscene/ru&amp;diff=17324"/>
				<updated>2011-09-06T18:45:00Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Приступая к работе */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox cutscenes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Катсцена – это заранее заскриптованная кинематографическая последовательность, которая воспроизводится используя движок игры и игровые объекты.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Приступая к работе ==&lt;br /&gt;
&lt;br /&gt;
Есть две вещи, которые необходимо сделать перед тем, как приступить к работе с катсценой.&lt;br /&gt;
* Необходимо создать новый ресурс – катсцену&lt;br /&gt;
* К катсцене необходим творческий подход.&lt;br /&gt;
&lt;br /&gt;
Для создания нового ресурса катсцены, перейдите в меню File и віберите  New-&amp;gt; Cutscene. Введите уникальное имя для катсцены. Нажмите ОК. Новый ресурс  катсцены  появится в закладке для катсцен в окне  палитры.&lt;br /&gt;
&lt;br /&gt;
[[Image:New resource.png|thumb|New resource]]&lt;br /&gt;
&lt;br /&gt;
Паралельно, катсцены могут быть созданы из существующей кинематографической линии в  [[conversation]](диалоге). Это позволяет редактировать кинематографичность диалогов в более искусные  способы.&lt;br /&gt;
&lt;br /&gt;
Когда вы впервые открываете ресурс катсцены, окно Object Inspector отобразит несколько отличающиеся между собой полей данных. Одно из них – «Area» (область). Кликните на строке и, затем, кликните на кнопку “…”. Это откроет окно, отображающее все доступные игровые области. Выберите одну, кликните ОК и вы сможете увидеть ее через экраны видов.&lt;br /&gt;
&lt;br /&gt;
Вы также можете назначить сцену [[stage]] катсцене. Это позволит сделать доступным действие «jump to stage», которое позволит вам моментально переместить камеры и объекты в заданные места место в сцене, возможно упрощающее создание катсцены, если у вас уже есть хорошая сцена для работы, которую вы намерены делать. Сцена не есть строго необходимой для создания катсцены, но в некоторых случаях, она может помочь сделать вещи более удобными, посредством создания опорных точек для дальнейшей работы.&lt;br /&gt;
&lt;br /&gt;
Редактор катсцены имеет два главных раздела: Видовые экраны (сверху), и шкала хронологии (внизу). Также существует [[curve editor]] (редактор кривых) , который может быть отображен ниже шкалы хронологии, корда кнопка «show curve editor» (показать редактор кривых) доступна на панели инструментов.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Cutscene new.png|center|thumb|300px|New blank cutscene]] &lt;br /&gt;
| [[File:Cutscene editor overview.png|thumb|300px|Cutscene editor components:&lt;br /&gt;
A.	Viewports&lt;br /&gt;
B.	Timeline&lt;br /&gt;
C.	Curve Editor&lt;br /&gt;
D.	Toolbar&lt;br /&gt;
E.	Palette Window&lt;br /&gt;
F.	Object Inspector]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Toolbar ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Show trajectories&amp;quot; shows the path that objects with position keys will move along. Keyframe positions are indicated with small white squares along the line.&lt;br /&gt;
* When &amp;quot;Curve mode&amp;quot; is enabled, key curves are bezier by default. When not selected, key curves are stepped by default.&lt;br /&gt;
*  See [[3D control]] for information on standard selection, 3-axis movement, 3-axis rotation and local coordinates&lt;br /&gt;
* Objects follow surface: selected objects snap to walkmesh when they're moved.&lt;br /&gt;
* &amp;quot;Update keys&amp;quot; update position and orientation keys when you rotate/translate cutscene objects&lt;br /&gt;
* The &amp;quot;add keys for selected object&amp;quot; (position, orientation, and other) command has the keyboard shortcut &amp;quot;K&amp;quot;&lt;br /&gt;
* &amp;quot;Simulate cutscene&amp;quot; Causes the cutscene engine to fully simulate the cutscene up to the point currently selected by the timeline scrubber and update the view to that state. This is useful to ensure that all visual effect elements are in the state they would be in if you played the cutscene normally to that point. For efficiency reasons some complex visual effects aren't updated in this way when you move the scrubber around.&lt;br /&gt;
&lt;br /&gt;
== Viewports ==&lt;br /&gt;
&lt;br /&gt;
The viewports are where the scene can be viewed, and where objects in the scene can be manipulated.&lt;br /&gt;
&lt;br /&gt;
See [[3D control]] for information on how to control the view within a viewport.&lt;br /&gt;
&lt;br /&gt;
=== View types ===&lt;br /&gt;
&lt;br /&gt;
To change the type of view for a viewport right-click on the line above the viewport. This will show a context menu that allows the viewport type to be changed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial viewport properties.png]]&lt;br /&gt;
&lt;br /&gt;
The top portion of the context menu lists the following options: Front, Back, Top, Bottom, Left, Right, Perspective. These are predefined user views, and will move the camera to those positions. The bottom portion of the context menu allows the viewport to be attached to a camera.&lt;br /&gt;
&lt;br /&gt;
*User —  This is the default view type. The camera can be moved around to view the scene from any angle. This is the most useful view type for manipulating objects in the scene.&lt;br /&gt;
*Active Camera —  This view type will attach the viewport camera to the camera that is currently active. This view is the one to use to preview how the scene will look in the game.&lt;br /&gt;
*Selected Camera - This view type will attach the viewport camera to the camera that's currently selected in the timeline window.&lt;br /&gt;
*Camera(s) —  This view type will attach the viewport to a specific camera. In the context menu move the mouse over the Camera option, and a sub-menu will open listing all the available cameras in the scene. This view will preview how the scene will look from that camera. Also, if the viewport camera is moved via camera controls the actual camera will also be moved.&lt;br /&gt;
&lt;br /&gt;
There is one more option of note in the context menu: Detach Camera. If a viewport is attached to a camera (either a specific camera or the active camera) this option will switch the viewport back to the User mode, but the viewport camera will remain where it is.&lt;br /&gt;
&lt;br /&gt;
Other options here include:&lt;br /&gt;
* Toggle Orthographic — Turns on or off perspective view.&lt;br /&gt;
*Toggle Wireframe —  Turns on or off the display of textures and shading.  Can be useful when the topography of an area is obscured by complex texturing.&lt;br /&gt;
*Safe Frame — Restricts the camera's view to a frame that shows what will be visible when the cutscene is viewed in-game. Useful for previewing. &lt;br /&gt;
&lt;br /&gt;
=== Viewport layout ===&lt;br /&gt;
&lt;br /&gt;
By default there are four viewport windows, allowing the user to view the scene from many different angles at once. However this can be customized to suit the user's needs.&lt;br /&gt;
&lt;br /&gt;
All of the viewports can be resized by dragging the separating lines between the viewports.&lt;br /&gt;
&lt;br /&gt;
Also, the number of viewports can be changed. Between one and four viewports can be visible at once, in a variety of different configurations. This can be changed using the View -&amp;gt; Viewports menu or by right-clicking on the title bar of the active viewport.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial viewport layout.png]]&lt;br /&gt;
&lt;br /&gt;
=== Working with objects in viewports ===&lt;br /&gt;
&lt;br /&gt;
For a complete list of the types of objects that can be placed in a cutscene, and their properties, see [[cutscene object]]s.&lt;br /&gt;
&lt;br /&gt;
==== Placing a creature or placeable ====&lt;br /&gt;
&lt;br /&gt;
To place a creature or placeable object in the cutscene you simply need to select the object in the palette window and then click in the viewport to place the object.&lt;br /&gt;
&lt;br /&gt;
* Go to the Creatures or Placeables portion of the Palette Window.&lt;br /&gt;
* Find the creature or placeable that you wish to use in the cutscene, and select it.&lt;br /&gt;
* Once selected when you move the cursor over a viewport window it will change to a crosshair.&lt;br /&gt;
* Select a spot to place the object, and click.&lt;br /&gt;
&lt;br /&gt;
The object will then be placed in the scene, and it will also be listed in the timeline.&lt;br /&gt;
&lt;br /&gt;
==== Placing a camera or light ====&lt;br /&gt;
&lt;br /&gt;
Go to the Edit menu -&amp;gt; Insert -&amp;gt; Camera/Light. From here it is the same as placing a creature or placeable —  the cursor will change to a crosshair and clicking will place the camera or light.&lt;br /&gt;
&lt;br /&gt;
An alternate method is to right-click anywhere in a viewport. This will show a context menu that has the same Insert menu option.&lt;br /&gt;
&lt;br /&gt;
Proxies and visual effect objects can be placed in the same manner.&lt;br /&gt;
&lt;br /&gt;
==== Editing object properties ====&lt;br /&gt;
&lt;br /&gt;
Select the object —  either in the viewport, or click its name in the timeline —  and the Object Inspector will display the valid editable properties for the object.&lt;br /&gt;
&lt;br /&gt;
All timeline objects have a Name field. This simply changes the name as it is displayed in the timeline, which is useful to keep things organized.&lt;br /&gt;
&lt;br /&gt;
You can also type in the Orientation and Position values, though most of the time it isn't necessary to enter the values in directly.&lt;br /&gt;
&lt;br /&gt;
Some objects have special fields that can be keyed and edited with the [[curve editor]]. Cameras have a FOV (field of view) field, which sets the default FOV for that camera. Lights have a Color and a Radius field.&lt;br /&gt;
&lt;br /&gt;
==== Activating pre-placed area objects ====&lt;br /&gt;
&lt;br /&gt;
Objects that are pre-placed in the area (via the area editor) are inactive by default, meaning they can't be controlled by the cutscene engine and will carry on doing whatever ambient behaviour they would normally do. They can be selected in standard mode, however, and activated by right-clicking the selected object and selecting &amp;quot;Activate Area Objects&amp;quot;. The object will then get an entry in the timeline.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene activate object.png]]&lt;br /&gt;
&lt;br /&gt;
To deactivate an area object, simply delete it. The timeline entry for the object will be removed and it will go back to its original position and inactive state.&lt;br /&gt;
&lt;br /&gt;
If you want to hide an area object during the cutscene, activate it and then give it a &amp;quot;Change Visibility&amp;quot; [[cutscene action]] to make it disappear.&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
&lt;br /&gt;
The timeline consists of a list of all the active objects in the cutscene, each with a set of &amp;quot;tracks&amp;quot; that contain various actions and events that occur to those objects over time. The bar along the top of the timeline shows the location of those events in time, and a marker (or &amp;quot;scrubber&amp;quot;) with a vertical line running through the tracks shows what moment in time is currently being displayed in the viewports.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial timeline.png]]&lt;br /&gt;
&lt;br /&gt;
=== Tool Buttons ===&lt;br /&gt;
&lt;br /&gt;
*Selection Tool - This tool allows you to select the objects, events, and their respective tracks.&lt;br /&gt;
*Hand Tool - Left-clicking and dragging in the Track Pane with this tool will allow you to scroll rapidly through the Timeline. If you have the Selection Tool selected, you can temporarily switch to the Hand Tool by simply holding the SHIFT key.&lt;br /&gt;
* Units Indicator - This indicates what the numbers on the timeline mean. The default is “frames”. To change the units, open the properties of the timeline window by right-clicking anywhere in the timeline area and selecting &amp;quot;properties&amp;quot;. The options under the &amp;quot;Time Scale&amp;quot; property are seconds (100 FPS) or frames (30 FPS).&lt;br /&gt;
* Timeline Bar - An indication of the cutscene’s progression in linear temporal units. To stretch or shrink the timeline place the mouse cursor over it and use the mouse wheel (you may need to click it once to give the timeline focus).&lt;br /&gt;
* Timeline Marker - This shows the precise point in the timeline that the scene is at.  Left-clicking and dragging it will allow you to cycle back and forth through the Timeline, as the actions play out in the viewports.  Any keys or actions you place will appear at the point in time occupied by the Time Marker.&lt;br /&gt;
* Track List - This section lists all of the objects in the scene. When the + sign beside the object is clicked it will expand and list all of the tracks associated with that object.&lt;br /&gt;
&lt;br /&gt;
There is always a &amp;quot;MASTER&amp;quot; object. Global actions are assigned to a track on the MASTER object. This would include things like fades and other frame buffer effects. The MASTER object cannot be deleted. All other objects can be added and deleted at will.&lt;br /&gt;
&lt;br /&gt;
Each object has Position and Orientation track sets with each set having three sub-tracks (X, Y and Z, and roll, pitch, and yaw). In addition, there are the following special tracks:&lt;br /&gt;
&lt;br /&gt;
* Cameras have a &amp;quot;FOV&amp;quot; (field of view) track.&lt;br /&gt;
* Lights have &amp;quot;radius&amp;quot;, &amp;quot;intensity&amp;quot;, and &amp;quot;color&amp;quot; tracks (the latter having one sub-track each for red, green, and blue).&lt;br /&gt;
* MASTER lacks an Orientation track set.&lt;br /&gt;
* Sounds have a &amp;quot;Sound&amp;quot; track&lt;br /&gt;
&lt;br /&gt;
To add a new generic track right-click an object and select “Add Track”. All actions not covered by the Position, Orientation, or FOV tracks (like animations) are placed on generic tracks.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the actions and effects that can be added to generic tracks, see:&lt;br /&gt;
*[[cutscene action]]s - these affect how objects in the cutscene behave.&lt;br /&gt;
*[[cutscene effect]]s - these modify the view through the camera, for example adding motion blur.&lt;br /&gt;
&lt;br /&gt;
To rename an object select it and change the “Name” field in the Object Inspector. The same can be done for generic tracks (but not the Position, Orientation, or other special tracks).&lt;br /&gt;
&lt;br /&gt;
Objects can be re-ordered by dragging the name up and down in the list.&lt;br /&gt;
&lt;br /&gt;
*Track Pane - This pane displays all the actions (keys, curves, other actions) that are occurring within the scene, in their related points in Time.&lt;br /&gt;
&lt;br /&gt;
Actions can be shuffled around by left-clicking and dragging while using the Selection Tool. They can also be cut/copied from one track and pasted to another track.&lt;br /&gt;
&lt;br /&gt;
Objects can be multi-selected by left-click dragging in an open area of the pane. Another method is to use CTRL-click on multiple objects to select them.&lt;br /&gt;
 &lt;br /&gt;
* Keys and Curves - To make objects move around during the cutscene they need to have keys assigned to them on the timeline. For example, if a creature is supposed to be at a specific point at a specific time he will have a position key placed at the appropriate time on the timeline.&lt;br /&gt;
&lt;br /&gt;
A single key will immediately snap the object when that point in time is reached. For a position key this means the object will jump to that point. For an orientation key the object will snap to the new orientation. For a FOV key the camera will snap to the new FOV.&lt;br /&gt;
&lt;br /&gt;
Keys can also be combined to create a curve. When this is done a Bezier curve or linear curve is generated to fill the gaps between the keys. The curve can then be adjusted in different ways to create the exact movement the user needs.&lt;br /&gt;
&lt;br /&gt;
Creating keys and curves is pretty much the same for all types (position, movement, FOV) though there are differences in how to work with them once they are created.&lt;br /&gt;
&lt;br /&gt;
==== Creating a Key ====&lt;br /&gt;
&lt;br /&gt;
*Position the time marker to the point on the timeline where the key should be created.&lt;br /&gt;
* Adjust the object to the desired setting.&lt;br /&gt;
** Position: Move the object to the proper place in the level.&lt;br /&gt;
** Orientation: Rotate the object.&lt;br /&gt;
** FOV: Change the FOV field in the Object Inspector.&lt;br /&gt;
* Right-click the object name in the timeline and select either “Add Position Key”, “Add Orientation Key”, or “Add Camera FOV Key”.&lt;br /&gt;
* The keyboard shortcuts &amp;quot;P&amp;quot;, &amp;quot;O&amp;quot;, and &amp;quot;F&amp;quot; can also be used.&lt;br /&gt;
* The shortcut &amp;quot;K&amp;quot; creates a key on all three sets of tracks simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Position Keys and Curves ==&lt;br /&gt;
&lt;br /&gt;
Once placed, position keys and curves are visible in User viewports. Moving keys and curves around the layout works the same as moving any other object.&lt;br /&gt;
&lt;br /&gt;
Individual keys are shown in viewports as white squares (yellow when selected). To change the position of a key simply drag it around the layout.&lt;br /&gt;
&lt;br /&gt;
Curves can also be adjusted in the curve editor. See [[curve editor]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Orientation and FOV keys/curves ===&lt;br /&gt;
&lt;br /&gt;
Orientation and FOV keys/curves cannot be easily represented in the viewport. The result will be displayed (for example, a creature will turn), but the keys and curves themselves will not be visible.&lt;br /&gt;
&lt;br /&gt;
To adjust them the Curve Editor must be used. Refer to [[curve editor]] for more information.&lt;br /&gt;
&lt;br /&gt;
== VFX ==&lt;br /&gt;
&lt;br /&gt;
See [[VFX list]] for a list of visual effects available in Dragon Age's library.&lt;br /&gt;
&lt;br /&gt;
To use a VFX object in the cutscene editor, right-click in the user viewport and select &amp;quot;insert/VFX&amp;quot;. Find the desired VFX in the popup browser window.  If you know the exact VFX you need, filter for it by copying the name over.  Use &amp;quot; * &amp;quot; as wildcard if needed.  Filtering by entering &amp;quot;*x*&amp;quot; in the &amp;quot;name&amp;quot; field and hitting &amp;quot;enter&amp;quot; should eliminate most other animations from the list.  You can also filter by type of VFX, using the prefixes listed above. Select the VFX you want and hit &amp;quot;ok&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Now left-click in the scene to place the VFX.  You will see a new &amp;quot;VFX&amp;quot; item added to your timeline.    &lt;br /&gt;
*If the VFX is a crust effect, select it and designate a crust target in the &amp;quot;actor&amp;quot; field of the object inspector.  &lt;br /&gt;
*If the VFX is a placeable effect, use the 3 Axis Movement tool to place it at the desired coordinates. &lt;br /&gt;
You can click on the &amp;quot;+&amp;quot; next to the VFX on the timeline to view its info, including assigned animations.  &lt;br /&gt;
&lt;br /&gt;
VFX animations can be chopped and looped if needed.  &lt;br /&gt;
&lt;br /&gt;
Most VFX are made up of 3 separate stages:  Impact, Duration, and cessation.  These are indicated using a  &amp;quot;.impa&amp;quot;, &amp;quot;.dura&amp;quot; or &amp;quot;.cess&amp;quot; extension in the animation name on the timeline.  &lt;br /&gt;
&lt;br /&gt;
If you want a VFX to play for a specific time, manipulate the &amp;quot;Duration&amp;quot; stage of the animation in the timeline.  &lt;br /&gt;
&lt;br /&gt;
Previewing in editor: &lt;br /&gt;
&lt;br /&gt;
To get a frame-accurate preview of the VFX at any given frame when scrubbing the timeline, click the &amp;quot;Simulate Cutscene&amp;quot; button at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
== Titles and text ==&lt;br /&gt;
&lt;br /&gt;
Since all text comes from conversations, this is how we add a title for DA:&lt;br /&gt;
# Create a conversation line (the way we do thing is: some stand alone cutscenes have their own conversation;  you could also create one conversation with all your area titles or whatever)&lt;br /&gt;
# Flag the line in the conversation as “No VO In Game” – this will cause the subtitle to always show and it won’t try to play or generate VO&lt;br /&gt;
# Add the conversation line to the cutscene via a Speak Line action. It is usually most convenient to add this to the MASTER object.&lt;br /&gt;
&lt;br /&gt;
This will create a title which works just like a subtitled VO line. There is no way to change the font or have any kind of title other than a VO subtitle (with or without actual VO).&lt;br /&gt;
&lt;br /&gt;
Note that subtitles have a different appearance in the toolset editor than in the game.&lt;br /&gt;
&lt;br /&gt;
== Cutscene properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Cutscene Length| How long the cutscene plays for. }}&lt;br /&gt;
{{inspector row|End Script| The script that will be fired when the cutscene completes. This field is only considered during stand-alone cutscenes. Cutscenes that are part of a conversation ignore this field.}}&lt;br /&gt;
{{inspector row|Play Until VO Completes| If true the cutscene will continue playing past the end if non-english VO extends beyond the end of the scene. If false the cutscene always ends at the end of its runtime. This flag only applies to cutscenes played as part of a conversation. }}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource }}&lt;br /&gt;
{{inspector row|Time Scale| The time scale that the cutscene uses. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Debug}}&lt;br /&gt;
{{inspector row|Animatic| A temporary bink movie that will be played instead of this cutscene. This field is intended to allow hookup of cutscenes before they are ready. It should never be used in the final game. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Game}}&lt;br /&gt;
{{inspector row|Play Sound Events| If true any sound events associated with animations will be played. If false these events will not be played. Sound events can only be played in the game, you will not hear them in the toolset. }}&lt;br /&gt;
{{inspector row|Use Master For LOD| If true the master object will be used to determine the center of level LOD for the cutscene. If false the LOD is centered around the mid point of the scene and never moves. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Setting}}&lt;br /&gt;
{{inspector row|Area| The area in which the cutscene takes place. }}&lt;br /&gt;
{{inspector row|Enable Level Effects| If true the effects from the level will be applied. If false only those effects defined in the cutscene will be applied. }}&lt;br /&gt;
{{inspector row|Stage| The stage on which the cutscene will be played. If set, stage actions are allowed. }}&lt;br /&gt;
{{inspector row|Stage Orientation| The orientation of the stage within the area. Only shown when a stage is selected.}}&lt;br /&gt;
{{inspector row|Stage Position| The position of the stage within the area. Only shown when a stage is selected.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Cutscene/ru&amp;diff=17323</id>
		<title>Cutscene/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Cutscene/ru&amp;diff=17323"/>
				<updated>2011-09-06T18:37:19Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Приступая к работе */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox cutscenes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Катсцена – это заранее заскриптованная кинематографическая последовательность, которая воспроизводится используя движок игры и игровые объекты.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Приступая к работе ==&lt;br /&gt;
&lt;br /&gt;
Есть две вещи, которые необходимо сделать перед тем, как приступить к работе с катсценой.&lt;br /&gt;
* Необходимо создать новый ресурс – катсцену&lt;br /&gt;
* К катсцене необходим творческий подход.&lt;br /&gt;
&lt;br /&gt;
Для создания нового ресурса катсцены, перейдите в меню File и віберите  New-&amp;gt; Cutscene. Введите уникальное имя для катсцены. Нажмите ОК. Новый ресурс  катсцены  появится в закладке для катсцен в окне  палитры.&lt;br /&gt;
&lt;br /&gt;
[[Image:New resource.png|thumb|New resource]]&lt;br /&gt;
&lt;br /&gt;
Alternately, cutscenes can be created from an existing line cinematic in a [[conversation]]. This allows the cinematics of conversations to be edited in more elaborate ways.&lt;br /&gt;
&lt;br /&gt;
When you first open the cutscene resource the Object Inspector window will list a few different data fields. One of them is called “Area”. Click on the line and then click on the “…” button. This will open a window listing all of the game’s available areas. Select one, hit OK, and you should see it in the viewport windows.&lt;br /&gt;
&lt;br /&gt;
You can also assign a [[stage]] to a cutscene. This will enable &amp;quot;jump to stage&amp;quot; actions that allow you to snap cameras and objects to places in the stage, possibly simplifying cutscene setup if you already have a good stage for the work you intend to do. A stage is not strictly necessary for creating a cutscene, but in some cases it can help make things more convenient by establishing reference points to work from.&lt;br /&gt;
&lt;br /&gt;
The cutscene editor has two major sections: the viewports (top) and the timeline (bottom). There is also a [[curve editor]] that can be shown below the timeline when the &amp;quot;show curve editor&amp;quot; button is enabled in the toolbar.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Cutscene new.png|center|thumb|300px|New blank cutscene]] &lt;br /&gt;
| [[File:Cutscene editor overview.png|thumb|300px|Cutscene editor components:&lt;br /&gt;
A.	Viewports&lt;br /&gt;
B.	Timeline&lt;br /&gt;
C.	Curve Editor&lt;br /&gt;
D.	Toolbar&lt;br /&gt;
E.	Palette Window&lt;br /&gt;
F.	Object Inspector]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Toolbar ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Show trajectories&amp;quot; shows the path that objects with position keys will move along. Keyframe positions are indicated with small white squares along the line.&lt;br /&gt;
* When &amp;quot;Curve mode&amp;quot; is enabled, key curves are bezier by default. When not selected, key curves are stepped by default.&lt;br /&gt;
*  See [[3D control]] for information on standard selection, 3-axis movement, 3-axis rotation and local coordinates&lt;br /&gt;
* Objects follow surface: selected objects snap to walkmesh when they're moved.&lt;br /&gt;
* &amp;quot;Update keys&amp;quot; update position and orientation keys when you rotate/translate cutscene objects&lt;br /&gt;
* The &amp;quot;add keys for selected object&amp;quot; (position, orientation, and other) command has the keyboard shortcut &amp;quot;K&amp;quot;&lt;br /&gt;
* &amp;quot;Simulate cutscene&amp;quot; Causes the cutscene engine to fully simulate the cutscene up to the point currently selected by the timeline scrubber and update the view to that state. This is useful to ensure that all visual effect elements are in the state they would be in if you played the cutscene normally to that point. For efficiency reasons some complex visual effects aren't updated in this way when you move the scrubber around.&lt;br /&gt;
&lt;br /&gt;
== Viewports ==&lt;br /&gt;
&lt;br /&gt;
The viewports are where the scene can be viewed, and where objects in the scene can be manipulated.&lt;br /&gt;
&lt;br /&gt;
See [[3D control]] for information on how to control the view within a viewport.&lt;br /&gt;
&lt;br /&gt;
=== View types ===&lt;br /&gt;
&lt;br /&gt;
To change the type of view for a viewport right-click on the line above the viewport. This will show a context menu that allows the viewport type to be changed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial viewport properties.png]]&lt;br /&gt;
&lt;br /&gt;
The top portion of the context menu lists the following options: Front, Back, Top, Bottom, Left, Right, Perspective. These are predefined user views, and will move the camera to those positions. The bottom portion of the context menu allows the viewport to be attached to a camera.&lt;br /&gt;
&lt;br /&gt;
*User —  This is the default view type. The camera can be moved around to view the scene from any angle. This is the most useful view type for manipulating objects in the scene.&lt;br /&gt;
*Active Camera —  This view type will attach the viewport camera to the camera that is currently active. This view is the one to use to preview how the scene will look in the game.&lt;br /&gt;
*Selected Camera - This view type will attach the viewport camera to the camera that's currently selected in the timeline window.&lt;br /&gt;
*Camera(s) —  This view type will attach the viewport to a specific camera. In the context menu move the mouse over the Camera option, and a sub-menu will open listing all the available cameras in the scene. This view will preview how the scene will look from that camera. Also, if the viewport camera is moved via camera controls the actual camera will also be moved.&lt;br /&gt;
&lt;br /&gt;
There is one more option of note in the context menu: Detach Camera. If a viewport is attached to a camera (either a specific camera or the active camera) this option will switch the viewport back to the User mode, but the viewport camera will remain where it is.&lt;br /&gt;
&lt;br /&gt;
Other options here include:&lt;br /&gt;
* Toggle Orthographic — Turns on or off perspective view.&lt;br /&gt;
*Toggle Wireframe —  Turns on or off the display of textures and shading.  Can be useful when the topography of an area is obscured by complex texturing.&lt;br /&gt;
*Safe Frame — Restricts the camera's view to a frame that shows what will be visible when the cutscene is viewed in-game. Useful for previewing. &lt;br /&gt;
&lt;br /&gt;
=== Viewport layout ===&lt;br /&gt;
&lt;br /&gt;
By default there are four viewport windows, allowing the user to view the scene from many different angles at once. However this can be customized to suit the user's needs.&lt;br /&gt;
&lt;br /&gt;
All of the viewports can be resized by dragging the separating lines between the viewports.&lt;br /&gt;
&lt;br /&gt;
Also, the number of viewports can be changed. Between one and four viewports can be visible at once, in a variety of different configurations. This can be changed using the View -&amp;gt; Viewports menu or by right-clicking on the title bar of the active viewport.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial viewport layout.png]]&lt;br /&gt;
&lt;br /&gt;
=== Working with objects in viewports ===&lt;br /&gt;
&lt;br /&gt;
For a complete list of the types of objects that can be placed in a cutscene, and their properties, see [[cutscene object]]s.&lt;br /&gt;
&lt;br /&gt;
==== Placing a creature or placeable ====&lt;br /&gt;
&lt;br /&gt;
To place a creature or placeable object in the cutscene you simply need to select the object in the palette window and then click in the viewport to place the object.&lt;br /&gt;
&lt;br /&gt;
* Go to the Creatures or Placeables portion of the Palette Window.&lt;br /&gt;
* Find the creature or placeable that you wish to use in the cutscene, and select it.&lt;br /&gt;
* Once selected when you move the cursor over a viewport window it will change to a crosshair.&lt;br /&gt;
* Select a spot to place the object, and click.&lt;br /&gt;
&lt;br /&gt;
The object will then be placed in the scene, and it will also be listed in the timeline.&lt;br /&gt;
&lt;br /&gt;
==== Placing a camera or light ====&lt;br /&gt;
&lt;br /&gt;
Go to the Edit menu -&amp;gt; Insert -&amp;gt; Camera/Light. From here it is the same as placing a creature or placeable —  the cursor will change to a crosshair and clicking will place the camera or light.&lt;br /&gt;
&lt;br /&gt;
An alternate method is to right-click anywhere in a viewport. This will show a context menu that has the same Insert menu option.&lt;br /&gt;
&lt;br /&gt;
Proxies and visual effect objects can be placed in the same manner.&lt;br /&gt;
&lt;br /&gt;
==== Editing object properties ====&lt;br /&gt;
&lt;br /&gt;
Select the object —  either in the viewport, or click its name in the timeline —  and the Object Inspector will display the valid editable properties for the object.&lt;br /&gt;
&lt;br /&gt;
All timeline objects have a Name field. This simply changes the name as it is displayed in the timeline, which is useful to keep things organized.&lt;br /&gt;
&lt;br /&gt;
You can also type in the Orientation and Position values, though most of the time it isn't necessary to enter the values in directly.&lt;br /&gt;
&lt;br /&gt;
Some objects have special fields that can be keyed and edited with the [[curve editor]]. Cameras have a FOV (field of view) field, which sets the default FOV for that camera. Lights have a Color and a Radius field.&lt;br /&gt;
&lt;br /&gt;
==== Activating pre-placed area objects ====&lt;br /&gt;
&lt;br /&gt;
Objects that are pre-placed in the area (via the area editor) are inactive by default, meaning they can't be controlled by the cutscene engine and will carry on doing whatever ambient behaviour they would normally do. They can be selected in standard mode, however, and activated by right-clicking the selected object and selecting &amp;quot;Activate Area Objects&amp;quot;. The object will then get an entry in the timeline.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene activate object.png]]&lt;br /&gt;
&lt;br /&gt;
To deactivate an area object, simply delete it. The timeline entry for the object will be removed and it will go back to its original position and inactive state.&lt;br /&gt;
&lt;br /&gt;
If you want to hide an area object during the cutscene, activate it and then give it a &amp;quot;Change Visibility&amp;quot; [[cutscene action]] to make it disappear.&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
&lt;br /&gt;
The timeline consists of a list of all the active objects in the cutscene, each with a set of &amp;quot;tracks&amp;quot; that contain various actions and events that occur to those objects over time. The bar along the top of the timeline shows the location of those events in time, and a marker (or &amp;quot;scrubber&amp;quot;) with a vertical line running through the tracks shows what moment in time is currently being displayed in the viewports.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial timeline.png]]&lt;br /&gt;
&lt;br /&gt;
=== Tool Buttons ===&lt;br /&gt;
&lt;br /&gt;
*Selection Tool - This tool allows you to select the objects, events, and their respective tracks.&lt;br /&gt;
*Hand Tool - Left-clicking and dragging in the Track Pane with this tool will allow you to scroll rapidly through the Timeline. If you have the Selection Tool selected, you can temporarily switch to the Hand Tool by simply holding the SHIFT key.&lt;br /&gt;
* Units Indicator - This indicates what the numbers on the timeline mean. The default is “frames”. To change the units, open the properties of the timeline window by right-clicking anywhere in the timeline area and selecting &amp;quot;properties&amp;quot;. The options under the &amp;quot;Time Scale&amp;quot; property are seconds (100 FPS) or frames (30 FPS).&lt;br /&gt;
* Timeline Bar - An indication of the cutscene’s progression in linear temporal units. To stretch or shrink the timeline place the mouse cursor over it and use the mouse wheel (you may need to click it once to give the timeline focus).&lt;br /&gt;
* Timeline Marker - This shows the precise point in the timeline that the scene is at.  Left-clicking and dragging it will allow you to cycle back and forth through the Timeline, as the actions play out in the viewports.  Any keys or actions you place will appear at the point in time occupied by the Time Marker.&lt;br /&gt;
* Track List - This section lists all of the objects in the scene. When the + sign beside the object is clicked it will expand and list all of the tracks associated with that object.&lt;br /&gt;
&lt;br /&gt;
There is always a &amp;quot;MASTER&amp;quot; object. Global actions are assigned to a track on the MASTER object. This would include things like fades and other frame buffer effects. The MASTER object cannot be deleted. All other objects can be added and deleted at will.&lt;br /&gt;
&lt;br /&gt;
Each object has Position and Orientation track sets with each set having three sub-tracks (X, Y and Z, and roll, pitch, and yaw). In addition, there are the following special tracks:&lt;br /&gt;
&lt;br /&gt;
* Cameras have a &amp;quot;FOV&amp;quot; (field of view) track.&lt;br /&gt;
* Lights have &amp;quot;radius&amp;quot;, &amp;quot;intensity&amp;quot;, and &amp;quot;color&amp;quot; tracks (the latter having one sub-track each for red, green, and blue).&lt;br /&gt;
* MASTER lacks an Orientation track set.&lt;br /&gt;
* Sounds have a &amp;quot;Sound&amp;quot; track&lt;br /&gt;
&lt;br /&gt;
To add a new generic track right-click an object and select “Add Track”. All actions not covered by the Position, Orientation, or FOV tracks (like animations) are placed on generic tracks.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the actions and effects that can be added to generic tracks, see:&lt;br /&gt;
*[[cutscene action]]s - these affect how objects in the cutscene behave.&lt;br /&gt;
*[[cutscene effect]]s - these modify the view through the camera, for example adding motion blur.&lt;br /&gt;
&lt;br /&gt;
To rename an object select it and change the “Name” field in the Object Inspector. The same can be done for generic tracks (but not the Position, Orientation, or other special tracks).&lt;br /&gt;
&lt;br /&gt;
Objects can be re-ordered by dragging the name up and down in the list.&lt;br /&gt;
&lt;br /&gt;
*Track Pane - This pane displays all the actions (keys, curves, other actions) that are occurring within the scene, in their related points in Time.&lt;br /&gt;
&lt;br /&gt;
Actions can be shuffled around by left-clicking and dragging while using the Selection Tool. They can also be cut/copied from one track and pasted to another track.&lt;br /&gt;
&lt;br /&gt;
Objects can be multi-selected by left-click dragging in an open area of the pane. Another method is to use CTRL-click on multiple objects to select them.&lt;br /&gt;
 &lt;br /&gt;
* Keys and Curves - To make objects move around during the cutscene they need to have keys assigned to them on the timeline. For example, if a creature is supposed to be at a specific point at a specific time he will have a position key placed at the appropriate time on the timeline.&lt;br /&gt;
&lt;br /&gt;
A single key will immediately snap the object when that point in time is reached. For a position key this means the object will jump to that point. For an orientation key the object will snap to the new orientation. For a FOV key the camera will snap to the new FOV.&lt;br /&gt;
&lt;br /&gt;
Keys can also be combined to create a curve. When this is done a Bezier curve or linear curve is generated to fill the gaps between the keys. The curve can then be adjusted in different ways to create the exact movement the user needs.&lt;br /&gt;
&lt;br /&gt;
Creating keys and curves is pretty much the same for all types (position, movement, FOV) though there are differences in how to work with them once they are created.&lt;br /&gt;
&lt;br /&gt;
==== Creating a Key ====&lt;br /&gt;
&lt;br /&gt;
*Position the time marker to the point on the timeline where the key should be created.&lt;br /&gt;
* Adjust the object to the desired setting.&lt;br /&gt;
** Position: Move the object to the proper place in the level.&lt;br /&gt;
** Orientation: Rotate the object.&lt;br /&gt;
** FOV: Change the FOV field in the Object Inspector.&lt;br /&gt;
* Right-click the object name in the timeline and select either “Add Position Key”, “Add Orientation Key”, or “Add Camera FOV Key”.&lt;br /&gt;
* The keyboard shortcuts &amp;quot;P&amp;quot;, &amp;quot;O&amp;quot;, and &amp;quot;F&amp;quot; can also be used.&lt;br /&gt;
* The shortcut &amp;quot;K&amp;quot; creates a key on all three sets of tracks simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Position Keys and Curves ==&lt;br /&gt;
&lt;br /&gt;
Once placed, position keys and curves are visible in User viewports. Moving keys and curves around the layout works the same as moving any other object.&lt;br /&gt;
&lt;br /&gt;
Individual keys are shown in viewports as white squares (yellow when selected). To change the position of a key simply drag it around the layout.&lt;br /&gt;
&lt;br /&gt;
Curves can also be adjusted in the curve editor. See [[curve editor]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Orientation and FOV keys/curves ===&lt;br /&gt;
&lt;br /&gt;
Orientation and FOV keys/curves cannot be easily represented in the viewport. The result will be displayed (for example, a creature will turn), but the keys and curves themselves will not be visible.&lt;br /&gt;
&lt;br /&gt;
To adjust them the Curve Editor must be used. Refer to [[curve editor]] for more information.&lt;br /&gt;
&lt;br /&gt;
== VFX ==&lt;br /&gt;
&lt;br /&gt;
See [[VFX list]] for a list of visual effects available in Dragon Age's library.&lt;br /&gt;
&lt;br /&gt;
To use a VFX object in the cutscene editor, right-click in the user viewport and select &amp;quot;insert/VFX&amp;quot;. Find the desired VFX in the popup browser window.  If you know the exact VFX you need, filter for it by copying the name over.  Use &amp;quot; * &amp;quot; as wildcard if needed.  Filtering by entering &amp;quot;*x*&amp;quot; in the &amp;quot;name&amp;quot; field and hitting &amp;quot;enter&amp;quot; should eliminate most other animations from the list.  You can also filter by type of VFX, using the prefixes listed above. Select the VFX you want and hit &amp;quot;ok&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Now left-click in the scene to place the VFX.  You will see a new &amp;quot;VFX&amp;quot; item added to your timeline.    &lt;br /&gt;
*If the VFX is a crust effect, select it and designate a crust target in the &amp;quot;actor&amp;quot; field of the object inspector.  &lt;br /&gt;
*If the VFX is a placeable effect, use the 3 Axis Movement tool to place it at the desired coordinates. &lt;br /&gt;
You can click on the &amp;quot;+&amp;quot; next to the VFX on the timeline to view its info, including assigned animations.  &lt;br /&gt;
&lt;br /&gt;
VFX animations can be chopped and looped if needed.  &lt;br /&gt;
&lt;br /&gt;
Most VFX are made up of 3 separate stages:  Impact, Duration, and cessation.  These are indicated using a  &amp;quot;.impa&amp;quot;, &amp;quot;.dura&amp;quot; or &amp;quot;.cess&amp;quot; extension in the animation name on the timeline.  &lt;br /&gt;
&lt;br /&gt;
If you want a VFX to play for a specific time, manipulate the &amp;quot;Duration&amp;quot; stage of the animation in the timeline.  &lt;br /&gt;
&lt;br /&gt;
Previewing in editor: &lt;br /&gt;
&lt;br /&gt;
To get a frame-accurate preview of the VFX at any given frame when scrubbing the timeline, click the &amp;quot;Simulate Cutscene&amp;quot; button at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
== Titles and text ==&lt;br /&gt;
&lt;br /&gt;
Since all text comes from conversations, this is how we add a title for DA:&lt;br /&gt;
# Create a conversation line (the way we do thing is: some stand alone cutscenes have their own conversation;  you could also create one conversation with all your area titles or whatever)&lt;br /&gt;
# Flag the line in the conversation as “No VO In Game” – this will cause the subtitle to always show and it won’t try to play or generate VO&lt;br /&gt;
# Add the conversation line to the cutscene via a Speak Line action. It is usually most convenient to add this to the MASTER object.&lt;br /&gt;
&lt;br /&gt;
This will create a title which works just like a subtitled VO line. There is no way to change the font or have any kind of title other than a VO subtitle (with or without actual VO).&lt;br /&gt;
&lt;br /&gt;
Note that subtitles have a different appearance in the toolset editor than in the game.&lt;br /&gt;
&lt;br /&gt;
== Cutscene properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Cutscene Length| How long the cutscene plays for. }}&lt;br /&gt;
{{inspector row|End Script| The script that will be fired when the cutscene completes. This field is only considered during stand-alone cutscenes. Cutscenes that are part of a conversation ignore this field.}}&lt;br /&gt;
{{inspector row|Play Until VO Completes| If true the cutscene will continue playing past the end if non-english VO extends beyond the end of the scene. If false the cutscene always ends at the end of its runtime. This flag only applies to cutscenes played as part of a conversation. }}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource }}&lt;br /&gt;
{{inspector row|Time Scale| The time scale that the cutscene uses. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Debug}}&lt;br /&gt;
{{inspector row|Animatic| A temporary bink movie that will be played instead of this cutscene. This field is intended to allow hookup of cutscenes before they are ready. It should never be used in the final game. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Game}}&lt;br /&gt;
{{inspector row|Play Sound Events| If true any sound events associated with animations will be played. If false these events will not be played. Sound events can only be played in the game, you will not hear them in the toolset. }}&lt;br /&gt;
{{inspector row|Use Master For LOD| If true the master object will be used to determine the center of level LOD for the cutscene. If false the LOD is centered around the mid point of the scene and never moves. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Setting}}&lt;br /&gt;
{{inspector row|Area| The area in which the cutscene takes place. }}&lt;br /&gt;
{{inspector row|Enable Level Effects| If true the effects from the level will be applied. If false only those effects defined in the cutscene will be applied. }}&lt;br /&gt;
