Animating cut-scene units
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- Terran Nuclear Silo Safety Inspector
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Animating cut-scene units
OK so the in-game cinematics were done on a map, correct?
From what I've been able to see, the models of the charaters aren't units. They're not controllable. They're not even obstacles and real units can pass right through them.
So what are they and how did Blizzard use them in the cut-scenes?
Is each model pre-packaged with all of the movements for the cut-scenes (like Arthas picking up the sword or that dwarf dude dying) or did they use some way to animate them when they needed to?
How could one do a similar thing with their own campaigns (when Blizzard decides to allow campaigns)? Is there a way to animate the units in the game or is it a "que cut-scene 3 movements" kind of thing?
Anybody know this yet?
From what I've been able to see, the models of the charaters aren't units. They're not controllable. They're not even obstacles and real units can pass right through them.
So what are they and how did Blizzard use them in the cut-scenes?
Is each model pre-packaged with all of the movements for the cut-scenes (like Arthas picking up the sword or that dwarf dude dying) or did they use some way to animate them when they needed to?
How could one do a similar thing with their own campaigns (when Blizzard decides to allow campaigns)? Is there a way to animate the units in the game or is it a "que cut-scene 3 movements" kind of thing?
Anybody know this yet?
- IskatuMesk
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Re: Animating cut-scene units
The functionality for that is not available. Chances are for custom animations you'll need 3ds max. Upon which case you'll need an importer that can handle the cinematic model materials and animations which the current one can't do.
Don't hold your breath, any solution will be months off at least.
That's it. You can probably access their existing animations in the editor and try to string them together in a way that achieves what you want.Is each model pre-packaged with all of the movements for the cut-scenes
I hear this and that about a cinematics editor that is obviously not in the game yet but I have no doubt you'll be needing 3ds max or maya to handle entirely custom animations, and probably Blizzard's Startools to manage them - assuming they ever come with an importer. As companies have this obsession with never releasing importers you may still be screwed.How could one do a similar thing with their own campaigns (when Blizzard decides to allow campaigns)? Is there a way to animate the units in the game or is it a "que cut-scene 3 movements" kind of thing?
Don't hold your breath, any solution will be months off at least.
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- Terran Nuclear Silo Safety Inspector
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Re: Animating cut-scene units
I was thinking a little more about it last night, and there's got to be some basic control functions because on the bridge set, that mechanic walks back and forth from inside the bridge to outside. I'd say it was pre-rendered movement, but it's far too choppy. He reaches his checkpoints and makes sharp turns and such.
Maybe his walk is pre-rendered and the model is moved with triggers, but that also seems a bit over-tedious to just making a damn unit.
Then again, this is Blizzard 2.0
Maybe his walk is pre-rendered and the model is moved with triggers, but that also seems a bit over-tedious to just making a damn unit.
Then again, this is Blizzard 2.0
- IskatuMesk
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Re: Animating cut-scene units
Open up the maps in the editor and have a look.
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- Terran Nuclear Silo Safety Inspector
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Re: Animating cut-scene units
Dude, stop kidding around. You know those maps are a disaster to look at.
I have no earthly clue what I'm seeing at all, ever.
I have no earthly clue what I'm seeing at all, ever.
- IskatuMesk
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Re: Animating cut-scene units
Yeah, no one does yet. Anyone who's used those models actually used the previewer to my knowledge (and consequently are limited by the existing campaign cameras as well).
I guess I'll have to figure it out eventually, though.
I guess I'll have to figure it out eventually, though.
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- RazorclawX
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Re: Animating cut-scene units
The maps you can open in the editor do not include the Hyperion scenes. They're all purely the gameplay missions.
You can, however, dissect the Hyperion scenes piece by piece if you look at the Campaign trigger library for a bit. I managed to figure out how the upgrade tech tab works.
You can, however, dissect the Hyperion scenes piece by piece if you look at the Campaign trigger library for a bit. I managed to figure out how the upgrade tech tab works.
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Re: Animating cut-scene units
Can't you pull them out of mpq and open them? That's what I read, anyways. They aren't listed in the campaign menu in the editor.
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- Lavarinth
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Re: Animating cut-scene units
The models in the story mode are all preanimated, this is a known fact. It's a possibility their walk cycles to make the mechanic walk are truly triggered using a cinematic engine designed by the game, but all conversations and action cutscenes, etc, are all done in Maya. I asked this question at Blizzard.
- - Lavarinth
Campaign Creations Administrator
Campaign Creations Administrator
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- Terran Nuclear Silo Safety Inspector
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Re: Animating cut-scene units
Oh good!
You ask questions at Blizzard!
Ask mine next
You ask questions at Blizzard!
Ask mine next

- Maglok
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Re: Animating cut-scene units
You can open the map Storymode from campaign. It includes all storyspace. So the char stuff, the battlecruiser stuff, the mar sara stuff. It is all one map. I tried getting the drift of it, but it keeps referencing things that are not actually IN the map.