In game cinematic
by Smelly McBeard · in Torque 3D Professional · 07/23/2009 (2:42 pm) · 4 replies
Is it possible to have In-game cinematic's with Torque 3D? Would that be a series of collada animation files that are just programmed to play after you push a button or interact with something? I'm talking in-game cinematics NOT pre-rendered ones.
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#2
In the core it was mostly controlling aiPlayers, calling setActionThread and making a camera follow a path. We had to make a bunch of helper script functions to simplify those actions, and we even had a custom "Dialog" mode added to AdvancedCamera to frame a character talking to another (and keep us from having to add hundreds of camera markers for each dialog).
07/24/2009 (8:02 am)
Most of the games I worked on had cutscenes. We had a cutscene-system entirely made using scripts, back in the TGE days. It was similar to the AiPlayer script task system: each cutscene was a series of very simple commands stored in a text file, that allowed us to call functions, object methods, and special cutscene commands like "waitfor" and "delay". In the core it was mostly controlling aiPlayers, calling setActionThread and making a camera follow a path. We had to make a bunch of helper script functions to simplify those actions, and we even had a custom "Dialog" mode added to AdvancedCamera to frame a character talking to another (and keep us from having to add hundreds of camera markers for each dialog).
#3
07/24/2009 (8:57 am)
The Game Mechanics Kit features a cut scene editor. You should check out their video on it.
Associate Tom Spilman
Sickhead Games
Another better option would be using Verve.