{{inspector row|Stage| The stage on which the cutscene will be played. If set, stage actions are allowed. }}&lt;br /&gt;
{{inspector row|Stage Orientation| The orientation of the stage within the area. Only shown when a stage is selected.}}&lt;br /&gt;
{{inspector row|Stage Position| The position of the stage within the area. Only shown when a stage is selected.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Cutscene/ru&amp;diff=17322</id>
		<title>Cutscene/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Cutscene/ru&amp;diff=17322"/>
				<updated>2011-09-06T17:26:39Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox cutscenes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Катсцена – это заранее заскриптованная кинематографическая последовательность, которая воспроизводится используя движок игры и игровые объекты.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Приступая к работе ==&lt;br /&gt;
&lt;br /&gt;
There are two things that need to be done before work can begin on a cutscene.&lt;br /&gt;
* A new cutscene resource needs to be created.&lt;br /&gt;
* An art layout needs to be assigned to the cutscene.&lt;br /&gt;
&lt;br /&gt;
To create a new cutscene resource go the the File menu and select New -&amp;gt; Cutscene. Enter in a unique name for the cutscene. Hit OK. The new cutscene resource will appear in the cutscene tab of the Palette Window.&lt;br /&gt;
&lt;br /&gt;
[[Image:New resource.png|thumb|New resource]]&lt;br /&gt;
&lt;br /&gt;
Alternately, cutscenes can be created from an existing line cinematic in a [[conversation]]. This allows the cinematics of conversations to be edited in more elaborate ways.&lt;br /&gt;
&lt;br /&gt;
When you first open the cutscene resource the Object Inspector window will list a few different data fields. One of them is called “Area”. Click on the line and then click on the “…” button. This will open a window listing all of the game’s available areas. Select one, hit OK, and you should see it in the viewport windows.&lt;br /&gt;
&lt;br /&gt;
You can also assign a [[stage]] to a cutscene. This will enable &amp;quot;jump to stage&amp;quot; actions that allow you to snap cameras and objects to places in the stage, possibly simplifying cutscene setup if you already have a good stage for the work you intend to do. A stage is not strictly necessary for creating a cutscene, but in some cases it can help make things more convenient by establishing reference points to work from.&lt;br /&gt;
&lt;br /&gt;
The cutscene editor has two major sections: the viewports (top) and the timeline (bottom). There is also a [[curve editor]] that can be shown below the timeline when the &amp;quot;show curve editor&amp;quot; button is enabled in the toolbar.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Cutscene new.png|center|thumb|300px|New blank cutscene]] &lt;br /&gt;
| [[File:Cutscene editor overview.png|thumb|300px|Cutscene editor components:&lt;br /&gt;
A.	Viewports&lt;br /&gt;
B.	Timeline&lt;br /&gt;
C.	Curve Editor&lt;br /&gt;
D.	Toolbar&lt;br /&gt;
E.	Palette Window&lt;br /&gt;
F.	Object Inspector]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Toolbar ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Show trajectories&amp;quot; shows the path that objects with position keys will move along. Keyframe positions are indicated with small white squares along the line.&lt;br /&gt;
* When &amp;quot;Curve mode&amp;quot; is enabled, key curves are bezier by default. When not selected, key curves are stepped by default.&lt;br /&gt;
*  See [[3D control]] for information on standard selection, 3-axis movement, 3-axis rotation and local coordinates&lt;br /&gt;
* Objects follow surface: selected objects snap to walkmesh when they're moved.&lt;br /&gt;
* &amp;quot;Update keys&amp;quot; update position and orientation keys when you rotate/translate cutscene objects&lt;br /&gt;
* The &amp;quot;add keys for selected object&amp;quot; (position, orientation, and other) command has the keyboard shortcut &amp;quot;K&amp;quot;&lt;br /&gt;
* &amp;quot;Simulate cutscene&amp;quot; Causes the cutscene engine to fully simulate the cutscene up to the point currently selected by the timeline scrubber and update the view to that state. This is useful to ensure that all visual effect elements are in the state they would be in if you played the cutscene normally to that point. For efficiency reasons some complex visual effects aren't updated in this way when you move the scrubber around.&lt;br /&gt;
&lt;br /&gt;
== Viewports ==&lt;br /&gt;
&lt;br /&gt;
The viewports are where the scene can be viewed, and where objects in the scene can be manipulated.&lt;br /&gt;
&lt;br /&gt;
See [[3D control]] for information on how to control the view within a viewport.&lt;br /&gt;
&lt;br /&gt;
=== View types ===&lt;br /&gt;
&lt;br /&gt;
To change the type of view for a viewport right-click on the line above the viewport. This will show a context menu that allows the viewport type to be changed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial viewport properties.png]]&lt;br /&gt;
&lt;br /&gt;
The top portion of the context menu lists the following options: Front, Back, Top, Bottom, Left, Right, Perspective. These are predefined user views, and will move the camera to those positions. The bottom portion of the context menu allows the viewport to be attached to a camera.&lt;br /&gt;
&lt;br /&gt;
*User —  This is the default view type. The camera can be moved around to view the scene from any angle. This is the most useful view type for manipulating objects in the scene.&lt;br /&gt;
*Active Camera —  This view type will attach the viewport camera to the camera that is currently active. This view is the one to use to preview how the scene will look in the game.&lt;br /&gt;
*Selected Camera - This view type will attach the viewport camera to the camera that's currently selected in the timeline window.&lt;br /&gt;
*Camera(s) —  This view type will attach the viewport to a specific camera. In the context menu move the mouse over the Camera option, and a sub-menu will open listing all the available cameras in the scene. This view will preview how the scene will look from that camera. Also, if the viewport camera is moved via camera controls the actual camera will also be moved.&lt;br /&gt;
&lt;br /&gt;
There is one more option of note in the context menu: Detach Camera. If a viewport is attached to a camera (either a specific camera or the active camera) this option will switch the viewport back to the User mode, but the viewport camera will remain where it is.&lt;br /&gt;
&lt;br /&gt;
Other options here include:&lt;br /&gt;
* Toggle Orthographic — Turns on or off perspective view.&lt;br /&gt;
*Toggle Wireframe —  Turns on or off the display of textures and shading.  Can be useful when the topography of an area is obscured by complex texturing.&lt;br /&gt;
*Safe Frame — Restricts the camera's view to a frame that shows what will be visible when the cutscene is viewed in-game. Useful for previewing. &lt;br /&gt;
&lt;br /&gt;
=== Viewport layout ===&lt;br /&gt;
&lt;br /&gt;
By default there are four viewport windows, allowing the user to view the scene from many different angles at once. However this can be customized to suit the user's needs.&lt;br /&gt;
&lt;br /&gt;
All of the viewports can be resized by dragging the separating lines between the viewports.&lt;br /&gt;
&lt;br /&gt;
Also, the number of viewports can be changed. Between one and four viewports can be visible at once, in a variety of different configurations. This can be changed using the View -&amp;gt; Viewports menu or by right-clicking on the title bar of the active viewport.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial viewport layout.png]]&lt;br /&gt;
&lt;br /&gt;
=== Working with objects in viewports ===&lt;br /&gt;
&lt;br /&gt;
For a complete list of the types of objects that can be placed in a cutscene, and their properties, see [[cutscene object]]s.&lt;br /&gt;
&lt;br /&gt;
==== Placing a creature or placeable ====&lt;br /&gt;
&lt;br /&gt;
To place a creature or placeable object in the cutscene you simply need to select the object in the palette window and then click in the viewport to place the object.&lt;br /&gt;
&lt;br /&gt;
* Go to the Creatures or Placeables portion of the Palette Window.&lt;br /&gt;
* Find the creature or placeable that you wish to use in the cutscene, and select it.&lt;br /&gt;
* Once selected when you move the cursor over a viewport window it will change to a crosshair.&lt;br /&gt;
* Select a spot to place the object, and click.&lt;br /&gt;
&lt;br /&gt;
The object will then be placed in the scene, and it will also be listed in the timeline.&lt;br /&gt;
&lt;br /&gt;
==== Placing a camera or light ====&lt;br /&gt;
&lt;br /&gt;
Go to the Edit menu -&amp;gt; Insert -&amp;gt; Camera/Light. From here it is the same as placing a creature or placeable —  the cursor will change to a crosshair and clicking will place the camera or light.&lt;br /&gt;
&lt;br /&gt;
An alternate method is to right-click anywhere in a viewport. This will show a context menu that has the same Insert menu option.&lt;br /&gt;
&lt;br /&gt;
Proxies and visual effect objects can be placed in the same manner.&lt;br /&gt;
&lt;br /&gt;
==== Editing object properties ====&lt;br /&gt;
&lt;br /&gt;
Select the object —  either in the viewport, or click its name in the timeline —  and the Object Inspector will display the valid editable properties for the object.&lt;br /&gt;
&lt;br /&gt;
All timeline objects have a Name field. This simply changes the name as it is displayed in the timeline, which is useful to keep things organized.&lt;br /&gt;
&lt;br /&gt;
You can also type in the Orientation and Position values, though most of the time it isn't necessary to enter the values in directly.&lt;br /&gt;
&lt;br /&gt;
Some objects have special fields that can be keyed and edited with the [[curve editor]]. Cameras have a FOV (field of view) field, which sets the default FOV for that camera. Lights have a Color and a Radius field.&lt;br /&gt;
&lt;br /&gt;
==== Activating pre-placed area objects ====&lt;br /&gt;
&lt;br /&gt;
Objects that are pre-placed in the area (via the area editor) are inactive by default, meaning they can't be controlled by the cutscene engine and will carry on doing whatever ambient behaviour they would normally do. They can be selected in standard mode, however, and activated by right-clicking the selected object and selecting &amp;quot;Activate Area Objects&amp;quot;. The object will then get an entry in the timeline.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene activate object.png]]&lt;br /&gt;
&lt;br /&gt;
To deactivate an area object, simply delete it. The timeline entry for the object will be removed and it will go back to its original position and inactive state.&lt;br /&gt;
&lt;br /&gt;
If you want to hide an area object during the cutscene, activate it and then give it a &amp;quot;Change Visibility&amp;quot; [[cutscene action]] to make it disappear.&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
&lt;br /&gt;
The timeline consists of a list of all the active objects in the cutscene, each with a set of &amp;quot;tracks&amp;quot; that contain various actions and events that occur to those objects over time. The bar along the top of the timeline shows the location of those events in time, and a marker (or &amp;quot;scrubber&amp;quot;) with a vertical line running through the tracks shows what moment in time is currently being displayed in the viewports.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial timeline.png]]&lt;br /&gt;
&lt;br /&gt;
=== Tool Buttons ===&lt;br /&gt;
&lt;br /&gt;
*Selection Tool - This tool allows you to select the objects, events, and their respective tracks.&lt;br /&gt;
*Hand Tool - Left-clicking and dragging in the Track Pane with this tool will allow you to scroll rapidly through the Timeline. If you have the Selection Tool selected, you can temporarily switch to the Hand Tool by simply holding the SHIFT key.&lt;br /&gt;
* Units Indicator - This indicates what the numbers on the timeline mean. The default is “frames”. To change the units, open the properties of the timeline window by right-clicking anywhere in the timeline area and selecting &amp;quot;properties&amp;quot;. The options under the &amp;quot;Time Scale&amp;quot; property are seconds (100 FPS) or frames (30 FPS).&lt;br /&gt;
* Timeline Bar - An indication of the cutscene’s progression in linear temporal units. To stretch or shrink the timeline place the mouse cursor over it and use the mouse wheel (you may need to click it once to give the timeline focus).&lt;br /&gt;
* Timeline Marker - This shows the precise point in the timeline that the scene is at.  Left-clicking and dragging it will allow you to cycle back and forth through the Timeline, as the actions play out in the viewports.  Any keys or actions you place will appear at the point in time occupied by the Time Marker.&lt;br /&gt;
* Track List - This section lists all of the objects in the scene. When the + sign beside the object is clicked it will expand and list all of the tracks associated with that object.&lt;br /&gt;
&lt;br /&gt;
There is always a &amp;quot;MASTER&amp;quot; object. Global actions are assigned to a track on the MASTER object. This would include things like fades and other frame buffer effects. The MASTER object cannot be deleted. All other objects can be added and deleted at will.&lt;br /&gt;
&lt;br /&gt;
Each object has Position and Orientation track sets with each set having three sub-tracks (X, Y and Z, and roll, pitch, and yaw). In addition, there are the following special tracks:&lt;br /&gt;
&lt;br /&gt;
* Cameras have a &amp;quot;FOV&amp;quot; (field of view) track.&lt;br /&gt;
* Lights have &amp;quot;radius&amp;quot;, &amp;quot;intensity&amp;quot;, and &amp;quot;color&amp;quot; tracks (the latter having one sub-track each for red, green, and blue).&lt;br /&gt;
* MASTER lacks an Orientation track set.&lt;br /&gt;
* Sounds have a &amp;quot;Sound&amp;quot; track&lt;br /&gt;
&lt;br /&gt;
To add a new generic track right-click an object and select “Add Track”. All actions not covered by the Position, Orientation, or FOV tracks (like animations) are placed on generic tracks.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the actions and effects that can be added to generic tracks, see:&lt;br /&gt;
*[[cutscene action]]s - these affect how objects in the cutscene behave.&lt;br /&gt;
*[[cutscene effect]]s - these modify the view through the camera, for example adding motion blur.&lt;br /&gt;
&lt;br /&gt;
To rename an object select it and change the “Name” field in the Object Inspector. The same can be done for generic tracks (but not the Position, Orientation, or other special tracks).&lt;br /&gt;
&lt;br /&gt;
Objects can be re-ordered by dragging the name up and down in the list.&lt;br /&gt;
&lt;br /&gt;
*Track Pane - This pane displays all the actions (keys, curves, other actions) that are occurring within the scene, in their related points in Time.&lt;br /&gt;
&lt;br /&gt;
Actions can be shuffled around by left-clicking and dragging while using the Selection Tool. They can also be cut/copied from one track and pasted to another track.&lt;br /&gt;
&lt;br /&gt;
Objects can be multi-selected by left-click dragging in an open area of the pane. Another method is to use CTRL-click on multiple objects to select them.&lt;br /&gt;
 &lt;br /&gt;
* Keys and Curves - To make objects move around during the cutscene they need to have keys assigned to them on the timeline. For example, if a creature is supposed to be at a specific point at a specific time he will have a position key placed at the appropriate time on the timeline.&lt;br /&gt;
&lt;br /&gt;
A single key will immediately snap the object when that point in time is reached. For a position key this means the object will jump to that point. For an orientation key the object will snap to the new orientation. For a FOV key the camera will snap to the new FOV.&lt;br /&gt;
&lt;br /&gt;
Keys can also be combined to create a curve. When this is done a Bezier curve or linear curve is generated to fill the gaps between the keys. The curve can then be adjusted in different ways to create the exact movement the user needs.&lt;br /&gt;
&lt;br /&gt;
Creating keys and curves is pretty much the same for all types (position, movement, FOV) though there are differences in how to work with them once they are created.&lt;br /&gt;
&lt;br /&gt;
==== Creating a Key ====&lt;br /&gt;
&lt;br /&gt;
*Position the time marker to the point on the timeline where the key should be created.&lt;br /&gt;
* Adjust the object to the desired setting.&lt;br /&gt;
** Position: Move the object to the proper place in the level.&lt;br /&gt;
** Orientation: Rotate the object.&lt;br /&gt;
** FOV: Change the FOV field in the Object Inspector.&lt;br /&gt;
* Right-click the object name in the timeline and select either “Add Position Key”, “Add Orientation Key”, or “Add Camera FOV Key”.&lt;br /&gt;
* The keyboard shortcuts &amp;quot;P&amp;quot;, &amp;quot;O&amp;quot;, and &amp;quot;F&amp;quot; can also be used.&lt;br /&gt;
* The shortcut &amp;quot;K&amp;quot; creates a key on all three sets of tracks simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Position Keys and Curves ==&lt;br /&gt;
&lt;br /&gt;
Once placed, position keys and curves are visible in User viewports. Moving keys and curves around the layout works the same as moving any other object.&lt;br /&gt;
&lt;br /&gt;
Individual keys are shown in viewports as white squares (yellow when selected). To change the position of a key simply drag it around the layout.&lt;br /&gt;
&lt;br /&gt;
Curves can also be adjusted in the curve editor. See [[curve editor]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Orientation and FOV keys/curves ===&lt;br /&gt;
&lt;br /&gt;
Orientation and FOV keys/curves cannot be easily represented in the viewport. The result will be displayed (for example, a creature will turn), but the keys and curves themselves will not be visible.&lt;br /&gt;
&lt;br /&gt;
To adjust them the Curve Editor must be used. Refer to [[curve editor]] for more information.&lt;br /&gt;
&lt;br /&gt;
== VFX ==&lt;br /&gt;
&lt;br /&gt;
See [[VFX list]] for a list of visual effects available in Dragon Age's library.&lt;br /&gt;
&lt;br /&gt;
To use a VFX object in the cutscene editor, right-click in the user viewport and select &amp;quot;insert/VFX&amp;quot;. Find the desired VFX in the popup browser window.  If you know the exact VFX you need, filter for it by copying the name over.  Use &amp;quot; * &amp;quot; as wildcard if needed.  Filtering by entering &amp;quot;*x*&amp;quot; in the &amp;quot;name&amp;quot; field and hitting &amp;quot;enter&amp;quot; should eliminate most other animations from the list.  You can also filter by type of VFX, using the prefixes listed above. Select the VFX you want and hit &amp;quot;ok&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Now left-click in the scene to place the VFX.  You will see a new &amp;quot;VFX&amp;quot; item added to your timeline.    &lt;br /&gt;
*If the VFX is a crust effect, select it and designate a crust target in the &amp;quot;actor&amp;quot; field of the object inspector.  &lt;br /&gt;
*If the VFX is a placeable effect, use the 3 Axis Movement tool to place it at the desired coordinates. &lt;br /&gt;
You can click on the &amp;quot;+&amp;quot; next to the VFX on the timeline to view its info, including assigned animations.  &lt;br /&gt;
&lt;br /&gt;
VFX animations can be chopped and looped if needed.  &lt;br /&gt;
&lt;br /&gt;
Most VFX are made up of 3 separate stages:  Impact, Duration, and cessation.  These are indicated using a  &amp;quot;.impa&amp;quot;, &amp;quot;.dura&amp;quot; or &amp;quot;.cess&amp;quot; extension in the animation name on the timeline.  &lt;br /&gt;
&lt;br /&gt;
If you want a VFX to play for a specific time, manipulate the &amp;quot;Duration&amp;quot; stage of the animation in the timeline.  &lt;br /&gt;
&lt;br /&gt;
Previewing in editor: &lt;br /&gt;
&lt;br /&gt;
To get a frame-accurate preview of the VFX at any given frame when scrubbing the timeline, click the &amp;quot;Simulate Cutscene&amp;quot; button at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
== Titles and text ==&lt;br /&gt;
&lt;br /&gt;
Since all text comes from conversations, this is how we add a title for DA:&lt;br /&gt;
# Create a conversation line (the way we do thing is: some stand alone cutscenes have their own conversation;  you could also create one conversation with all your area titles or whatever)&lt;br /&gt;
# Flag the line in the conversation as “No VO In Game” – this will cause the subtitle to always show and it won’t try to play or generate VO&lt;br /&gt;
# Add the conversation line to the cutscene via a Speak Line action. It is usually most convenient to add this to the MASTER object.&lt;br /&gt;
&lt;br /&gt;
This will create a title which works just like a subtitled VO line. There is no way to change the font or have any kind of title other than a VO subtitle (with or without actual VO).&lt;br /&gt;
&lt;br /&gt;
Note that subtitles have a different appearance in the toolset editor than in the game.&lt;br /&gt;
&lt;br /&gt;
== Cutscene properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Cutscene Length| How long the cutscene plays for. }}&lt;br /&gt;
{{inspector row|End Script| The script that will be fired when the cutscene completes. This field is only considered during stand-alone cutscenes. Cutscenes that are part of a conversation ignore this field.}}&lt;br /&gt;
{{inspector row|Play Until VO Completes| If true the cutscene will continue playing past the end if non-english VO extends beyond the end of the scene. If false the cutscene always ends at the end of its runtime. This flag only applies to cutscenes played as part of a conversation. }}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource }}&lt;br /&gt;
{{inspector row|Time Scale| The time scale that the cutscene uses. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Debug}}&lt;br /&gt;
{{inspector row|Animatic| A temporary bink movie that will be played instead of this cutscene. This field is intended to allow hookup of cutscenes before they are ready. It should never be used in the final game. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Game}}&lt;br /&gt;
{{inspector row|Play Sound Events| If true any sound events associated with animations will be played. If false these events will not be played. Sound events can only be played in the game, you will not hear them in the toolset. }}&lt;br /&gt;
{{inspector row|Use Master For LOD| If true the master object will be used to determine the center of level LOD for the cutscene. If false the LOD is centered around the mid point of the scene and never moves. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Setting}}&lt;br /&gt;
{{inspector row|Area| The area in which the cutscene takes place. }}&lt;br /&gt;
{{inspector row|Enable Level Effects| If true the effects from the level will be applied. If false only those effects defined in the cutscene will be applied. }}&lt;br /&gt;
{{inspector row|Stage| The stage on which the cutscene will be played. If set, stage actions are allowed. }}&lt;br /&gt;
{{inspector row|Stage Orientation| The orientation of the stage within the area. Only shown when a stage is selected.}}&lt;br /&gt;
{{inspector row|Stage Position| The position of the stage within the area. Only shown when a stage is selected.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Cutscene/ru&amp;diff=17321</id>
		<title>Cutscene/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Cutscene/ru&amp;diff=17321"/>
				<updated>2011-09-06T17:03:38Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: Created page with &amp;quot;{| align=&amp;quot;right&amp;quot; |- | {{Resource palette}} |- | {{Infobox cutscenes}} |}  A cutscene is a pre-scripted cinematic sequence that is performed using the game engine and game objects...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox cutscenes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A cutscene is a pre-scripted cinematic sequence that is performed using the game engine and game objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
There are two things that need to be done before work can begin on a cutscene.&lt;br /&gt;
* A new cutscene resource needs to be created.&lt;br /&gt;
* An art layout needs to be assigned to the cutscene.&lt;br /&gt;
&lt;br /&gt;
To create a new cutscene resource go the the File menu and select New -&amp;gt; Cutscene. Enter in a unique name for the cutscene. Hit OK. The new cutscene resource will appear in the cutscene tab of the Palette Window.&lt;br /&gt;
&lt;br /&gt;
[[Image:New resource.png|thumb|New resource]]&lt;br /&gt;
&lt;br /&gt;
Alternately, cutscenes can be created from an existing line cinematic in a [[conversation]]. This allows the cinematics of conversations to be edited in more elaborate ways.&lt;br /&gt;
&lt;br /&gt;
When you first open the cutscene resource the Object Inspector window will list a few different data fields. One of them is called “Area”. Click on the line and then click on the “…” button. This will open a window listing all of the game’s available areas. Select one, hit OK, and you should see it in the viewport windows.&lt;br /&gt;
&lt;br /&gt;
You can also assign a [[stage]] to a cutscene. This will enable &amp;quot;jump to stage&amp;quot; actions that allow you to snap cameras and objects to places in the stage, possibly simplifying cutscene setup if you already have a good stage for the work you intend to do. A stage is not strictly necessary for creating a cutscene, but in some cases it can help make things more convenient by establishing reference points to work from.&lt;br /&gt;
&lt;br /&gt;
The cutscene editor has two major sections: the viewports (top) and the timeline (bottom). There is also a [[curve editor]] that can be shown below the timeline when the &amp;quot;show curve editor&amp;quot; button is enabled in the toolbar.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Cutscene new.png|center|thumb|300px|New blank cutscene]] &lt;br /&gt;
| [[File:Cutscene editor overview.png|thumb|300px|Cutscene editor components:&lt;br /&gt;
A.	Viewports&lt;br /&gt;
B.	Timeline&lt;br /&gt;
C.	Curve Editor&lt;br /&gt;
D.	Toolbar&lt;br /&gt;
E.	Palette Window&lt;br /&gt;
F.	Object Inspector]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Toolbar ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Show trajectories&amp;quot; shows the path that objects with position keys will move along. Keyframe positions are indicated with small white squares along the line.&lt;br /&gt;
* When &amp;quot;Curve mode&amp;quot; is enabled, key curves are bezier by default. When not selected, key curves are stepped by default.&lt;br /&gt;
*  See [[3D control]] for information on standard selection, 3-axis movement, 3-axis rotation and local coordinates&lt;br /&gt;
* Objects follow surface: selected objects snap to walkmesh when they're moved.&lt;br /&gt;
* &amp;quot;Update keys&amp;quot; update position and orientation keys when you rotate/translate cutscene objects&lt;br /&gt;
* The &amp;quot;add keys for selected object&amp;quot; (position, orientation, and other) command has the keyboard shortcut &amp;quot;K&amp;quot;&lt;br /&gt;
* &amp;quot;Simulate cutscene&amp;quot; Causes the cutscene engine to fully simulate the cutscene up to the point currently selected by the timeline scrubber and update the view to that state. This is useful to ensure that all visual effect elements are in the state they would be in if you played the cutscene normally to that point. For efficiency reasons some complex visual effects aren't updated in this way when you move the scrubber around.&lt;br /&gt;
&lt;br /&gt;
== Viewports ==&lt;br /&gt;
&lt;br /&gt;
The viewports are where the scene can be viewed, and where objects in the scene can be manipulated.&lt;br /&gt;
&lt;br /&gt;
See [[3D control]] for information on how to control the view within a viewport.&lt;br /&gt;
&lt;br /&gt;
=== View types ===&lt;br /&gt;
&lt;br /&gt;
To change the type of view for a viewport right-click on the line above the viewport. This will show a context menu that allows the viewport type to be changed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial viewport properties.png]]&lt;br /&gt;
&lt;br /&gt;
The top portion of the context menu lists the following options: Front, Back, Top, Bottom, Left, Right, Perspective. These are predefined user views, and will move the camera to those positions. The bottom portion of the context menu allows the viewport to be attached to a camera.&lt;br /&gt;
&lt;br /&gt;
*User —  This is the default view type. The camera can be moved around to view the scene from any angle. This is the most useful view type for manipulating objects in the scene.&lt;br /&gt;
*Active Camera —  This view type will attach the viewport camera to the camera that is currently active. This view is the one to use to preview how the scene will look in the game.&lt;br /&gt;
*Selected Camera - This view type will attach the viewport camera to the camera that's currently selected in the timeline window.&lt;br /&gt;
*Camera(s) —  This view type will attach the viewport to a specific camera. In the context menu move the mouse over the Camera option, and a sub-menu will open listing all the available cameras in the scene. This view will preview how the scene will look from that camera. Also, if the viewport camera is moved via camera controls the actual camera will also be moved.&lt;br /&gt;
&lt;br /&gt;
There is one more option of note in the context menu: Detach Camera. If a viewport is attached to a camera (either a specific camera or the active camera) this option will switch the viewport back to the User mode, but the viewport camera will remain where it is.&lt;br /&gt;
&lt;br /&gt;
Other options here include:&lt;br /&gt;
* Toggle Orthographic — Turns on or off perspective view.&lt;br /&gt;
*Toggle Wireframe —  Turns on or off the display of textures and shading.  Can be useful when the topography of an area is obscured by complex texturing.&lt;br /&gt;
*Safe Frame — Restricts the camera's view to a frame that shows what will be visible when the cutscene is viewed in-game. Useful for previewing. &lt;br /&gt;
&lt;br /&gt;
=== Viewport layout ===&lt;br /&gt;
&lt;br /&gt;
By default there are four viewport windows, allowing the user to view the scene from many different angles at once. However this can be customized to suit the user's needs.&lt;br /&gt;
&lt;br /&gt;
All of the viewports can be resized by dragging the separating lines between the viewports.&lt;br /&gt;
&lt;br /&gt;
Also, the number of viewports can be changed. Between one and four viewports can be visible at once, in a variety of different configurations. This can be changed using the View -&amp;gt; Viewports menu or by right-clicking on the title bar of the active viewport.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial viewport layout.png]]&lt;br /&gt;
&lt;br /&gt;
=== Working with objects in viewports ===&lt;br /&gt;
&lt;br /&gt;
For a complete list of the types of objects that can be placed in a cutscene, and their properties, see [[cutscene object]]s.&lt;br /&gt;
&lt;br /&gt;
==== Placing a creature or placeable ====&lt;br /&gt;
&lt;br /&gt;
To place a creature or placeable object in the cutscene you simply need to select the object in the palette window and then click in the viewport to place the object.&lt;br /&gt;
&lt;br /&gt;
* Go to the Creatures or Placeables portion of the Palette Window.&lt;br /&gt;
* Find the creature or placeable that you wish to use in the cutscene, and select it.&lt;br /&gt;
* Once selected when you move the cursor over a viewport window it will change to a crosshair.&lt;br /&gt;
* Select a spot to place the object, and click.&lt;br /&gt;
&lt;br /&gt;
The object will then be placed in the scene, and it will also be listed in the timeline.&lt;br /&gt;
&lt;br /&gt;
==== Placing a camera or light ====&lt;br /&gt;
&lt;br /&gt;
Go to the Edit menu -&amp;gt; Insert -&amp;gt; Camera/Light. From here it is the same as placing a creature or placeable —  the cursor will change to a crosshair and clicking will place the camera or light.&lt;br /&gt;
&lt;br /&gt;
An alternate method is to right-click anywhere in a viewport. This will show a context menu that has the same Insert menu option.&lt;br /&gt;
&lt;br /&gt;
Proxies and visual effect objects can be placed in the same manner.&lt;br /&gt;
&lt;br /&gt;
==== Editing object properties ====&lt;br /&gt;
&lt;br /&gt;
Select the object —  either in the viewport, or click its name in the timeline —  and the Object Inspector will display the valid editable properties for the object.&lt;br /&gt;
&lt;br /&gt;
All timeline objects have a Name field. This simply changes the name as it is displayed in the timeline, which is useful to keep things organized.&lt;br /&gt;
&lt;br /&gt;
You can also type in the Orientation and Position values, though most of the time it isn't necessary to enter the values in directly.&lt;br /&gt;
&lt;br /&gt;
Some objects have special fields that can be keyed and edited with the [[curve editor]]. Cameras have a FOV (field of view) field, which sets the default FOV for that camera. Lights have a Color and a Radius field.&lt;br /&gt;
&lt;br /&gt;
==== Activating pre-placed area objects ====&lt;br /&gt;
&lt;br /&gt;
Objects that are pre-placed in the area (via the area editor) are inactive by default, meaning they can't be controlled by the cutscene engine and will carry on doing whatever ambient behaviour they would normally do. They can be selected in standard mode, however, and activated by right-clicking the selected object and selecting &amp;quot;Activate Area Objects&amp;quot;. The object will then get an entry in the timeline.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene activate object.png]]&lt;br /&gt;
&lt;br /&gt;
To deactivate an area object, simply delete it. The timeline entry for the object will be removed and it will go back to its original position and inactive state.&lt;br /&gt;
&lt;br /&gt;
If you want to hide an area object during the cutscene, activate it and then give it a &amp;quot;Change Visibility&amp;quot; [[cutscene action]] to make it disappear.&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
&lt;br /&gt;
The timeline consists of a list of all the active objects in the cutscene, each with a set of &amp;quot;tracks&amp;quot; that contain various actions and events that occur to those objects over time. The bar along the top of the timeline shows the location of those events in time, and a marker (or &amp;quot;scrubber&amp;quot;) with a vertical line running through the tracks shows what moment in time is currently being displayed in the viewports.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cutscene tutorial timeline.png]]&lt;br /&gt;
&lt;br /&gt;
=== Tool Buttons ===&lt;br /&gt;
&lt;br /&gt;
*Selection Tool - This tool allows you to select the objects, events, and their respective tracks.&lt;br /&gt;
*Hand Tool - Left-clicking and dragging in the Track Pane with this tool will allow you to scroll rapidly through the Timeline. If you have the Selection Tool selected, you can temporarily switch to the Hand Tool by simply holding the SHIFT key.&lt;br /&gt;
* Units Indicator - This indicates what the numbers on the timeline mean. The default is “frames”. To change the units, open the properties of the timeline window by right-clicking anywhere in the timeline area and selecting &amp;quot;properties&amp;quot;. The options under the &amp;quot;Time Scale&amp;quot; property are seconds (100 FPS) or frames (30 FPS).&lt;br /&gt;
* Timeline Bar - An indication of the cutscene’s progression in linear temporal units. To stretch or shrink the timeline place the mouse cursor over it and use the mouse wheel (you may need to click it once to give the timeline focus).&lt;br /&gt;
* Timeline Marker - This shows the precise point in the timeline that the scene is at.  Left-clicking and dragging it will allow you to cycle back and forth through the Timeline, as the actions play out in the viewports.  Any keys or actions you place will appear at the point in time occupied by the Time Marker.&lt;br /&gt;
* Track List - This section lists all of the objects in the scene. When the + sign beside the object is clicked it will expand and list all of the tracks associated with that object.&lt;br /&gt;
&lt;br /&gt;
There is always a &amp;quot;MASTER&amp;quot; object. Global actions are assigned to a track on the MASTER object. This would include things like fades and other frame buffer effects. The MASTER object cannot be deleted. All other objects can be added and deleted at will.&lt;br /&gt;
&lt;br /&gt;
Each object has Position and Orientation track sets with each set having three sub-tracks (X, Y and Z, and roll, pitch, and yaw). In addition, there are the following special tracks:&lt;br /&gt;
&lt;br /&gt;
* Cameras have a &amp;quot;FOV&amp;quot; (field of view) track.&lt;br /&gt;
* Lights have &amp;quot;radius&amp;quot;, &amp;quot;intensity&amp;quot;, and &amp;quot;color&amp;quot; tracks (the latter having one sub-track each for red, green, and blue).&lt;br /&gt;
* MASTER lacks an Orientation track set.&lt;br /&gt;
* Sounds have a &amp;quot;Sound&amp;quot; track&lt;br /&gt;
&lt;br /&gt;
To add a new generic track right-click an object and select “Add Track”. All actions not covered by the Position, Orientation, or FOV tracks (like animations) are placed on generic tracks.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the actions and effects that can be added to generic tracks, see:&lt;br /&gt;
*[[cutscene action]]s - these affect how objects in the cutscene behave.&lt;br /&gt;
*[[cutscene effect]]s - these modify the view through the camera, for example adding motion blur.&lt;br /&gt;
&lt;br /&gt;
To rename an object select it and change the “Name” field in the Object Inspector. The same can be done for generic tracks (but not the Position, Orientation, or other special tracks).&lt;br /&gt;
&lt;br /&gt;
Objects can be re-ordered by dragging the name up and down in the list.&lt;br /&gt;
&lt;br /&gt;
*Track Pane - This pane displays all the actions (keys, curves, other actions) that are occurring within the scene, in their related points in Time.&lt;br /&gt;
&lt;br /&gt;
Actions can be shuffled around by left-clicking and dragging while using the Selection Tool. They can also be cut/copied from one track and pasted to another track.&lt;br /&gt;
&lt;br /&gt;
Objects can be multi-selected by left-click dragging in an open area of the pane. Another method is to use CTRL-click on multiple objects to select them.&lt;br /&gt;
 &lt;br /&gt;
* Keys and Curves - To make objects move around during the cutscene they need to have keys assigned to them on the timeline. For example, if a creature is supposed to be at a specific point at a specific time he will have a position key placed at the appropriate time on the timeline.&lt;br /&gt;
&lt;br /&gt;
A single key will immediately snap the object when that point in time is reached. For a position key this means the object will jump to that point. For an orientation key the object will snap to the new orientation. For a FOV key the camera will snap to the new FOV.&lt;br /&gt;
&lt;br /&gt;
Keys can also be combined to create a curve. When this is done a Bezier curve or linear curve is generated to fill the gaps between the keys. The curve can then be adjusted in different ways to create the exact movement the user needs.&lt;br /&gt;
&lt;br /&gt;
Creating keys and curves is pretty much the same for all types (position, movement, FOV) though there are differences in how to work with them once they are created.&lt;br /&gt;
&lt;br /&gt;
==== Creating a Key ====&lt;br /&gt;
&lt;br /&gt;
*Position the time marker to the point on the timeline where the key should be created.&lt;br /&gt;
* Adjust the object to the desired setting.&lt;br /&gt;
** Position: Move the object to the proper place in the level.&lt;br /&gt;
** Orientation: Rotate the object.&lt;br /&gt;
** FOV: Change the FOV field in the Object Inspector.&lt;br /&gt;
* Right-click the object name in the timeline and select either “Add Position Key”, “Add Orientation Key”, or “Add Camera FOV Key”.&lt;br /&gt;
* The keyboard shortcuts &amp;quot;P&amp;quot;, &amp;quot;O&amp;quot;, and &amp;quot;F&amp;quot; can also be used.&lt;br /&gt;
* The shortcut &amp;quot;K&amp;quot; creates a key on all three sets of tracks simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Position Keys and Curves ==&lt;br /&gt;
&lt;br /&gt;
Once placed, position keys and curves are visible in User viewports. Moving keys and curves around the layout works the same as moving any other object.&lt;br /&gt;
&lt;br /&gt;
Individual keys are shown in viewports as white squares (yellow when selected). To change the position of a key simply drag it around the layout.&lt;br /&gt;
&lt;br /&gt;
Curves can also be adjusted in the curve editor. See [[curve editor]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Orientation and FOV keys/curves ===&lt;br /&gt;
&lt;br /&gt;
Orientation and FOV keys/curves cannot be easily represented in the viewport. The result will be displayed (for example, a creature will turn), but the keys and curves themselves will not be visible.&lt;br /&gt;
&lt;br /&gt;
To adjust them the Curve Editor must be used. Refer to [[curve editor]] for more information.&lt;br /&gt;
&lt;br /&gt;
== VFX ==&lt;br /&gt;
&lt;br /&gt;
See [[VFX list]] for a list of visual effects available in Dragon Age's library.&lt;br /&gt;
&lt;br /&gt;
To use a VFX object in the cutscene editor, right-click in the user viewport and select &amp;quot;insert/VFX&amp;quot;. Find the desired VFX in the popup browser window.  If you know the exact VFX you need, filter for it by copying the name over.  Use &amp;quot; * &amp;quot; as wildcard if needed.  Filtering by entering &amp;quot;*x*&amp;quot; in the &amp;quot;name&amp;quot; field and hitting &amp;quot;enter&amp;quot; should eliminate most other animations from the list.  You can also filter by type of VFX, using the prefixes listed above. Select the VFX you want and hit &amp;quot;ok&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Now left-click in the scene to place the VFX.  You will see a new &amp;quot;VFX&amp;quot; item added to your timeline.    &lt;br /&gt;
*If the VFX is a crust effect, select it and designate a crust target in the &amp;quot;actor&amp;quot; field of the object inspector.  &lt;br /&gt;
*If the VFX is a placeable effect, use the 3 Axis Movement tool to place it at the desired coordinates. &lt;br /&gt;
You can click on the &amp;quot;+&amp;quot; next to the VFX on the timeline to view its info, including assigned animations.  &lt;br /&gt;
&lt;br /&gt;
VFX animations can be chopped and looped if needed.  &lt;br /&gt;
&lt;br /&gt;
Most VFX are made up of 3 separate stages:  Impact, Duration, and cessation.  These are indicated using a  &amp;quot;.impa&amp;quot;, &amp;quot;.dura&amp;quot; or &amp;quot;.cess&amp;quot; extension in the animation name on the timeline.  &lt;br /&gt;
&lt;br /&gt;
If you want a VFX to play for a specific time, manipulate the &amp;quot;Duration&amp;quot; stage of the animation in the timeline.  &lt;br /&gt;
&lt;br /&gt;
Previewing in editor: &lt;br /&gt;
&lt;br /&gt;
To get a frame-accurate preview of the VFX at any given frame when scrubbing the timeline, click the &amp;quot;Simulate Cutscene&amp;quot; button at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
== Titles and text ==&lt;br /&gt;
&lt;br /&gt;
Since all text comes from conversations, this is how we add a title for DA:&lt;br /&gt;
# Create a conversation line (the way we do thing is: some stand alone cutscenes have their own conversation;  you could also create one conversation with all your area titles or whatever)&lt;br /&gt;
# Flag the line in the conversation as “No VO In Game” – this will cause the subtitle to always show and it won’t try to play or generate VO&lt;br /&gt;
# Add the conversation line to the cutscene via a Speak Line action. It is usually most convenient to add this to the MASTER object.&lt;br /&gt;
&lt;br /&gt;
This will create a title which works just like a subtitled VO line. There is no way to change the font or have any kind of title other than a VO subtitle (with or without actual VO).&lt;br /&gt;
&lt;br /&gt;
Note that subtitles have a different appearance in the toolset editor than in the game.&lt;br /&gt;
&lt;br /&gt;
== Cutscene properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Cutscene Length| How long the cutscene plays for. }}&lt;br /&gt;
{{inspector row|End Script| The script that will be fired when the cutscene completes. This field is only considered during stand-alone cutscenes. Cutscenes that are part of a conversation ignore this field.}}&lt;br /&gt;
{{inspector row|Play Until VO Completes| If true the cutscene will continue playing past the end if non-english VO extends beyond the end of the scene. If false the cutscene always ends at the end of its runtime. This flag only applies to cutscenes played as part of a conversation. }}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource }}&lt;br /&gt;
{{inspector row|Time Scale| The time scale that the cutscene uses. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Debug}}&lt;br /&gt;
{{inspector row|Animatic| A temporary bink movie that will be played instead of this cutscene. This field is intended to allow hookup of cutscenes before they are ready. It should never be used in the final game. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Game}}&lt;br /&gt;
{{inspector row|Play Sound Events| If true any sound events associated with animations will be played. If false these events will not be played. Sound events can only be played in the game, you will not hear them in the toolset. }}&lt;br /&gt;
{{inspector row|Use Master For LOD| If true the master object will be used to determine the center of level LOD for the cutscene. If false the LOD is centered around the mid point of the scene and never moves. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Setting}}&lt;br /&gt;
