vladislavbelov Posted June 21, 2015 Report Share Posted June 21, 2015 (edited) Hi everyone, I'm trying to improve cinematic camera code. I think the adding cutscenes in scenarios maps makes them more exciting. After trompetin17 AtlasUI2 merging, you can find patch with UI tool at #3301. Cutscene starts when path has added to playlist from map triggers, and after every path end triggers are receiving an event: which path was ended. I want to share with you for some results. Example of camera movement: And camera path for that: UPDATE0 Camera movement with target movement: Edited June 28, 2015 by vladislavbelov 18 Quote Link to comment Share on other sites More sharing options...
RoekeloosNL Posted June 21, 2015 Report Share Posted June 21, 2015 Really nice, Would be very useful for campaigns and stuff. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted June 21, 2015 Report Share Posted June 21, 2015 Cool! It would be nice to have a mode where the camera rotation will interpolate along the path, too, rather than having to hardcode all the rotations. It could point tangentially along the path or whatever looks best. Does that make sense? Maybe it's too much for the first version of the patch. Quote Link to comment Share on other sites More sharing options...
shieldwolf23 Posted June 21, 2015 Report Share Posted June 21, 2015 That was an enjoyable ride! Thanks for that. Really useful. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted June 21, 2015 Author Report Share Posted June 21, 2015 (edited) Cool! It would be nice to have a mode where the camera rotation will interpolate along the path, too, rather than having to hardcode all the rotations. It could point tangentially along the path or whatever looks best. Does that make sense? Maybe it's too much for the first version of the patch.I have implemented mode, where camera look at target, which is moving by self path.In xml it looks like:<Node time="4.0"> <Position x="467.20" y="40.87" z="887.26"/> <Target x="30" y="-45" z="0"/></Node>Instead of rotation. And target path is interpolated too. But the old way to rotate camera is on video. Edited June 21, 2015 by vladislavbelov 2 Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted June 22, 2015 Report Share Posted June 22, 2015 Awesome! I don't think I have seen anybody make use of a cinematic camera in 0 A.D. in nearly 10 years. Way to go! Just out of curiosity - were you able to salvage any of the old code? Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 22, 2015 Report Share Posted June 22, 2015 Looking pretty good, I must say. With a bit of work we might be able to put together a simple intro video using this. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted June 22, 2015 Author Report Share Posted June 22, 2015 (edited) Awesome! I don't think I have seen anybody make use of a cinematic camera in 0 A.D. in nearly 10 years. Way to go! Just out of curiosity - were you able to salvage any of the old code?A lot of code is overwritten only in CinemaManager, and just small fixes are in math splines. So yes, there is old code, which works. But you will can to see code later. Edited June 22, 2015 by vladislavbelov Quote Link to comment Share on other sites More sharing options...
Zhyyra Posted June 22, 2015 Report Share Posted June 22, 2015 Nice work. A very handy tool for scenarios, cinematics and map fly-throughs. I'll definately follow this developent. Thanks. Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted June 23, 2015 Report Share Posted June 23, 2015 A lot of code is overwritten only in CinemaManager, and just small fixes are in math splines. So yes, there is old code, which works. But you will can to see code later.Cool. Fun factoid from the past - this is the last video I can remember that was made using the cinematic camera: I think it is the has the highest number of views of any 0 A.D. video because it was on slashdot. http://games.slashdot.org/story/09/07/15/170217/0-ad-goes-open-sourceIt would be cool to get a nifty video using this for the next alpha release. *wink* *wink* *nudge* *nudge* 3 Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted June 23, 2015 Author Report Share Posted June 23, 2015 It would be cool to get a nifty video using this for the next alpha release. *wink* *wink* *nudge* *nudge* I think it needs good scenario of trailer or intro Quote Link to comment Share on other sites More sharing options...
m0l0t0ph Posted June 24, 2015 Report Share Posted June 24, 2015 Awesome! I don't think I have seen anybody make use of a cinematic camera in 0 A.D. in nearly 10 years. Way to go! Just out of curiosity - were you able to salvage any of the old code?I clicked on the link and realised, that it brought me to a thread I created myself. Time flies so fast ... Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted June 27, 2015 Author Report Share Posted June 27, 2015 I clicked on the link and realised, that it brought me to a thread I created myself. Time flies so fast ...Deja vu Quote Link to comment Share on other sites More sharing options...
Giotto Posted June 28, 2015 Report Share Posted June 28, 2015 (edited) Reminds me of the intro to AOE 1. Would make a killer cinematic. I mean this game looks awesom, has the sound track, all it needed was a good camera for videos. Edited June 28, 2015 by Giotto Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted June 29, 2015 Report Share Posted June 29, 2015 I clicked on the link and realised, that it brought me to a thread I created myself. Time flies so fast ...Ha, yes - it does! Christoph - I honestly can't believe some of the stuff that you programmed at such a young age. That was very impressive. If I recall, you did work on the run/stamina as well as auras. I'm not sure if either of those features have been fully reimplemented to the degree of their prior maturity since the rewrite. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted July 8, 2017 Author Report Share Posted July 8, 2017 There were introduces some major and useful things for cinematics. I'll fill a wiki page on http://trac.wildfiregames.com. Changes: Atlas add/remove paths Atlas change position of each node of each path (by mouse) Removed OOS for multiplayer games and non-visual replays Added more detailed javascript (triggers) support Planned changes: Change path/node duration in atlas New methods for javascript More detailed info about each path Path preview, what camera sees in a time position by slider or separated window without game starting Fix current issues with scaling. simulation speed Atlas path adding without javascript (triggers) 2 Quote Link to comment Share on other sites More sharing options...
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