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Thread: Recorded Animations

  1. #21
    Kid in the Hall Kornman00's Avatar
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    Re: Recorded Animations

    It should be corrected that AFAIK, it was gearbox's doing that removed RA toolkit interface from H1Sapien (its engine code is still there in its entirety)

    I'm pretty sure H2Sapien is the same.

    As for Bungie's internal builds, even for them it was a hassle even for them to use, and in Halo 2 they outsourced some of their cinematics (to meet deadlines) and its ALOT easier to prototype those fucking things [cinematics] in max or maya (as you can see in the development documentary included with limited edition Halo 2). Not only are they made for doing animations and shit, but their source data are made in them too.
    Last edited by Kornman00; August 18th, 2007 at 09:00 PM.

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  2. #22

    Re: Recorded Animations

    Maybe promethues can.

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  3. #23
    Kid in the Hall Kornman00's Avatar
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    Re: Recorded Animations

    Last I checked, no one on that team knows how that system worked. N- had asked me to figure it out for prom, but I didn't feel it to be important enough feature (it can be done much better with custom animations).

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  4. #24

    Re: Recorded Animations

    Quote Originally Posted by CodeBrain View Post
    Covie dropship has a model_animation's file specficly for a50, so it means that its the drop ship that comes out on the end of the level (keys driving the covie dropship?)
    Thats the animation when captain keys runs over the hunters with the dropship, that is not a recorded animation, it is what they call a "cinematic animation".


    Quote Originally Posted by Kornman00 View Post
    Last I checked, no one on that team knows how that system worked. N- had asked me to figure it out for prom, but I didn't feel it to be important enough feature (it can be done much better with custom animations).
    It is very important for us sp mappers.
    Last edited by Ki11a_FTW; August 19th, 2007 at 12:16 PM.
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  5. #25

    Re: Recorded Animations

    Quote Originally Posted by EP_Killa View Post
    Thats the animation when captain keys runs over the hunters with the dropship, that is not a recorded animation, it is what they call a "cinematic animation".




    It is very important for us sp mappers.
    not really, you could still accomplish whats possible with r/a's in max, but max is way more capable.
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  6. #26

    Re: Recorded Animations

    Only problem with custom animations is that it wont affect object attachments based on functions like RA's will. (ie: pelican thrusters)
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  7. #27

    Re: Recorded Animations

    ^ true CAD, but you could always create a seperate vehicle with those features constantly on like i did with the drop pods, though tag space will skyrocket with a map full of custom animated vehicles.
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  8. #28

    Re: Recorded Animations

    Recorded anims arent usually a problem for me, i can usually find one from another scenario that fits my area in the map.
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  9. #29
    Kid in the Hall Kornman00's Avatar
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    Re: Recorded Animations

    To bad this isn't halo 2.
    Quote Originally Posted by Choking Victim View Post
    ^ true CAD, but you could always create a seperate vehicle with those features constantly on like i did with the drop pods, though tag space will skyrocket with a map full of custom animated vehicles.
    Should be able to just use an AI to drive the pelican. Make it go to a point, then use a bunch of points to simulate smooht turning.

    In max, use bsp markers for simulating the the final path. Then use the attach to markers flag in sapien when your placing the points the AI for the pelican will follow.

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