{{inspector row|Area| The area in which the cutscene takes place. }}&lt;br /&gt;
{{inspector row|Enable Level Effects| If true the effects from the level will be applied. If false only those effects defined in the cutscene will be applied. }}&lt;br /&gt;
{{inspector row|Stage| The stage on which the cutscene will be played. If set, stage actions are allowed. }}&lt;br /&gt;
{{inspector row|Stage Orientation| The orientation of the stage within the area. Only shown when a stage is selected.}}&lt;br /&gt;
{{inspector row|Stage Position| The position of the stage within the area. Only shown when a stage is selected.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cutscenes]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=String_editor/ru&amp;diff=16006</id>
		<title>String editor/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=String_editor/ru&amp;diff=16006"/>
				<updated>2011-03-23T19:29:14Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Работа с редактором строк */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Основная информация ==&lt;br /&gt;
&lt;br /&gt;
Редактор строк находится в нижней части меню &amp;quot;Tools&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
В Dragon Age все строки текста, которые видны игроку, хранятся в отдельной таблице. Для ссылки на строку из какого-либо ресурса используется {{ulink|string ID|идентификационный номер строки}}. Использование отдельной таблицы позволяет упростить такие задачи, как проверка орфографии, перевод на другие языки, и т.д., ведь весь текст хранится в одном месте.&lt;br /&gt;
&lt;br /&gt;
Встроенный редактор строк является одним из основных средств доступа к этой коллекции строк.&lt;br /&gt;
Строки, связанные с ресурсами, могут быть отредактированы и в инспекторе объектов, но чтобы увидеть последние изменения текста необходимо сделать чекин объекта.&lt;br /&gt;
&lt;br /&gt;
== Работа с редактором строк ==&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor main screen.png]]&lt;br /&gt;
&lt;br /&gt;
В верхней части основного экрана есть два поля, которые позволяют настроить отображение конкретных строк. Для начала надо определить таблицу (String Table), строки которой необходимо вывести для редактирования. Эта таблица формируется отдельно для каждого модуля, поэтому выберите таблицу, которая была создана для вашего модуля.&lt;br /&gt;
&lt;br /&gt;
Если вы хотите отредактировать конкретную строку и вам известен её ID, например реплика диалога, то вы можете ввести этот ID в &amp;quot;String ID&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Если вы хотите вывести в редакторе всю таблицу модуля, то убедитесь, что кнопка '''Filter''' имеет надпись &amp;quot;''Filter: Off''&amp;quot;, и установите флажок '''Do NOT use Filter'''.&lt;br /&gt;
&lt;br /&gt;
Но и это ещё не всё! Нажатие кнопки '''Filter''' вызовет окно настройки фильтра, который позволит использовать широкий спектр критериев отбора!&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor filters.png]]&lt;br /&gt;
&lt;br /&gt;
В случае использования нескольких условий для их связки применяется оператор &amp;quot;AND&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Нужна помощь в переводе:'''&lt;br /&gt;
''There seems to be a bug - both &amp;quot;Contains&amp;quot; and &amp;quot;Is Exactly&amp;quot; sometimes only return a match if you enter the entire string you're searching for. The workaround seems to be to do a successful &amp;quot;Is Exactly&amp;quot; search, after which &amp;quot;Contains&amp;quot; works as expected.''&lt;br /&gt;
&lt;br /&gt;
'''Вариант перевода:'''&lt;br /&gt;
''Похоже, что здесь есть баг - оба параметра поиска (&amp;quot;искать любое, содержащее часть введенной в поиск строки&amp;quot; и &amp;quot;искать точное совпадение строк&amp;quot;) иногда показывает только &amp;quot;точное совпадение&amp;quot; при вводе искомой строки в поиск. Успешный обходной путь, как предпологается - искать по запросу &amp;quot;искать точное совпадение строк&amp;quot;, после чего запрос &amp;quot;искать любое, содержащее часть строки&amp;quot; работает так, как и положено. (перевел Warslav)''&lt;br /&gt;
&lt;br /&gt;
Как только вы нашли строку, которую необходимо отредактировать, дважды кликните на ней мышкой.&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor edit string.png]]&lt;br /&gt;
&lt;br /&gt;
Когда вы закончите редактирование, используйте пункт меню Tools &amp;gt; Export &amp;gt; Export String Table, потом Tools &amp;gt; Export &amp;gt; Export Talk Table, чтобы в игре отображался отредактированный вами текст. &lt;br /&gt;
&lt;br /&gt;
'''Внимание:''' &lt;br /&gt;
&lt;br /&gt;
В Export Talk Table есть известная {{ulink|Bug:_Talk_table_exported_to_packages_override|ошибка}}.&lt;br /&gt;
&lt;br /&gt;
== Generated string IDs ==&lt;br /&gt;
&lt;br /&gt;
It is important to eventually check resources back in so that the toolset will automatically update or assign string IDs to certain text entries you've written - such as conversation entries, or the names and descriptions of placeables or creatures. Once available, they'll show in the string table as string type &amp;quot;Exported &amp;lt;type&amp;gt; text&amp;quot;. Even though it may seem unnecessary as the tlkstring contains the original text, some strings are referenced in the game by their string ID alone, such as the conversation history in the player's journal.&lt;br /&gt;
&lt;br /&gt;
== Creating a string with a specific ID ==&lt;br /&gt;
&lt;br /&gt;
When a string is created, its id is determined automatically by incrementing the String ID Last Used field in the [[Module#Properties | module properties]]. &lt;br /&gt;
&lt;br /&gt;
Occasionally, it is necessary to use a different range (for example, owing to a [[Backgrounds_tutorial#Creating_the_background_strings | bug]], smaller numbers are required for some GUI functions).&lt;br /&gt;
&lt;br /&gt;
This can be achieved by temporarily changing the String ID Begin and String ID Last Used module properties to one less than the required number.&lt;br /&gt;
&lt;br /&gt;
It's wise to back up the data base and make a careful note of the original module properties before attempting this!&lt;br /&gt;
&lt;br /&gt;
== Editing a checked-out string ==&lt;br /&gt;
&lt;br /&gt;
The string editor will not allow a string to be edited if it is checked out.&lt;br /&gt;
&lt;br /&gt;
For strings associated with campaign resources, this is easily resolved, by checking in the resource.&lt;br /&gt;
&lt;br /&gt;
Doing this for core resources is [[Bug:_Talk_table_exported_to_packages_override | bugged]] and should be avoided. Such changes affect all campaigns, which is not helpful to players or other builders. For some reason, the toolset does not allow string changes to be local to the module if they belong to a core resource. A safer technique is to duplicate the core resource into the module (with a new resource name) then edit it. There can be repercussions - some systems (e.g. treasure, recipes) refer to core resource names explicitly, so 2DA files have to be changed. Other aspects (e.g. recipe ingredients) are tag-based, so they will work with the new item as long as you don't change the tag.&lt;br /&gt;
&lt;br /&gt;
Certain core strings are associated with system components (e.g. GUI) which cannot be duplicated or checked in. The normal procedure in such cases is to create a new string, then change the corresponding 2DA to use the new string id (for an example, see [[Backgrounds_tutorial#Creating_the_background_strings | Background Tutorial]]). Don't be tempted to edit the core string, because the same [[Bug:_Talk_table_exported_to_packages_override | bug]] applies.&lt;br /&gt;
&lt;br /&gt;
There are rare instances in which even this cannot be done, because the string id is hard-coded in the game (for example, the gender description used in Character Generation). See next section for a solution.&lt;br /&gt;
&lt;br /&gt;
== Editing a string with a specific ID ==&lt;br /&gt;
&lt;br /&gt;
To edit a string whose id is outside of the normal range for the module, change the String ID Begin module property temporarily to a value which is less than the string id in question (but not zero).&lt;br /&gt;
&lt;br /&gt;
The string will no longer be regarded as checked out, and can be edited.&lt;br /&gt;
&lt;br /&gt;
Normally, this technique should not be used for core strings - see above. A known exception is the gender descriptions, whose string id is hard-coded. It's OK to change them - by a happy coincidence, they are not affected by the [[Bug:_Talk_table_exported_to_packages_override | bug]].&lt;br /&gt;
&lt;br /&gt;
When customising a core string, change the Owner Module to the current module, and the Table to the current module's talk table. Otherwise, the custom string will override all campaigns.  &lt;br /&gt;
&lt;br /&gt;
It's wise to back up the data base and make a careful note of the original module properties before attempting this!&lt;br /&gt;
&lt;br /&gt;
As previously noted, while the toolset allows this technique on core gameplay strings, including the GUI, it will not permit the current module to have a local version of a core resource description.  &lt;br /&gt;
&lt;br /&gt;
== Переводчики ==&lt;br /&gt;
kelamor / [[User:Kelamor|Страница]] / [mailto:kelamor@inbox.ru Почта] / [[Translation/ru|Как переводить DA Builder Wiki]]&lt;br /&gt;
&lt;br /&gt;
{{languages|String editor}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations_ru]]&lt;br /&gt;
[[Category:Designer resources]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=String_editor/ru&amp;diff=16005</id>
		<title>String editor/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=String_editor/ru&amp;diff=16005"/>
				<updated>2011-03-23T19:28:36Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Работа с редактором строк */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Основная информация ==&lt;br /&gt;
&lt;br /&gt;
Редактор строк находится в нижней части меню &amp;quot;Tools&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
В Dragon Age все строки текста, которые видны игроку, хранятся в отдельной таблице. Для ссылки на строку из какого-либо ресурса используется {{ulink|string ID|идентификационный номер строки}}. Использование отдельной таблицы позволяет упростить такие задачи, как проверка орфографии, перевод на другие языки, и т.д., ведь весь текст хранится в одном месте.&lt;br /&gt;
&lt;br /&gt;
Встроенный редактор строк является одним из основных средств доступа к этой коллекции строк.&lt;br /&gt;
Строки, связанные с ресурсами, могут быть отредактированы и в инспекторе объектов, но чтобы увидеть последние изменения текста необходимо сделать чекин объекта.&lt;br /&gt;
&lt;br /&gt;
== Работа с редактором строк ==&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor main screen.png]]&lt;br /&gt;
&lt;br /&gt;
В верхней части основного экрана есть два поля, которые позволяют настроить отображение конкретных строк. Для начала надо определить таблицу (String Table), строки которой необходимо вывести для редактирования. Эта таблица формируется отдельно для каждого модуля, поэтому выберите таблицу, которая была создана для вашего модуля.&lt;br /&gt;
&lt;br /&gt;
Если вы хотите отредактировать конкретную строку и вам известен её ID, например реплика диалога, то вы можете ввести этот ID в &amp;quot;String ID&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Если вы хотите вывести в редакторе всю таблицу модуля, то убедитесь, что кнопка '''Filter''' имеет надпись &amp;quot;''Filter: Off''&amp;quot;, и установите флажок '''Do NOT use Filter'''.&lt;br /&gt;
&lt;br /&gt;
Но и это ещё не всё! Нажатие кнопки '''Filter''' вызовет окно настройки фильтра, который позволит использовать широкий спектр критериев отбора!&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor filters.png]]&lt;br /&gt;
&lt;br /&gt;
В случае использования нескольких условий для их связки применяется оператор &amp;quot;AND&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Нужна помощь в переводе:'''&lt;br /&gt;
''There seems to be a bug - both &amp;quot;Contains&amp;quot; and &amp;quot;Is Exactly&amp;quot; sometimes only return a match if you enter the entire string you're searching for. The workaround seems to be to do a successful &amp;quot;Is Exactly&amp;quot; search, after which &amp;quot;Contains&amp;quot; works as expected.''&lt;br /&gt;
&lt;br /&gt;
'''Вариант перевода:'''&lt;br /&gt;
''(Похоже, что здесь есть баг - оба параметра поиска (&amp;quot;искать любое, содержащее часть введенной в поиск строки&amp;quot; и &amp;quot;искать точное совпадение строк&amp;quot;) иногда показывает только &amp;quot;точное совпадение&amp;quot; при вводе искомой строки в поиск. Успешный обходной путь, как предпологается - искать по запросу&lt;br /&gt;
&amp;quot;искать точное совпадение строк&amp;quot;, после чего запрос &amp;quot;искать любое, содержащее часть&lt;br /&gt;
строки&amp;quot; работает так, как и положено. (перевел Warslav))''&lt;br /&gt;
&lt;br /&gt;
Как только вы нашли строку, которую необходимо отредактировать, дважды кликните на ней мышкой.&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor edit string.png]]&lt;br /&gt;
&lt;br /&gt;
Когда вы закончите редактирование, используйте пункт меню Tools &amp;gt; Export &amp;gt; Export String Table, потом Tools &amp;gt; Export &amp;gt; Export Talk Table, чтобы в игре отображался отредактированный вами текст. &lt;br /&gt;
&lt;br /&gt;
'''Внимание:''' &lt;br /&gt;
&lt;br /&gt;
В Export Talk Table есть известная {{ulink|Bug:_Talk_table_exported_to_packages_override|ошибка}}.&lt;br /&gt;
&lt;br /&gt;
== Generated string IDs ==&lt;br /&gt;
&lt;br /&gt;
It is important to eventually check resources back in so that the toolset will automatically update or assign string IDs to certain text entries you've written - such as conversation entries, or the names and descriptions of placeables or creatures. Once available, they'll show in the string table as string type &amp;quot;Exported &amp;lt;type&amp;gt; text&amp;quot;. Even though it may seem unnecessary as the tlkstring contains the original text, some strings are referenced in the game by their string ID alone, such as the conversation history in the player's journal.&lt;br /&gt;
&lt;br /&gt;
== Creating a string with a specific ID ==&lt;br /&gt;
&lt;br /&gt;
When a string is created, its id is determined automatically by incrementing the String ID Last Used field in the [[Module#Properties | module properties]]. &lt;br /&gt;
&lt;br /&gt;
Occasionally, it is necessary to use a different range (for example, owing to a [[Backgrounds_tutorial#Creating_the_background_strings | bug]], smaller numbers are required for some GUI functions).&lt;br /&gt;
&lt;br /&gt;
This can be achieved by temporarily changing the String ID Begin and String ID Last Used module properties to one less than the required number.&lt;br /&gt;
&lt;br /&gt;
It's wise to back up the data base and make a careful note of the original module properties before attempting this!&lt;br /&gt;
&lt;br /&gt;
== Editing a checked-out string ==&lt;br /&gt;
&lt;br /&gt;
The string editor will not allow a string to be edited if it is checked out.&lt;br /&gt;
&lt;br /&gt;
For strings associated with campaign resources, this is easily resolved, by checking in the resource.&lt;br /&gt;
&lt;br /&gt;
Doing this for core resources is [[Bug:_Talk_table_exported_to_packages_override | bugged]] and should be avoided. Such changes affect all campaigns, which is not helpful to players or other builders. For some reason, the toolset does not allow string changes to be local to the module if they belong to a core resource. A safer technique is to duplicate the core resource into the module (with a new resource name) then edit it. There can be repercussions - some systems (e.g. treasure, recipes) refer to core resource names explicitly, so 2DA files have to be changed. Other aspects (e.g. recipe ingredients) are tag-based, so they will work with the new item as long as you don't change the tag.&lt;br /&gt;
&lt;br /&gt;
Certain core strings are associated with system components (e.g. GUI) which cannot be duplicated or checked in. The normal procedure in such cases is to create a new string, then change the corresponding 2DA to use the new string id (for an example, see [[Backgrounds_tutorial#Creating_the_background_strings | Background Tutorial]]). Don't be tempted to edit the core string, because the same [[Bug:_Talk_table_exported_to_packages_override | bug]] applies.&lt;br /&gt;
&lt;br /&gt;
There are rare instances in which even this cannot be done, because the string id is hard-coded in the game (for example, the gender description used in Character Generation). See next section for a solution.&lt;br /&gt;
&lt;br /&gt;
== Editing a string with a specific ID ==&lt;br /&gt;
&lt;br /&gt;
To edit a string whose id is outside of the normal range for the module, change the String ID Begin module property temporarily to a value which is less than the string id in question (but not zero).&lt;br /&gt;
&lt;br /&gt;
The string will no longer be regarded as checked out, and can be edited.&lt;br /&gt;
&lt;br /&gt;
Normally, this technique should not be used for core strings - see above. A known exception is the gender descriptions, whose string id is hard-coded. It's OK to change them - by a happy coincidence, they are not affected by the [[Bug:_Talk_table_exported_to_packages_override | bug]].&lt;br /&gt;
&lt;br /&gt;
When customising a core string, change the Owner Module to the current module, and the Table to the current module's talk table. Otherwise, the custom string will override all campaigns.  &lt;br /&gt;
&lt;br /&gt;
It's wise to back up the data base and make a careful note of the original module properties before attempting this!&lt;br /&gt;
&lt;br /&gt;
As previously noted, while the toolset allows this technique on core gameplay strings, including the GUI, it will not permit the current module to have a local version of a core resource description.  &lt;br /&gt;
&lt;br /&gt;
== Переводчики ==&lt;br /&gt;
kelamor / [[User:Kelamor|Страница]] / [mailto:kelamor@inbox.ru Почта] / [[Translation/ru|Как переводить DA Builder Wiki]]&lt;br /&gt;
&lt;br /&gt;
{{languages|String editor}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations_ru]]&lt;br /&gt;
[[Category:Designer resources]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=String_editor/ru&amp;diff=16004</id>
		<title>String editor/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=String_editor/ru&amp;diff=16004"/>
				<updated>2011-03-23T19:27:58Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Работа с редактором строк */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Основная информация ==&lt;br /&gt;
&lt;br /&gt;
Редактор строк находится в нижней части меню &amp;quot;Tools&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
В Dragon Age все строки текста, которые видны игроку, хранятся в отдельной таблице. Для ссылки на строку из какого-либо ресурса используется {{ulink|string ID|идентификационный номер строки}}. Использование отдельной таблицы позволяет упростить такие задачи, как проверка орфографии, перевод на другие языки, и т.д., ведь весь текст хранится в одном месте.&lt;br /&gt;
&lt;br /&gt;
Встроенный редактор строк является одним из основных средств доступа к этой коллекции строк.&lt;br /&gt;
Строки, связанные с ресурсами, могут быть отредактированы и в инспекторе объектов, но чтобы увидеть последние изменения текста необходимо сделать чекин объекта.&lt;br /&gt;
&lt;br /&gt;
== Работа с редактором строк ==&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor main screen.png]]&lt;br /&gt;
&lt;br /&gt;
В верхней части основного экрана есть два поля, которые позволяют настроить отображение конкретных строк. Для начала надо определить таблицу (String Table), строки которой необходимо вывести для редактирования. Эта таблица формируется отдельно для каждого модуля, поэтому выберите таблицу, которая была создана для вашего модуля.&lt;br /&gt;
&lt;br /&gt;
Если вы хотите отредактировать конкретную строку и вам известен её ID, например реплика диалога, то вы можете ввести этот ID в &amp;quot;String ID&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Если вы хотите вывести в редакторе всю таблицу модуля, то убедитесь, что кнопка '''Filter''' имеет надпись &amp;quot;''Filter: Off''&amp;quot;, и установите флажок '''Do NOT use Filter'''.&lt;br /&gt;
&lt;br /&gt;
Но и это ещё не всё! Нажатие кнопки '''Filter''' вызовет окно настройки фильтра, который позволит использовать широкий спектр критериев отбора!&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor filters.png]]&lt;br /&gt;
&lt;br /&gt;
В случае использования нескольких условий для их связки применяется оператор &amp;quot;AND&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Нужна помощь в переводе:'''&lt;br /&gt;
''There seems to be a bug - both &amp;quot;Contains&amp;quot; and &amp;quot;Is Exactly&amp;quot; sometimes only return a match if you enter the entire string you're searching for. The workaround seems to be to do a successful &amp;quot;Is Exactly&amp;quot; search, after which &amp;quot;Contains&amp;quot; works as expected.''&lt;br /&gt;
&lt;br /&gt;
'''Вариант перевода:'''&lt;br /&gt;
''Похоже, что здесь есть баг - оба параметра поиска (&amp;quot;искать любое, содержащее часть введенной в поиск строки&amp;quot; и &amp;quot;искать точное совпадение строк&amp;quot;) иногда показывает только &amp;quot;точное совпадение&amp;quot; при вводе искомой строки в поиск. Успешный обходной путь, как предпологается - искать по запросу&lt;br /&gt;
&amp;quot;искать точное совпадение строк&amp;quot;, после чего запрос &amp;quot;искать любое, содержащее часть&lt;br /&gt;
строки&amp;quot; работает так, как и положено. (перевел Warslav)''&lt;br /&gt;
&lt;br /&gt;
Как только вы нашли строку, которую необходимо отредактировать, дважды кликните на ней мышкой.&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor edit string.png]]&lt;br /&gt;
&lt;br /&gt;
Когда вы закончите редактирование, используйте пункт меню Tools &amp;gt; Export &amp;gt; Export String Table, потом Tools &amp;gt; Export &amp;gt; Export Talk Table, чтобы в игре отображался отредактированный вами текст. &lt;br /&gt;
&lt;br /&gt;
'''Внимание:''' &lt;br /&gt;
&lt;br /&gt;
В Export Talk Table есть известная {{ulink|Bug:_Talk_table_exported_to_packages_override|ошибка}}.&lt;br /&gt;
&lt;br /&gt;
== Generated string IDs ==&lt;br /&gt;
&lt;br /&gt;
It is important to eventually check resources back in so that the toolset will automatically update or assign string IDs to certain text entries you've written - such as conversation entries, or the names and descriptions of placeables or creatures. Once available, they'll show in the string table as string type &amp;quot;Exported &amp;lt;type&amp;gt; text&amp;quot;. Even though it may seem unnecessary as the tlkstring contains the original text, some strings are referenced in the game by their string ID alone, such as the conversation history in the player's journal.&lt;br /&gt;
&lt;br /&gt;
== Creating a string with a specific ID ==&lt;br /&gt;
&lt;br /&gt;
When a string is created, its id is determined automatically by incrementing the String ID Last Used field in the [[Module#Properties | module properties]]. &lt;br /&gt;
&lt;br /&gt;
Occasionally, it is necessary to use a different range (for example, owing to a [[Backgrounds_tutorial#Creating_the_background_strings | bug]], smaller numbers are required for some GUI functions).&lt;br /&gt;
&lt;br /&gt;
This can be achieved by temporarily changing the String ID Begin and String ID Last Used module properties to one less than the required number.&lt;br /&gt;
&lt;br /&gt;
It's wise to back up the data base and make a careful note of the original module properties before attempting this!&lt;br /&gt;
&lt;br /&gt;
== Editing a checked-out string ==&lt;br /&gt;
&lt;br /&gt;
The string editor will not allow a string to be edited if it is checked out.&lt;br /&gt;
&lt;br /&gt;
For strings associated with campaign resources, this is easily resolved, by checking in the resource.&lt;br /&gt;
&lt;br /&gt;
Doing this for core resources is [[Bug:_Talk_table_exported_to_packages_override | bugged]] and should be avoided. Such changes affect all campaigns, which is not helpful to players or other builders. For some reason, the toolset does not allow string changes to be local to the module if they belong to a core resource. A safer technique is to duplicate the core resource into the module (with a new resource name) then edit it. There can be repercussions - some systems (e.g. treasure, recipes) refer to core resource names explicitly, so 2DA files have to be changed. Other aspects (e.g. recipe ingredients) are tag-based, so they will work with the new item as long as you don't change the tag.&lt;br /&gt;
&lt;br /&gt;
Certain core strings are associated with system components (e.g. GUI) which cannot be duplicated or checked in. The normal procedure in such cases is to create a new string, then change the corresponding 2DA to use the new string id (for an example, see [[Backgrounds_tutorial#Creating_the_background_strings | Background Tutorial]]). Don't be tempted to edit the core string, because the same [[Bug:_Talk_table_exported_to_packages_override | bug]] applies.&lt;br /&gt;
&lt;br /&gt;
There are rare instances in which even this cannot be done, because the string id is hard-coded in the game (for example, the gender description used in Character Generation). See next section for a solution.&lt;br /&gt;
&lt;br /&gt;
== Editing a string with a specific ID ==&lt;br /&gt;
&lt;br /&gt;
To edit a string whose id is outside of the normal range for the module, change the String ID Begin module property temporarily to a value which is less than the string id in question (but not zero).&lt;br /&gt;
&lt;br /&gt;
The string will no longer be regarded as checked out, and can be edited.&lt;br /&gt;
&lt;br /&gt;
Normally, this technique should not be used for core strings - see above. A known exception is the gender descriptions, whose string id is hard-coded. It's OK to change them - by a happy coincidence, they are not affected by the [[Bug:_Talk_table_exported_to_packages_override | bug]].&lt;br /&gt;
&lt;br /&gt;
When customising a core string, change the Owner Module to the current module, and the Table to the current module's talk table. Otherwise, the custom string will override all campaigns.  &lt;br /&gt;
&lt;br /&gt;
It's wise to back up the data base and make a careful note of the original module properties before attempting this!&lt;br /&gt;
&lt;br /&gt;
As previously noted, while the toolset allows this technique on core gameplay strings, including the GUI, it will not permit the current module to have a local version of a core resource description.  &lt;br /&gt;
&lt;br /&gt;
== Переводчики ==&lt;br /&gt;
kelamor / [[User:Kelamor|Страница]] / [mailto:kelamor@inbox.ru Почта] / [[Translation/ru|Как переводить DA Builder Wiki]]&lt;br /&gt;
&lt;br /&gt;
{{languages|String editor}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations_ru]]&lt;br /&gt;
[[Category:Designer resources]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=String_editor/ru&amp;diff=16003</id>
		<title>String editor/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=String_editor/ru&amp;diff=16003"/>
				<updated>2011-03-23T19:27:04Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Работа с редактором строк */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Основная информация ==&lt;br /&gt;
&lt;br /&gt;
Редактор строк находится в нижней части меню &amp;quot;Tools&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
В Dragon Age все строки текста, которые видны игроку, хранятся в отдельной таблице. Для ссылки на строку из какого-либо ресурса используется {{ulink|string ID|идентификационный номер строки}}. Использование отдельной таблицы позволяет упростить такие задачи, как проверка орфографии, перевод на другие языки, и т.д., ведь весь текст хранится в одном месте.&lt;br /&gt;
&lt;br /&gt;
Встроенный редактор строк является одним из основных средств доступа к этой коллекции строк.&lt;br /&gt;
Строки, связанные с ресурсами, могут быть отредактированы и в инспекторе объектов, но чтобы увидеть последние изменения текста необходимо сделать чекин объекта.&lt;br /&gt;
&lt;br /&gt;
== Работа с редактором строк ==&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor main screen.png]]&lt;br /&gt;
&lt;br /&gt;
В верхней части основного экрана есть два поля, которые позволяют настроить отображение конкретных строк. Для начала надо определить таблицу (String Table), строки которой необходимо вывести для редактирования. Эта таблица формируется отдельно для каждого модуля, поэтому выберите таблицу, которая была создана для вашего модуля.&lt;br /&gt;
&lt;br /&gt;
Если вы хотите отредактировать конкретную строку и вам известен её ID, например реплика диалога, то вы можете ввести этот ID в &amp;quot;String ID&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Если вы хотите вывести в редакторе всю таблицу модуля, то убедитесь, что кнопка '''Filter''' имеет надпись &amp;quot;''Filter: Off''&amp;quot;, и установите флажок '''Do NOT use Filter'''.&lt;br /&gt;
&lt;br /&gt;
Но и это ещё не всё! Нажатие кнопки '''Filter''' вызовет окно настройки фильтра, который позволит использовать широкий спектр критериев отбора!&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor filters.png]]&lt;br /&gt;
&lt;br /&gt;
В случае использования нескольких условий для их связки применяется оператор &amp;quot;AND&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Нужна помощь в переводе:'''&lt;br /&gt;
''There seems to be a bug - both &amp;quot;Contains&amp;quot; and &amp;quot;Is Exactly&amp;quot; sometimes only return a match if you enter the entire string you're searching for. The workaround seems to be to do a successful &amp;quot;Is Exactly&amp;quot; search, after which &amp;quot;Contains&amp;quot; works as expected.''&lt;br /&gt;
&lt;br /&gt;
'''Вариант перевода:'''&lt;br /&gt;
''Похоже, что здесь есть баг - оба параметра поиска (&amp;quot;искать любое, содержащее часть введенной в поиск строки&amp;quot; и &amp;quot;искать точное совпадение строк&amp;quot;) иногда показывает только &amp;quot;точное совпадение&amp;quot;&lt;br /&gt;
при вводе искомой строки в поиск. Успешный обходной путь, как предпологается - искать по запросу&lt;br /&gt;
&amp;quot;искать точное совпадение строк&amp;quot;, после чего запрос &amp;quot;искать любое, содержащее часть&lt;br /&gt;
строки&amp;quot; работает так, как и положено. (перевел Warslav)''&lt;br /&gt;
&lt;br /&gt;
Как только вы нашли строку, которую необходимо отредактировать, дважды кликните на ней мышкой.&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor edit string.png]]&lt;br /&gt;
&lt;br /&gt;
Когда вы закончите редактирование, используйте пункт меню Tools &amp;gt; Export &amp;gt; Export String Table, потом Tools &amp;gt; Export &amp;gt; Export Talk Table, чтобы в игре отображался отредактированный вами текст. &lt;br /&gt;
&lt;br /&gt;
'''Внимание:''' &lt;br /&gt;
&lt;br /&gt;
В Export Talk Table есть известная {{ulink|Bug:_Talk_table_exported_to_packages_override|ошибка}}.&lt;br /&gt;
&lt;br /&gt;
== Generated string IDs ==&lt;br /&gt;
&lt;br /&gt;
It is important to eventually check resources back in so that the toolset will automatically update or assign string IDs to certain text entries you've written - such as conversation entries, or the names and descriptions of placeables or creatures. Once available, they'll show in the string table as string type &amp;quot;Exported &amp;lt;type&amp;gt; text&amp;quot;. Even though it may seem unnecessary as the tlkstring contains the original text, some strings are referenced in the game by their string ID alone, such as the conversation history in the player's journal.&lt;br /&gt;
&lt;br /&gt;
== Creating a string with a specific ID ==&lt;br /&gt;
&lt;br /&gt;
When a string is created, its id is determined automatically by incrementing the String ID Last Used field in the [[Module#Properties | module properties]]. &lt;br /&gt;
&lt;br /&gt;
Occasionally, it is necessary to use a different range (for example, owing to a [[Backgrounds_tutorial#Creating_the_background_strings | bug]], smaller numbers are required for some GUI functions).&lt;br /&gt;
&lt;br /&gt;
This can be achieved by temporarily changing the String ID Begin and String ID Last Used module properties to one less than the required number.&lt;br /&gt;
&lt;br /&gt;
It's wise to back up the data base and make a careful note of the original module properties before attempting this!&lt;br /&gt;
&lt;br /&gt;
== Editing a checked-out string ==&lt;br /&gt;
&lt;br /&gt;
The string editor will not allow a string to be edited if it is checked out.&lt;br /&gt;
&lt;br /&gt;
For strings associated with campaign resources, this is easily resolved, by checking in the resource.&lt;br /&gt;
&lt;br /&gt;
Doing this for core resources is [[Bug:_Talk_table_exported_to_packages_override | bugged]] and should be avoided. Such changes affect all campaigns, which is not helpful to players or other builders. For some reason, the toolset does not allow string changes to be local to the module if they belong to a core resource. A safer technique is to duplicate the core resource into the module (with a new resource name) then edit it. There can be repercussions - some systems (e.g. treasure, recipes) refer to core resource names explicitly, so 2DA files have to be changed. Other aspects (e.g. recipe ingredients) are tag-based, so they will work with the new item as long as you don't change the tag.&lt;br /&gt;
&lt;br /&gt;
Certain core strings are associated with system components (e.g. GUI) which cannot be duplicated or checked in. The normal procedure in such cases is to create a new string, then change the corresponding 2DA to use the new string id (for an example, see [[Backgrounds_tutorial#Creating_the_background_strings | Background Tutorial]]). Don't be tempted to edit the core string, because the same [[Bug:_Talk_table_exported_to_packages_override | bug]] applies.&lt;br /&gt;
&lt;br /&gt;
There are rare instances in which even this cannot be done, because the string id is hard-coded in the game (for example, the gender description used in Character Generation). See next section for a solution.&lt;br /&gt;
&lt;br /&gt;
== Editing a string with a specific ID ==&lt;br /&gt;
&lt;br /&gt;
To edit a string whose id is outside of the normal range for the module, change the String ID Begin module property temporarily to a value which is less than the string id in question (but not zero).&lt;br /&gt;
&lt;br /&gt;
The string will no longer be regarded as checked out, and can be edited.&lt;br /&gt;
&lt;br /&gt;
Normally, this technique should not be used for core strings - see above. A known exception is the gender descriptions, whose string id is hard-coded. It's OK to change them - by a happy coincidence, they are not affected by the [[Bug:_Talk_table_exported_to_packages_override | bug]].&lt;br /&gt;
&lt;br /&gt;
When customising a core string, change the Owner Module to the current module, and the Table to the current module's talk table. Otherwise, the custom string will override all campaigns.  &lt;br /&gt;
&lt;br /&gt;
It's wise to back up the data base and make a careful note of the original module properties before attempting this!&lt;br /&gt;
&lt;br /&gt;
As previously noted, while the toolset allows this technique on core gameplay strings, including the GUI, it will not permit the current module to have a local version of a core resource description.  &lt;br /&gt;
&lt;br /&gt;
== Переводчики ==&lt;br /&gt;
kelamor / [[User:Kelamor|Страница]] / [mailto:kelamor@inbox.ru Почта] / [[Translation/ru|Как переводить DA Builder Wiki]]&lt;br /&gt;
&lt;br /&gt;
{{languages|String editor}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations_ru]]&lt;br /&gt;
[[Category:Designer resources]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=String_editor/ru&amp;diff=16002</id>
		<title>String editor/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=String_editor/ru&amp;diff=16002"/>
				<updated>2011-03-23T19:26:11Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Работа с редактором строк */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Основная информация ==&lt;br /&gt;
&lt;br /&gt;
Редактор строк находится в нижней части меню &amp;quot;Tools&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
В Dragon Age все строки текста, которые видны игроку, хранятся в отдельной таблице. Для ссылки на строку из какого-либо ресурса используется {{ulink|string ID|идентификационный номер строки}}. Использование отдельной таблицы позволяет упростить такие задачи, как проверка орфографии, перевод на другие языки, и т.д., ведь весь текст хранится в одном месте.&lt;br /&gt;
&lt;br /&gt;
Встроенный редактор строк является одним из основных средств доступа к этой коллекции строк.&lt;br /&gt;
Строки, связанные с ресурсами, могут быть отредактированы и в инспекторе объектов, но чтобы увидеть последние изменения текста необходимо сделать чекин объекта.&lt;br /&gt;
&lt;br /&gt;
== Работа с редактором строк ==&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor main screen.png]]&lt;br /&gt;
&lt;br /&gt;
В верхней части основного экрана есть два поля, которые позволяют настроить отображение конкретных строк. Для начала надо определить таблицу (String Table), строки которой необходимо вывести для редактирования. Эта таблица формируется отдельно для каждого модуля, поэтому выберите таблицу, которая была создана для вашего модуля.&lt;br /&gt;
&lt;br /&gt;
Если вы хотите отредактировать конкретную строку и вам известен её ID, например реплика диалога, то вы можете ввести этот ID в &amp;quot;String ID&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Если вы хотите вывести в редакторе всю таблицу модуля, то убедитесь, что кнопка '''Filter''' имеет надпись &amp;quot;''Filter: Off''&amp;quot;, и установите флажок '''Do NOT use Filter'''.&lt;br /&gt;
&lt;br /&gt;
Но и это ещё не всё! Нажатие кнопки '''Filter''' вызовет окно настройки фильтра, который позволит использовать широкий спектр критериев отбора!&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor filters.png]]&lt;br /&gt;
&lt;br /&gt;
В случае использования нескольких условий для их связки применяется оператор &amp;quot;AND&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Нужна помощь в переводе:'''&lt;br /&gt;
''There seems to be a bug - both &amp;quot;Contains&amp;quot; and &amp;quot;Is Exactly&amp;quot; sometimes only return a match if you enter the entire string you're searching for. The workaround seems to be to do a successful &amp;quot;Is Exactly&amp;quot; search, after which &amp;quot;Contains&amp;quot; works as expected.''&lt;br /&gt;
&lt;br /&gt;
'''Вариант перевода:'''&lt;br /&gt;
''Похоже, что здесь есть баг - оба параметра поиска (&amp;quot;искать любое, содержащее часть введенной в &lt;br /&gt;
поиск строки&amp;quot; и &amp;quot;искать точное совпадение строк&amp;quot;) иногда показывает только &amp;quot;точное совпадение&amp;quot; &lt;br /&gt;
при вводе искомой строки в поиск. Успешный обходной путь, как предпологается - искать по запросу &lt;br /&gt;
&amp;quot;искать точное совпадение строк&amp;quot;, после чего запрос &amp;quot;искать любое, содержащее часть &lt;br /&gt;
строки&amp;quot; работает так, как и положено. (перевел Warslav)''&lt;br /&gt;
&lt;br /&gt;
Как только вы нашли строку, которую необходимо отредактировать, дважды кликните на ней мышкой.&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor edit string.png]]&lt;br /&gt;
&lt;br /&gt;
Когда вы закончите редактирование, используйте пункт меню Tools &amp;gt; Export &amp;gt; Export String Table, потом Tools &amp;gt; Export &amp;gt; Export Talk Table, чтобы в игре отображался отредактированный вами текст. &lt;br /&gt;
&lt;br /&gt;
'''Внимание:''' &lt;br /&gt;
&lt;br /&gt;
В Export Talk Table есть известная {{ulink|Bug:_Talk_table_exported_to_packages_override|ошибка}}.&lt;br /&gt;
&lt;br /&gt;
== Generated string IDs ==&lt;br /&gt;
&lt;br /&gt;
It is important to eventually check resources back in so that the toolset will automatically update or assign string IDs to certain text entries you've written - such as conversation entries, or the names and descriptions of placeables or creatures. Once available, they'll show in the string table as string type &amp;quot;Exported &amp;lt;type&amp;gt; text&amp;quot;. Even though it may seem unnecessary as the tlkstring contains the original text, some strings are referenced in the game by their string ID alone, such as the conversation history in the player's journal.&lt;br /&gt;
&lt;br /&gt;
== Creating a string with a specific ID ==&lt;br /&gt;
&lt;br /&gt;
When a string is created, its id is determined automatically by incrementing the String ID Last Used field in the [[Module#Properties | module properties]]. &lt;br /&gt;
&lt;br /&gt;
Occasionally, it is necessary to use a different range (for example, owing to a [[Backgrounds_tutorial#Creating_the_background_strings | bug]], smaller numbers are required for some GUI functions).&lt;br /&gt;
&lt;br /&gt;
This can be achieved by temporarily changing the String ID Begin and String ID Last Used module properties to one less than the required number.&lt;br /&gt;
&lt;br /&gt;
It's wise to back up the data base and make a careful note of the original module properties before attempting this!&lt;br /&gt;
&lt;br /&gt;
== Editing a checked-out string ==&lt;br /&gt;
&lt;br /&gt;
The string editor will not allow a string to be edited if it is checked out.&lt;br /&gt;
&lt;br /&gt;
For strings associated with campaign resources, this is easily resolved, by checking in the resource.&lt;br /&gt;
&lt;br /&gt;
Doing this for core resources is [[Bug:_Talk_table_exported_to_packages_override | bugged]] and should be avoided. Such changes affect all campaigns, which is not helpful to players or other builders. For some reason, the toolset does not allow string changes to be local to the module if they belong to a core resource. A safer technique is to duplicate the core resource into the module (with a new resource name) then edit it. There can be repercussions - some systems (e.g. treasure, recipes) refer to core resource names explicitly, so 2DA files have to be changed. Other aspects (e.g. recipe ingredients) are tag-based, so they will work with the new item as long as you don't change the tag.&lt;br /&gt;
&lt;br /&gt;
Certain core strings are associated with system components (e.g. GUI) which cannot be duplicated or checked in. The normal procedure in such cases is to create a new string, then change the corresponding 2DA to use the new string id (for an example, see [[Backgrounds_tutorial#Creating_the_background_strings | Background Tutorial]]). Don't be tempted to edit the core string, because the same [[Bug:_Talk_table_exported_to_packages_override | bug]] applies.&lt;br /&gt;
&lt;br /&gt;
There are rare instances in which even this cannot be done, because the string id is hard-coded in the game (for example, the gender description used in Character Generation). See next section for a solution.&lt;br /&gt;
&lt;br /&gt;
== Editing a string with a specific ID ==&lt;br /&gt;
&lt;br /&gt;
To edit a string whose id is outside of the normal range for the module, change the String ID Begin module property temporarily to a value which is less than the string id in question (but not zero).&lt;br /&gt;
&lt;br /&gt;
The string will no longer be regarded as checked out, and can be edited.&lt;br /&gt;
&lt;br /&gt;
Normally, this technique should not be used for core strings - see above. A known exception is the gender descriptions, whose string id is hard-coded. It's OK to change them - by a happy coincidence, they are not affected by the [[Bug:_Talk_table_exported_to_packages_override | bug]].&lt;br /&gt;
&lt;br /&gt;
When customising a core string, change the Owner Module to the current module, and the Table to the current module's talk table. Otherwise, the custom string will override all campaigns.  &lt;br /&gt;
&lt;br /&gt;
It's wise to back up the data base and make a careful note of the original module properties before attempting this!&lt;br /&gt;
&lt;br /&gt;
As previously noted, while the toolset allows this technique on core gameplay strings, including the GUI, it will not permit the current module to have a local version of a core resource description.  &lt;br /&gt;
&lt;br /&gt;
== Переводчики ==&lt;br /&gt;
kelamor / [[User:Kelamor|Страница]] / [mailto:kelamor@inbox.ru Почта] / [[Translation/ru|Как переводить DA Builder Wiki]]&lt;br /&gt;
&lt;br /&gt;
{{languages|String editor}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations_ru]]&lt;br /&gt;
[[Category:Designer resources]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=String_editor/ru&amp;diff=16001</id>
		<title>String editor/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=String_editor/ru&amp;diff=16001"/>
				<updated>2011-03-23T19:24:19Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Работа с редактором строк */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Основная информация ==&lt;br /&gt;
&lt;br /&gt;
Редактор строк находится в нижней части меню &amp;quot;Tools&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
В Dragon Age все строки текста, которые видны игроку, хранятся в отдельной таблице. Для ссылки на строку из какого-либо ресурса используется {{ulink|string ID|идентификационный номер строки}}. Использование отдельной таблицы позволяет упростить такие задачи, как проверка орфографии, перевод на другие языки, и т.д., ведь весь текст хранится в одном месте.&lt;br /&gt;
&lt;br /&gt;
Встроенный редактор строк является одним из основных средств доступа к этой коллекции строк.&lt;br /&gt;
Строки, связанные с ресурсами, могут быть отредактированы и в инспекторе объектов, но чтобы увидеть последние изменения текста необходимо сделать чекин объекта.&lt;br /&gt;
&lt;br /&gt;
