Verve - Cinematic / Tweening / Animation Tool
by Phillip O'Shea · in Torque 3D Professional · 06/10/2009 (1:44 am) · 15 replies
I'd like to do a quick follow-up post in the privacy of the Torque 3D forums to discuss my upcoming addon for Torque 3D, Verve. For a detailed explanation of what Verve is, check out my blog, but I thought that I'd run through a short overview of the tool here.
What is Verve?
It really is many different tools rolled into one, it can be used for linear and non-linear cinematics (reads: interactive cut-scenes like you might find in RE5), idle AI interaction, doors, elevators... basically anything that you might want to sequence together over a fixed timeline.
Feature List
There is a pretty big chunk of work right there, and there is more that I intend to add before the release of the tool. I'd like to take the time to ask you guys n' gals, what would you like to see in such a tool? What control over the world is important to you? Which stock objects (Camera, Player, Vehicle, etc) would you be most likely to manipulate?
No doubt that some ideas that are suggested are all ready in the tool, while others could be put on the chalkboard for later inclusion. I really want to hear from you all your thoughts about this.
Finally, as a sneak preview, I've got a short demonstration of Verve in action. It is a little rough around the edges (I think I might be talking a little to softly, sorry!), I've not made too many video tutorials before, but I intend to create a library of them for the documentation upon release.
Let me know what you think!
What is Verve?
It really is many different tools rolled into one, it can be used for linear and non-linear cinematics (reads: interactive cut-scenes like you might find in RE5), idle AI interaction, doors, elevators... basically anything that you might want to sequence together over a fixed timeline.
Feature List
- Real-time, non-linear, fully featured and integrated Editor Tool.
- XML based sequence files.
- Optimised sequences for release builds.
- Full support for moving, animating and controlling objects within your scenes.
- 2D and 3D audio effects.
- GUI Effects.
- Toggle Lights Objects or Particle Effects.
- Multiple cameras with multiple camera effects, including Post Processing Effect Shader support and camera shake.
- Server/Client functionality.
- Multiple playback options, play forwards, backwards, pause, reset, loop, loop delay and slow-motion.
- Customise existing events or integrate your own into the editor with little effort.
There is a pretty big chunk of work right there, and there is more that I intend to add before the release of the tool. I'd like to take the time to ask you guys n' gals, what would you like to see in such a tool? What control over the world is important to you? Which stock objects (Camera, Player, Vehicle, etc) would you be most likely to manipulate?
No doubt that some ideas that are suggested are all ready in the tool, while others could be put on the chalkboard for later inclusion. I really want to hear from you all your thoughts about this.
Finally, as a sneak preview, I've got a short demonstration of Verve in action. It is a little rough around the edges (I think I might be talking a little to softly, sorry!), I've not made too many video tutorials before, but I intend to create a library of them for the documentation upon release.
Let me know what you think!
About the author
Head of Violent Tulip, a small independent software development company working in Wollongong, Australia. Go to http://www.violent-tulip.com/ to see our latest offerings.
#2
06/10/2009 (2:42 am)
@Matt: Yes sir! This demo was just showing off the basics of the editor, but you have full control over the playback speed.
#3
Are these sequences networked?
If so:
You mention that they are stored in an XML format. Can you explain that a bit? Do the client and server each keep a copy of the XML files and the server sends a command indicating that a particular sequence and the data it needs to play correctly should become active? Do datablocks come in to play with this at all (I'm thinking something along the lines of how AFX choreography works)? Or does the server stream all of the commands in real time?
06/10/2009 (2:53 am)
Excellent.Are these sequences networked?
If so:
You mention that they are stored in an XML format. Can you explain that a bit? Do the client and server each keep a copy of the XML files and the server sends a command indicating that a particular sequence and the data it needs to play correctly should become active? Do datablocks come in to play with this at all (I'm thinking something along the lines of how AFX choreography works)? Or does the server stream all of the commands in real time?
#4
What interests me the most from a tools perspective is how you have two differnt platform windows. There was some support for secondary platform windows in some version of T3D... it might still be there.... is that whats going on?
Oh... or are you using reload notifications and their two totally different EXEs?
06/10/2009 (3:10 am)
The tech looks really cool. What interests me the most from a tools perspective is how you have two differnt platform windows. There was some support for secondary platform windows in some version of T3D... it might still be there.... is that whats going on?
