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| Cinematics Need any help with cinematics? Discuss cinematic ideas and show us your cinematic skills in this board. |
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09-10-2007, 02:01 AM
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#1 (permalink)
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User Title
Join Date: Nov 2006
Posts: 1,276
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Tips and Tricks for the Cinema
Tips 'n' Tricks for the Cinema
Hey
Introduction:
Welcome to the Tips 'n' Tricks thread. Here, you can find many tricks for creating cinematics.
Links:
| How to make unit's Fly |
Simply using "Set Unit's Fly Height" won't do. The thing is, that the unit must have a "flying" movement type, otherwise it won't work. The only way to achieve this is to add the Storm Crow Form.
The Storm Crow Form adds the "flying" movement type to the unit. So that is the key.
This is what to do:
GUI:
 Fly  ----- Note that some of these actions might not be exact ----- This adds the Storm Crow Form, sets the unit's flying height, then it removes the Storm Crow Form, but still has the unit flying.
JASS:
Jass:
function Fly takes unit u, real height, real rate returns nothing
//Function
call UnitAddAbility(u,'Arav')
//Adds the ability
call SetUnitFlyHeight(u,height,rate)
//Sets the flying height
call UnitRemoveAbility(u,'Arav')
//Then it removes the ability because it is not needed
endfunction
I believe 'Arav' is the raw code of the Storm Crow spell. I remember it because it is like 'A raven'
You can either use this code or inline it to fit your needs, which is faster but takes a little more lines of coding.
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| Black Interface |
If you have watched some famous cinematics such as Creatures of the Knight, Cult of the Damned, and The Spirit of Vengeance, you'll realize that they have black borders that are used at least once. The borders make your cinematic look much better and look as if they are an actual cinematic. To do this, go to Advanced | Game Interface

Then click Use Custom Game Interface.

Scroll down and wait until you see at least one of these:- Image - Cinematic Border

- Image - Console Background

- Image - Game Menu Background

Click on each value, click "Use Custom Path", then type out or copy 'n' paste this text:
UI\Widgets\EscMenu\Human\blank-background.blp
If you don't want a black cinematic border, but instead something else such as the border used in "Shipwrecked 1 Revamped - by Med. Map Maker" (Or number 2, I forgot) you can replace only one of them with it. You can keep messing around with those three to see the effects and choose the one you like.

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| Cameras |
Cameras are extremely important to cinematics. To create a camera, open the camera palette then click "Create Camera". If you do that, it should say something like "Camera 001". If you right-click it then click "Rename Camera", you can modify it to fit your needs. I will tell you what each field means below:
Camera Name:
Simply the name of the camera, try to make it relevant to what it is doing such as "Park Bench Camera 1".

Target X and Target Y:
These are the target location's x and y points. Modifying it can slightly move your camera, but if you set it to a high value, it can move your camera quite far.
Z Offset:
This measures the Z offset of the camera. If you set it to a positive number, the camera target point will rise up. If you set it to something big, it will feel like you are off the ground because the camera target is high upwards.
Z Offset:

Rotation:
This determines the rotation of the camera, it is like the facing. If you set it to 90.00 degrees, the camera will turn and face 90.00 degrees.

Angle of Attack (AoA):
This determines how much the camera is off of the ground, though it is not like the Z offset. The Z offset sets the target point to rise/lower. If you change the AoA, it will change the angle of the camera going up and down.

Distance:
This determines the distance from the camera and the target point. Not much to explain here.
Roll:
This determines the tilt of your camera. If you change it, your camera will tilt sideways in an angle and change the view. If you have ever seen some of the Rulerofiron99's cinematics, you'll know what I'm talking about.