== Работа с редактором строк ==&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor main screen.png]]&lt;br /&gt;
&lt;br /&gt;
В верхней части основного экрана есть два поля, которые позволяют настроить отображение конкретных строк. Для начала надо определить таблицу (String Table), строки которой необходимо вывести для редактирования. Эта таблица формируется отдельно для каждого модуля, поэтому выберите таблицу, которая была создана для вашего модуля.&lt;br /&gt;
&lt;br /&gt;
Если вы хотите отредактировать конкретную строку и вам известен её ID, например реплика диалога, то вы можете ввести этот ID в &amp;quot;String ID&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Если вы хотите вывести в редакторе всю таблицу модуля, то убедитесь, что кнопка '''Filter''' имеет надпись &amp;quot;''Filter: Off''&amp;quot;, и установите флажок '''Do NOT use Filter'''.&lt;br /&gt;
&lt;br /&gt;
Но и это ещё не всё! Нажатие кнопки '''Filter''' вызовет окно настройки фильтра, который позволит использовать широкий спектр критериев отбора!&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor filters.png]]&lt;br /&gt;
&lt;br /&gt;
В случае использования нескольких условий для их связки применяется оператор &amp;quot;AND&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Нужна помощь в переводе:'''&lt;br /&gt;
''There seems to be a bug - both &amp;quot;Contains&amp;quot; and &amp;quot;Is Exactly&amp;quot; sometimes only return a match if you enter the entire string you're searching for. The workaround seems to be to do a successful &amp;quot;Is Exactly&amp;quot; search, after which &amp;quot;Contains&amp;quot; works as expected.''&lt;br /&gt;
'''Вариант перевода:'''&lt;br /&gt;
''Похоже, что здесь есть баг - оба параметра поиска (&amp;quot;искать любое, содержащее часть введенной в &lt;br /&gt;
поиск строки &amp;quot; и &amp;quot;искать точное совпадение строк &amp;quot;) иногда показывает только &amp;quot;точное совпадение&amp;quot; &lt;br /&gt;
при вводе искомой строки в поиск. Успешный обходной путь, как предпологается - искать по запросу &lt;br /&gt;
&amp;quot;искать точное совпадение строк&amp;quot;, после чего запрос &amp;quot;искать любое, содержащее часть &lt;br /&gt;
строки&amp;quot; работает так, как и положено. (перевел Warslav)''&lt;br /&gt;
&lt;br /&gt;
Как только вы нашли строку, которую необходимо отредактировать, дважды кликните на ней мышкой.&lt;br /&gt;
&lt;br /&gt;
[[Image:String editor edit string.png]]&lt;br /&gt;
&lt;br /&gt;
Когда вы закончите редактирование, используйте пункт меню Tools &amp;gt; Export &amp;gt; Export String Table, потом Tools &amp;gt; Export &amp;gt; Export Talk Table, чтобы в игре отображался отредактированный вами текст. &lt;br /&gt;
&lt;br /&gt;
'''Внимание:''' &lt;br /&gt;
&lt;br /&gt;
В Export Talk Table есть известная {{ulink|Bug:_Talk_table_exported_to_packages_override|ошибка}}.&lt;br /&gt;
&lt;br /&gt;
== Generated string IDs ==&lt;br /&gt;
&lt;br /&gt;
It is important to eventually check resources back in so that the toolset will automatically update or assign string IDs to certain text entries you've written - such as conversation entries, or the names and descriptions of placeables or creatures. Once available, they'll show in the string table as string type &amp;quot;Exported &amp;lt;type&amp;gt; text&amp;quot;. Even though it may seem unnecessary as the tlkstring contains the original text, some strings are referenced in the game by their string ID alone, such as the conversation history in the player's journal.&lt;br /&gt;
&lt;br /&gt;
== Creating a string with a specific ID ==&lt;br /&gt;
&lt;br /&gt;
When a string is created, its id is determined automatically by incrementing the String ID Last Used field in the [[Module#Properties | module properties]]. &lt;br /&gt;
&lt;br /&gt;
Occasionally, it is necessary to use a different range (for example, owing to a [[Backgrounds_tutorial#Creating_the_background_strings | bug]], smaller numbers are required for some GUI functions).&lt;br /&gt;
&lt;br /&gt;
This can be achieved by temporarily changing the String ID Begin and String ID Last Used module properties to one less than the required number.&lt;br /&gt;
&lt;br /&gt;
It's wise to back up the data base and make a careful note of the original module properties before attempting this!&lt;br /&gt;
&lt;br /&gt;
== Editing a checked-out string ==&lt;br /&gt;
&lt;br /&gt;
The string editor will not allow a string to be edited if it is checked out.&lt;br /&gt;
&lt;br /&gt;
For strings associated with campaign resources, this is easily resolved, by checking in the resource.&lt;br /&gt;
&lt;br /&gt;
Doing this for core resources is [[Bug:_Talk_table_exported_to_packages_override | bugged]] and should be avoided. Such changes affect all campaigns, which is not helpful to players or other builders. For some reason, the toolset does not allow string changes to be local to the module if they belong to a core resource. A safer technique is to duplicate the core resource into the module (with a new resource name) then edit it. There can be repercussions - some systems (e.g. treasure, recipes) refer to core resource names explicitly, so 2DA files have to be changed. Other aspects (e.g. recipe ingredients) are tag-based, so they will work with the new item as long as you don't change the tag.&lt;br /&gt;
&lt;br /&gt;
Certain core strings are associated with system components (e.g. GUI) which cannot be duplicated or checked in. The normal procedure in such cases is to create a new string, then change the corresponding 2DA to use the new string id (for an example, see [[Backgrounds_tutorial#Creating_the_background_strings | Background Tutorial]]). Don't be tempted to edit the core string, because the same [[Bug:_Talk_table_exported_to_packages_override | bug]] applies.&lt;br /&gt;
&lt;br /&gt;
There are rare instances in which even this cannot be done, because the string id is hard-coded in the game (for example, the gender description used in Character Generation). See next section for a solution.&lt;br /&gt;
&lt;br /&gt;
== Editing a string with a specific ID ==&lt;br /&gt;
&lt;br /&gt;
To edit a string whose id is outside of the normal range for the module, change the String ID Begin module property temporarily to a value which is less than the string id in question (but not zero).&lt;br /&gt;
&lt;br /&gt;
The string will no longer be regarded as checked out, and can be edited.&lt;br /&gt;
&lt;br /&gt;
Normally, this technique should not be used for core strings - see above. A known exception is the gender descriptions, whose string id is hard-coded. It's OK to change them - by a happy coincidence, they are not affected by the [[Bug:_Talk_table_exported_to_packages_override | bug]].&lt;br /&gt;
&lt;br /&gt;
When customising a core string, change the Owner Module to the current module, and the Table to the current module's talk table. Otherwise, the custom string will override all campaigns.  &lt;br /&gt;
&lt;br /&gt;
It's wise to back up the data base and make a careful note of the original module properties before attempting this!&lt;br /&gt;
&lt;br /&gt;
As previously noted, while the toolset allows this technique on core gameplay strings, including the GUI, it will not permit the current module to have a local version of a core resource description.  &lt;br /&gt;
&lt;br /&gt;
== Переводчики ==&lt;br /&gt;
kelamor / [[User:Kelamor|Страница]] / [mailto:kelamor@inbox.ru Почта] / [[Translation/ru|Как переводить DA Builder Wiki]]&lt;br /&gt;
&lt;br /&gt;
{{languages|String editor}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations_ru]]&lt;br /&gt;
[[Category:Designer resources]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=VFX_Tutorial/ru&amp;diff=15967</id>
		<title>VFX Tutorial/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=VFX_Tutorial/ru&amp;diff=15967"/>
				<updated>2011-03-09T19:18:03Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Добавление излучателя (Adding an emitter). */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vfx}}&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 1 [[File:VFX_Tut_p1.pdf]]&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 2 [[File:VFX_Tut_p2.pdf]]&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 3 [[File:VFX_Tut_p3.pdf]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== VFX Учебник Часть 1 ==&lt;br /&gt;
&lt;br /&gt;
Этот учебник поможет вам в ваших начинаниях по созданию ваших собственных визуальных эффектов для использования их в DA toolset. Учебник часть 1 охватит основы создания, монтажа и реализации визуального эффекта.&lt;br /&gt;
&lt;br /&gt;
=== Создание нового визуального эффекта (визуализации). ===&lt;br /&gt;
&lt;br /&gt;
Для создания нового VFX, щелкните правой кнопкой в окне палитры и выберите «NEW &amp;gt; VFX».&lt;br /&gt;
&lt;br /&gt;
[[File:new VFX.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
Редактор VFX откроется, отобразив квадратную сетку и окно «Выберите VFX» по центру. Для данного учебника, мы будем разрабатывать эффект для размещаемого предмета, поэтому выберите «Plaseable» и нажмите «OK».&lt;br /&gt;
&lt;br /&gt;
В верху слева  вы увидите маленький глобус, с названием  “VFXRoot” , а в «Object Inspector» вы увидите свойства для VFXRoot.&lt;br /&gt;
Теперь сохраните вашу работу, выбрав «“File &amp;gt; Save As”», либо нажав на иконку Save (сохранить) вверху слева. Вам будет предложено ввести имя файла. Мне нравится сохранять все мои VFX файлы в одном месте, поэтому в папке My Documents/Bioware/Dragon Age я создал папку VFX для сохранения моих файлов.&lt;br /&gt;
&lt;br /&gt;
Для этого учебника, мы создадим тип эффекта Костер и, оставаясь верными соглашению о наименовании файлов в Dragon Age ([[Naming conventions]]) , мы используем трех буквенный префикс, подчеркивание, и затем дадим файлу наименование. Назовем файл «fxp_bonfire_jp». &lt;br /&gt;
«Fxp» для «Визуализации Размещаемого Объекта» (все имена VFX файлов начинаются с «fx»),  «bonfire» сообщает мне, что это за эффект, а «jp» в конце дает мне информацию о том, что это именно мой эффект, а не чей либо еще. Вы можете добавить любой суффикс, на ваше усмотрение. Когда закончите, нажмите «Save».&lt;br /&gt;
&lt;br /&gt;
Вы можете закрыть Toolset в любое время и вернуться к этому учебнику. Вы можете открыть ваш эффект потом снова, через “File &amp;gt; Open” и затем выбрав тот файл, который вы только что сохранили.&lt;br /&gt;
&lt;br /&gt;
=== Свойства VFXRoot: ===&lt;br /&gt;
&lt;br /&gt;
[[File:t1_root_obj_inspector.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
'''VFXRoot Properties:'''&lt;br /&gt;
пройдусь только по тем, которые буду использовать.&lt;br /&gt;
&lt;br /&gt;
'''Name (Имя) :''' Это название ресурса, который будет использоваться (того, который мы сохранили на локальный диск). Измените название так, чтобы оно совпадало с именем файла.&lt;br /&gt;
&lt;br /&gt;
'''Impact Length (Длительность импульса):''' Время в секундах, для начальной стадии действия эффекта. Например, Бегун, стартуя со стартовой линии, достигает максимальной скорости.&lt;br /&gt;
&lt;br /&gt;
'''Duration Length (Продолжительность действия):''' Время в секундах длительности действия эффекта. Например, время, которое уйдет у бегуна ,чтобы добежать до финишной прямой после достижения максимальной скорости.&lt;br /&gt;
&lt;br /&gt;
'''Cessation Length (Длительность процесса остановки):''' Время в секундах для завершения эффекта. Например, бегун замедляется после пересечения финишной прямой.&lt;br /&gt;
&lt;br /&gt;
Мы создаем эффект «костер», поэтому мы хотим, чтобы огонь стартовал маленьким, затем увеличился в размере, и затем погас. Установите Duration Length на 3 секунды. Это даст нам достаточно времени для изменения окраски пламени. Установите Cessation Length также на 3 секунды, чтобы огонь погас.&lt;br /&gt;
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Вам может показаться, что 9 секунд это очень коротко для огня. Когда эффект задан в скрипте, продолжительность времени задается внутри функции «ApplyEffect». Данное время продолжительности заставляет время продолжительности анимации повторяться снова и снова (зацикливаться ). Так, например, Если этот эффект костра применен к объекту на 6 минут, продолжительная часть эффекта повторится 120 раз: 3 секунды продолжительности умножить на 120 повторения (3*120=360с=6мин). Затем наступит время окончания эффекта и эффект завершен.&lt;br /&gt;
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После установки промежутков времени, вы можете увидеть временную шкалу, такую как здесь. Больше информации – во второй части учебника.&lt;br /&gt;
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[[File:T1_time_line.jpg|640px]]&lt;br /&gt;
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=== Добавление излучателя (Adding an emitter). ===&lt;br /&gt;
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Далее, нам нужен излучатель. Правой кнопкой щелкните в левом окне на объекте VFXRoot  и выберите “Insert &amp;gt; Insert Emitter”. Вы должны получить пульсирующие белые капсулы в центре сетки, а объект “NewEmitter” добавится в список слева.&lt;br /&gt;
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[[File:T1_emitter.jpg|640px]]&lt;br /&gt;
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Выделите объект NewEmiter и вы увидите его свойства в окне Object inspector.&lt;br /&gt;
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[[File:T1_op_properties.jpg|250px]]&lt;br /&gt;
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'''Окно свойств (Properties Window):'''&lt;br /&gt;
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'''Name (имя): ''' Измените имя эмиттера на «Base», он будет главной основой огня. Присвоение имени эмиттеру  поможет отличить его от других, при разработке эффекта с несколькими эмиттерами.&lt;br /&gt;
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'''Material Library (Библиотека материалов):''' Это библиотека, где мы будем выбирать наши материалы частиц. DA Effect Libraries (библиотека эффектов). DA Effect Libraries (библиотека DA) начинается с префикса fx_* . Нажмите на кнопку Material Library чтобы открыть окно ресурсов. Выберите fx_firelibrary и нажмите ОК.&lt;br /&gt;
&lt;br /&gt;
'''Material Object: ''' Это материал из выбранной нами библиотека, который мы будем использовать.  Для этого выберите «FireFlipBook». &lt;br /&gt;
Перед тем, как продолжить, сохраните вашу работу и давайте поговорим о Flipbooks.&lt;br /&gt;
&lt;br /&gt;
Flipbook – это статья, которая состоит из строк и колонок с разними изображениями. Анимация создается с помощью эффекта быстрого перелистывания  каждого изображения, так же, как и в мультипликационной анимации. В данном случае вы видите 4 колонки мерцающего огня. Отметьте себе, что не все  статьи содержатся в формате flipbook, некоторые – как статическое изображение. Самый простой способ, увидеть, является ли текущая статья flipbook и сколько в ней строк и колонок  – это задать для Birth Rate (рождаемость) значение «1». Нажмите на вкладку «Emission» (выброс) в Object Properties и измените верхний параметр «Birth Rate» на 1. Вы теперь можете  увидеть картинку, которай состоит из 4 строк и 4 колонок маленьких изображений пламени. Это простая статья, 4х4 flipbook. Задайте Birth Rate снова значение 10, и вернитесь к вкладке «Properties» в Object Inspector. Подробнее о Birth Rate рассмотрим позднее.&lt;br /&gt;
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[[File:T1_flip.jpg]]&lt;br /&gt;
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'''Flipbook Type:''' Select “ContactSheet”. &lt;br /&gt;
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'''Flipbook Random Start Frame:''' This selects a random frame within the flipbook to start with on each emission. Set this to TRUE. This will help give us diversity and make the flame look more “real”.&lt;br /&gt;
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'''Flipbook Rows:''' This is how many Rows there are in the flipbook, set this number to 4.&lt;br /&gt;
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'''Flipbook Columns:''' This is the number of Columns in the flipbook, set this to 4 also.&lt;br /&gt;
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'''Flipbook Frames per Second:''' The particle image has 4 rows and 4 colunms, there are 16 total images to flip through.  This value should be a factor of Rows and Columns, so 4 x 4 = 16. Set this value to at least 16 flips per second.&lt;br /&gt;
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You should now see a single column of what nearly looks like fire.&lt;br /&gt;
Right now the flames flicker a bit too slow for me, so set the Flipbook Frames per Second to 32. This makes the flames flicker twice as fast because it is now flipping through all 16 images twice per second instead of once.&lt;br /&gt;
Save your work.&lt;br /&gt;
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[[File:T1_fire.jpg]]&lt;br /&gt;
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'''Age Map:'''&lt;br /&gt;
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[[File:T1_agemap.jpg]]&lt;br /&gt;
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In the Object Inspector click the “Age Map” Tab.&lt;br /&gt;
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Here we can manipulate the color and the scale of the effect.&lt;br /&gt;
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Color values are in percentage of 0 to 100% on a scale of 0 to 1, so 50% Blue would be 0.5.&lt;br /&gt;
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Most normal fires aren’t white, so set Color B (blue) to 0. Your flame should now be yellow. Set Color G (green) to 0.4. We now have a orangey-red color.&lt;br /&gt;
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Color A (alph) is the flames color intensity setting this to 0.5, the fire is half as intense. Set it where you like.&lt;br /&gt;
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The scale X and Y values can be any number from 0 to infinity. Setting the scale to 1 is the particles normal size. Because the particle image is a 2d image, there is no Z scale. Changing Scale X will affect the X (width) direction of the flame and Scale Y will affect the Y (Height) direction of the particle. For now we will leave them alone.&lt;br /&gt;
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The corresponding multipliers simply multiply the values in the general section. For example, if you set Color G back to 1, then set Green Color Multiplier to 0.4 you will have the same result. 1 * 0.4 = 0.4&lt;br /&gt;
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There is a notable difference between the 2 however, the General settings affect the particles over the lifetime of each particle while the Multipliers affect all the particles over the length of the animation. This will be explored further in Part 2. Go ahead and play with the color settings until you have it the way you want it, and then save your work.&lt;br /&gt;
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'''Emissions'''&lt;br /&gt;
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[[File:T1_emissions.jpg]]&lt;br /&gt;
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Now click on the “Emission” tab these settings control the particle emissions.&lt;br /&gt;
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'''Birth Rate:''' This is how many particle emit per second. The default is 10, which works out for the fire pretty good. However the flicker is pretty static. So we will change that in a minute.&lt;br /&gt;
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'''Birth Rate +/-:''' This setting will cause the particle Birth Rate to randomly vary by a positive number or a negative number. If we set this value to 1, the Birth Rate then will vary between 9 and 11 particles per second. Since a 10 Birth Rate seems to be a good number for the most particles per second, set the +/- value to 2, and change the Birth Rate to 8. This will make the max 10 and the min 6 particles per second.&lt;br /&gt;
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'''Initial Speed:''' This is how fast the particles travel when emitted from the emitter. Changing this value appears to change how long the particles last. However this is not the case, they simple move further before the particle life has expired.&lt;br /&gt;
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'''Initial Speed +/-:''' This setting works the same as the Birth Rate +/- setting but instead affects the Initial Speed. Set this value to 0.5 which will now give the particles a varying speed between 0.5 and 1.5.&lt;br /&gt;
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'''Life Expectancy (s):''' This is how long each particle last, in seconds, before vanishing. &lt;br /&gt;
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'''Life Expectancy +/-''': Again is a random variance to the value set in Life Expectancy. Set this value to 0.5, making the particle last longer and shorter as the fire burns.&lt;br /&gt;
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'''Scale Range:''' This adds a random variance to the size of the particle much like the other +/- settings. Set this to 0. 6. You should now see the flame vary in size as it emits from the base emitter.&lt;br /&gt;
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Play with these settings a bit to get familiar with them. In the end you should have a raging fire animation. When you are happy, save your work.&lt;br /&gt;
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[[File:T1_fire_1.jpg]]&lt;br /&gt;
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'''Getting the effect in game:'''  Right click on the Root and select “Post to Local”. You'll find the new VFX under the model palette. It can be placed directly in the level editor or the cutscene editor but not the area editor. You can also add the effect dynamically to an area using a script.&lt;br /&gt;
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'''Notes:''' Because an effect is Art work, at present will not be included with a Builder to Builder Create and must be sent separately. Scripting examples to come later once there is a client to test for accuracy.&lt;br /&gt;
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[[File:T1_ptl.jpg]]&lt;br /&gt;
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So now you have a raging fire. In part 2 of this tutorial, we will make this fire dance and sing. Part 2 will introduce using the time line settings to very coloration, scale, size and other more advanced settings as well as explore some of the settings introduce here a bit deeper. Keep the bonfire effect you created with this tutorial, we will need it in the second part. The bonfire effect can also be downloaded from the social site.&lt;br /&gt;
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== VFX Tutorial Part 2 ==&lt;br /&gt;
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In tutorial #1 we created a good bonfire as a base and up until now we only changed the values directly in the properties on the effect. As we can see this works well for simple effects. Changing the values in this manner alters the effect over its entire life time. &lt;br /&gt;
We have seen how to change the color and scale of the effect by changing the values in the properties age map. This is great for a basic flame but we want to add more life to it by making the flame vary in color and size over the length of the effect.  To start, set all the Values back to default as shown in the 2 pictures below.&lt;br /&gt;
Note: This tutorial assumes you have read Tutorial #1 or are familiar with the basics of the VFX editor.&lt;br /&gt;
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[[File:T2_agemap_01.jpg]][[File:T2_emission_01.jpg]]&lt;br /&gt;
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Setting any of these values directly will affect the visual over the entire length of the effect. Instead we want to vary these values so the flame will change from reds, yellows, and orange. We also want to change its size during the impact, duration, and cessation phases of the effect. To do this, we will use the time line to set colors and scale so they change over the course of the effect.&lt;br /&gt;
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Before we continue, we need to make a small change. Select the Root of the effect and in the Object Inspector, change the Impact time to 5 sec and the Cessation time to 8 sec. The 5 sec impact will allow us enough time to see the changes in the flame as it grows and the longer cessation time is for the smoke we will be adding later on.&lt;br /&gt;
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[[File:T2_root_01.png]]&lt;br /&gt;
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Select the “Base” object, at the top right corner there is a drop down window, select “Color” from the list. Note, when using the time lines, make sure you have the correct emitter object selected. In this case it is the Base emitter. You should then see a time line like the one below.&lt;br /&gt;
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[[File:T2_color_01.jpg|680px]]&lt;br /&gt;
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Notice at the top of the time line is reads “Particle Lifetime”. This means that the changes we make here will affect each partial over the lifetime of each particle. The lifetime of the particle is directly related to the “Lifetime” value setting in the Emissions Tab, which currently is set to 1 sec.&lt;br /&gt;
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=== Parts of the Time line ===&lt;br /&gt;
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[[File:T2_timeparts_01.jpg|680px]]&lt;br /&gt;
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'''Control Point:''' The round dots allow you move the value up, down, left, or right within the time line.&lt;br /&gt;
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'''Value Rang:''' The left side of the time line shows the value range. At this current control point, the value is 1, which is the current value for all 4 colors in the Age map.&lt;br /&gt;
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'''Current Value:''' The dotted line shows the current value any place on the time line. Currently it is set to 1 over the entire length of the particle lifetime. When a control point is added, the line between the 2 control points will become solid.&lt;br /&gt;
&lt;br /&gt;
'''Visible:'''  This box shows which time lines are visible, the dotted or solid line. You can select or unselect these time lines. Currently all 4 are selected and visible. All 4 also are set at the same value so you only see one control point as all 4 are stacked from top to bottom, Color A being the one on top.&lt;br /&gt;
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Click inside the time line and you will get a vertical bar. Drag the bar to the far right until the end of the timeline is reached. This bar represents that point in time and I will refer to this bar as the Point bar. Clicking anywhere on the time line will move the point bar to that point in time. &lt;br /&gt;
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[[File:T1_v_bar.jpg]]&lt;br /&gt;
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Right click on the time line and select “Add Control Point”. This adds a node at the point in which the point bar and the time line intersects. Also note that the Colors in the age map turn red, this indicates that the values are now controlled by the time line and can vary in value depending on the point in time. Also note that this adds a Control Point to each time line that is visible, so all 4 colors get an added node.&lt;br /&gt;
Before we continue, save your work. Next turn the Loop Animation Off by clicking on it at the top right so it is no longer highlighted.&lt;br /&gt;
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[[File:T2_timeparts_02.jpg]]&lt;br /&gt;
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There are 2 ways that we can set the values on the time line, directly in the value box of the Age Map, or by dragging the control points on the time line. To see how it affects the animation, first make sure the point bar is to the far right at 100. Change the value Color B to 0 directly in the Age Map properties, just as we did in Tutorial 1. You should now see a blue line starting at 1 and dropping to 0 at the end of the time line. By changing the value on the Age Map, you affect the control point that intersects with the Point Bar. The Flame should now be white at the bottom and Yellow at the top.&lt;br /&gt;
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[[File:T2_cb.jpg|680px]]&lt;br /&gt;
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To see what happens to each particle, go to the Emission tab and change the birth rate to 1. You will see the particle start from the emitter as white, and then gradually change to yellow. Set the Birth rate back to 10 and return to the Age Map.&lt;br /&gt;
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Now move the point bar to the far left on 0. Notice that the value in Color B on the Age Map is again 1. Change this to 0 also and the left most control point will drop to 0 and you time line should now look like this.&lt;br /&gt;
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[[File:T2_cb_2.jpg|680px]]&lt;br /&gt;
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The small box in the lower right corner in the above image indicates which time lines are visible. Right now all 4 colors are visible on the time line. Next we will affect the green color by dragging the control points instead of changing the value directly in the Age Map. However the green time line in underneath the Alpha time line. So to make it visible, click the check mark to unselect the Alpha Color. The Alpha line goes away and we can now see the Green time line. Also uncheck the Red and Blue color time lines so only the Green is visible.&lt;br /&gt;
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Next Click and hold on the far left (0) control point of the Green time line and drag it down a bit, about half way between 1 and 0, you should see the flame change colors as you drag it down. Grab the right most control point and drag it down to 0. You should now have a flame that is brighter red at the bottom and darker at the top.&lt;br /&gt;
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[[File:T2_cg.jpg|680px]]&lt;br /&gt;
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Now we are going to add 2 more control points to the Green time line. Move the Point Bar to 5 on the Particle Lifetime line, right click and select “Add Control Point”. Now move the Point Bar to 10 on the timeline and add a second control point. Grab the first control point we just added, the one at 5, and drag it up to about 0.7. This will create a bright flicker at the base of the fire.&lt;br /&gt;
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[[File:T2_cg_2.jpg|680px]]&lt;br /&gt;
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Now we just need to fade out the top of the flame a bit so the bottom is more intense than the top. Uncheck the green timeline and check the Color A (Alpha). Color A is a transparency color and can be use to alter the intensity of the particle. Grab the Right most control point and drag it down to about 40% (0.4). You will see that the top is less visible than the bottom of the flame. Save your work.&lt;br /&gt;
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=== Changing its size ===&lt;br /&gt;
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Right now the flame is a single column that is the same size at the top as it is at the base, this is not very realistic so we will remedy that by changing the scale of the particle. &lt;br /&gt;
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In the drop down menu at the top right, select “Scale”. Again you will see a time line labeled “Particle Lifetime” a Control point, and a box showing the “Scale Y” and “Scale X” time lines. As we did before, move the Point Bar to the far right at 100 and right click and select “Add Control Point”. Now uncheck the Scale X time line so only the Scale Y line is visible. Move the Left control point to about 1.5 and the right control point to about 1.75. Check the Scale X timeline to make it visible and move the left control point to about 1.5 and the right control point to 0.5. This will widen the base and stretch the top to a point much like a real fire.&lt;br /&gt;
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[[File:T2_scale.jpg|680px]]&lt;br /&gt;
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Now the fun begins. Up until now we have been changing values over the lifetime of the particles. Now we will start changing values over the Impact, Duration, and Cessation time of the effect, but first save your work.&lt;br /&gt;
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Select the “Emissions” Tab in the Object Properties. In the drop down menu, select “Birth Rate”. This time you will see a bit different looking time line. At the top you will see 3 sections, Impact which starts at 0 and ends at 5000, Duration starting at 5001 and ending at 8000, and the Cessation which starts at 8001 and ends at 1600. These times correlate to the 5 sec Impact, 3 second Duration, and the 8 second Cessation times specified in the VFX root.&lt;br /&gt;
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'''TIP:''' You can Zoom Extents by double clicking inside the time graph, or zoom in/out by using the mouse scroll wheel.&lt;br /&gt;
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When an effect is used in game, the Impact time plays, then the Duration time is looped for the length of the applied effect, then the Cessation time plays. For example, if the fire effect is applied to a wood pile for 3 min, the Impact time plays then the 2 second duration is looped for 3 min then the cessation time plays. With this in mind, we want the fire to build up to the a full blown fire, then taper off and go out.&lt;br /&gt;
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In the Birth Rate time line, add 3 more control points, one at the Duration start, one at the duration end, and one at about 12000. Starting from the left move the left most control point to 0, move the second Control Point to 10, the third Control Point to 10 and the fourth to 0.&lt;br /&gt;
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[[File:T2_br_2.jpg|680px]]&lt;br /&gt;
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Notice that the flame stops burning like it was before. This is because now the total effect length is a factor. Slide the Point Bar back and forth on the time line, you can see what happens to the fire at any point in time. Now to view the animation of the effect, you must click the Play button in the upper right corner. The Point Bar will scroll across the time line and the results can be viewed in the effect window.&lt;br /&gt;
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The fire should now start out slow and build up then taper off and go out at around 12 seconds. You can click on the Loop Animation if you want and the effect will continue to loop until paused by the Pause Animation button or by clicking in the time line.&lt;br /&gt;
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Now select Life in the drop down menu. Right now each point in time the flame last 1 second. We want to change this so the flame when first starting out or ending doesn’t last that long. Keep the tip I gave above in mind, and make the Life time line look like the one in the picture. The Control Point times from left to right are 0, 1, 1.4, 1, 0 then save your work.&lt;br /&gt;
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[[File:T2_life.jpg|680px]]&lt;br /&gt;
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'''Let’s Dance:'''&lt;br /&gt;
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Right now we have our fire looking pretty good, but there is one element still missing, the wavering and dancing of a real fire. On the Emission table item 12 and 13 are “Spawn Spread X (Deg)” and “Spawn Spread Y (Deg)”. These settings affect the spread of the particles in the X and Y directions, that is the particles can emit in varying directions in degrees from the emitter. Set both of these to 20 degrees.&lt;br /&gt;
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Now our fire dances. Note that these settings could be set using the time line “Spawn Spread” as well, feel free to play with that if you wish.&lt;br /&gt;
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We can get a better Idea of what our effect will look like in game by adding a reference model. Right click on the Root and select “Insert &amp;gt; Insert Reference Model”. In the Resource window Name field we can filter the list to make it easier to find what we are looking for, so enter *fire* and press enter. Now your resource list will only show those items with the word fire in it.&lt;br /&gt;
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[[File:T2_resource.jpg]]&lt;br /&gt;
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Choose the resource “plc_firepit_01_1”. Turn Bounding box Off by clicking it at the top to un-highlight it. This gets rid of the yellow square around the objects. Turn the Collision Plane on by clicking on it to highlight it. This will simulate a stone floor at the walk mesh level.&lt;br /&gt;
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Now play you animation. You can also select the Base object and click anywhere in the time line, for example if you place the Point Bar anyplace in the Duration time you can watch your fire burn at it’s full potential.&lt;br /&gt;
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'''Challenge:''' Replace the plc_firepit_01_1 with the plc_bonfire01_1 reference model. Scale your fire up, and increase it’s life time to engulf the wood pile in flames.&lt;br /&gt;
Don’t forget to save your work.&lt;br /&gt;
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[[File:T2_fin.jpg|680px]]&lt;br /&gt;
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This concludes Part 2 of the tutorial. In Part 3 we will be adding smoke and lighting to the flame and make the flickering flame reflect off of surrounding objects.&lt;br /&gt;
&lt;br /&gt;
== VFX Tutorial Part 3 ==&lt;br /&gt;
&lt;br /&gt;
This tutorial assumes you have read Tutorial #1 and #2 and are now familiar with using the time lines to adjust values over time. You can down load the final effect from Tutorial #2 from the social site if you need it to continue with Tutorial #3.&lt;br /&gt;
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'''Where there’s smoke:'''&lt;br /&gt;
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Our fire is missing 2 more elements to be complete, smoke and lighting.&lt;br /&gt;
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First we will add the smoke.&lt;br /&gt;
Right click on the effect Root and select “Insert &amp;gt; Insert Emitter”. You will see a second emitter appear on top of the first one.&lt;br /&gt;
Select the new emitter and in the Object Inspector properties, change its name to Smoke. For Material Library, select fx_smoke_vol. For Material Object select fx_smoke_vol_blend.&lt;br /&gt;
&lt;br /&gt;
In the First tutorial we talked about the Flipbook Type: Contact Sheet. For this effect we will be using the Flipbook Type: Volume. This works similar to the Contact Sheet type except that the Flipbook Rows is the number of layers, usually 2 or 4. The Flipbook Columns should always be 1 and the Frame per second is a factor of the 2, i.e. Rows x Columns. Set these to 2, 1, and 2 respectively.&lt;br /&gt;
&lt;br /&gt;
In the Age map, set the colors R, G, B to 0.5 and Color A to 0.7. Our smoke should now look more like smoke, but we have a ways to go yet.&lt;br /&gt;
Smoke usually bellows upwards and spreads out as it rises. We can simulate this with a combination of the Scale and Scale Multiplier time lines.&lt;br /&gt;
Select the smoke emitter and the Scale time line from the top right drop down menu. We want the smoke to grow in size both in the X and Y directions, but more so in the X direction.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_scale.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Both X and Y should start at 1 and X should end around 5.5 and Y should end around 3.5 over the life of the particle. This will give us a funnel shape.&lt;br /&gt;
&lt;br /&gt;
Now select the Scale Multiplier time line. We can use this line to make the smoke grow in proportion to the flame during it’s impact, duration, and cessation times.&lt;br /&gt;
&lt;br /&gt;
Start out at a 0 multiplier and raise it to 1 at the start and during the duration time, then taper it back down to 0 during the Cessation time. Notice that at around 12000, the flame is gone and we are only left with smoke for the last 4 seconds of the effect.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_scale_mult.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Now we need to change a few of the Emissions. Set the Birth rate to 3, Life Expectancy to 2.5 and Life Expectancy +/- to 0.5. If you recall from previous tutorials the +/- will give us a variance on how long the particle last. As we did with the flame, we want the smoke to also waver from left to right and forward and back, set the Spawn Spread X (Deg) and Spawn Spread Y (Deg) to 10.&lt;br /&gt;
&lt;br /&gt;
'''Changing Position:'''&lt;br /&gt;
&lt;br /&gt;
By now you may have noticed that when you play the effect in full, the smoke stays at ground level. Smoke naturally rises from the top of the flame, not from the base. This is OK during the Impact and cessation phase as the fire is small and near the ground level. However, we need the smoke to rise to the top of the flame during the Duration phase. To do this we will use the position time line to make the smoke rise, and lower as the flame grows.&lt;br /&gt;
&lt;br /&gt;
With the smoke emitter selected, select the Position Time Line. Unselect the X and Y position time lines so only the Z line is visible. Add a control point at the start and end of the Duration time. Also add a control point at around 12000 and one at the end of the effect time.&lt;br /&gt;
&lt;br /&gt;
Raise the control points at the start and end of the duration to about 1.2, so it looks like the pic below.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_position.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Now when you play the effect, the smoke should rise and lower with the flame. Feel free to play with any of these settings to get the look you like best.&lt;br /&gt;
&lt;br /&gt;
'''Fade it out:'''&lt;br /&gt;
&lt;br /&gt;
If you zoom out and look at the Animation as a whole you will notice that the smoke just suddenly disappears at the top, looks a bit odd. Instead we will fade it out so this isn’t seen.&lt;br /&gt;
&lt;br /&gt;
Select the Smoke emitter and then select the Color time line. Uncheck all the colors except the Alpha color. Add 2 or 3 control points towards the end of the time line and tapper the alpha down to 0 at the end of the particle life time. This makes the smoke fade out naturally. Save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_colora.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Light My Fire:'''&lt;br /&gt;
&lt;br /&gt;
Before we continue, let’s put our fire into a game scene. Select the VFX Root and in the Object Inspector, under “Layout Settings”. You can select a area and see what your effect will look like in game. In Layout, select the area resource. Your effect should be near the upper right corner.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_arena.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Play the VFX a few times, notice there is no light given off by the fire.&lt;br /&gt;
&lt;br /&gt;
Right click the VFX root and select Insert &amp;gt; Insert Light. A new light object will be inserted on top of the fire emitter. It’s right where we need it to be, by default.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_light_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Light Properties:&lt;br /&gt;
Affects Characters: Set this to true. This setting specifies if the light should reflect off nearby creatures and characters.&lt;br /&gt;
Affects Level: same as above but it applies to the surrounding terrain.&lt;br /&gt;
Name: Name your light, I called mine “Flicker”&lt;br /&gt;
&lt;br /&gt;
First we need to give the light some color, a good yellowish – red should do. Set Color G to 0.5 and Color B 0. To make the fire flicker, we will change the intensity of the color to coincide with the flame.&lt;br /&gt;
&lt;br /&gt;
Select the Flame object and then select the “Color Intensity” time line from the drop down list. Add several control points and adjust the intensity up and down so it climaxes during the duration, similar to the image shown.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_intens.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Be sure to drop the intensity to 0 at around 12000 as this is where the flame goes out.&lt;br /&gt;
&lt;br /&gt;
TIP: You can manually slide the time bar left and right on the time line to get a visual check of the intensity control points.&lt;br /&gt;
&lt;br /&gt;
Now we have a nice bon fire complete with smoke and lighting.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_flame.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Challenge:''' Using the Material Library “fx_distortionmatlib” add a third emitter and give your fire distortion.&lt;br /&gt;
&lt;br /&gt;
This concludes the basic VFX Tutorials, Thanks for reading.&lt;br /&gt;
Author: Jassper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|VFX_Tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:VFX]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=VFX_Tutorial/ru&amp;diff=15966</id>