Oh... or are you using reload notifications and their two totally different EXEs?
#5
For example, playing a Sound Effect uses a custom NetEvent to play the SFXProfile on each client (it also specifies the pitch and position, depending on playback speed and position).
In contrast, an animation event will just notify the server instance of the referenced object to play an animation, and the object handles the network synchronisation.
@Tom: It is really simple! You just need to create a new GuiCanvas. In the case here, I have created a slightly modified GuiCanvas.
One thing I have been working on - just as a cool little resource - is creating a new GuiWindowCtrl (GuiPlatformWindowCtrl) which uses the Platform "tool" window (those are the windows with small titlebars and only a close button). This means that all of those floating windows used in the T3D editor could be replaced with tiny platform windows, which still use Torque's GUI - good fun! Those of us with multiple monitors would probably like that idea.
Back on track for a second, I definitely don't use two EXEs. I probably wouldn't know how to sync them up like in the video!
Edit: Just updated with an example of multiple platform windows.
06/10/2009 (3:34 am)
@Matt: The controller is created on the server, loads the sequence and then notifies each client of an event being triggered. This is true for quite a few of the events, but some work differently.For example, playing a Sound Effect uses a custom NetEvent to play the SFXProfile on each client (it also specifies the pitch and position, depending on playback speed and position).
In contrast, an animation event will just notify the server instance of the referenced object to play an animation, and the object handles the network synchronisation.
@Tom: It is really simple! You just need to create a new GuiCanvas. In the case here, I have created a slightly modified GuiCanvas.
// Create Platform Window. new GuiCanvas( TestWindow ); // Set the Content. TestWindow.setContent( MainMenuGui );
One thing I have been working on - just as a cool little resource - is creating a new GuiWindowCtrl (GuiPlatformWindowCtrl) which uses the Platform "tool" window (those are the windows with small titlebars and only a close button). This means that all of those floating windows used in the T3D editor could be replaced with tiny platform windows, which still use Torque's GUI - good fun! Those of us with multiple monitors would probably like that idea.
Back on track for a second, I definitely don't use two EXEs. I probably wouldn't know how to sync them up like in the video!
Edit: Just updated with an example of multiple platform windows.
#6
(on a side note, you might want to really increase the volume on your video because it's very low)
06/10/2009 (4:26 am)
Looks nice(on a side note, you might want to really increase the volume on your video because it's very low)
#7
06/10/2009 (6:45 am)
Oh, how I would LOVE for the world and GUI editors' panels to be actual independent windows. That way it would be possible to work with them without maximizing the T3D window.
#8
06/10/2009 (8:52 am)
Neat stuff man. Please post more about this tech when you have the time to do so as it looks very interesting and useful.
#9
06/10/2009 (11:01 am)
Philip, this is some sweet stuff! Can you let us in on more info about when it's going to be made available for the public, and what price range you're thinking of?
#10
@Konrad: I am shooting for a release shortly after Torque 3D drops. I have discussed pricing with GG, and it looks as if it is going to be very reasonably priced.
06/10/2009 (1:56 pm)
@Logan: I'm working on more demo videos and blog writeups, but there is still a large amount of behind the scenes work to do on documentation.@Konrad: I am shooting for a release shortly after Torque 3D drops. I have discussed pricing with GG, and it looks as if it is going to be very reasonably priced.
#11
06/10/2009 (1:59 pm)
Thanks. :) Much better.
#12
07/12/2009 (11:33 am)
Phillip, is there a way to create animation with Verve that plays relative to a position (the player)? I'm interested in creating spell-like animations with it.
#13
To answer your question though Konrad, Verve will support some pretty nifty pathing features which I guess you would be able to create spell paths and animations, sure.
07/12/2009 (6:15 pm)
My computer died the other week, I just got it back so I've not been able to get much Verve work done over the last few weeks =(To answer your question though Konrad, Verve will support some pretty nifty pathing features which I guess you would be able to create spell paths and animations, sure.
#14
07/13/2009 (9:19 am)
Thanks Phillip, I really can't wait for it to come out! Are you going to launch an early adopter release before final?
#15
07/16/2009 (4:27 pm)
Konrad, more info on that coming shortly, but you can expect that there will be one.
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