Field of View:
The width the camera can see.
Far Clipping:
The total distance a camera can see. Make sure that you do not set it to a too high value, or else it may cause lag because it can see too many objects from its view. (eg: Doodads, Destructibles, etc.) The maximum value for this is 10,000.
Applying Cameras:
You can apply cameras with simple triggers:
 Camera - Apply <Camera> for Player 1 (Red) over 0.00 seconds This will apply the camera for the player and will take X seconds to apply. Before you apply another camera, you should wait then apply it:
 Camera - Apply Camera 1 for Player 1 (Red) over 3.00 seconds  Wait 2.00 seconds  Camera - Apply Camera 2 for Player 1 (Red) over 2.00 seconds The reason why I only waited 2.00 seconds was because if I set it to 3.00, the camera will stop then apply. I want it to be much smoother.
For more about cameras, click here
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Please feel free to post more tips 'n' tricks as well!
Last edited by PurgeandFire111; 02-27-2010 at 04:57 AM.
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09-10-2007, 07:06 AM
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#2 (permalink)
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User
Join Date: Jun 2005
Posts: 3,066
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Stickied :)
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09-11-2007, 01:47 AM
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#3 (permalink)
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User Title
Join Date: Nov 2006
Posts: 1,276
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Thanks Bob. :)
- To everyone: Please, feel free to post more cinematic tips/tricks!
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10-07-2007, 07:14 PM
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#4 (permalink)
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Returned for music
Join Date: Jul 2004
Posts: 406
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I saw you also linked my "exact cinematic timing" thread from wc3campaigns. It is outdated... I'll write a new tutorial describing my current method (also used in my contest cinematic "The Premonition") soon.
Another tip concerning camera movement: If you make bigger sways over more than one camerasetup station, you will notice that everytime you apply a new camera, there will be an edge in movement. I wrote a system to prevent this ugly edges from occuring - here it is: Dragonblood Creations' Camera System.
Its application is basically the same than with the normal "apply camera x over y seconds", but it offers smooth acceleration and braking. Take a look at it, it should be a great help especially for advanced cinematic makers.
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10-07-2007, 08:16 PM
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#5 (permalink)
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User
Join Date: Feb 2007
Posts: 2,154
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Wow, pretty nice, goodjob and +rep!
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10-19-2007, 11:17 AM
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#6 (permalink)
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Returned for music
Join Date: Jul 2004
Posts: 406
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I wrote a new tutorial about exact cinematic timing and posted it also on this site. Take a look at it: Exact Cinematic Timing (Trigger Queue and Timers)
I suggest to edit the link in the first post to the one I gave above.
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10-19-2007, 08:17 PM
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#7 (permalink)
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Join Date: Oct 2006
Posts: 8,408
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Quote:
Originally Posted by Waldbaer
I suggest to edit the link in the first post to the one I gave above. 
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Post edited; link redirected.
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12-13-2007, 04:49 PM
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#8 (permalink)
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◄►◄►◄►
Join Date: Sep 2007
Posts: 1,104
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very very useful
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12-14-2007, 12:15 AM
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#9 (permalink)
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User Title
Join Date: Nov 2006
Posts: 1,276
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Thanks, remember you guys can post some of em' yourselves too!
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01-08-2008, 10:39 AM
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#10 (permalink)
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Chris_is_here(us west)
Join Date: Jan 2008
Posts: 1
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Can anybody help me with cinematics like. characters talking during cinematic and how to make units move
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08-22-2008, 04:54 PM
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#11 (permalink)
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User
Join Date: Apr 2008
Posts: 8
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I knew everything except the fly trick... Pretty good tho
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12-01-2008, 09:06 PM
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#12 (permalink)
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Rocky
Join Date: Oct 2008
Posts: 41
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where can I view these cinimatics, I want to see the masters in action.
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06-26-2009, 06:33 PM
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#13 (permalink)
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in-map Bugs Finder!
Join Date: Jun 2009
Posts: 1
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Here is a -little- common trick I always use to showup some pics over the screen.
First import the picture.
then, In the trigger Editor (since I know nothing about Jass) do the following:
Set the "event" and "condition" on what you need or want, then in the "action" list add
"Cinematic-Fade Filter"
In the "action text" change "white mask" to your imported pic! press ok and you are done!
This is the very basic, the event, condition and even adding some additional actions depends on your work!
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