		<title>VFX Tutorial/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=VFX_Tutorial/ru&amp;diff=15966"/>
				<updated>2011-03-09T19:14:27Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* Adding an emitter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vfx}}&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 1 [[File:VFX_Tut_p1.pdf]]&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 2 [[File:VFX_Tut_p2.pdf]]&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 3 [[File:VFX_Tut_p3.pdf]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== VFX Учебник Часть 1 ==&lt;br /&gt;
&lt;br /&gt;
Этот учебник поможет вам в ваших начинаниях по созданию ваших собственных визуальных эффектов для использования их в DA toolset. Учебник часть 1 охватит основы создания, монтажа и реализации визуального эффекта.&lt;br /&gt;
&lt;br /&gt;
=== Создание нового визуального эффекта (визуализации). ===&lt;br /&gt;
&lt;br /&gt;
Для создания нового VFX, щелкните правой кнопкой в окне палитры и выберите «NEW &amp;gt; VFX».&lt;br /&gt;
&lt;br /&gt;
[[File:new VFX.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
Редактор VFX откроется, отобразив квадратную сетку и окно «Выберите VFX» по центру. Для данного учебника, мы будем разрабатывать эффект для размещаемого предмета, поэтому выберите «Plaseable» и нажмите «OK».&lt;br /&gt;
&lt;br /&gt;
В верху слева  вы увидите маленький глобус, с названием  “VFXRoot” , а в «Object Inspector» вы увидите свойства для VFXRoot.&lt;br /&gt;
Теперь сохраните вашу работу, выбрав «“File &amp;gt; Save As”», либо нажав на иконку Save (сохранить) вверху слева. Вам будет предложено ввести имя файла. Мне нравится сохранять все мои VFX файлы в одном месте, поэтому в папке My Documents/Bioware/Dragon Age я создал папку VFX для сохранения моих файлов.&lt;br /&gt;
&lt;br /&gt;
Для этого учебника, мы создадим тип эффекта Костер и, оставаясь верными соглашению о наименовании файлов в Dragon Age ([[Naming conventions]]) , мы используем трех буквенный префикс, подчеркивание, и затем дадим файлу наименование. Назовем файл «fxp_bonfire_jp». &lt;br /&gt;
«Fxp» для «Визуализации Размещаемого Объекта» (все имена VFX файлов начинаются с «fx»),  «bonfire» сообщает мне, что это за эффект, а «jp» в конце дает мне информацию о том, что это именно мой эффект, а не чей либо еще. Вы можете добавить любой суффикс, на ваше усмотрение. Когда закончите, нажмите «Save».&lt;br /&gt;
&lt;br /&gt;
Вы можете закрыть Toolset в любое время и вернуться к этому учебнику. Вы можете открыть ваш эффект потом снова, через “File &amp;gt; Open” и затем выбрав тот файл, который вы только что сохранили.&lt;br /&gt;
&lt;br /&gt;
=== Свойства VFXRoot: ===&lt;br /&gt;
&lt;br /&gt;
[[File:t1_root_obj_inspector.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
'''VFXRoot Properties:'''&lt;br /&gt;
пройдусь только по тем, которые буду использовать.&lt;br /&gt;
&lt;br /&gt;
'''Name (Имя) :''' Это название ресурса, который будет использоваться (того, который мы сохранили на локальный диск). Измените название так, чтобы оно совпадало с именем файла.&lt;br /&gt;
&lt;br /&gt;
'''Impact Length (Длительность импульса):''' Время в секундах, для начальной стадии действия эффекта. Например, Бегун, стартуя со стартовой линии, достигает максимальной скорости.&lt;br /&gt;
&lt;br /&gt;
'''Duration Length (Продолжительность действия):''' Время в секундах длительности действия эффекта. Например, время, которое уйдет у бегуна ,чтобы добежать до финишной прямой после достижения максимальной скорости.&lt;br /&gt;
&lt;br /&gt;
'''Cessation Length (Длительность процесса остановки):''' Время в секундах для завершения эффекта. Например, бегун замедляется после пересечения финишной прямой.&lt;br /&gt;
&lt;br /&gt;
Мы создаем эффект «костер», поэтому мы хотим, чтобы огонь стартовал маленьким, затем увеличился в размере, и затем погас. Установите Duration Length на 3 секунды. Это даст нам достаточно времени для изменения окраски пламени. Установите Cessation Length также на 3 секунды, чтобы огонь погас.&lt;br /&gt;
&lt;br /&gt;
Вам может показаться, что 9 секунд это очень коротко для огня. Когда эффект задан в скрипте, продолжительность времени задается внутри функции «ApplyEffect». Данное время продолжительности заставляет время продолжительности анимации повторяться снова и снова (зацикливаться ). Так, например, Если этот эффект костра применен к объекту на 6 минут, продолжительная часть эффекта повторится 120 раз: 3 секунды продолжительности умножить на 120 повторения (3*120=360с=6мин). Затем наступит время окончания эффекта и эффект завершен.&lt;br /&gt;
&lt;br /&gt;
После установки промежутков времени, вы можете увидеть временную шкалу, такую как здесь. Больше информации – во второй части учебника.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_time_line.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Добавление излучателя (Adding an emitter). ===&lt;br /&gt;
&lt;br /&gt;
Далее, нам нужен излучатель. Правой кнопкой щелкните в левом окне на объекте VFXRoot  и выберите “Insert &amp;gt; Insert Emitter”. Вы должны получить пульсирующие белые капсулы в центре сетки, а объект “NewEmitter” добавится в список слева.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_emitter.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
Выделите объект NewEmiter и вы увидите его свойства в окне Object inspector.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_op_properties.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
'''Окно свойств (Properties Window):'''&lt;br /&gt;
&lt;br /&gt;
'''Name:''' Change the name of the emitter to “Base” this will be the main base of the fire. Naming the emitter will help sort them out when building an effect with several emitters.&lt;br /&gt;
&lt;br /&gt;
'''Material Library:''' This is the library that we will be selecting our particle material from. The DA Effect Libraries start with the prefix fx_*Click on the Material Library box to open the resource window. Select the fx_firelibrary and click OK.&lt;br /&gt;
&lt;br /&gt;
'''Material Object:''' This is the martial that we will use from the above selected Library. For this select “FireFlipbook”.&lt;br /&gt;
Before we continue, save your work and let’s talk about Flipbooks.&lt;br /&gt;
&lt;br /&gt;
A flipbook is a particle that consists of columns and rows of varying images. The animation is created by the effect rapidly flipping through each image, much like a cartoon animation. At this point you should see 4 columns of flickering flames. Note that not all particles are in flipbook form, some are a static image. A simple way to see if the particle is a flipbook, and to see how many columns and rows there are is to set the Birth Rate to 1. Click on the “Emission” tab in the Object Properties and change the top parameter “Birth Rate” to 1. You should now see an image that consists of 4 rows and 4 columns of small flame images. This is a single particle, 4x4 flipbook. Set the Birth Rate back to 10, and return to the “Properties” tab of the Object Inspector, more on Birth Rate later.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_flip.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Type:''' Select “ContactSheet”. &lt;br /&gt;
&lt;br /&gt;
'''Flipbook Random Start Frame:''' This selects a random frame within the flipbook to start with on each emission. Set this to TRUE. This will help give us diversity and make the flame look more “real”.&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Rows:''' This is how many Rows there are in the flipbook, set this number to 4.&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Columns:''' This is the number of Columns in the flipbook, set this to 4 also.&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Frames per Second:''' The particle image has 4 rows and 4 colunms, there are 16 total images to flip through.  This value should be a factor of Rows and Columns, so 4 x 4 = 16. Set this value to at least 16 flips per second.&lt;br /&gt;
&lt;br /&gt;
You should now see a single column of what nearly looks like fire.&lt;br /&gt;
Right now the flames flicker a bit too slow for me, so set the Flipbook Frames per Second to 32. This makes the flames flicker twice as fast because it is now flipping through all 16 images twice per second instead of once.&lt;br /&gt;
Save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_fire.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Age Map:'''&lt;br /&gt;
&lt;br /&gt;
[[File:T1_agemap.jpg]]&lt;br /&gt;
&lt;br /&gt;
In the Object Inspector click the “Age Map” Tab.&lt;br /&gt;
&lt;br /&gt;
Here we can manipulate the color and the scale of the effect.&lt;br /&gt;
&lt;br /&gt;
Color values are in percentage of 0 to 100% on a scale of 0 to 1, so 50% Blue would be 0.5.&lt;br /&gt;
&lt;br /&gt;
Most normal fires aren’t white, so set Color B (blue) to 0. Your flame should now be yellow. Set Color G (green) to 0.4. We now have a orangey-red color.&lt;br /&gt;
&lt;br /&gt;
Color A (alph) is the flames color intensity setting this to 0.5, the fire is half as intense. Set it where you like.&lt;br /&gt;
&lt;br /&gt;
The scale X and Y values can be any number from 0 to infinity. Setting the scale to 1 is the particles normal size. Because the particle image is a 2d image, there is no Z scale. Changing Scale X will affect the X (width) direction of the flame and Scale Y will affect the Y (Height) direction of the particle. For now we will leave them alone.&lt;br /&gt;
&lt;br /&gt;
The corresponding multipliers simply multiply the values in the general section. For example, if you set Color G back to 1, then set Green Color Multiplier to 0.4 you will have the same result. 1 * 0.4 = 0.4&lt;br /&gt;
&lt;br /&gt;
There is a notable difference between the 2 however, the General settings affect the particles over the lifetime of each particle while the Multipliers affect all the particles over the length of the animation. This will be explored further in Part 2. Go ahead and play with the color settings until you have it the way you want it, and then save your work.&lt;br /&gt;
&lt;br /&gt;
'''Emissions'''&lt;br /&gt;
&lt;br /&gt;
[[File:T1_emissions.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now click on the “Emission” tab these settings control the particle emissions.&lt;br /&gt;
&lt;br /&gt;
'''Birth Rate:''' This is how many particle emit per second. The default is 10, which works out for the fire pretty good. However the flicker is pretty static. So we will change that in a minute.&lt;br /&gt;
&lt;br /&gt;
'''Birth Rate +/-:''' This setting will cause the particle Birth Rate to randomly vary by a positive number or a negative number. If we set this value to 1, the Birth Rate then will vary between 9 and 11 particles per second. Since a 10 Birth Rate seems to be a good number for the most particles per second, set the +/- value to 2, and change the Birth Rate to 8. This will make the max 10 and the min 6 particles per second.&lt;br /&gt;
&lt;br /&gt;
'''Initial Speed:''' This is how fast the particles travel when emitted from the emitter. Changing this value appears to change how long the particles last. However this is not the case, they simple move further before the particle life has expired.&lt;br /&gt;
&lt;br /&gt;
'''Initial Speed +/-:''' This setting works the same as the Birth Rate +/- setting but instead affects the Initial Speed. Set this value to 0.5 which will now give the particles a varying speed between 0.5 and 1.5.&lt;br /&gt;
&lt;br /&gt;
'''Life Expectancy (s):''' This is how long each particle last, in seconds, before vanishing. &lt;br /&gt;
&lt;br /&gt;
'''Life Expectancy +/-''': Again is a random variance to the value set in Life Expectancy. Set this value to 0.5, making the particle last longer and shorter as the fire burns.&lt;br /&gt;
&lt;br /&gt;
'''Scale Range:''' This adds a random variance to the size of the particle much like the other +/- settings. Set this to 0. 6. You should now see the flame vary in size as it emits from the base emitter.&lt;br /&gt;
&lt;br /&gt;
Play with these settings a bit to get familiar with them. In the end you should have a raging fire animation. When you are happy, save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_fire_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Getting the effect in game:'''  Right click on the Root and select “Post to Local”. You'll find the new VFX under the model palette. It can be placed directly in the level editor or the cutscene editor but not the area editor. You can also add the effect dynamically to an area using a script.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' Because an effect is Art work, at present will not be included with a Builder to Builder Create and must be sent separately. Scripting examples to come later once there is a client to test for accuracy.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_ptl.jpg]]&lt;br /&gt;
&lt;br /&gt;
So now you have a raging fire. In part 2 of this tutorial, we will make this fire dance and sing. Part 2 will introduce using the time line settings to very coloration, scale, size and other more advanced settings as well as explore some of the settings introduce here a bit deeper. Keep the bonfire effect you created with this tutorial, we will need it in the second part. The bonfire effect can also be downloaded from the social site.&lt;br /&gt;
&lt;br /&gt;
== VFX Tutorial Part 2 ==&lt;br /&gt;
&lt;br /&gt;
In tutorial #1 we created a good bonfire as a base and up until now we only changed the values directly in the properties on the effect. As we can see this works well for simple effects. Changing the values in this manner alters the effect over its entire life time. &lt;br /&gt;
We have seen how to change the color and scale of the effect by changing the values in the properties age map. This is great for a basic flame but we want to add more life to it by making the flame vary in color and size over the length of the effect.  To start, set all the Values back to default as shown in the 2 pictures below.&lt;br /&gt;
Note: This tutorial assumes you have read Tutorial #1 or are familiar with the basics of the VFX editor.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_agemap_01.jpg]][[File:T2_emission_01.jpg]]&lt;br /&gt;
&lt;br /&gt;
Setting any of these values directly will affect the visual over the entire length of the effect. Instead we want to vary these values so the flame will change from reds, yellows, and orange. We also want to change its size during the impact, duration, and cessation phases of the effect. To do this, we will use the time line to set colors and scale so they change over the course of the effect.&lt;br /&gt;
&lt;br /&gt;
Before we continue, we need to make a small change. Select the Root of the effect and in the Object Inspector, change the Impact time to 5 sec and the Cessation time to 8 sec. The 5 sec impact will allow us enough time to see the changes in the flame as it grows and the longer cessation time is for the smoke we will be adding later on.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_root_01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the “Base” object, at the top right corner there is a drop down window, select “Color” from the list. Note, when using the time lines, make sure you have the correct emitter object selected. In this case it is the Base emitter. You should then see a time line like the one below.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_color_01.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notice at the top of the time line is reads “Particle Lifetime”. This means that the changes we make here will affect each partial over the lifetime of each particle. The lifetime of the particle is directly related to the “Lifetime” value setting in the Emissions Tab, which currently is set to 1 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Parts of the Time line ===&lt;br /&gt;
&lt;br /&gt;
[[File:T2_timeparts_01.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
'''Control Point:''' The round dots allow you move the value up, down, left, or right within the time line.&lt;br /&gt;
&lt;br /&gt;
'''Value Rang:''' The left side of the time line shows the value range. At this current control point, the value is 1, which is the current value for all 4 colors in the Age map.&lt;br /&gt;
&lt;br /&gt;
'''Current Value:''' The dotted line shows the current value any place on the time line. Currently it is set to 1 over the entire length of the particle lifetime. When a control point is added, the line between the 2 control points will become solid.&lt;br /&gt;
&lt;br /&gt;
'''Visible:'''  This box shows which time lines are visible, the dotted or solid line. You can select or unselect these time lines. Currently all 4 are selected and visible. All 4 also are set at the same value so you only see one control point as all 4 are stacked from top to bottom, Color A being the one on top.&lt;br /&gt;
&lt;br /&gt;
Click inside the time line and you will get a vertical bar. Drag the bar to the far right until the end of the timeline is reached. This bar represents that point in time and I will refer to this bar as the Point bar. Clicking anywhere on the time line will move the point bar to that point in time. &lt;br /&gt;
&lt;br /&gt;
[[File:T1_v_bar.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Right click on the time line and select “Add Control Point”. This adds a node at the point in which the point bar and the time line intersects. Also note that the Colors in the age map turn red, this indicates that the values are now controlled by the time line and can vary in value depending on the point in time. Also note that this adds a Control Point to each time line that is visible, so all 4 colors get an added node.&lt;br /&gt;
Before we continue, save your work. Next turn the Loop Animation Off by clicking on it at the top right so it is no longer highlighted.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_timeparts_02.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 2 ways that we can set the values on the time line, directly in the value box of the Age Map, or by dragging the control points on the time line. To see how it affects the animation, first make sure the point bar is to the far right at 100. Change the value Color B to 0 directly in the Age Map properties, just as we did in Tutorial 1. You should now see a blue line starting at 1 and dropping to 0 at the end of the time line. By changing the value on the Age Map, you affect the control point that intersects with the Point Bar. The Flame should now be white at the bottom and Yellow at the top.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_cb.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To see what happens to each particle, go to the Emission tab and change the birth rate to 1. You will see the particle start from the emitter as white, and then gradually change to yellow. Set the Birth rate back to 10 and return to the Age Map.&lt;br /&gt;
&lt;br /&gt;
Now move the point bar to the far left on 0. Notice that the value in Color B on the Age Map is again 1. Change this to 0 also and the left most control point will drop to 0 and you time line should now look like this.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_cb_2.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The small box in the lower right corner in the above image indicates which time lines are visible. Right now all 4 colors are visible on the time line. Next we will affect the green color by dragging the control points instead of changing the value directly in the Age Map. However the green time line in underneath the Alpha time line. So to make it visible, click the check mark to unselect the Alpha Color. The Alpha line goes away and we can now see the Green time line. Also uncheck the Red and Blue color time lines so only the Green is visible.&lt;br /&gt;
&lt;br /&gt;
Next Click and hold on the far left (0) control point of the Green time line and drag it down a bit, about half way between 1 and 0, you should see the flame change colors as you drag it down. Grab the right most control point and drag it down to 0. You should now have a flame that is brighter red at the bottom and darker at the top.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_cg.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we are going to add 2 more control points to the Green time line. Move the Point Bar to 5 on the Particle Lifetime line, right click and select “Add Control Point”. Now move the Point Bar to 10 on the timeline and add a second control point. Grab the first control point we just added, the one at 5, and drag it up to about 0.7. This will create a bright flicker at the base of the fire.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_cg_2.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we just need to fade out the top of the flame a bit so the bottom is more intense than the top. Uncheck the green timeline and check the Color A (Alpha). Color A is a transparency color and can be use to alter the intensity of the particle. Grab the Right most control point and drag it down to about 40% (0.4). You will see that the top is less visible than the bottom of the flame. Save your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Changing its size ===&lt;br /&gt;
&lt;br /&gt;
Right now the flame is a single column that is the same size at the top as it is at the base, this is not very realistic so we will remedy that by changing the scale of the particle. &lt;br /&gt;
&lt;br /&gt;
In the drop down menu at the top right, select “Scale”. Again you will see a time line labeled “Particle Lifetime” a Control point, and a box showing the “Scale Y” and “Scale X” time lines. As we did before, move the Point Bar to the far right at 100 and right click and select “Add Control Point”. Now uncheck the Scale X time line so only the Scale Y line is visible. Move the Left control point to about 1.5 and the right control point to about 1.75. Check the Scale X timeline to make it visible and move the left control point to about 1.5 and the right control point to 0.5. This will widen the base and stretch the top to a point much like a real fire.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_scale.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now the fun begins. Up until now we have been changing values over the lifetime of the particles. Now we will start changing values over the Impact, Duration, and Cessation time of the effect, but first save your work.&lt;br /&gt;
&lt;br /&gt;
Select the “Emissions” Tab in the Object Properties. In the drop down menu, select “Birth Rate”. This time you will see a bit different looking time line. At the top you will see 3 sections, Impact which starts at 0 and ends at 5000, Duration starting at 5001 and ending at 8000, and the Cessation which starts at 8001 and ends at 1600. These times correlate to the 5 sec Impact, 3 second Duration, and the 8 second Cessation times specified in the VFX root.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' You can Zoom Extents by double clicking inside the time graph, or zoom in/out by using the mouse scroll wheel.&lt;br /&gt;
&lt;br /&gt;
When an effect is used in game, the Impact time plays, then the Duration time is looped for the length of the applied effect, then the Cessation time plays. For example, if the fire effect is applied to a wood pile for 3 min, the Impact time plays then the 2 second duration is looped for 3 min then the cessation time plays. With this in mind, we want the fire to build up to the a full blown fire, then taper off and go out.&lt;br /&gt;
&lt;br /&gt;
In the Birth Rate time line, add 3 more control points, one at the Duration start, one at the duration end, and one at about 12000. Starting from the left move the left most control point to 0, move the second Control Point to 10, the third Control Point to 10 and the fourth to 0.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_br_2.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notice that the flame stops burning like it was before. This is because now the total effect length is a factor. Slide the Point Bar back and forth on the time line, you can see what happens to the fire at any point in time. Now to view the animation of the effect, you must click the Play button in the upper right corner. The Point Bar will scroll across the time line and the results can be viewed in the effect window.&lt;br /&gt;
&lt;br /&gt;
The fire should now start out slow and build up then taper off and go out at around 12 seconds. You can click on the Loop Animation if you want and the effect will continue to loop until paused by the Pause Animation button or by clicking in the time line.&lt;br /&gt;
&lt;br /&gt;
Now select Life in the drop down menu. Right now each point in time the flame last 1 second. We want to change this so the flame when first starting out or ending doesn’t last that long. Keep the tip I gave above in mind, and make the Life time line look like the one in the picture. The Control Point times from left to right are 0, 1, 1.4, 1, 0 then save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_life.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Let’s Dance:'''&lt;br /&gt;
&lt;br /&gt;
Right now we have our fire looking pretty good, but there is one element still missing, the wavering and dancing of a real fire. On the Emission table item 12 and 13 are “Spawn Spread X (Deg)” and “Spawn Spread Y (Deg)”. These settings affect the spread of the particles in the X and Y directions, that is the particles can emit in varying directions in degrees from the emitter. Set both of these to 20 degrees.&lt;br /&gt;
&lt;br /&gt;
Now our fire dances. Note that these settings could be set using the time line “Spawn Spread” as well, feel free to play with that if you wish.&lt;br /&gt;
&lt;br /&gt;
We can get a better Idea of what our effect will look like in game by adding a reference model. Right click on the Root and select “Insert &amp;gt; Insert Reference Model”. In the Resource window Name field we can filter the list to make it easier to find what we are looking for, so enter *fire* and press enter. Now your resource list will only show those items with the word fire in it.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_resource.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose the resource “plc_firepit_01_1”. Turn Bounding box Off by clicking it at the top to un-highlight it. This gets rid of the yellow square around the objects. Turn the Collision Plane on by clicking on it to highlight it. This will simulate a stone floor at the walk mesh level.&lt;br /&gt;
&lt;br /&gt;
Now play you animation. You can also select the Base object and click anywhere in the time line, for example if you place the Point Bar anyplace in the Duration time you can watch your fire burn at it’s full potential.&lt;br /&gt;
&lt;br /&gt;
'''Challenge:''' Replace the plc_firepit_01_1 with the plc_bonfire01_1 reference model. Scale your fire up, and increase it’s life time to engulf the wood pile in flames.&lt;br /&gt;
Don’t forget to save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_fin.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
This concludes Part 2 of the tutorial. In Part 3 we will be adding smoke and lighting to the flame and make the flickering flame reflect off of surrounding objects.&lt;br /&gt;
&lt;br /&gt;
== VFX Tutorial Part 3 ==&lt;br /&gt;
&lt;br /&gt;
This tutorial assumes you have read Tutorial #1 and #2 and are now familiar with using the time lines to adjust values over time. You can down load the final effect from Tutorial #2 from the social site if you need it to continue with Tutorial #3.&lt;br /&gt;
&lt;br /&gt;
'''Where there’s smoke:'''&lt;br /&gt;
&lt;br /&gt;
Our fire is missing 2 more elements to be complete, smoke and lighting.&lt;br /&gt;
&lt;br /&gt;
First we will add the smoke.&lt;br /&gt;
Right click on the effect Root and select “Insert &amp;gt; Insert Emitter”. You will see a second emitter appear on top of the first one.&lt;br /&gt;
Select the new emitter and in the Object Inspector properties, change its name to Smoke. For Material Library, select fx_smoke_vol. For Material Object select fx_smoke_vol_blend.&lt;br /&gt;
&lt;br /&gt;
In the First tutorial we talked about the Flipbook Type: Contact Sheet. For this effect we will be using the Flipbook Type: Volume. This works similar to the Contact Sheet type except that the Flipbook Rows is the number of layers, usually 2 or 4. The Flipbook Columns should always be 1 and the Frame per second is a factor of the 2, i.e. Rows x Columns. Set these to 2, 1, and 2 respectively.&lt;br /&gt;
&lt;br /&gt;
In the Age map, set the colors R, G, B to 0.5 and Color A to 0.7. Our smoke should now look more like smoke, but we have a ways to go yet.&lt;br /&gt;
Smoke usually bellows upwards and spreads out as it rises. We can simulate this with a combination of the Scale and Scale Multiplier time lines.&lt;br /&gt;
Select the smoke emitter and the Scale time line from the top right drop down menu. We want the smoke to grow in size both in the X and Y directions, but more so in the X direction.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_scale.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Both X and Y should start at 1 and X should end around 5.5 and Y should end around 3.5 over the life of the particle. This will give us a funnel shape.&lt;br /&gt;
&lt;br /&gt;
Now select the Scale Multiplier time line. We can use this line to make the smoke grow in proportion to the flame during it’s impact, duration, and cessation times.&lt;br /&gt;
&lt;br /&gt;
Start out at a 0 multiplier and raise it to 1 at the start and during the duration time, then taper it back down to 0 during the Cessation time. Notice that at around 12000, the flame is gone and we are only left with smoke for the last 4 seconds of the effect.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_scale_mult.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Now we need to change a few of the Emissions. Set the Birth rate to 3, Life Expectancy to 2.5 and Life Expectancy +/- to 0.5. If you recall from previous tutorials the +/- will give us a variance on how long the particle last. As we did with the flame, we want the smoke to also waver from left to right and forward and back, set the Spawn Spread X (Deg) and Spawn Spread Y (Deg) to 10.&lt;br /&gt;
&lt;br /&gt;
'''Changing Position:'''&lt;br /&gt;
&lt;br /&gt;
By now you may have noticed that when you play the effect in full, the smoke stays at ground level. Smoke naturally rises from the top of the flame, not from the base. This is OK during the Impact and cessation phase as the fire is small and near the ground level. However, we need the smoke to rise to the top of the flame during the Duration phase. To do this we will use the position time line to make the smoke rise, and lower as the flame grows.&lt;br /&gt;
&lt;br /&gt;
With the smoke emitter selected, select the Position Time Line. Unselect the X and Y position time lines so only the Z line is visible. Add a control point at the start and end of the Duration time. Also add a control point at around 12000 and one at the end of the effect time.&lt;br /&gt;
&lt;br /&gt;
Raise the control points at the start and end of the duration to about 1.2, so it looks like the pic below.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_position.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Now when you play the effect, the smoke should rise and lower with the flame. Feel free to play with any of these settings to get the look you like best.&lt;br /&gt;
&lt;br /&gt;
'''Fade it out:'''&lt;br /&gt;
&lt;br /&gt;
If you zoom out and look at the Animation as a whole you will notice that the smoke just suddenly disappears at the top, looks a bit odd. Instead we will fade it out so this isn’t seen.&lt;br /&gt;
&lt;br /&gt;
Select the Smoke emitter and then select the Color time line. Uncheck all the colors except the Alpha color. Add 2 or 3 control points towards the end of the time line and tapper the alpha down to 0 at the end of the particle life time. This makes the smoke fade out naturally. Save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_colora.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Light My Fire:'''&lt;br /&gt;
&lt;br /&gt;
Before we continue, let’s put our fire into a game scene. Select the VFX Root and in the Object Inspector, under “Layout Settings”. You can select a area and see what your effect will look like in game. In Layout, select the area resource. Your effect should be near the upper right corner.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_arena.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Play the VFX a few times, notice there is no light given off by the fire.&lt;br /&gt;
&lt;br /&gt;
Right click the VFX root and select Insert &amp;gt; Insert Light. A new light object will be inserted on top of the fire emitter. It’s right where we need it to be, by default.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_light_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Light Properties:&lt;br /&gt;
Affects Characters: Set this to true. This setting specifies if the light should reflect off nearby creatures and characters.&lt;br /&gt;
Affects Level: same as above but it applies to the surrounding terrain.&lt;br /&gt;
Name: Name your light, I called mine “Flicker”&lt;br /&gt;
&lt;br /&gt;
First we need to give the light some color, a good yellowish – red should do. Set Color G to 0.5 and Color B 0. To make the fire flicker, we will change the intensity of the color to coincide with the flame.&lt;br /&gt;
&lt;br /&gt;
Select the Flame object and then select the “Color Intensity” time line from the drop down list. Add several control points and adjust the intensity up and down so it climaxes during the duration, similar to the image shown.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_intens.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Be sure to drop the intensity to 0 at around 12000 as this is where the flame goes out.&lt;br /&gt;
&lt;br /&gt;
TIP: You can manually slide the time bar left and right on the time line to get a visual check of the intensity control points.&lt;br /&gt;
&lt;br /&gt;
Now we have a nice bon fire complete with smoke and lighting.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_flame.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Challenge:''' Using the Material Library “fx_distortionmatlib” add a third emitter and give your fire distortion.&lt;br /&gt;
&lt;br /&gt;
This concludes the basic VFX Tutorials, Thanks for reading.&lt;br /&gt;
Author: Jassper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|VFX_Tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:VFX]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=VFX_Tutorial/ru&amp;diff=15962</id>
		<title>VFX Tutorial/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=VFX_Tutorial/ru&amp;diff=15962"/>
				<updated>2011-03-07T05:06:45Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* VFX Учебник Часть 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vfx}}&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 1 [[File:VFX_Tut_p1.pdf]]&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 2 [[File:VFX_Tut_p2.pdf]]&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 3 [[File:VFX_Tut_p3.pdf]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== VFX Учебник Часть 1 ==&lt;br /&gt;
&lt;br /&gt;
Этот учебник поможет вам в ваших начинаниях по созданию ваших собственных визуальных эффектов для использования их в DA toolset. Учебник часть 1 охватит основы создания, монтажа и реализации визуального эффекта.&lt;br /&gt;
&lt;br /&gt;
=== Создание нового визуального эффекта (визуализации). ===&lt;br /&gt;
&lt;br /&gt;
Для создания нового VFX, щелкните правой кнопкой в окне палитры и выберите «NEW &amp;gt; VFX».&lt;br /&gt;
&lt;br /&gt;
[[File:new VFX.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
Редактор VFX откроется, отобразив квадратную сетку и окно «Выберите VFX» по центру. Для данного учебника, мы будем разрабатывать эффект для размещаемого предмета, поэтому выберите «Plaseable» и нажмите «OK».&lt;br /&gt;
&lt;br /&gt;
В верху слева  вы увидите маленький глобус, с названием  “VFXRoot” , а в «Object Inspector» вы увидите свойства для VFXRoot.&lt;br /&gt;
Теперь сохраните вашу работу, выбрав «“File &amp;gt; Save As”», либо нажав на иконку Save (сохранить) вверху слева. Вам будет предложено ввести имя файла. Мне нравится сохранять все мои VFX файлы в одном месте, поэтому в папке My Documents/Bioware/Dragon Age я создал папку VFX для сохранения моих файлов.&lt;br /&gt;
&lt;br /&gt;
Для этого учебника, мы создадим тип эффекта Костер и, оставаясь верными соглашению о наименовании файлов в Dragon Age ([[Naming conventions]]) , мы используем трех буквенный префикс, подчеркивание, и затем дадим файлу наименование. Назовем файл «fxp_bonfire_jp». &lt;br /&gt;
«Fxp» для «Визуализации Размещаемого Объекта» (все имена VFX файлов начинаются с «fx»),  «bonfire» сообщает мне, что это за эффект, а «jp» в конце дает мне информацию о том, что это именно мой эффект, а не чей либо еще. Вы можете добавить любой суффикс, на ваше усмотрение. Когда закончите, нажмите «Save».&lt;br /&gt;
&lt;br /&gt;
Вы можете закрыть Toolset в любое время и вернуться к этому учебнику. Вы можете открыть ваш эффект потом снова, через “File &amp;gt; Open” и затем выбрав тот файл, который вы только что сохранили.&lt;br /&gt;
&lt;br /&gt;
=== Свойства VFXRoot: ===&lt;br /&gt;
&lt;br /&gt;
[[File:t1_root_obj_inspector.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
'''VFXRoot Properties:'''&lt;br /&gt;
пройдусь только по тем, которые буду использовать.&lt;br /&gt;
&lt;br /&gt;
'''Name (Имя) :''' Это название ресурса, который будет использоваться (того, который мы сохранили на локальный диск). Измените название так, чтобы оно совпадало с именем файла.&lt;br /&gt;
&lt;br /&gt;
'''Impact Length (Длительность импульса):''' Время в секундах, для начальной стадии действия эффекта. Например, Бегун, стартуя со стартовой линии, достигает максимальной скорости.&lt;br /&gt;
&lt;br /&gt;
'''Duration Length (Продолжительность действия):''' Время в секундах длительности действия эффекта. Например, время, которое уйдет у бегуна ,чтобы добежать до финишной прямой после достижения максимальной скорости.&lt;br /&gt;
&lt;br /&gt;
'''Cessation Length (Длительность процесса остановки):''' Время в секундах для завершения эффекта. Например, бегун замедляется после пересечения финишной прямой.&lt;br /&gt;
&lt;br /&gt;
Мы создаем эффект «костер», поэтому мы хотим, чтобы огонь стартовал маленьким, затем увеличился в размере, и затем погас. Установите Duration Length на 3 секунды. Это даст нам достаточно времени для изменения окраски пламени. Установите Cessation Length также на 3 секунды, чтобы огонь погас.&lt;br /&gt;
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Вам может показаться, что 9 секунд это очень коротко для огня. Когда эффект задан в скрипте, продолжительность времени задается внутри функции «ApplyEffect». Данное время продолжительности заставляет время продолжительности анимации повторяться снова и снова (зацикливаться ). Так, например, Если этот эффект костра применен к объекту на 6 минут, продолжительная часть эффекта повторится 120 раз: 3 секунды продолжительности умножить на 120 повторения (3*120=360с=6мин). Затем наступит время окончания эффекта и эффект завершен.&lt;br /&gt;
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После установки промежутков времени, вы можете увидеть временную шкалу, такую как здесь. Больше информации – во второй части учебника.&lt;br /&gt;
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[[File:T1_time_line.jpg|640px]]&lt;br /&gt;
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=== Adding an emitter ===&lt;br /&gt;
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Next we need an emitter. Right click on the window and select “Insert &amp;gt; Insert Emitter”. You should get a pulsating white capsule in the center of the grid and a “NewEmitter” object added to the list on the left.&lt;br /&gt;
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[[File:T1_emitter.jpg|640px]]&lt;br /&gt;
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Select the NewEmitter object and you will see the properties in the Object inspector window.&lt;br /&gt;
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[[File:T1_op_properties.jpg|250px]]&lt;br /&gt;
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'''Properties Window:'''&lt;br /&gt;
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'''Name:''' Change the name of the emitter to “Base” this will be the main base of the fire. Naming the emitter will help sort them out when building an effect with several emitters.&lt;br /&gt;
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'''Material Library:''' This is the library that we will be selecting our particle material from. The DA Effect Libraries start with the prefix fx_*Click on the Material Library box to open the resource window. Select the fx_firelibrary and click OK.&lt;br /&gt;
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'''Material Object:''' This is the martial that we will use from the above selected Library. For this select “FireFlipbook”.&lt;br /&gt;
Before we continue, save your work and let’s talk about Flipbooks.&lt;br /&gt;
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A flipbook is a particle that consists of columns and rows of varying images. The animation is created by the effect rapidly flipping through each image, much like a cartoon animation. At this point you should see 4 columns of flickering flames. Note that not all particles are in flipbook form, some are a static image. A simple way to see if the particle is a flipbook, and to see how many columns and rows there are is to set the Birth Rate to 1. Click on the “Emission” tab in the Object Properties and change the top parameter “Birth Rate” to 1. You should now see an image that consists of 4 rows and 4 columns of small flame images. This is a single particle, 4x4 flipbook. Set the Birth Rate back to 10, and return to the “Properties” tab of the Object Inspector, more on Birth Rate later.&lt;br /&gt;
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[[File:T1_flip.jpg]]&lt;br /&gt;
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'''Flipbook Type:''' Select “ContactSheet”. &lt;br /&gt;
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'''Flipbook Random Start Frame:''' This selects a random frame within the flipbook to start with on each emission. Set this to TRUE. This will help give us diversity and make the flame look more “real”.&lt;br /&gt;
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'''Flipbook Rows:''' This is how many Rows there are in the flipbook, set this number to 4.&lt;br /&gt;
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'''Flipbook Columns:''' This is the number of Columns in the flipbook, set this to 4 also.&lt;br /&gt;
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'''Flipbook Frames per Second:''' The particle image has 4 rows and 4 colunms, there are 16 total images to flip through.  This value should be a factor of Rows and Columns, so 4 x 4 = 16. Set this value to at least 16 flips per second.&lt;br /&gt;
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You should now see a single column of what nearly looks like fire.&lt;br /&gt;
Right now the flames flicker a bit too slow for me, so set the Flipbook Frames per Second to 32. This makes the flames flicker twice as fast because it is now flipping through all 16 images twice per second instead of once.&lt;br /&gt;
Save your work.&lt;br /&gt;
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[[File:T1_fire.jpg]]&lt;br /&gt;
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'''Age Map:'''&lt;br /&gt;
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[[File:T1_agemap.jpg]]&lt;br /&gt;
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In the Object Inspector click the “Age Map” Tab.&lt;br /&gt;
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Here we can manipulate the color and the scale of the effect.&lt;br /&gt;
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Color values are in percentage of 0 to 100% on a scale of 0 to 1, so 50% Blue would be 0.5.&lt;br /&gt;
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Most normal fires aren’t white, so set Color B (blue) to 0. Your flame should now be yellow. Set Color G (green) to 0.4. We now have a orangey-red color.&lt;br /&gt;
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Color A (alph) is the flames color intensity setting this to 0.5, the fire is half as intense. Set it where you like.&lt;br /&gt;
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The scale X and Y values can be any number from 0 to infinity. Setting the scale to 1 is the particles normal size. Because the particle image is a 2d image, there is no Z scale. Changing Scale X will affect the X (width) direction of the flame and Scale Y will affect the Y (Height) direction of the particle. For now we will leave them alone.&lt;br /&gt;
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The corresponding multipliers simply multiply the values in the general section. For example, if you set Color G back to 1, then set Green Color Multiplier to 0.4 you will have the same result. 1 * 0.4 = 0.4&lt;br /&gt;
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There is a notable difference between the 2 however, the General settings affect the particles over the lifetime of each particle while the Multipliers affect all the particles over the length of the animation. This will be explored further in Part 2. Go ahead and play with the color settings until you have it the way you want it, and then save your work.&lt;br /&gt;
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'''Emissions'''&lt;br /&gt;
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[[File:T1_emissions.jpg]]&lt;br /&gt;
