| 07-21-2003, 04:06 AM | #1 |
not sure if this is the right place, but seeing as my problem relates to something that happens during a cinematic, i thought i'd try here. here's my question... Is it somehow possible to have no blood during a unit's death animation? what would you have to edit to do this? or is it even possible? basically, i want a unit to play its death animation during a cinematic sequence, but because i'm not actually killing the unit and just having it fall to the ground, I dont want the blood to be there. (i know how to set the animation up with triggers and its all running well, except for the annoying blood squirting everywhere) :ggani: i have no idea if there is a simple solution, or if this is very hard, or if its even possible, but i thought i'd ask anyway ![]() |
| 07-21-2003, 10:12 AM | #2 |
I think it's done by playing the death animation rather than killing someone but I honestly don't know this offhand. DK does though I think, hope he answers. -Insaniteus- |
| 07-21-2003, 02:56 PM | #3 |
nah that's not possible since it's part of the animation. |
| 07-21-2003, 02:56 PM | #4 |
If you just play the death animation, then put the Decay animation in were the (Unit) is lying down, and time it perfectly that should work. But ask DK, he knows. |
| 07-21-2003, 03:48 PM | #5 |
i think im trying to attempt the impossible here. the unit im working with is the Keeper of the Grove. In his death animation, he first crouches on his knees, then falls over to the side. In the cinematic, I have it so he freezes (not to speed 0% but about 10%) just after he's on his knees and before he falls to the side. That part is working perfectly. using set animation, change animation speed and wait actions in the trigger, it looks great, save for the squirt of blood that happens at the very beginning of the animation. it would be really nice if for RPG purposes, units had a wider variety of expressive animations...just wishful thinking i suppose...:( |
| 07-22-2003, 12:25 PM | #6 |
Um, could have a problem their, wait for Dk to reply and see if he has the answer. If not id say ud just have to leave it as it is. Tirias *EDIT* Sorry didnt realise DK had posted :(. |
| 07-22-2003, 01:58 PM | #7 |
Choose a different camera angle. |
| 07-25-2003, 08:53 PM | #8 |
lol, Thomas running around town in armour, and tripping over as blood spills from his head. I love it. |
| 07-25-2003, 08:58 PM | #9 |
Yeah, Thomas WOULD be dead because he "tripped". Let's just assume that was red potion juice :bgrun: |
| 07-26-2003, 02:32 AM | #10 |
Hmm... well you could use the trigger - Set Unit Blend Time. I'm not actually 100% sure what it does, but I think i jumps the animation ahead a bit... or back. Maybe try changing it to .15. Otherwise if you can, have the camera faded out or not viewing the KOTG right before the animation plays. Then wait about 1 sec b4 fading back in till the blood disappears. EDIT: I might write a tutorial about all I've learned about cinematic making and post it on MechWarriors site. |
| 07-28-2003, 02:32 AM | #11 | |
Quote:
this is the solution i went with, and im pretty happy with the result - cant see any blood now. whenever im done being lazy i'll post a nice screenshot :ggani: thanks for you responses everyone |
| 07-28-2003, 03:33 AM | #12 |
Your welcome. ...Wait, I didn't help....o well |