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Now click on the “Emission” tab these settings control the particle emissions.&lt;br /&gt;
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'''Birth Rate:''' This is how many particle emit per second. The default is 10, which works out for the fire pretty good. However the flicker is pretty static. So we will change that in a minute.&lt;br /&gt;
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'''Birth Rate +/-:''' This setting will cause the particle Birth Rate to randomly vary by a positive number or a negative number. If we set this value to 1, the Birth Rate then will vary between 9 and 11 particles per second. Since a 10 Birth Rate seems to be a good number for the most particles per second, set the +/- value to 2, and change the Birth Rate to 8. This will make the max 10 and the min 6 particles per second.&lt;br /&gt;
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'''Initial Speed:''' This is how fast the particles travel when emitted from the emitter. Changing this value appears to change how long the particles last. However this is not the case, they simple move further before the particle life has expired.&lt;br /&gt;
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'''Initial Speed +/-:''' This setting works the same as the Birth Rate +/- setting but instead affects the Initial Speed. Set this value to 0.5 which will now give the particles a varying speed between 0.5 and 1.5.&lt;br /&gt;
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'''Life Expectancy (s):''' This is how long each particle last, in seconds, before vanishing. &lt;br /&gt;
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'''Life Expectancy +/-''': Again is a random variance to the value set in Life Expectancy. Set this value to 0.5, making the particle last longer and shorter as the fire burns.&lt;br /&gt;
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'''Scale Range:''' This adds a random variance to the size of the particle much like the other +/- settings. Set this to 0. 6. You should now see the flame vary in size as it emits from the base emitter.&lt;br /&gt;
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Play with these settings a bit to get familiar with them. In the end you should have a raging fire animation. When you are happy, save your work.&lt;br /&gt;
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[[File:T1_fire_1.jpg]]&lt;br /&gt;
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'''Getting the effect in game:'''  Right click on the Root and select “Post to Local”. You'll find the new VFX under the model palette. It can be placed directly in the level editor or the cutscene editor but not the area editor. You can also add the effect dynamically to an area using a script.&lt;br /&gt;
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'''Notes:''' Because an effect is Art work, at present will not be included with a Builder to Builder Create and must be sent separately. Scripting examples to come later once there is a client to test for accuracy.&lt;br /&gt;
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[[File:T1_ptl.jpg]]&lt;br /&gt;
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So now you have a raging fire. In part 2 of this tutorial, we will make this fire dance and sing. Part 2 will introduce using the time line settings to very coloration, scale, size and other more advanced settings as well as explore some of the settings introduce here a bit deeper. Keep the bonfire effect you created with this tutorial, we will need it in the second part. The bonfire effect can also be downloaded from the social site.&lt;br /&gt;
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== VFX Tutorial Part 2 ==&lt;br /&gt;
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In tutorial #1 we created a good bonfire as a base and up until now we only changed the values directly in the properties on the effect. As we can see this works well for simple effects. Changing the values in this manner alters the effect over its entire life time. &lt;br /&gt;
We have seen how to change the color and scale of the effect by changing the values in the properties age map. This is great for a basic flame but we want to add more life to it by making the flame vary in color and size over the length of the effect.  To start, set all the Values back to default as shown in the 2 pictures below.&lt;br /&gt;
Note: This tutorial assumes you have read Tutorial #1 or are familiar with the basics of the VFX editor.&lt;br /&gt;
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[[File:T2_agemap_01.jpg]][[File:T2_emission_01.jpg]]&lt;br /&gt;
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Setting any of these values directly will affect the visual over the entire length of the effect. Instead we want to vary these values so the flame will change from reds, yellows, and orange. We also want to change its size during the impact, duration, and cessation phases of the effect. To do this, we will use the time line to set colors and scale so they change over the course of the effect.&lt;br /&gt;
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Before we continue, we need to make a small change. Select the Root of the effect and in the Object Inspector, change the Impact time to 5 sec and the Cessation time to 8 sec. The 5 sec impact will allow us enough time to see the changes in the flame as it grows and the longer cessation time is for the smoke we will be adding later on.&lt;br /&gt;
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[[File:T2_root_01.png]]&lt;br /&gt;
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Select the “Base” object, at the top right corner there is a drop down window, select “Color” from the list. Note, when using the time lines, make sure you have the correct emitter object selected. In this case it is the Base emitter. You should then see a time line like the one below.&lt;br /&gt;
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[[File:T2_color_01.jpg|680px]]&lt;br /&gt;
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Notice at the top of the time line is reads “Particle Lifetime”. This means that the changes we make here will affect each partial over the lifetime of each particle. The lifetime of the particle is directly related to the “Lifetime” value setting in the Emissions Tab, which currently is set to 1 sec.&lt;br /&gt;
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=== Parts of the Time line ===&lt;br /&gt;
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[[File:T2_timeparts_01.jpg|680px]]&lt;br /&gt;
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'''Control Point:''' The round dots allow you move the value up, down, left, or right within the time line.&lt;br /&gt;
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'''Value Rang:''' The left side of the time line shows the value range. At this current control point, the value is 1, which is the current value for all 4 colors in the Age map.&lt;br /&gt;
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'''Current Value:''' The dotted line shows the current value any place on the time line. Currently it is set to 1 over the entire length of the particle lifetime. When a control point is added, the line between the 2 control points will become solid.&lt;br /&gt;
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'''Visible:'''  This box shows which time lines are visible, the dotted or solid line. You can select or unselect these time lines. Currently all 4 are selected and visible. All 4 also are set at the same value so you only see one control point as all 4 are stacked from top to bottom, Color A being the one on top.&lt;br /&gt;
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Click inside the time line and you will get a vertical bar. Drag the bar to the far right until the end of the timeline is reached. This bar represents that point in time and I will refer to this bar as the Point bar. Clicking anywhere on the time line will move the point bar to that point in time. &lt;br /&gt;
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[[File:T1_v_bar.jpg]]&lt;br /&gt;
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Right click on the time line and select “Add Control Point”. This adds a node at the point in which the point bar and the time line intersects. Also note that the Colors in the age map turn red, this indicates that the values are now controlled by the time line and can vary in value depending on the point in time. Also note that this adds a Control Point to each time line that is visible, so all 4 colors get an added node.&lt;br /&gt;
Before we continue, save your work. Next turn the Loop Animation Off by clicking on it at the top right so it is no longer highlighted.&lt;br /&gt;
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[[File:T2_timeparts_02.jpg]]&lt;br /&gt;
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There are 2 ways that we can set the values on the time line, directly in the value box of the Age Map, or by dragging the control points on the time line. To see how it affects the animation, first make sure the point bar is to the far right at 100. Change the value Color B to 0 directly in the Age Map properties, just as we did in Tutorial 1. You should now see a blue line starting at 1 and dropping to 0 at the end of the time line. By changing the value on the Age Map, you affect the control point that intersects with the Point Bar. The Flame should now be white at the bottom and Yellow at the top.&lt;br /&gt;
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[[File:T2_cb.jpg|680px]]&lt;br /&gt;
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To see what happens to each particle, go to the Emission tab and change the birth rate to 1. You will see the particle start from the emitter as white, and then gradually change to yellow. Set the Birth rate back to 10 and return to the Age Map.&lt;br /&gt;
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Now move the point bar to the far left on 0. Notice that the value in Color B on the Age Map is again 1. Change this to 0 also and the left most control point will drop to 0 and you time line should now look like this.&lt;br /&gt;
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[[File:T2_cb_2.jpg|680px]]&lt;br /&gt;
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The small box in the lower right corner in the above image indicates which time lines are visible. Right now all 4 colors are visible on the time line. Next we will affect the green color by dragging the control points instead of changing the value directly in the Age Map. However the green time line in underneath the Alpha time line. So to make it visible, click the check mark to unselect the Alpha Color. The Alpha line goes away and we can now see the Green time line. Also uncheck the Red and Blue color time lines so only the Green is visible.&lt;br /&gt;
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Next Click and hold on the far left (0) control point of the Green time line and drag it down a bit, about half way between 1 and 0, you should see the flame change colors as you drag it down. Grab the right most control point and drag it down to 0. You should now have a flame that is brighter red at the bottom and darker at the top.&lt;br /&gt;
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[[File:T2_cg.jpg|680px]]&lt;br /&gt;
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Now we are going to add 2 more control points to the Green time line. Move the Point Bar to 5 on the Particle Lifetime line, right click and select “Add Control Point”. Now move the Point Bar to 10 on the timeline and add a second control point. Grab the first control point we just added, the one at 5, and drag it up to about 0.7. This will create a bright flicker at the base of the fire.&lt;br /&gt;
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[[File:T2_cg_2.jpg|680px]]&lt;br /&gt;
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Now we just need to fade out the top of the flame a bit so the bottom is more intense than the top. Uncheck the green timeline and check the Color A (Alpha). Color A is a transparency color and can be use to alter the intensity of the particle. Grab the Right most control point and drag it down to about 40% (0.4). You will see that the top is less visible than the bottom of the flame. Save your work.&lt;br /&gt;
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=== Changing its size ===&lt;br /&gt;
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Right now the flame is a single column that is the same size at the top as it is at the base, this is not very realistic so we will remedy that by changing the scale of the particle. &lt;br /&gt;
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In the drop down menu at the top right, select “Scale”. Again you will see a time line labeled “Particle Lifetime” a Control point, and a box showing the “Scale Y” and “Scale X” time lines. As we did before, move the Point Bar to the far right at 100 and right click and select “Add Control Point”. Now uncheck the Scale X time line so only the Scale Y line is visible. Move the Left control point to about 1.5 and the right control point to about 1.75. Check the Scale X timeline to make it visible and move the left control point to about 1.5 and the right control point to 0.5. This will widen the base and stretch the top to a point much like a real fire.&lt;br /&gt;
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[[File:T2_scale.jpg|680px]]&lt;br /&gt;
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Now the fun begins. Up until now we have been changing values over the lifetime of the particles. Now we will start changing values over the Impact, Duration, and Cessation time of the effect, but first save your work.&lt;br /&gt;
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Select the “Emissions” Tab in the Object Properties. In the drop down menu, select “Birth Rate”. This time you will see a bit different looking time line. At the top you will see 3 sections, Impact which starts at 0 and ends at 5000, Duration starting at 5001 and ending at 8000, and the Cessation which starts at 8001 and ends at 1600. These times correlate to the 5 sec Impact, 3 second Duration, and the 8 second Cessation times specified in the VFX root.&lt;br /&gt;
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'''TIP:''' You can Zoom Extents by double clicking inside the time graph, or zoom in/out by using the mouse scroll wheel.&lt;br /&gt;
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When an effect is used in game, the Impact time plays, then the Duration time is looped for the length of the applied effect, then the Cessation time plays. For example, if the fire effect is applied to a wood pile for 3 min, the Impact time plays then the 2 second duration is looped for 3 min then the cessation time plays. With this in mind, we want the fire to build up to the a full blown fire, then taper off and go out.&lt;br /&gt;
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In the Birth Rate time line, add 3 more control points, one at the Duration start, one at the duration end, and one at about 12000. Starting from the left move the left most control point to 0, move the second Control Point to 10, the third Control Point to 10 and the fourth to 0.&lt;br /&gt;
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[[File:T2_br_2.jpg|680px]]&lt;br /&gt;
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Notice that the flame stops burning like it was before. This is because now the total effect length is a factor. Slide the Point Bar back and forth on the time line, you can see what happens to the fire at any point in time. Now to view the animation of the effect, you must click the Play button in the upper right corner. The Point Bar will scroll across the time line and the results can be viewed in the effect window.&lt;br /&gt;
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The fire should now start out slow and build up then taper off and go out at around 12 seconds. You can click on the Loop Animation if you want and the effect will continue to loop until paused by the Pause Animation button or by clicking in the time line.&lt;br /&gt;
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Now select Life in the drop down menu. Right now each point in time the flame last 1 second. We want to change this so the flame when first starting out or ending doesn’t last that long. Keep the tip I gave above in mind, and make the Life time line look like the one in the picture. The Control Point times from left to right are 0, 1, 1.4, 1, 0 then save your work.&lt;br /&gt;
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[[File:T2_life.jpg|680px]]&lt;br /&gt;
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'''Let’s Dance:'''&lt;br /&gt;
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Right now we have our fire looking pretty good, but there is one element still missing, the wavering and dancing of a real fire. On the Emission table item 12 and 13 are “Spawn Spread X (Deg)” and “Spawn Spread Y (Deg)”. These settings affect the spread of the particles in the X and Y directions, that is the particles can emit in varying directions in degrees from the emitter. Set both of these to 20 degrees.&lt;br /&gt;
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Now our fire dances. Note that these settings could be set using the time line “Spawn Spread” as well, feel free to play with that if you wish.&lt;br /&gt;
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We can get a better Idea of what our effect will look like in game by adding a reference model. Right click on the Root and select “Insert &amp;gt; Insert Reference Model”. In the Resource window Name field we can filter the list to make it easier to find what we are looking for, so enter *fire* and press enter. Now your resource list will only show those items with the word fire in it.&lt;br /&gt;
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[[File:T2_resource.jpg]]&lt;br /&gt;
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Choose the resource “plc_firepit_01_1”. Turn Bounding box Off by clicking it at the top to un-highlight it. This gets rid of the yellow square around the objects. Turn the Collision Plane on by clicking on it to highlight it. This will simulate a stone floor at the walk mesh level.&lt;br /&gt;
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Now play you animation. You can also select the Base object and click anywhere in the time line, for example if you place the Point Bar anyplace in the Duration time you can watch your fire burn at it’s full potential.&lt;br /&gt;
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'''Challenge:''' Replace the plc_firepit_01_1 with the plc_bonfire01_1 reference model. Scale your fire up, and increase it’s life time to engulf the wood pile in flames.&lt;br /&gt;
Don’t forget to save your work.&lt;br /&gt;
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[[File:T2_fin.jpg|680px]]&lt;br /&gt;
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This concludes Part 2 of the tutorial. In Part 3 we will be adding smoke and lighting to the flame and make the flickering flame reflect off of surrounding objects.&lt;br /&gt;
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== VFX Tutorial Part 3 ==&lt;br /&gt;
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This tutorial assumes you have read Tutorial #1 and #2 and are now familiar with using the time lines to adjust values over time. You can down load the final effect from Tutorial #2 from the social site if you need it to continue with Tutorial #3.&lt;br /&gt;
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'''Where there’s smoke:'''&lt;br /&gt;
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Our fire is missing 2 more elements to be complete, smoke and lighting.&lt;br /&gt;
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First we will add the smoke.&lt;br /&gt;
Right click on the effect Root and select “Insert &amp;gt; Insert Emitter”. You will see a second emitter appear on top of the first one.&lt;br /&gt;
Select the new emitter and in the Object Inspector properties, change its name to Smoke. For Material Library, select fx_smoke_vol. For Material Object select fx_smoke_vol_blend.&lt;br /&gt;
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In the First tutorial we talked about the Flipbook Type: Contact Sheet. For this effect we will be using the Flipbook Type: Volume. This works similar to the Contact Sheet type except that the Flipbook Rows is the number of layers, usually 2 or 4. The Flipbook Columns should always be 1 and the Frame per second is a factor of the 2, i.e. Rows x Columns. Set these to 2, 1, and 2 respectively.&lt;br /&gt;
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In the Age map, set the colors R, G, B to 0.5 and Color A to 0.7. Our smoke should now look more like smoke, but we have a ways to go yet.&lt;br /&gt;
Smoke usually bellows upwards and spreads out as it rises. We can simulate this with a combination of the Scale and Scale Multiplier time lines.&lt;br /&gt;
Select the smoke emitter and the Scale time line from the top right drop down menu. We want the smoke to grow in size both in the X and Y directions, but more so in the X direction.&lt;br /&gt;
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[[File:T3_scale.jpg|thumb|680px|center]]&lt;br /&gt;
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Both X and Y should start at 1 and X should end around 5.5 and Y should end around 3.5 over the life of the particle. This will give us a funnel shape.&lt;br /&gt;
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Now select the Scale Multiplier time line. We can use this line to make the smoke grow in proportion to the flame during it’s impact, duration, and cessation times.&lt;br /&gt;
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Start out at a 0 multiplier and raise it to 1 at the start and during the duration time, then taper it back down to 0 during the Cessation time. Notice that at around 12000, the flame is gone and we are only left with smoke for the last 4 seconds of the effect.&lt;br /&gt;
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[[File:T3_scale_mult.jpg|thumb|680px|center]]&lt;br /&gt;
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Now we need to change a few of the Emissions. Set the Birth rate to 3, Life Expectancy to 2.5 and Life Expectancy +/- to 0.5. If you recall from previous tutorials the +/- will give us a variance on how long the particle last. As we did with the flame, we want the smoke to also waver from left to right and forward and back, set the Spawn Spread X (Deg) and Spawn Spread Y (Deg) to 10.&lt;br /&gt;
&lt;br /&gt;
'''Changing Position:'''&lt;br /&gt;
&lt;br /&gt;
By now you may have noticed that when you play the effect in full, the smoke stays at ground level. Smoke naturally rises from the top of the flame, not from the base. This is OK during the Impact and cessation phase as the fire is small and near the ground level. However, we need the smoke to rise to the top of the flame during the Duration phase. To do this we will use the position time line to make the smoke rise, and lower as the flame grows.&lt;br /&gt;
&lt;br /&gt;
With the smoke emitter selected, select the Position Time Line. Unselect the X and Y position time lines so only the Z line is visible. Add a control point at the start and end of the Duration time. Also add a control point at around 12000 and one at the end of the effect time.&lt;br /&gt;
&lt;br /&gt;
Raise the control points at the start and end of the duration to about 1.2, so it looks like the pic below.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_position.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Now when you play the effect, the smoke should rise and lower with the flame. Feel free to play with any of these settings to get the look you like best.&lt;br /&gt;
&lt;br /&gt;
'''Fade it out:'''&lt;br /&gt;
&lt;br /&gt;
If you zoom out and look at the Animation as a whole you will notice that the smoke just suddenly disappears at the top, looks a bit odd. Instead we will fade it out so this isn’t seen.&lt;br /&gt;
&lt;br /&gt;
Select the Smoke emitter and then select the Color time line. Uncheck all the colors except the Alpha color. Add 2 or 3 control points towards the end of the time line and tapper the alpha down to 0 at the end of the particle life time. This makes the smoke fade out naturally. Save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_colora.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Light My Fire:'''&lt;br /&gt;
&lt;br /&gt;
Before we continue, let’s put our fire into a game scene. Select the VFX Root and in the Object Inspector, under “Layout Settings”. You can select a area and see what your effect will look like in game. In Layout, select the area resource. Your effect should be near the upper right corner.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_arena.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Play the VFX a few times, notice there is no light given off by the fire.&lt;br /&gt;
&lt;br /&gt;
Right click the VFX root and select Insert &amp;gt; Insert Light. A new light object will be inserted on top of the fire emitter. It’s right where we need it to be, by default.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_light_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Light Properties:&lt;br /&gt;
Affects Characters: Set this to true. This setting specifies if the light should reflect off nearby creatures and characters.&lt;br /&gt;
Affects Level: same as above but it applies to the surrounding terrain.&lt;br /&gt;
Name: Name your light, I called mine “Flicker”&lt;br /&gt;
&lt;br /&gt;
First we need to give the light some color, a good yellowish – red should do. Set Color G to 0.5 and Color B 0. To make the fire flicker, we will change the intensity of the color to coincide with the flame.&lt;br /&gt;
&lt;br /&gt;
Select the Flame object and then select the “Color Intensity” time line from the drop down list. Add several control points and adjust the intensity up and down so it climaxes during the duration, similar to the image shown.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_intens.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Be sure to drop the intensity to 0 at around 12000 as this is where the flame goes out.&lt;br /&gt;
&lt;br /&gt;
TIP: You can manually slide the time bar left and right on the time line to get a visual check of the intensity control points.&lt;br /&gt;
&lt;br /&gt;
Now we have a nice bon fire complete with smoke and lighting.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_flame.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Challenge:''' Using the Material Library “fx_distortionmatlib” add a third emitter and give your fire distortion.&lt;br /&gt;
&lt;br /&gt;
This concludes the basic VFX Tutorials, Thanks for reading.&lt;br /&gt;
Author: Jassper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|VFX_Tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:VFX]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=VFX_Tutorial/ru&amp;diff=15961</id>
		<title>VFX Tutorial/ru</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=VFX_Tutorial/ru&amp;diff=15961"/>
				<updated>2011-03-07T05:05:36Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* VFX Учебник Часть 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vfx}}&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 1 [[File:VFX_Tut_p1.pdf]]&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 2 [[File:VFX_Tut_p2.pdf]]&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 3 [[File:VFX_Tut_p3.pdf]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== VFX Учебник Часть 1 ==&lt;br /&gt;
&lt;br /&gt;
Этот учебник поможет вам в ваших начинаниях по созданию ваших собственных визуальных эффектов для использования их в DA toolset. Учебник №1 охватит основы создания, монтажа и реализации визуального эффекта.&lt;br /&gt;
&lt;br /&gt;
=== Создание нового визуального эффекта (визуализации). ===&lt;br /&gt;
&lt;br /&gt;
Для создания нового VFX, щелкните правой кнопкой в окне палитры и выберите «NEW &amp;gt; VFX».&lt;br /&gt;
&lt;br /&gt;
[[File:new VFX.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
Редактор VFX откроется, отобразив квадратную сетку и окно «Выберите VFX» по центру. Для данного учебника, мы будем разрабатывать эффект для размещаемого предмета, поэтому выберите «Plaseable» и нажмите «OK».&lt;br /&gt;
&lt;br /&gt;
В верху слева  вы увидите маленький глобус, с названием  “VFXRoot” , а в «Object Inspector» вы увидите свойства для VFXRoot.&lt;br /&gt;
Теперь сохраните вашу работу, выбрав «“File &amp;gt; Save As”», либо нажав на иконку Save (сохранить) вверху слева. Вам будет предложено ввести имя файла. Мне нравится сохранять все мои VFX файлы в одном месте, поэтому в папке My Documents/Bioware/Dragon Age я создал папку VFX для сохранения моих файлов.&lt;br /&gt;
&lt;br /&gt;
Для этого учебника, мы создадим тип эффекта Костер и, оставаясь верными соглашению о наименовании файлов в Dragon Age ([[Naming conventions]]) , мы используем трех буквенный префикс, подчеркивание, и затем дадим файлу наименование. Назовем файл «fxp_bonfire_jp». &lt;br /&gt;
«Fxp» для «Визуализации Размещаемого Объекта» (все имена VFX файлов начинаются с «fx»),  «bonfire» сообщает мне, что это за эффект, а «jp» в конце дает мне информацию о том, что это именно мой эффект, а не чей либо еще. Вы можете добавить любой суффикс, на ваше усмотрение. Когда закончите, нажмите «Save».&lt;br /&gt;
&lt;br /&gt;
Вы можете закрыть Toolset в любое время и вернуться к этому учебнику. Вы можете открыть ваш эффект потом снова, через “File &amp;gt; Open” и затем выбрав тот файл, который вы только что сохранили.&lt;br /&gt;
&lt;br /&gt;
=== Свойства VFXRoot: ===&lt;br /&gt;
&lt;br /&gt;
[[File:t1_root_obj_inspector.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
'''VFXRoot Properties:'''&lt;br /&gt;
пройдусь только по тем, которые буду использовать.&lt;br /&gt;
&lt;br /&gt;
'''Name (Имя) :''' Это название ресурса, который будет использоваться (того, который мы сохранили на локальный диск). Измените название так, чтобы оно совпадало с именем файла.&lt;br /&gt;
&lt;br /&gt;
'''Impact Length (Длительность импульса):''' Время в секундах, для начальной стадии действия эффекта. Например, Бегун, стартуя со стартовой линии, достигает максимальной скорости.&lt;br /&gt;
&lt;br /&gt;
'''Duration Length (Продолжительность действия):''' Время в секундах длительности действия эффекта. Например, время, которое уйдет у бегуна ,чтобы добежать до финишной прямой после достижения максимальной скорости.&lt;br /&gt;
&lt;br /&gt;
'''Cessation Length (Длительность процесса остановки):''' Время в секундах для завершения эффекта. Например, бегун замедляется после пересечения финишной прямой.&lt;br /&gt;
&lt;br /&gt;
Мы создаем эффект «костер», поэтому мы хотим, чтобы огонь стартовал маленьким, затем увеличился в размере, и затем погас. Установите Duration Length на 3 секунды. Это даст нам достаточно времени для изменения окраски пламени. Установите Cessation Length также на 3 секунды, чтобы огонь погас.&lt;br /&gt;
&lt;br /&gt;
Вам может показаться, что 9 секунд это очень коротко для огня. Когда эффект задан в скрипте, продолжительность времени задается внутри функции «ApplyEffect». Данное время продолжительности заставляет время продолжительности анимации повторяться снова и снова (зацикливаться ). Так, например, Если этот эффект костра применен к объекту на 6 минут, продолжительная часть эффекта повторится 120 раз: 3 секунды продолжительности умножить на 120 повторения (3*120=360с=6мин). Затем наступит время окончания эффекта и эффект завершен.&lt;br /&gt;
&lt;br /&gt;
После установки промежутков времени, вы можете увидеть временную шкалу, такую как здесь. Больше информации – во второй части учебника.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_time_line.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Adding an emitter ===&lt;br /&gt;
&lt;br /&gt;
Next we need an emitter. Right click on the window and select “Insert &amp;gt; Insert Emitter”. You should get a pulsating white capsule in the center of the grid and a “NewEmitter” object added to the list on the left.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_emitter.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
Select the NewEmitter object and you will see the properties in the Object inspector window.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_op_properties.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
'''Properties Window:'''&lt;br /&gt;
&lt;br /&gt;
'''Name:''' Change the name of the emitter to “Base” this will be the main base of the fire. Naming the emitter will help sort them out when building an effect with several emitters.&lt;br /&gt;
&lt;br /&gt;
'''Material Library:''' This is the library that we will be selecting our particle material from. The DA Effect Libraries start with the prefix fx_*Click on the Material Library box to open the resource window. Select the fx_firelibrary and click OK.&lt;br /&gt;
&lt;br /&gt;
'''Material Object:''' This is the martial that we will use from the above selected Library. For this select “FireFlipbook”.&lt;br /&gt;
Before we continue, save your work and let’s talk about Flipbooks.&lt;br /&gt;
&lt;br /&gt;
A flipbook is a particle that consists of columns and rows of varying images. The animation is created by the effect rapidly flipping through each image, much like a cartoon animation. At this point you should see 4 columns of flickering flames. Note that not all particles are in flipbook form, some are a static image. A simple way to see if the particle is a flipbook, and to see how many columns and rows there are is to set the Birth Rate to 1. Click on the “Emission” tab in the Object Properties and change the top parameter “Birth Rate” to 1. You should now see an image that consists of 4 rows and 4 columns of small flame images. This is a single particle, 4x4 flipbook. Set the Birth Rate back to 10, and return to the “Properties” tab of the Object Inspector, more on Birth Rate later.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_flip.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Type:''' Select “ContactSheet”. &lt;br /&gt;
&lt;br /&gt;
'''Flipbook Random Start Frame:''' This selects a random frame within the flipbook to start with on each emission. Set this to TRUE. This will help give us diversity and make the flame look more “real”.&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Rows:''' This is how many Rows there are in the flipbook, set this number to 4.&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Columns:''' This is the number of Columns in the flipbook, set this to 4 also.&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Frames per Second:''' The particle image has 4 rows and 4 colunms, there are 16 total images to flip through.  This value should be a factor of Rows and Columns, so 4 x 4 = 16. Set this value to at least 16 flips per second.&lt;br /&gt;
&lt;br /&gt;
You should now see a single column of what nearly looks like fire.&lt;br /&gt;
Right now the flames flicker a bit too slow for me, so set the Flipbook Frames per Second to 32. This makes the flames flicker twice as fast because it is now flipping through all 16 images twice per second instead of once.&lt;br /&gt;
Save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_fire.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Age Map:'''&lt;br /&gt;
&lt;br /&gt;
[[File:T1_agemap.jpg]]&lt;br /&gt;
&lt;br /&gt;
In the Object Inspector click the “Age Map” Tab.&lt;br /&gt;
&lt;br /&gt;
Here we can manipulate the color and the scale of the effect.&lt;br /&gt;
&lt;br /&gt;
Color values are in percentage of 0 to 100% on a scale of 0 to 1, so 50% Blue would be 0.5.&lt;br /&gt;
&lt;br /&gt;
Most normal fires aren’t white, so set Color B (blue) to 0. Your flame should now be yellow. Set Color G (green) to 0.4. We now have a orangey-red color.&lt;br /&gt;
&lt;br /&gt;
Color A (alph) is the flames color intensity setting this to 0.5, the fire is half as intense. Set it where you like.&lt;br /&gt;
&lt;br /&gt;
The scale X and Y values can be any number from 0 to infinity. Setting the scale to 1 is the particles normal size. Because the particle image is a 2d image, there is no Z scale. Changing Scale X will affect the X (width) direction of the flame and Scale Y will affect the Y (Height) direction of the particle. For now we will leave them alone.&lt;br /&gt;
&lt;br /&gt;
The corresponding multipliers simply multiply the values in the general section. For example, if you set Color G back to 1, then set Green Color Multiplier to 0.4 you will have the same result. 1 * 0.4 = 0.4&lt;br /&gt;
&lt;br /&gt;
There is a notable difference between the 2 however, the General settings affect the particles over the lifetime of each particle while the Multipliers affect all the particles over the length of the animation. This will be explored further in Part 2. Go ahead and play with the color settings until you have it the way you want it, and then save your work.&lt;br /&gt;
&lt;br /&gt;
'''Emissions'''&lt;br /&gt;
&lt;br /&gt;
[[File:T1_emissions.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now click on the “Emission” tab these settings control the particle emissions.&lt;br /&gt;
&lt;br /&gt;
'''Birth Rate:''' This is how many particle emit per second. The default is 10, which works out for the fire pretty good. However the flicker is pretty static. So we will change that in a minute.&lt;br /&gt;
&lt;br /&gt;
'''Birth Rate +/-:''' This setting will cause the particle Birth Rate to randomly vary by a positive number or a negative number. If we set this value to 1, the Birth Rate then will vary between 9 and 11 particles per second. Since a 10 Birth Rate seems to be a good number for the most particles per second, set the +/- value to 2, and change the Birth Rate to 8. This will make the max 10 and the min 6 particles per second.&lt;br /&gt;
&lt;br /&gt;
'''Initial Speed:''' This is how fast the particles travel when emitted from the emitter. Changing this value appears to change how long the particles last. However this is not the case, they simple move further before the particle life has expired.&lt;br /&gt;
&lt;br /&gt;
'''Initial Speed +/-:''' This setting works the same as the Birth Rate +/- setting but instead affects the Initial Speed. Set this value to 0.5 which will now give the particles a varying speed between 0.5 and 1.5.&lt;br /&gt;
&lt;br /&gt;
'''Life Expectancy (s):''' This is how long each particle last, in seconds, before vanishing. &lt;br /&gt;
&lt;br /&gt;
'''Life Expectancy +/-''': Again is a random variance to the value set in Life Expectancy. Set this value to 0.5, making the particle last longer and shorter as the fire burns.&lt;br /&gt;
&lt;br /&gt;
'''Scale Range:''' This adds a random variance to the size of the particle much like the other +/- settings. Set this to 0. 6. You should now see the flame vary in size as it emits from the base emitter.&lt;br /&gt;
&lt;br /&gt;
Play with these settings a bit to get familiar with them. In the end you should have a raging fire animation. When you are happy, save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_fire_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Getting the effect in game:'''  Right click on the Root and select “Post to Local”. You'll find the new VFX under the model palette. It can be placed directly in the level editor or the cutscene editor but not the area editor. You can also add the effect dynamically to an area using a script.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' Because an effect is Art work, at present will not be included with a Builder to Builder Create and must be sent separately. Scripting examples to come later once there is a client to test for accuracy.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_ptl.jpg]]&lt;br /&gt;
&lt;br /&gt;
So now you have a raging fire. In part 2 of this tutorial, we will make this fire dance and sing. Part 2 will introduce using the time line settings to very coloration, scale, size and other more advanced settings as well as explore some of the settings introduce here a bit deeper. Keep the bonfire effect you created with this tutorial, we will need it in the second part. The bonfire effect can also be downloaded from the social site.&lt;br /&gt;
&lt;br /&gt;
== VFX Tutorial Part 2 ==&lt;br /&gt;
&lt;br /&gt;
In tutorial #1 we created a good bonfire as a base and up until now we only changed the values directly in the properties on the effect. As we can see this works well for simple effects. Changing the values in this manner alters the effect over its entire life time. &lt;br /&gt;
We have seen how to change the color and scale of the effect by changing the values in the properties age map. This is great for a basic flame but we want to add more life to it by making the flame vary in color and size over the length of the effect.  To start, set all the Values back to default as shown in the 2 pictures below.&lt;br /&gt;
Note: This tutorial assumes you have read Tutorial #1 or are familiar with the basics of the VFX editor.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_agemap_01.jpg]][[File:T2_emission_01.jpg]]&lt;br /&gt;
&lt;br /&gt;
Setting any of these values directly will affect the visual over the entire length of the effect. Instead we want to vary these values so the flame will change from reds, yellows, and orange. We also want to change its size during the impact, duration, and cessation phases of the effect. To do this, we will use the time line to set colors and scale so they change over the course of the effect.&lt;br /&gt;
&lt;br /&gt;
Before we continue, we need to make a small change. Select the Root of the effect and in the Object Inspector, change the Impact time to 5 sec and the Cessation time to 8 sec. The 5 sec impact will allow us enough time to see the changes in the flame as it grows and the longer cessation time is for the smoke we will be adding later on.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_root_01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the “Base” object, at the top right corner there is a drop down window, select “Color” from the list. Note, when using the time lines, make sure you have the correct emitter object selected. In this case it is the Base emitter. You should then see a time line like the one below.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_color_01.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notice at the top of the time line is reads “Particle Lifetime”. This means that the changes we make here will affect each partial over the lifetime of each particle. The lifetime of the particle is directly related to the “Lifetime” value setting in the Emissions Tab, which currently is set to 1 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Parts of the Time line ===&lt;br /&gt;
&lt;br /&gt;
[[File:T2_timeparts_01.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
'''Control Point:''' The round dots allow you move the value up, down, left, or right within the time line.&lt;br /&gt;
&lt;br /&gt;
'''Value Rang:''' The left side of the time line shows the value range. At this current control point, the value is 1, which is the current value for all 4 colors in the Age map.&lt;br /&gt;
&lt;br /&gt;
'''Current Value:''' The dotted line shows the current value any place on the time line. Currently it is set to 1 over the entire length of the particle lifetime. When a control point is added, the line between the 2 control points will become solid.&lt;br /&gt;
&lt;br /&gt;
'''Visible:'''  This box shows which time lines are visible, the dotted or solid line. You can select or unselect these time lines. Currently all 4 are selected and visible. All 4 also are set at the same value so you only see one control point as all 4 are stacked from top to bottom, Color A being the one on top.&lt;br /&gt;
&lt;br /&gt;
Click inside the time line and you will get a vertical bar. Drag the bar to the far right until the end of the timeline is reached. This bar represents that point in time and I will refer to this bar as the Point bar. Clicking anywhere on the time line will move the point bar to that point in time. &lt;br /&gt;
&lt;br /&gt;
[[File:T1_v_bar.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Right click on the time line and select “Add Control Point”. This adds a node at the point in which the point bar and the time line intersects. Also note that the Colors in the age map turn red, this indicates that the values are now controlled by the time line and can vary in value depending on the point in time. Also note that this adds a Control Point to each time line that is visible, so all 4 colors get an added node.&lt;br /&gt;
Before we continue, save your work. Next turn the Loop Animation Off by clicking on it at the top right so it is no longer highlighted.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_timeparts_02.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 2 ways that we can set the values on the time line, directly in the value box of the Age Map, or by dragging the control points on the time line. To see how it affects the animation, first make sure the point bar is to the far right at 100. Change the value Color B to 0 directly in the Age Map properties, just as we did in Tutorial 1. You should now see a blue line starting at 1 and dropping to 0 at the end of the time line. By changing the value on the Age Map, you affect the control point that intersects with the Point Bar. The Flame should now be white at the bottom and Yellow at the top.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_cb.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To see what happens to each particle, go to the Emission tab and change the birth rate to 1. You will see the particle start from the emitter as white, and then gradually change to yellow. Set the Birth rate back to 10 and return to the Age Map.&lt;br /&gt;
&lt;br /&gt;
Now move the point bar to the far left on 0. Notice that the value in Color B on the Age Map is again 1. Change this to 0 also and the left most control point will drop to 0 and you time line should now look like this.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_cb_2.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The small box in the lower right corner in the above image indicates which time lines are visible. Right now all 4 colors are visible on the time line. Next we will affect the green color by dragging the control points instead of changing the value directly in the Age Map. However the green time line in underneath the Alpha time line. So to make it visible, click the check mark to unselect the Alpha Color. The Alpha line goes away and we can now see the Green time line. Also uncheck the Red and Blue color time lines so only the Green is visible.&lt;br /&gt;
&lt;br /&gt;
Next Click and hold on the far left (0) control point of the Green time line and drag it down a bit, about half way between 1 and 0, you should see the flame change colors as you drag it down. Grab the right most control point and drag it down to 0. You should now have a flame that is brighter red at the bottom and darker at the top.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_cg.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we are going to add 2 more control points to the Green time line. Move the Point Bar to 5 on the Particle Lifetime line, right click and select “Add Control Point”. Now move the Point Bar to 10 on the timeline and add a second control point. Grab the first control point we just added, the one at 5, and drag it up to about 0.7. This will create a bright flicker at the base of the fire.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_cg_2.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we just need to fade out the top of the flame a bit so the bottom is more intense than the top. Uncheck the green timeline and check the Color A (Alpha). Color A is a transparency color and can be use to alter the intensity of the particle. Grab the Right most control point and drag it down to about 40% (0.4). You will see that the top is less visible than the bottom of the flame. Save your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Changing its size ===&lt;br /&gt;
&lt;br /&gt;
Right now the flame is a single column that is the same size at the top as it is at the base, this is not very realistic so we will remedy that by changing the scale of the particle. &lt;br /&gt;
&lt;br /&gt;
In the drop down menu at the top right, select “Scale”. Again you will see a time line labeled “Particle Lifetime” a Control point, and a box showing the “Scale Y” and “Scale X” time lines. As we did before, move the Point Bar to the far right at 100 and right click and select “Add Control Point”. Now uncheck the Scale X time line so only the Scale Y line is visible. Move the Left control point to about 1.5 and the right control point to about 1.75. Check the Scale X timeline to make it visible and move the left control point to about 1.5 and the right control point to 0.5. This will widen the base and stretch the top to a point much like a real fire.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_scale.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now the fun begins. Up until now we have been changing values over the lifetime of the particles. Now we will start changing values over the Impact, Duration, and Cessation time of the effect, but first save your work.&lt;br /&gt;
&lt;br /&gt;
Select the “Emissions” Tab in the Object Properties. In the drop down menu, select “Birth Rate”. This time you will see a bit different looking time line. At the top you will see 3 sections, Impact which starts at 0 and ends at 5000, Duration starting at 5001 and ending at 8000, and the Cessation which starts at 8001 and ends at 1600. These times correlate to the 5 sec Impact, 3 second Duration, and the 8 second Cessation times specified in the VFX root.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' You can Zoom Extents by double clicking inside the time graph, or zoom in/out by using the mouse scroll wheel.&lt;br /&gt;
&lt;br /&gt;
When an effect is used in game, the Impact time plays, then the Duration time is looped for the length of the applied effect, then the Cessation time plays. For example, if the fire effect is applied to a wood pile for 3 min, the Impact time plays then the 2 second duration is looped for 3 min then the cessation time plays. With this in mind, we want the fire to build up to the a full blown fire, then taper off and go out.&lt;br /&gt;
&lt;br /&gt;
In the Birth Rate time line, add 3 more control points, one at the Duration start, one at the duration end, and one at about 12000. Starting from the left move the left most control point to 0, move the second Control Point to 10, the third Control Point to 10 and the fourth to 0.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_br_2.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notice that the flame stops burning like it was before. This is because now the total effect length is a factor. Slide the Point Bar back and forth on the time line, you can see what happens to the fire at any point in time. Now to view the animation of the effect, you must click the Play button in the upper right corner. The Point Bar will scroll across the time line and the results can be viewed in the effect window.&lt;br /&gt;
&lt;br /&gt;
The fire should now start out slow and build up then taper off and go out at around 12 seconds. You can click on the Loop Animation if you want and the effect will continue to loop until paused by the Pause Animation button or by clicking in the time line.&lt;br /&gt;
&lt;br /&gt;
Now select Life in the drop down menu. Right now each point in time the flame last 1 second. We want to change this so the flame when first starting out or ending doesn’t last that long. Keep the tip I gave above in mind, and make the Life time line look like the one in the picture. The Control Point times from left to right are 0, 1, 1.4, 1, 0 then save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_life.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Let’s Dance:'''&lt;br /&gt;
&lt;br /&gt;
Right now we have our fire looking pretty good, but there is one element still missing, the wavering and dancing of a real fire. On the Emission table item 12 and 13 are “Spawn Spread X (Deg)” and “Spawn Spread Y (Deg)”. These settings affect the spread of the particles in the X and Y directions, that is the particles can emit in varying directions in degrees from the emitter. Set both of these to 20 degrees.&lt;br /&gt;
&lt;br /&gt;
Now our fire dances. Note that these settings could be set using the time line “Spawn Spread” as well, feel free to play with that if you wish.&lt;br /&gt;
&lt;br /&gt;
We can get a better Idea of what our effect will look like in game by adding a reference model. Right click on the Root and select “Insert &amp;gt; Insert Reference Model”. In the Resource window Name field we can filter the list to make it easier to find what we are looking for, so enter *fire* and press enter. Now your resource list will only show those items with the word fire in it.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_resource.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose the resource “plc_firepit_01_1”. Turn Bounding box Off by clicking it at the top to un-highlight it. This gets rid of the yellow square around the objects. Turn the Collision Plane on by clicking on it to highlight it. This will simulate a stone floor at the walk mesh level.&lt;br /&gt;
&lt;br /&gt;
Now play you animation. You can also select the Base object and click anywhere in the time line, for example if you place the Point Bar anyplace in the Duration time you can watch your fire burn at it’s full potential.&lt;br /&gt;
&lt;br /&gt;
'''Challenge:''' Replace the plc_firepit_01_1 with the plc_bonfire01_1 reference model. Scale your fire up, and increase it’s life time to engulf the wood pile in flames.&lt;br /&gt;
Don’t forget to save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_fin.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
This concludes Part 2 of the tutorial. In Part 3 we will be adding smoke and lighting to the flame and make the flickering flame reflect off of surrounding objects.&lt;br /&gt;
&lt;br /&gt;
== VFX Tutorial Part 3 ==&lt;br /&gt;
&lt;br /&gt;
This tutorial assumes you have read Tutorial #1 and #2 and are now familiar with using the time lines to adjust values over time. You can down load the final effect from Tutorial #2 from the social site if you need it to continue with Tutorial #3.&lt;br /&gt;
&lt;br /&gt;
'''Where there’s smoke:'''&lt;br /&gt;
&lt;br /&gt;
Our fire is missing 2 more elements to be complete, smoke and lighting.&lt;br /&gt;
&lt;br /&gt;
First we will add the smoke.&lt;br /&gt;
Right click on the effect Root and select “Insert &amp;gt; Insert Emitter”. You will see a second emitter appear on top of the first one.&lt;br /&gt;
Select the new emitter and in the Object Inspector properties, change its name to Smoke. For Material Library, select fx_smoke_vol. For Material Object select fx_smoke_vol_blend.&lt;br /&gt;
&lt;br /&gt;
In the First tutorial we talked about the Flipbook Type: Contact Sheet. For this effect we will be using the Flipbook Type: Volume. This works similar to the Contact Sheet type except that the Flipbook Rows is the number of layers, usually 2 or 4. The Flipbook Columns should always be 1 and the Frame per second is a factor of the 2, i.e. Rows x Columns. Set these to 2, 1, and 2 respectively.&lt;br /&gt;
&lt;br /&gt;
In the Age map, set the colors R, G, B to 0.5 and Color A to 0.7. Our smoke should now look more like smoke, but we have a ways to go yet.&lt;br /&gt;
Smoke usually bellows upwards and spreads out as it rises. We can simulate this with a combination of the Scale and Scale Multiplier time lines.&lt;br /&gt;
Select the smoke emitter and the Scale time line from the top right drop down menu. We want the smoke to grow in size both in the X and Y directions, but more so in the X direction.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_scale.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Both X and Y should start at 1 and X should end around 5.5 and Y should end around 3.5 over the life of the particle. This will give us a funnel shape.&lt;br /&gt;
&lt;br /&gt;
Now select the Scale Multiplier time line. We can use this line to make the smoke grow in proportion to the flame during it’s impact, duration, and cessation times.&lt;br /&gt;
&lt;br /&gt;
Start out at a 0 multiplier and raise it to 1 at the start and during the duration time, then taper it back down to 0 during the Cessation time. Notice that at around 12000, the flame is gone and we are only left with smoke for the last 4 seconds of the effect.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_scale_mult.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Now we need to change a few of the Emissions. Set the Birth rate to 3, Life Expectancy to 2.5 and Life Expectancy +/- to 0.5. If you recall from previous tutorials the +/- will give us a variance on how long the particle last. As we did with the flame, we want the smoke to also waver from left to right and forward and back, set the Spawn Spread X (Deg) and Spawn Spread Y (Deg) to 10.&lt;br /&gt;
&lt;br /&gt;
'''Changing Position:'''&lt;br /&gt;
&lt;br /&gt;
By now you may have noticed that when you play the effect in full, the smoke stays at ground level. Smoke naturally rises from the top of the flame, not from the base. This is OK during the Impact and cessation phase as the fire is small and near the ground level. However, we need the smoke to rise to the top of the flame during the Duration phase. To do this we will use the position time line to make the smoke rise, and lower as the flame grows.&lt;br /&gt;
&lt;br /&gt;
With the smoke emitter selected, select the Position Time Line. Unselect the X and Y position time lines so only the Z line is visible. Add a control point at the start and end of the Duration time. Also add a control point at around 12000 and one at the end of the effect time.&lt;br /&gt;
&lt;br /&gt;
Raise the control points at the start and end of the duration to about 1.2, so it looks like the pic below.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_position.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Now when you play the effect, the smoke should rise and lower with the flame. Feel free to play with any of these settings to get the look you like best.&lt;br /&gt;
&lt;br /&gt;
'''Fade it out:'''&lt;br /&gt;
&lt;br /&gt;
If you zoom out and look at the Animation as a whole you will notice that the smoke just suddenly disappears at the top, looks a bit odd. Instead we will fade it out so this isn’t seen.&lt;br /&gt;
&lt;br /&gt;
Select the Smoke emitter and then select the Color time line. Uncheck all the colors except the Alpha color. Add 2 or 3 control points towards the end of the time line and tapper the alpha down to 0 at the end of the particle life time. This makes the smoke fade out naturally. Save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_colora.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Light My Fire:'''&lt;br /&gt;
&lt;br /&gt;
Before we continue, let’s put our fire into a game scene. Select the VFX Root and in the Object Inspector, under “Layout Settings”. You can select a area and see what your effect will look like in game. In Layout, select the area resource. Your effect should be near the upper right corner.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_arena.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Play the VFX a few times, notice there is no light given off by the fire.&lt;br /&gt;
&lt;br /&gt;
Right click the VFX root and select Insert &amp;gt; Insert Light. A new light object will be inserted on top of the fire emitter. It’s right where we need it to be, by default.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_light_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Light Properties:&lt;br /&gt;
Affects Characters: Set this to true. This setting specifies if the light should reflect off nearby creatures and characters.&lt;br /&gt;
Affects Level: same as above but it applies to the surrounding terrain.&lt;br /&gt;
Name: Name your light, I called mine “Flicker”&lt;br /&gt;
&lt;br /&gt;
First we need to give the light some color, a good yellowish – red should do. Set Color G to 0.5 and Color B 0. To make the fire flicker, we will change the intensity of the color to coincide with the flame.&lt;br /&gt;
&lt;br /&gt;
Select the Flame object and then select the “Color Intensity” time line from the drop down list. Add several control points and adjust the intensity up and down so it climaxes during the duration, similar to the image shown.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_intens.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Be sure to drop the intensity to 0 at around 12000 as this is where the flame goes out.&lt;br /&gt;
&lt;br /&gt;
TIP: You can manually slide the time bar left and right on the time line to get a visual check of the intensity control points.&lt;br /&gt;
&lt;br /&gt;
Now we have a nice bon fire complete with smoke and lighting.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_flame.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Challenge:''' Using the Material Library “fx_distortionmatlib” add a third emitter and give your fire distortion.&lt;br /&gt;
&lt;br /&gt;
This concludes the basic VFX Tutorials, Thanks for reading.&lt;br /&gt;
Author: Jassper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages|VFX_Tutorial}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:VFX]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Template:Infobox_cutscenes&amp;diff=15883</id>
		<title>Template:Infobox cutscenes</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Template:Infobox_cutscenes&amp;diff=15883"/>
				<updated>2011-02-27T13:50:39Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox template&lt;br /&gt;
|title=Cutscene topics&lt;br /&gt;
|contents=&lt;br /&gt;
*[[Cutscene]]&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Cutscene action]]s&lt;br /&gt;
**[[Headtracking]]&lt;br /&gt;
**[[Play animation]]&lt;br /&gt;
***[[Animation list]]&lt;br /&gt;
*[[Cutscene effect]]s&lt;br /&gt;
*[[VFX list]]&lt;br /&gt;
*[[Curve editor]]&lt;br /&gt;
*[[Cutscene object]]s&lt;br /&gt;
*[[Cutscene capture]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigational templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Template:Infobox_cutscenes&amp;diff=15882</id>
		<title>Template:Infobox cutscenes</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Template:Infobox_cutscenes&amp;diff=15882"/>
				<updated>2011-02-27T07:19:32Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox template&lt;br /&gt;
|title=Cutscene topics&lt;br /&gt;
|contents=&lt;br /&gt;
*{{ulink|Cutscene|Катсцена|ru}}&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Cutscene action]]s&lt;br /&gt;
**[[Headtracking]]&lt;br /&gt;
**[[Play animation]]&lt;br /&gt;
***[[Animation list]]&lt;br /&gt;
*[[Cutscene effect]]s&lt;br /&gt;
*[[VFX list]]&lt;br /&gt;
*[[Curve editor]]&lt;br /&gt;
*[[Cutscene object]]s&lt;br /&gt;
*[[Cutscene capture]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigational templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Template:Infobox_cutscenes&amp;diff=15881</id>
		<title>Template:Infobox cutscenes</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Template:Infobox_cutscenes&amp;diff=15881"/>
				<updated>2011-02-27T07:18:55Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox template&lt;br /&gt;
|title=Cutscene topics&lt;br /&gt;
|contents=&lt;br /&gt;
*[[ulink|Cutscene|Катсцена|ru]]&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Cutscene action]]s&lt;br /&gt;
**[[Headtracking]]&lt;br /&gt;
**[[Play animation]]&lt;br /&gt;
***[[Animation list]]&lt;br /&gt;
*[[Cutscene effect]]s&lt;br /&gt;
*[[VFX list]]&lt;br /&gt;
*[[Curve editor]]&lt;br /&gt;
*[[Cutscene object]]s&lt;br /&gt;
*[[Cutscene capture]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigational templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Template:Infobox_cutscenes&amp;diff=15880</id>
		<title>Template:Infobox cutscenes</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Template:Infobox_cutscenes&amp;diff=15880"/>
				<updated>2011-02-27T07:17:12Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox template&lt;br /&gt;
|title=Cutscene topics&lt;br /&gt;
|contents=&lt;br /&gt;
*((ulink|Cutscene|Катсцена|ru}}&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Cutscene action]]s&lt;br /&gt;
**[[Headtracking]]&lt;br /&gt;
**[[Play animation]]&lt;br /&gt;
***[[Animation list]]&lt;br /&gt;
*[[Cutscene effect]]s&lt;br /&gt;
*[[VFX list]]&lt;br /&gt;
*[[Curve editor]]&lt;br /&gt;
*[[Cutscene object]]s&lt;br /&gt;
*[[Cutscene capture]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigational templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Template:Infobox_cutscenes&amp;diff=15879</id>
		<title>Template:Infobox cutscenes</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Template:Infobox_cutscenes&amp;diff=15879"/>
				<updated>2011-02-27T07:16:37Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox template&lt;br /&gt;
|title=Cutscene topics&lt;br /&gt;
|contents=&lt;br /&gt;
*((ulink|Cutscene|Катсцена|ru]]&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Cutscene action]]s&lt;br /&gt;
**[[Headtracking]]&lt;br /&gt;
**[[Play animation]]&lt;br /&gt;
***[[Animation list]]&lt;br /&gt;
*[[Cutscene effect]]s&lt;br /&gt;
*[[VFX list]]&lt;br /&gt;
*[[Curve editor]]&lt;br /&gt;
*[[Cutscene object]]s&lt;br /&gt;
*[[Cutscene capture]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigational templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=VFX_Tutorial&amp;diff=15872</id>
		<title>VFX Tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=VFX_Tutorial&amp;diff=15872"/>
				<updated>2011-02-26T15:01:20Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* VFX Tutorial Part 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vfx}}&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 1 [[File:VFX_Tut_p1.pdf]]&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 2 [[File:VFX_Tut_p2.pdf]]&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 3 [[File:VFX_Tut_p3.pdf]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== VFX Tutorial Part 1 ==&lt;br /&gt;
&lt;br /&gt;
This tutorial is to get you started in creating your own visual effects to be used in the DA toolset. Tutorial #1 will cover the basics of creating, editing, and implementing the visual effect.&lt;br /&gt;
&lt;br /&gt;
=== Creating a new visual effect ===&lt;br /&gt;
&lt;br /&gt;
To create a new VFX, right click on the palette window and select “NEW &amp;gt; VFX”&lt;br /&gt;
&lt;br /&gt;
[[File:new VFX.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
The VFX Editor will open up showing a square grid and a “Select VFX” window in the middle. For this tutorial we will be doing a Placeable effect, so select “Placeable” and click “OK”.&lt;br /&gt;
&lt;br /&gt;
On the top left, you should see a little globe called “VFXRoot” and in the Object Inspector you should see the properties of VFXRoot.&lt;br /&gt;
At this point, save your work by selecting “File &amp;gt; Save As” or clicking the Save Icon in the upper left. You will be prompted for a file name. I like to keep all of my VFX files in one place so in My Documents/Bioware/Dragon Age folder I created a VFX folder to save my files.&lt;br /&gt;
&lt;br /&gt;
For this tutorial we will be creating a bonfire type of effect and to stay with Dragon Age [[Naming conventions]], we will use a 3 letter prefix, underscore, and then the file name. Name the file “fxp_bonfire_jp”&lt;br /&gt;
The “fxp” is for “Visual Effect Placeable” (all VFX files start with fx*) “bonfire” tells me what the effect is, and the “jp” on the end lets me know that it is my effect and not someone else’s, you can add whatever suffix you want. Click “Save” when done.&lt;br /&gt;
&lt;br /&gt;
You can close the toolset at any time and return to this tutorial. You can open your effect again later by selecting “File &amp;gt; Open” and navigate to and select the file you just saved.&lt;br /&gt;
&lt;br /&gt;
=== VFX root properties ===&lt;br /&gt;
&lt;br /&gt;
[[File:t1_root_obj_inspector.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
'''VFXRoot Properties:'''&lt;br /&gt;
I’ll just cover the ones that we will be using.&lt;br /&gt;
&lt;br /&gt;
'''Name:''' This is the resource name and is what will be used when we Post to Local. Change it to match the file name.&lt;br /&gt;
&lt;br /&gt;
'''Impact Length:''' Time in seconds for the stating phase of the effect. Example, a Runner starting off from the start line reaching max speed.&lt;br /&gt;
&lt;br /&gt;
'''Duration Length:''' Time in seconds for the duration of the effect. Example, the time it takes the runner to reach the finish line after reaching max speed.&lt;br /&gt;
&lt;br /&gt;
'''Cessation Length:''' Time in seconds for the ending of the effect. Example, the runner slowing down after crossing the finish line.&lt;br /&gt;
&lt;br /&gt;
We are making a bonfire effect, so we want the fire to start off small, grow in size, then burn itself out. So set the Impact Length to 3 seconds, this will start the fire and grown to its max size. Set the Duration Length to 3 seconds. This will allow us plenty of time to vary the coloration of the flames. Set the Cessation time to 3 seconds as well, as the fire burns out.&lt;br /&gt;
&lt;br /&gt;
You may be thinking that 9 seconds is a very short fire. When the effect is set in a script, the duration time is set within the function ApplyEffect*. This duration time causes the duration time of the animation to loop over and over. So for example, if this bon fire effect is applied to an object for 6 min, the duration part of the effect will loop 120 times, 3 second duration * 120 loops = 360 seconds = 6 minutes. Then the Cessation time plays and the effect is done.&lt;br /&gt;
&lt;br /&gt;
After setting these times, you should now see a time line something like this, More on this in part 2.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_time_line.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Adding an emitter ===&lt;br /&gt;
&lt;br /&gt;
Next we need an emitter. Right click on the window and select “Insert &amp;gt; Insert Emitter”. You should get a pulsating white capsule in the center of the grid and a “NewEmitter” object added to the list on the left.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_emitter.jpg|640px]]&lt;br /&gt;
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Select the NewEmitter object and you will see the properties in the Object inspector window.&lt;br /&gt;
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[[File:T1_op_properties.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
'''Properties Window:'''&lt;br /&gt;
&lt;br /&gt;
'''Name:''' Change the name of the emitter to “Base” this will be the main base of the fire. Naming the emitter will help sort them out when building an effect with several emitters.&lt;br /&gt;
&lt;br /&gt;
'''Material Library:''' This is the library that we will be selecting our particle material from. The DA Effect Libraries start with the prefix fx_*Click on the Material Library box to open the resource window. Select the fx_firelibrary and click OK.&lt;br /&gt;
&lt;br /&gt;
'''Material Object:''' This is the martial that we will use from the above selected Library. For this select “FireFlipbook”.&lt;br /&gt;
Before we continue, save your work and let’s talk about Flipbooks.&lt;br /&gt;
&lt;br /&gt;
A flipbook is a particle that consists of columns and rows of varying images. The animation is created by the effect rapidly flipping through each image, much like a cartoon animation. At this point you should see 4 columns of flickering flames. Note that not all particles are in flipbook form, some are a static image. A simple way to see if the particle is a flipbook, and to see how many columns and rows there are is to set the Birth Rate to 1. Click on the “Emission” tab in the Object Properties and change the top parameter “Birth Rate” to 1. You should now see an image that consists of 4 rows and 4 columns of small flame images. This is a single particle, 4x4 flipbook. Set the Birth Rate back to 10, and return to the “Properties” tab of the Object Inspector, more on Birth Rate later.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_flip.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Type:''' Select “ContactSheet”. &lt;br /&gt;
&lt;br /&gt;
'''Flipbook Random Start Frame:''' This selects a random frame within the flipbook to start with on each emission. Set this to TRUE. This will help give us diversity and make the flame look more “real”.&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Rows:''' This is how many Rows there are in the flipbook, set this number to 4.&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Columns:''' This is the number of Columns in the flipbook, set this to 4 also.&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Frames per Second:''' The particle image has 4 rows and 4 colunms, there are 16 total images to flip through.  This value should be a factor of Rows and Columns, so 4 x 4 = 16. Set this value to at least 16 flips per second.&lt;br /&gt;
&lt;br /&gt;
You should now see a single column of what nearly looks like fire.&lt;br /&gt;
Right now the flames flicker a bit too slow for me, so set the Flipbook Frames per Second to 32. This makes the flames flicker twice as fast because it is now flipping through all 16 images twice per second instead of once.&lt;br /&gt;
Save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_fire.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Age Map:'''&lt;br /&gt;
&lt;br /&gt;
[[File:T1_agemap.jpg]]&lt;br /&gt;
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In the Object Inspector click the “Age Map” Tab.&lt;br /&gt;
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Here we can manipulate the color and the scale of the effect.&lt;br /&gt;
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Color values are in percentage of 0 to 100% on a scale of 0 to 1, so 50% Blue would be 0.5.&lt;br /&gt;
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Most normal fires aren’t white, so set Color B (blue) to 0. Your flame should now be yellow. Set Color G (green) to 0.4. We now have a orangey-red color.&lt;br /&gt;
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Color A (alph) is the flames color intensity setting this to 0.5, the fire is half as intense. Set it where you like.&lt;br /&gt;
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The scale X and Y values can be any number from 0 to infinity. Setting the scale to 1 is the particles normal size. Because the particle image is a 2d image, there is no Z scale. Changing Scale X will affect the X (width) direction of the flame and Scale Y will affect the Y (Height) direction of the particle. For now we will leave them alone.&lt;br /&gt;
&lt;br /&gt;
The corresponding multipliers simply multiply the values in the general section. For example, if you set Color G back to 1, then set Green Color Multiplier to 0.4 you will have the same result. 1 * 0.4 = 0.4&lt;br /&gt;
&lt;br /&gt;
There is a notable difference between the 2 however, the General settings affect the particles over the lifetime of each particle while the Multipliers affect all the particles over the length of the animation. This will be explored further in Part 2. Go ahead and play with the color settings until you have it the way you want it, and then save your work.&lt;br /&gt;
&lt;br /&gt;
'''Emissions'''&lt;br /&gt;
&lt;br /&gt;
[[File:T1_emissions.jpg]]&lt;br /&gt;
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Now click on the “Emission” tab these settings control the particle emissions.&lt;br /&gt;
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'''Birth Rate:''' This is how many particle emit per second. The default is 10, which works out for the fire pretty good. However the flicker is pretty static. So we will change that in a minute.&lt;br /&gt;
&lt;br /&gt;
'''Birth Rate +/-:''' This setting will cause the particle Birth Rate to randomly vary by a positive number or a negative number. If we set this value to 1, the Birth Rate then will vary between 9 and 11 particles per second. Since a 10 Birth Rate seems to be a good number for the most particles per second, set the +/- value to 2, and change the Birth Rate to 8. This will make the max 10 and the min 6 particles per second.&lt;br /&gt;
&lt;br /&gt;
'''Initial Speed:''' This is how fast the particles travel when emitted from the emitter. Changing this value appears to change how long the particles last. However this is not the case, they simple move further before the particle life has expired.&lt;br /&gt;
&lt;br /&gt;
'''Initial Speed +/-:''' This setting works the same as the Birth Rate +/- setting but instead affects the Initial Speed. Set this value to 0.5 which will now give the particles a varying speed between 0.5 and 1.5.&lt;br /&gt;
&lt;br /&gt;
'''Life Expectancy (s):''' This is how long each particle last, in seconds, before vanishing. &lt;br /&gt;
&lt;br /&gt;
'''Life Expectancy +/-''': Again is a random variance to the value set in Life Expectancy. Set this value to 0.5, making the particle last longer and shorter as the fire burns.&lt;br /&gt;
&lt;br /&gt;
'''Scale Range:''' This adds a random variance to the size of the particle much like the other +/- settings. Set this to 0. 6. You should now see the flame vary in size as it emits from the base emitter.&lt;br /&gt;
&lt;br /&gt;
Play with these settings a bit to get familiar with them. In the end you should have a raging fire animation. When you are happy, save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_fire_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Getting the effect in game:'''  Right click on the Root and select “Post to Local”. You'll find the new VFX under the model palette. It can be placed directly in the level editor or the cutscene editor but not the area editor. You can also add the effect dynamically to an area using a script.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' Because an effect is Art work, at present will not be included with a Builder to Builder Create and must be sent separately. Scripting examples to come later once there is a client to test for accuracy.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_ptl.jpg]]&lt;br /&gt;
&lt;br /&gt;
So now you have a raging fire. In part 2 of this tutorial, we will make this fire dance and sing. Part 2 will introduce using the time line settings to very coloration, scale, size and other more advanced settings as well as explore some of the settings introduce here a bit deeper. Keep the bonfire effect you created with this tutorial, we will need it in the second part. The bonfire effect can also be downloaded from the social site.&lt;br /&gt;
&lt;br /&gt;
== VFX Tutorial Part 2 ==&lt;br /&gt;
&lt;br /&gt;
In tutorial #1 we created a good bonfire as a base and up until now we only changed the values directly in the properties on the effect. As we can see this works well for simple effects. Changing the values in this manner alters the effect over its entire life time. &lt;br /&gt;
We have seen how to change the color and scale of the effect by changing the values in the properties age map. This is great for a basic flame but we want to add more life to it by making the flame vary in color and size over the length of the effect.  To start, set all the Values back to default as shown in the 2 pictures below.&lt;br /&gt;
Note: This tutorial assumes you have read Tutorial #1 or are familiar with the basics of the VFX editor.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_agemap_01.jpg]][[File:T2_emission_01.jpg]]&lt;br /&gt;
&lt;br /&gt;
Setting any of these values directly will affect the visual over the entire length of the effect. Instead we want to vary these values so the flame will change from reds, yellows, and orange. We also want to change its size during the impact, duration, and cessation phases of the effect. To do this, we will use the time line to set colors and scale so they change over the course of the effect.&lt;br /&gt;
&lt;br /&gt;
Before we continue, we need to make a small change. Select the Root of the effect and in the Object Inspector, change the Impact time to 5 sec and the Cessation time to 8 sec. The 5 sec impact will allow us enough time to see the changes in the flame as it grows and the longer cessation time is for the smoke we will be adding later on.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_root_01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the “Base” object, at the top right corner there is a drop down window, select “Color” from the list. Note, when using the time lines, make sure you have the correct emitter object selected. In this case it is the Base emitter. You should then see a time line like the one below.&lt;br /&gt;
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[[File:T2_color_01.jpg|680px]]&lt;br /&gt;
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Notice at the top of the time line is reads “Particle Lifetime”. This means that the changes we make here will affect each partial over the lifetime of each particle. The lifetime of the particle is directly related to the “Lifetime” value setting in the Emissions Tab, which currently is set to 1 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Parts of the Time line ===&lt;br /&gt;
&lt;br /&gt;
[[File:T2_timeparts_01.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
'''Control Point:''' The round dots allow you move the value up, down, left, or right within the time line.&lt;br /&gt;
&lt;br /&gt;
'''Value Rang:''' The left side of the time line shows the value range. At this current control point, the value is 1, which is the current value for all 4 colors in the Age map.&lt;br /&gt;
&lt;br /&gt;
'''Current Value:''' The dotted line shows the current value any place on the time line. Currently it is set to 1 over the entire length of the particle lifetime. When a control point is added, the line between the 2 control points will become solid.&lt;br /&gt;
&lt;br /&gt;
'''Visible:'''  This box shows which time lines are visible, the dotted or solid line. You can select or unselect these time lines. Currently all 4 are selected and visible. All 4 also are set at the same value so you only see one control point as all 4 are stacked from top to bottom, Color A being the one on top.&lt;br /&gt;
&lt;br /&gt;
Click inside the time line and you will get a vertical bar. Drag the bar to the far right until the end of the timeline is reached. This bar represents that point in time and I will refer to this bar as the Point bar. Clicking anywhere on the time line will move the point bar to that point in time. &lt;br /&gt;
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[[File:T1_v_bar.jpg]]&lt;br /&gt;
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&lt;br /&gt;
Right click on the time line and select “Add Control Point”. This adds a node at the point in which the point bar and the time line intersects. Also note that the Colors in the age map turn red, this indicates that the values are now controlled by the time line and can vary in value depending on the point in time. Also note that this adds a Control Point to each time line that is visible, so all 4 colors get an added node.&lt;br /&gt;
Before we continue, save your work. Next turn the Loop Animation Off by clicking on it at the top right so it is no longer highlighted.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_timeparts_02.jpg]]&lt;br /&gt;
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There are 2 ways that we can set the values on the time line, directly in the value box of the Age Map, or by dragging the control points on the time line. To see how it affects the animation, first make sure the point bar is to the far right at 100. Change the value Color B to 0 directly in the Age Map properties, just as we did in Tutorial 1. You should now see a blue line starting at 1 and dropping to 0 at the end of the time line. By changing the value on the Age Map, you affect the control point that intersects with the Point Bar. The Flame should now be white at the bottom and Yellow at the top.&lt;br /&gt;
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[[File:T2_cb.jpg|680px]]&lt;br /&gt;
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&lt;br /&gt;
To see what happens to each particle, go to the Emission tab and change the birth rate to 1. You will see the particle start from the emitter as white, and then gradually change to yellow. Set the Birth rate back to 10 and return to the Age Map.&lt;br /&gt;
&lt;br /&gt;
Now move the point bar to the far left on 0. Notice that the value in Color B on the Age Map is again 1. Change this to 0 also and the left most control point will drop to 0 and you time line should now look like this.&lt;br /&gt;
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[[File:T2_cb_2.jpg|680px]]&lt;br /&gt;
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The small box in the lower right corner in the above image indicates which time lines are visible. Right now all 4 colors are visible on the time line. Next we will affect the green color by dragging the control points instead of changing the value directly in the Age Map. However the green time line in underneath the Alpha time line. So to make it visible, click the check mark to unselect the Alpha Color. The Alpha line goes away and we can now see the Green time line. Also uncheck the Red and Blue color time lines so only the Green is visible.&lt;br /&gt;
&lt;br /&gt;
Next Click and hold on the far left (0) control point of the Green time line and drag it down a bit, about half way between 1 and 0, you should see the flame change colors as you drag it down. Grab the right most control point and drag it down to 0. You should now have a flame that is brighter red at the bottom and darker at the top.&lt;br /&gt;
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[[File:T2_cg.jpg|680px]]&lt;br /&gt;
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&lt;br /&gt;
Now we are going to add 2 more control points to the Green time line. Move the Point Bar to 5 on the Particle Lifetime line, right click and select “Add Control Point”. Now move the Point Bar to 10 on the timeline and add a second control point. Grab the first control point we just added, the one at 5, and drag it up to about 0.7. This will create a bright flicker at the base of the fire.&lt;br /&gt;
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[[File:T2_cg_2.jpg|680px]]&lt;br /&gt;
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&lt;br /&gt;
Now we just need to fade out the top of the flame a bit so the bottom is more intense than the top. Uncheck the green timeline and check the Color A (Alpha). Color A is a transparency color and can be use to alter the intensity of the particle. Grab the Right most control point and drag it down to about 40% (0.4). You will see that the top is less visible than the bottom of the flame. Save your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Changing its size ===&lt;br /&gt;
&lt;br /&gt;
Right now the flame is a single column that is the same size at the top as it is at the base, this is not very realistic so we will remedy that by changing the scale of the particle. &lt;br /&gt;
&lt;br /&gt;
In the drop down menu at the top right, select “Scale”. Again you will see a time line labeled “Particle Lifetime” a Control point, and a box showing the “Scale Y” and “Scale X” time lines. As we did before, move the Point Bar to the far right at 100 and right click and select “Add Control Point”. Now uncheck the Scale X time line so only the Scale Y line is visible. Move the Left control point to about 1.5 and the right control point to about 1.75. Check the Scale X timeline to make it visible and move the left control point to about 1.5 and the right control point to 0.5. This will widen the base and stretch the top to a point much like a real fire.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_scale.jpg|680px]]&lt;br /&gt;
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&lt;br /&gt;
Now the fun begins. Up until now we have been changing values over the lifetime of the particles. Now we will start changing values over the Impact, Duration, and Cessation time of the effect, but first save your work.&lt;br /&gt;
&lt;br /&gt;
Select the “Emissions” Tab in the Object Properties. In the drop down menu, select “Birth Rate”. This time you will see a bit different looking time line. At the top you will see 3 sections, Impact which starts at 0 and ends at 5000, Duration starting at 5001 and ending at 8000, and the Cessation which starts at 8001 and ends at 1600. These times correlate to the 5 sec Impact, 3 second Duration, and the 8 second Cessation times specified in the VFX root.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' You can Zoom Extents by double clicking inside the time graph, or zoom in/out by using the mouse scroll wheel.&lt;br /&gt;
&lt;br /&gt;
When an effect is used in game, the Impact time plays, then the Duration time is looped for the length of the applied effect, then the Cessation time plays. For example, if the fire effect is applied to a wood pile for 3 min, the Impact time plays then the 2 second duration is looped for 3 min then the cessation time plays. With this in mind, we want the fire to build up to the a full blown fire, then taper off and go out.&lt;br /&gt;
&lt;br /&gt;
In the Birth Rate time line, add 3 more control points, one at the Duration start, one at the duration end, and one at about 12000. Starting from the left move the left most control point to 0, move the second Control Point to 10, the third Control Point to 10 and the fourth to 0.&lt;br /&gt;
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[[File:T2_br_2.jpg|680px]]&lt;br /&gt;
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&lt;br /&gt;
Notice that the flame stops burning like it was before. This is because now the total effect length is a factor. Slide the Point Bar back and forth on the time line, you can see what happens to the fire at any point in time. Now to view the animation of the effect, you must click the Play button in the upper right corner. The Point Bar will scroll across the time line and the results can be viewed in the effect window.&lt;br /&gt;
&lt;br /&gt;
The fire should now start out slow and build up then taper off and go out at around 12 seconds. You can click on the Loop Animation if you want and the effect will continue to loop until paused by the Pause Animation button or by clicking in the time line.&lt;br /&gt;
&lt;br /&gt;
Now select Life in the drop down menu. Right now each point in time the flame last 1 second. We want to change this so the flame when first starting out or ending doesn’t last that long. Keep the tip I gave above in mind, and make the Life time line look like the one in the picture. The Control Point times from left to right are 0, 1, 1.4, 1, 0 then save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_life.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Let’s Dance:'''&lt;br /&gt;
&lt;br /&gt;
Right now we have our fire looking pretty good, but there is one element still missing, the wavering and dancing of a real fire. On the Emission table item 12 and 13 are “Spawn Spread X (Deg)” and “Spawn Spread Y (Deg)”. These settings affect the spread of the particles in the X and Y directions, that is the particles can emit in varying directions in degrees from the emitter. Set both of these to 20 degrees.&lt;br /&gt;
&lt;br /&gt;
Now our fire dances. Note that these settings could be set using the time line “Spawn Spread” as well, feel free to play with that if you wish.&lt;br /&gt;
&lt;br /&gt;
We can get a better Idea of what our effect will look like in game by adding a reference model. Right click on the Root and select “Insert &amp;gt; Insert Reference Model”. In the Resource window Name field we can filter the list to make it easier to find what we are looking for, so enter *fire* and press enter. Now your resource list will only show those items with the word fire in it.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_resource.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose the resource “plc_firepit_01_1”. Turn Bounding box Off by clicking it at the top to un-highlight it. This gets rid of the yellow square around the objects. Turn the Collision Plane on by clicking on it to highlight it. This will simulate a stone floor at the walk mesh level.&lt;br /&gt;
&lt;br /&gt;
Now play you animation. You can also select the Base object and click anywhere in the time line, for example if you place the Point Bar anyplace in the Duration time you can watch your fire burn at it’s full potential.&lt;br /&gt;
&lt;br /&gt;
'''Challenge:''' Replace the plc_firepit_01_1 with the plc_bonfire01_1 reference model. Scale your fire up, and increase it’s life time to engulf the wood pile in flames.&lt;br /&gt;
Don’t forget to save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_fin.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
This concludes Part 2 of the tutorial. In Part 3 we will be adding smoke and lighting to the flame and make the flickering flame reflect off of surrounding objects.&lt;br /&gt;
&lt;br /&gt;
== VFX Tutorial Part 3 ==&lt;br /&gt;
&lt;br /&gt;
This tutorial assumes you have read Tutorial #1 and #2 and are now familiar with using the time lines to adjust values over time. You can down load the final effect from Tutorial #2 from the social site if you need it to continue with Tutorial #3.&lt;br /&gt;
&lt;br /&gt;
'''Where there’s smoke:'''&lt;br /&gt;
&lt;br /&gt;
Our fire is missing 2 more elements to be complete, smoke and lighting.&lt;br /&gt;
&lt;br /&gt;
First we will add the smoke.&lt;br /&gt;
Right click on the effect Root and select “Insert &amp;gt; Insert Emitter”. You will see a second emitter appear on top of the first one.&lt;br /&gt;
Select the new emitter and in the Object Inspector properties, change its name to Smoke. For Material Library, select fx_smoke_vol. For Material Object select fx_smoke_vol_blend.&lt;br /&gt;
&lt;br /&gt;
In the First tutorial we talked about the Flipbook Type: Contact Sheet. For this effect we will be using the Flipbook Type: Volume. This works similar to the Contact Sheet type except that the Flipbook Rows is the number of layers, usually 2 or 4. The Flipbook Columns should always be 1 and the Frame per second is a factor of the 2, i.e. Rows x Columns. Set these to 2, 1, and 2 respectively.&lt;br /&gt;
&lt;br /&gt;
In the Age map, set the colors R, G, B to 0.5 and Color A to 0.7. Our smoke should now look more like smoke, but we have a ways to go yet.&lt;br /&gt;
Smoke usually bellows upwards and spreads out as it rises. We can simulate this with a combination of the Scale and Scale Multiplier time lines.&lt;br /&gt;
Select the smoke emitter and the Scale time line from the top right drop down menu. We want the smoke to grow in size both in the X and Y directions, but more so in the X direction.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_scale.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Both X and Y should start at 1 and X should end around 5.5 and Y should end around 3.5 over the life of the particle. This will give us a funnel shape.&lt;br /&gt;
&lt;br /&gt;
Now select the Scale Multiplier time line. We can use this line to make the smoke grow in proportion to the flame during it’s impact, duration, and cessation times.&lt;br /&gt;
&lt;br /&gt;
Start out at a 0 multiplier and raise it to 1 at the start and during the duration time, then taper it back down to 0 during the Cessation time. Notice that at around 12000, the flame is gone and we are only left with smoke for the last 4 seconds of the effect.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_scale_mult.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Now we need to change a few of the Emissions. Set the Birth rate to 3, Life Expectancy to 2.5 and Life Expectancy +/- to 0.5. If you recall from previous tutorials the +/- will give us a variance on how long the particle last. As we did with the flame, we want the smoke to also waver from left to right and forward and back, set the Spawn Spread X (Deg) and Spawn Spread Y (Deg) to 10.&lt;br /&gt;
&lt;br /&gt;
'''Changing Position:'''&lt;br /&gt;
&lt;br /&gt;
By now you may have noticed that when you play the effect in full, the smoke stays at ground level. Smoke naturally rises from the top of the flame, not from the base. This is OK during the Impact and cessation phase as the fire is small and near the ground level. However, we need the smoke to rise to the top of the flame during the Duration phase. To do this we will use the position time line to make the smoke rise, and lower as the flame grows.&lt;br /&gt;
&lt;br /&gt;
With the smoke emitter selected, select the Position Time Line. Unselect the X and Y position time lines so only the Z line is visible. Add a control point at the start and end of the Duration time. Also add a control point at around 12000 and one at the end of the effect time.&lt;br /&gt;
&lt;br /&gt;
Raise the control points at the start and end of the duration to about 1.2, so it looks like the pic below.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_position.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Now when you play the effect, the smoke should rise and lower with the flame. Feel free to play with any of these settings to get the look you like best.&lt;br /&gt;
&lt;br /&gt;
'''Fade it out:'''&lt;br /&gt;
&lt;br /&gt;
If you zoom out and look at the Animation as a whole you will notice that the smoke just suddenly disappears at the top, looks a bit odd. Instead we will fade it out so this isn’t seen.&lt;br /&gt;
&lt;br /&gt;
Select the Smoke emitter and then select the Color time line. Uncheck all the colors except the Alpha color. Add 2 or 3 control points towards the end of the time line and tapper the alpha down to 0 at the end of the particle life time. This makes the smoke fade out naturally. Save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_colora.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Light My Fire:'''&lt;br /&gt;
&lt;br /&gt;
Before we continue, let’s put our fire into a game scene. Select the VFX Root and in the Object Inspector, under “Layout Settings”. You can select a area and see what your effect will look like in game. In Layout, select the area resource. Your effect should be near the upper right corner.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_arena.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Play the VFX a few times, notice there is no light given off by the fire.&lt;br /&gt;
&lt;br /&gt;
Right click the VFX root and select Insert &amp;gt; Insert Light. A new light object will be inserted on top of the fire emitter. It’s right where we need it to be, by default.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_light_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Light Properties:&lt;br /&gt;
Affects Characters: Set this to true. This setting specifies if the light should reflect off nearby creatures and characters.&lt;br /&gt;
Affects Level: same as above but it applies to the surrounding terrain.&lt;br /&gt;
Name: Name your light, I called mine “Flicker”&lt;br /&gt;
&lt;br /&gt;
First we need to give the light some color, a good yellowish – red should do. Set Color G to 0.5 and Color B 0. To make the fire flicker, we will change the intensity of the color to coincide with the flame.&lt;br /&gt;
&lt;br /&gt;
Select the Flame object and then select the “Color Intensity” time line from the drop down list. Add several control points and adjust the intensity up and down so it climaxes during the duration, similar to the image shown.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_intens.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Be sure to drop the intensity to 0 at around 12000 as this is where the flame goes out.&lt;br /&gt;
&lt;br /&gt;
TIP: You can manually slide the time bar left and right on the time line to get a visual check of the intensity control points.&lt;br /&gt;
&lt;br /&gt;
Now we have a nice bon fire complete with smoke and lighting.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_flame.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Challenge:''' Using the Material Library “fx_distortionmatlib” add a third emitter and give your fire distortion.&lt;br /&gt;
&lt;br /&gt;
This concludes the basic VFX Tutorials, Thanks for reading.&lt;br /&gt;
Author: Jassper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:VFX]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=VFX_Tutorial&amp;diff=15871</id>
		<title>VFX Tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=VFX_Tutorial&amp;diff=15871"/>
				<updated>2011-02-26T14:59:29Z</updated>
		
		<summary type="html">&lt;p&gt;Warslav: /* VFX Tutorial Part 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vfx}}&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 1 [[File:VFX_Tut_p1.pdf]]&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 2 [[File:VFX_Tut_p2.pdf]]&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 3 [[File:VFX_Tut_p3.pdf]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== VFX Tutorial Part 1 ==&lt;br /&gt;
&lt;br /&gt;
This tutorial is to get you started in creating your own visual effects to be used in the DA toolset. Tutorial #1 will cover the basics of creating, editing, and implementing the visual effect.&lt;br /&gt;
&lt;br /&gt;
=== Creating a new visual effect ===&lt;br /&gt;
&lt;br /&gt;
To create a new VFX, right click on the palette window and select “NEW &amp;gt; VFX”&lt;br /&gt;
&lt;br /&gt;
[[File:new VFX.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
The VFX Editor will open up showing a square grid and a “Select VFX” window in the middle. For this tutorial we will be doing a Placeable effect, so select “Placeable” and click “OK”.&lt;br /&gt;
&lt;br /&gt;
On the top left, you should see a little globe called “VFXRoot” and in the Object Inspector you should see the properties of VFXRoot.&lt;br /&gt;
At this point, save your work by selecting “File &amp;gt; Save As” or clicking the Save Icon in the upper left. You will be prompted for a file name. I like to keep all of my VFX files in one place so in My Documents/Bioware/Dragon Age folder I created a VFX folder to save my files.&lt;br /&gt;
&lt;br /&gt;
For this tutorial we will be creating a bonfire type of effect and to stay with Dragon Age [[Naming conventions]], we will use a 3 letter prefix, underscore, and then the file name. Name the file “fxp_bonfire_jp”&lt;br /&gt;
The “fxp” is for “Visual Effect Placeable” (all VFX files start with fx*) “bonfire” tells me what the effect is, and the “jp” on the end lets me know that it is my effect and not someone else’s, you can add whatever suffix you want. Click “Save” when done.&lt;br /&gt;
&lt;br /&gt;
You can close the toolset at any time and return to this tutorial. You can open your effect again later by selecting “File &amp;gt; Open” and navigate to and select the file you just saved.&lt;br /&gt;
&lt;br /&gt;
=== VFX root properties ===&lt;br /&gt;
&lt;br /&gt;
[[File:t1_root_obj_inspector.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
'''VFXRoot Properties:'''&lt;br /&gt;
I’ll just cover the ones that we will be using.&lt;br /&gt;
&lt;br /&gt;
'''Name:''' This is the resource name and is what will be used when we Post to Local. Change it to match the file name.&lt;br /&gt;
&lt;br /&gt;
'''Impact Length:''' Time in seconds for the stating phase of the effect. Example, a Runner starting off from the start line reaching max speed.&lt;br /&gt;
&lt;br /&gt;
'''Duration Length:''' Time in seconds for the duration of the effect. Example, the time it takes the runner to reach the finish line after reaching max speed.&lt;br /&gt;
&lt;br /&gt;
'''Cessation Length:''' Time in seconds for the ending of the effect. Example, the runner slowing down after crossing the finish line.&lt;br /&gt;
&lt;br /&gt;
We are making a bonfire effect, so we want the fire to start off small, grow in size, then burn itself out. So set the Impact Length to 3 seconds, this will start the fire and grown to its max size. Set the Duration Length to 3 seconds. This will allow us plenty of time to vary the coloration of the flames. Set the Cessation time to 3 seconds as well, as the fire burns out.&lt;br /&gt;
&lt;br /&gt;
You may be thinking that 9 seconds is a very short fire. When the effect is set in a script, the duration time is set within the function ApplyEffect*. This duration time causes the duration time of the animation to loop over and over. So for example, if this bon fire effect is applied to an object for 6 min, the duration part of the effect will loop 120 times, 3 second duration * 120 loops = 360 seconds = 6 minutes. Then the Cessation time plays and the effect is done.&lt;br /&gt;
&lt;br /&gt;
After setting these times, you should now see a time line something like this, More on this in part 2.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_time_line.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Adding an emitter ===&lt;br /&gt;
&lt;br /&gt;
Next we need an emitter. Right click on the window and select “Insert &amp;gt; Insert Emitter”. You should get a pulsating white capsule in the center of the grid and a “NewEmitter” object added to the list on the left.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_emitter.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
Select the NewEmitter object and you will see the properties in the Object inspector window.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_op_properties.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
'''Properties Window:'''&lt;br /&gt;
&lt;br /&gt;
'''Name:''' Change the name of the emitter to “Base” this will be the main base of the fire. Naming the emitter will help sort them out when building an effect with several emitters.&lt;br /&gt;
&lt;br /&gt;
'''Material Library:''' This is the library that we will be selecting our particle material from. The DA Effect Libraries start with the prefix fx_*Click on the Material Library box to open the resource window. Select the fx_firelibrary and click OK.&lt;br /&gt;
&lt;br /&gt;
'''Material Object:''' This is the martial that we will use from the above selected Library. For this select “FireFlipbook”.&lt;br /&gt;
Before we continue, save your work and let’s talk about Flipbooks.&lt;br /&gt;
&lt;br /&gt;
A flipbook is a particle that consists of columns and rows of varying images. The animation is created by the effect rapidly flipping through each image, much like a cartoon animation. At this point you should see 4 columns of flickering flames. Note that not all particles are in flipbook form, some are a static image. A simple way to see if the particle is a flipbook, and to see how many columns and rows there are is to set the Birth Rate to 1. Click on the “Emission” tab in the Object Properties and change the top parameter “Birth Rate” to 1. You should now see an image that consists of 4 rows and 4 columns of small flame images. This is a single particle, 4x4 flipbook. Set the Birth Rate back to 10, and return to the “Properties” tab of the Object Inspector, more on Birth Rate later.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_flip.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Type:''' Select “ContactSheet”. &lt;br /&gt;
&lt;br /&gt;
'''Flipbook Random Start Frame:''' This selects a random frame within the flipbook to start with on each emission. Set this to TRUE. This will help give us diversity and make the flame look more “real”.&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Rows:''' This is how many Rows there are in the flipbook, set this number to 4.&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Columns:''' This is the number of Columns in the flipbook, set this to 4 also.&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Frames per Second:''' The particle image has 4 rows and 4 colunms, there are 16 total images to flip through.  This value should be a factor of Rows and Columns, so 4 x 4 = 16. Set this value to at least 16 flips per second.&lt;br /&gt;
&lt;br /&gt;
You should now see a single column of what nearly looks like fire.&lt;br /&gt;
Right now the flames flicker a bit too slow for me, so set the Flipbook Frames per Second to 32. This makes the flames flicker twice as fast because it is now flipping through all 16 images twice per second instead of once.&lt;br /&gt;
Save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_fire.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Age Map:'''&lt;br /&gt;
&lt;br /&gt;
[[File:T1_agemap.jpg]]&lt;br /&gt;
&lt;br /&gt;
In the Object Inspector click the “Age Map” Tab.&lt;br /&gt;
&lt;br /&gt;
Here we can manipulate the color and the scale of the effect.&lt;br /&gt;
&lt;br /&gt;
Color values are in percentage of 0 to 100% on a scale of 0 to 1, so 50% Blue would be 0.5.&lt;br /&gt;
&lt;br /&gt;
Most normal fires aren’t white, so set Color B (blue) to 0. Your flame should now be yellow. Set Color G (green) to 0.4. We now have a orangey-red color.&lt;br /&gt;
&lt;br /&gt;
Color A (alph) is the flames color intensity setting this to 0.5, the fire is half as intense. Set it where you like.&lt;br /&gt;
&lt;br /&gt;
The scale X and Y values can be any number from 0 to infinity. Setting the scale to 1 is the particles normal size. Because the particle image is a 2d image, there is no Z scale. Changing Scale X will affect the X (width) direction of the flame and Scale Y will affect the Y (Height) direction of the particle. For now we will leave them alone.&lt;br /&gt;
&lt;br /&gt;
The corresponding multipliers simply multiply the values in the general section. For example, if you set Color G back to 1, then set Green Color Multiplier to 0.4 you will have the same result. 1 * 0.4 = 0.4&lt;br /&gt;
&lt;br /&gt;
There is a notable difference between the 2 however, the General settings affect the particles over the lifetime of each particle while the Multipliers affect all the particles over the length of the animation. This will be explored further in Part 2. Go ahead and play with the color settings until you have it the way you want it, and then save your work.&lt;br /&gt;
&lt;br /&gt;
'''Emissions'''&lt;br /&gt;
&lt;br /&gt;
[[File:T1_emissions.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now click on the “Emission” tab these settings control the particle emissions.&lt;br /&gt;
&lt;br /&gt;
'''Birth Rate:''' This is how many particle emit per second. The default is 10, which works out for the fire pretty good. However the flicker is pretty static. So we will change that in a minute.&lt;br /&gt;
&lt;br /&gt;
'''Birth Rate +/-:''' This setting will cause the particle Birth Rate to randomly vary by a positive number or a negative number. If we set this value to 1, the Birth Rate then will vary between 9 and 11 particles per second. Since a 10 Birth Rate seems to be a good number for the most particles per second, set the +/- value to 2, and change the Birth Rate to 8. This will make the max 10 and the min 6 particles per second.&lt;br /&gt;
&lt;br /&gt;
'''Initial Speed:''' This is how fast the particles travel when emitted from the emitter. Changing this value appears to change how long the particles last. However this is not the case, they simple move further before the particle life has expired.&lt;br /&gt;
&lt;br /&gt;
'''Initial Speed +/-:''' This setting works the same as the Birth Rate +/- setting but instead affects the Initial Speed. Set this value to 0.5 which will now give the particles a varying speed between 0.5 and 1.5.&lt;br /&gt;
&lt;br /&gt;
'''Life Expectancy (s):''' This is how long each particle last, in seconds, before vanishing. &lt;br /&gt;
&lt;br /&gt;
'''Life Expectancy +/-''': Again is a random variance to the value set in Life Expectancy. Set this value to 0.5, making the particle last longer and shorter as the fire burns.&lt;br /&gt;
&lt;br /&gt;
'''Scale Range:''' This adds a random variance to the size of the particle much like the other +/- settings. Set this to 0. 6. You should now see the flame vary in size as it emits from the base emitter.&lt;br /&gt;
&lt;br /&gt;
Play with these settings a bit to get familiar with them. In the end you should have a raging fire animation. When you are happy, save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_fire_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Getting the effect in game:'''  Right click on the Root and select “Post to Local”. You'll find the new VFX under the model palette. It can be placed directly in the level editor or the cutscene editor but not the area editor. You can also add the effect dynamically to an area using a script.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' Because an effect is Art work, at present will not be included with a Builder to Builder Create and must be sent separately. Scripting examples to come later once there is a client to test for accuracy.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_ptl.jpg]]&lt;br /&gt;
&lt;br /&gt;
So now you have a raging fire. In part 2 of this tutorial, we will make this fire dance and sing. Part 2 will introduce using the time line settings to very coloration, scale, size and other more advanced settings as well as explore some of the settings introduce here a bit deeper. Keep the bonfire effect you created with this tutorial, we will need it in the second part. The bonfire effect can also be downloaded from the social site.&lt;br /&gt;
&lt;br /&gt;
== VFX Tutorial Part 2 ==&lt;br /&gt;
&lt;br /&gt;
In tutorial #1 we created a good bonfire as a base and up until now we only changed the values directly in the properties on the effect. As we can see this works well for simple effects. Changing the values in this manner alters the effect over its entire life time. &lt;br /&gt;
We have seen how to change the color and scale of the effect by changing the values in the properties age map. This is great for a basic flame but we want to add more life to it by making the flame vary in color and size over the length of the effect.  To start, set all the Values back to default as shown in the 2 pictures below.&lt;br /&gt;
Note: This tutorial assumes you have read Tutorial #1 or are familiar with the basics of the VFX editor.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_agemap_01.jpg]][[File:T2_emission_01.jpg]]&lt;br /&gt;
&lt;br /&gt;
Setting any of these values directly will affect the visual over the entire length of the effect. Instead we want to vary these values so the flame will change from reds, yellows, and orange. We also want to change its size during the impact, duration, and cessation phases of the effect. To do this, we will use the time line to set colors and scale so they change over the course of the effect.&lt;br /&gt;
&lt;br /&gt;
Before we continue, we need to make a small change. Select the Root of the effect and in the Object Inspector, change the Impact time to 5 sec and the Cessation time to 8 sec. The 5 sec impact will allow us enough time to see the changes in the flame as it grows and the longer cessation time is for the smoke we will be adding later on.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_root_01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the “Base” object, at the top right corner there is a drop down window, select “Color” from the list. Note, when using the time lines, make sure you have the correct emitter object selected. In this case it is the Base emitter. You should then see a time line like the one below.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_color_01.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notice at the top of the time line is reads “Particle Lifetime”. This means that the changes we make here will affect each partial over the lifetime of each particle. The lifetime of the particle is directly related to the “Lifetime” value setting in the Emissions Tab, which currently is set to 1 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Parts of the Time line ===&lt;br /&gt;
&lt;br /&gt;
[[File:T2_timeparts_01.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
'''Control Point:''' The round dots allow you move the value up, down, left, or right within the time line.&lt;br /&gt;
&lt;br /&gt;
'''Value Rang:''' The left side of the time line shows the value range. At this current control point, the value is 1, which is the current value for all 4 colors in the Age map.&lt;br /&gt;
&lt;br /&gt;
'''Current Value:''' The dotted line shows the current value any place on the time line. Currently it is set to 1 over the entire length of the particle lifetime. When a control point is added, the line between the 2 control points will become solid.&lt;br /&gt;
&lt;br /&gt;
'''Visible:'''  This box shows which time lines are visible, the dotted or solid line. You can select or unselect these time lines. Currently all 4 are selected and visible. All 4 also are set at the same value so you only see one control point as all 4 are stacked from top to bottom, Color A being the one on top.&lt;br /&gt;
&lt;br /&gt;
Click inside the time line and you will get a vertical bar. Drag the bar to the far right until the end of the timeline is reached. This bar represents that point in time and I will refer to this bar as the Point bar. Clicking anywhere on the time line will move the point bar to that point in time. &lt;br /&gt;
&lt;br /&gt;
[[File:T1_v_bar.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Right click on the time line and select “Add Control Point”. This adds a node at the point in which the point bar and the time line intersects. Also note that the Colors in the age map turn red, this indicates that the values are now controlled by the time line and can vary in value depending on the point in time. Also note that this adds a Control Point to each time line that is visible, so all 4 colors get an added node.&lt;br /&gt;
Before we continue, save your work. Next turn the Loop Animation Off by clicking on it at the top right so it is no longer highlighted.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_timeparts_02.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 2 ways that we can set the values on the time line, directly in the value box of the Age Map, or by dragging the control points on the time line. To see how it affects the animation, first make sure the point bar is to the far right at 100. Change the value Color B to 0 directly in the Age Map properties, just as we did in Tutorial 1. You should now see a blue line starting at 1 and dropping to 0 at the end of the time line. By changing the value on the Age Map, you affect the control point that intersects with the Point Bar. The Flame should now be white at the bottom and Yellow at the top.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_cb.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To see what happens to each particle, go to the Emission tab and change the birth rate to 1. You will see the particle start from the emitter as white, and then gradually change to yellow. Set the Birth rate back to 10 and return to the Age Map.&lt;br /&gt;
&lt;br /&gt;
Now move the point bar to the far left on 0. Notice that the value in Color B on the Age Map is again 1. Change this to 0 also and the left most control point will drop to 0 and you time line should now look like this.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_cb_2.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The small box in the lower right corner in the above image indicates which time lines are visible. Right now all 4 colors are visible on the time line. Next we will affect the green color by dragging the control points instead of changing the value directly in the Age Map. However the green time line in underneath the Alpha time line. So to make it visible, click the check mark to unselect the Alpha Color. The Alpha line goes away and we can now see the Green time line. Also uncheck the Red and Blue color time lines so only the Green is visible.&lt;br /&gt;
&lt;br /&gt;
Next Click and hold on the far left (0) control point of the Green time line and drag it down a bit, about half way between 1 and 0, you should see the flame change colors as you drag it down. Grab the right most control point and drag it down to 0. You should now have a flame that is brighter red at the bottom and darker at the top.&lt;br /&gt;
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[[File:T2_cg.jpg|680px]]&lt;br /&gt;
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Now we are going to add 2 more control points to the Green time line. Move the Point Bar to 5 on the Particle Lifetime line, right click and select “Add Control Point”. Now move the Point Bar to 10 on the timeline and add a second control point. Grab the first control point we just added, the one at 5, and drag it up to about 0.7. This will create a bright flicker at the base of the fire.&lt;br /&gt;
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[[File:T2_cg_2.jpg|680px]]&lt;br /&gt;
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Now we just need to fade out the top of the flame a bit so the bottom is more intense than the top. Uncheck the green timeline and check the Color A (Alpha). Color A is a transparency color and can be use to alter the intensity of the particle. Grab the Right most control point and drag it down to about 40% (0.4). You will see that the top is less visible than the bottom of the flame. Save your work.&lt;br /&gt;
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=== Changing its size ===&lt;br /&gt;
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Right now the flame is a single column that is the same size at the top as it is at the base, this is not very realistic so we will remedy that by changing the scale of the particle. &lt;br /&gt;
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In the drop down menu at the top right, select “Scale”. Again you will see a time line labeled “Particle Lifetime” a Control point, and a box showing the “Scale Y” and “Scale X” time lines. As we did before, move the Point Bar to the far right at 100 and right click and select “Add Control Point”. Now uncheck the Scale X time line so only the Scale Y line is visible. Move the Left control point to about 1.5 and the right control point to about 1.75. Check the Scale X timeline to make it visible and move the left control point to about 1.5 and the right control point to 0.5. This will widen the base and stretch the top to a point much like a real fire.&lt;br /&gt;
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[[File:T2_scale.jpg|680px]]&lt;br /&gt;
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Now the fun begins. Up until now we have been changing values over the lifetime of the particles. Now we will start changing values over the Impact, Duration, and Cessation time of the effect, but first save your work.&lt;br /&gt;
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Select the “Emissions” Tab in the Object Properties. In the drop down menu, select “Birth Rate”. This time you will see a bit different looking time line. At the top you will see 3 sections, Impact which starts at 0 and ends at 5000, Duration starting at 5001 and ending at 8000, and the Cessation which starts at 8001 and ends at 1600. These times correlate to the 5 sec Impact, 3 second Duration, and the 8 second Cessation times specified in the VFX root.&lt;br /&gt;
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'''TIP:''' You can Zoom Extents by double clicking inside the time graph, or zoom in/out by using the mouse scroll wheel.&lt;br /&gt;
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When an effect is used in game, the Impact time plays, then the Duration time is looped for the length of the applied effect, then the Cessation time plays. For example, if the fire effect is applied to a wood pile for 3 min, the Impact time plays then the 2 second duration is looped for 3 min then the cessation time plays. With this in mind, we want the fire to build up to the a full blown fire, then taper off and go out.&lt;br /&gt;
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In the Birth Rate time line, add 3 more control points, one at the Duration start, one at the duration end, and one at about 12000. Starting from the left move the left most control point to 0, move the second Control Point to 10, the third Control Point to 10 and the fourth to 0.&lt;br /&gt;
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[[File:T2_br_2.jpg|680px]]&lt;br /&gt;
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Notice that the flame stops burning like it was before. This is because now the total effect length is a factor. Slide the Point Bar back and forth on the time line, you can see what happens to the fire at any point in time. Now to view the animation of the effect, you must click the Play button in the upper right corner. The Point Bar will scroll across the time line and the results can be viewed in the effect window.&lt;br /&gt;
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The fire should now start out slow and build up then taper off and go out at around 12 seconds. You can click on the Loop Animation if you want and the effect will continue to loop until paused by the Pause Animation button or by clicking in the time line.&lt;br /&gt;
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Now select Life in the drop down menu. Right now each point in time the flame last 1 second. We want to change this so the flame when first starting out or ending doesn’t last that long. Keep the tip I gave above in mind, and make the Life time line look like the one in the picture. The Control Point times from left to right are 0, 1, 1.4, 1, 0 then save your work.&lt;br /&gt;
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[[File:T2_life.jpg|680px]]&lt;br /&gt;
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'''Let’s Dance:'''&lt;br /&gt;
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Right now we have our fire looking pretty good, but there is one element still missing, the wavering and dancing of a real fire. On the Emission table item 12 and 13 are “Spawn Spread X (Deg)” and “Spawn Spread Y (Deg)”. These settings affect the spread of the particles in the X and Y directions, that is the particles can emit in varying directions in degrees from the emitter. Set both of these to 20 degrees.&lt;br /&gt;
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Now our fire dances. Note that these settings could be set using the time line “Spawn Spread” as well, feel free to play with that if you wish.&lt;br /&gt;
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We can get a better Idea of what our effect will look like in game by adding a reference model. Right click on the Root and select “Insert &amp;gt; Insert Reference Model”. In the Resource window Name field we can filter the list to make it easier to find what we are looking for, so enter *fire* and press enter. Now your resource list will only show those items with the word fire in it.&lt;br /&gt;
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[[File:T2_resource.jpg]]&lt;br /&gt;
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Choose the resource “plc_firepit_01_1”. Turn Bounding box Off by clicking it at the top to un-highlight it. This gets rid of the yellow square around the objects. Turn the Collision Plane on by clicking on it to highlight it. This will simulate a stone floor at the walk mesh level.&lt;br /&gt;
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Now play you animation. You can also select the Base object and click anywhere in the time line, for example if you place the Point Bar anyplace in the Duration time you can watch your fire burn at it’s full potential.&lt;br /&gt;
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'''Challenge:''' Replace the plc_firepit_01_1 with the plc_bonfire01_1 reference model. Scale your fire up, and increase it’s life time to engulf the wood pile in flames.&lt;br /&gt;
Don’t forget to save your work.&lt;br /&gt;
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[[File:T2_fin.jpg|680px]]&lt;br /&gt;
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This concludes Part 2 of the tutorial. In Part 3 we will be adding smoke and lighting to the flame and make the flickering flame reflect off of surrounding objects.&lt;br /&gt;
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== VFX Tutorial Part 3 ==&lt;br /&gt;
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This tutorial assumes you have read Tutorial #1 and #2 and are now familiar with using the time lines to adjust values over time. You can down load the final effect from Tutorial #2 from the social site if you need it to continue with Tutorial #3.&lt;br /&gt;
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'''Where there’s smoke:'''&lt;br /&gt;
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Our fire is missing 2 more elements to be complete, smoke and lighting.&lt;br /&gt;
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First we will add the smoke.&lt;br /&gt;
Right click on the effect Root and select “Insert &amp;gt; Insert Emitter”. You will see a second emitter appear on top of the first one.&lt;br /&gt;
Select the new emitter and in the Object Inspector properties, change its name to Smoke. For Material Library, select fx_smoke_vol. For Material Object select fx_smoke_vol_blend.&lt;br /&gt;
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In the First tutorial we talked about the Flipbook Type: Contact Sheet. For this effect we will be using the Flipbook Type: Volume. This works similar to the Contact Sheet type except that the Flipbook Rows is the number of layers, usually 2 or 4. The Flipbook Columns should always be 1 and the Frame per second is a factor of the 2, i.e. Rows x Columns. Set these to 2, 1, and 2 respectively.&lt;br /&gt;
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In the Age map, set the colors R, G, B to 0.5 and Color A to 0.7. Our smoke should now look more like smoke, but we have a ways to go yet.&lt;br /&gt;
Smoke usually bellows upwards and spreads out as it rises. We can simulate this with a combination of the Scale and Scale Multiplier time lines.&lt;br /&gt;
Select the smoke emitter and the Scale time line from the top right drop down menu. We want the smoke to grow in size both in the X and Y directions, but more so in the X direction.&lt;br /&gt;
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[[File:T3_scale.jpg|thumb|680px|center]]&lt;br /&gt;
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Both X and Y should start at 1 and X should end around 5.5 and Y should end around 3.5 over the life of the particle. This will give us a funnel shape.&lt;br /&gt;
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Now select the Scale Multiplier time line. We can use this line to make the smoke grow in proportion to the flame during it’s impact, duration, and cessation times.&lt;br /&gt;
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Start out at a 0 multiplier and raise it to 1 at the start and during the duration time, then taper it back down to 0 during the Cessation time. Notice that at around 12000, the flame is gone and we are only left with smoke for the last 4 seconds of the effect.&lt;br /&gt;
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[[File:T3_scale_mult.jpg|thumb|680px|center]]&lt;br /&gt;
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Now we need to change a few of the Emissions. Set the Birth rate to 3, Life Expectancy to 2.5 and Life Expectancy +/- to 0.5. If you recall from previous tutorials the +/- will give us a variance on how long the particle last. As we did with the flame, we want the smoke to also waver from left to right and forward and back, set the Spawn Spread X (Deg) and Spawn Spread Y (Deg) to 10.&lt;br /&gt;
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'''Changing Position:'''&lt;br /&gt;
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By now you may have noticed that when you play the effect in full, the smoke stays at ground level. Smoke naturally rises from the top of the flame, not from the base. This is OK during the Impact and cessation phase as the fire is small and near the ground level. However, we need the smoke to rise to the top of the flame during the Duration phase. To do this we will use the position time line to make the smoke rise, and lower as the flame grows.&lt;br /&gt;
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With the smoke emitter selected, select the Position Time Line. Unselect the X and Y position time lines so only the Z line is visible. Add a control point at the start and end of the Duration time. Also add a control point at around 12000 and one at the end of the effect time.&lt;br /&gt;
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Raise the control points at the start and end of the duration to about 1.2, so it looks like the pic below.&lt;br /&gt;
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[[File:T3_position.jpg|thumb|680px|center]]&lt;br /&gt;
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Now when you play the effect, the smoke should rise and lower with the flame. Feel free to play with any of these settings to get the look you like best.&lt;br /&gt;
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'''Fade it out:'''&lt;br /&gt;
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If you zoom out and look at the Animation as a whole you will notice that the smoke just suddenly disappears at the top, looks a bit odd. Instead we will fade it out so this isn’t seen.&lt;br /&gt;
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Select the Smoke emitter and then select the Color time line. Uncheck all the colors except the Alpha color. Add 2 or 3 control points towards the end of the time line and tapper the alpha down to 0 at the end of the particle life time. This makes the smoke fade out naturally. Save your work.&lt;br /&gt;
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[[File:T3_colora.jpg|thumb|680px|center]]&lt;br /&gt;
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'''Light My Fire:'''&lt;br /&gt;
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Before we continue, let’s put our fire into a game scene. Select the VFX Root and in the Object Inspector, under “Layout Settings”. You can select a area and see what your effect will look like in game. In Layout, select the area resource. Your effect should be near the upper right corner.&lt;br /&gt;
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[[File:T3_arena.jpg|thumb|680px|center]]&lt;br /&gt;
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Play the VFX a few times, notice there is no light given off by the fire.&lt;br /&gt;
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Right click the VFX root and select Insert &amp;gt; Insert Light. A new light object will be inserted on top of the fire emitter. It’s right where we need it to be, by default.&lt;br /&gt;
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[[File:T3_light_2.jpg]]&lt;br /&gt;
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Light Properties:&lt;br /&gt;
Affects Characters: Set this to true. This setting specifies if the light should reflect off nearby creatures and characters.&lt;br /&gt;
Affects Level: same as above but it applies to the surrounding terrain.&lt;br /&gt;
Name: Name your light, I called mine “Flicker”&lt;br /&gt;
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First we need to give the light some color, a good yellowish – red should do. Set Color G to 0.5 and Color B 0. To make the fire flicker, we will change the intensity of the color to coincide with the flame.&lt;br /&gt;
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Select the Flame object and then select the “Color Intensity” time line from the drop down list. Add several control points and adjust the intensity up and down so it climaxes during the duration, similar to the image shown.&lt;br /&gt;
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[[File:T3_intens.jpg|thumb|680px|center]]&lt;br /&gt;
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Be sure to drop the intensity to 0 at around 12000 as this is where the flame goes out.&lt;br /&gt;
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TIP: You can manually slide the time bar left and right on the time line to get a visual check of the intensity control points.&lt;br /&gt;
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Now we have a nice bon fire complete with smoke and lighting.&lt;br /&gt;
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[[File:T3_flame.jpg|thumb|680px|center]]&lt;br /&gt;
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'''Challenge:''' Using the Material Library “fx_distortionmatlib” add a third emitter and give your fire distortion.&lt;br /&gt;
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This concludes the basic VFX Tutorials, Thanks for reading.&lt;br /&gt;
Author: Jassper&lt;br /&gt;
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{{Languages|VFX_Tutorial/ru}}&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:VFX]]&lt;/div&gt;</summary>
		<author><name>Warslav</name></author>	</entry>

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