AE:Trailer/Shapeshifting: Difference between revisions

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showing off all available character classes (since it's anecdotal you can also show Motoko and whoever), preferably in some nice place(s), with an orbiting camera
showing off all available character classes (since it's anecdotal you can also show Motoko and whoever), preferably in some nice place(s), with an orbiting camera


:Is this what you had in mind? http://edt.oni2.net/AE_Files/AllChar.mov --[[User:EdT|EdT]] 02:42, 9 August 2008 (CEST)
:Is this what you had in mind? http://iritscen.oni2.net/wiki/EdT-Shapeshifting.mov [Updated link. --Iritscen] --[[User:EdT|EdT]] 02:42, 9 August 2008 (CEST)


:It takes longer than I thought it would... We must take it down to 4 seconds or so by showing one ONCC for each ONCV: a red Fury with red hair, a blue one with a headband, etc. Another trick would be to show characters 3 by 3 (standing in a triangle, with their backs to the invisible player). Obviously, in both cases, you'd have to use scripts with chr_set_class (and in your case that means emulating the beta or the PC build). As yet another trick, random body sizes should be ruled out. Oh, and the location is rather dull, don't you think? There's not much for a scenery except for those (very) distant cars... That's a no-no. --[[User:Geyser|geyser]] 03:12, 12 August 2008 (CEST)
:It takes longer than I thought it would... We must take it down to 4 seconds or so by showing one ONCC for each ONCV: a red Fury with red hair, a blue one with a headband, etc. Another trick would be to show characters 3 by 3 (standing in a triangle, with their backs to the invisible player). Obviously, in both cases, you'd have to use scripts with chr_set_class (and in your case that means emulating the beta or the PC build). As yet another trick, random body sizes should be ruled out. Oh, and the location is rather dull, don't you think? There's not much for a scenery except for those (very) distant cars... That's a no-no. --[[User:Geyser|geyser]] 03:12, 12 August 2008 (CEST)


:Here's an alternative (5 seconds): [http://www.paradox.oni2.net/AE_vid/all_charas_in_lab(xvid).avi (xvid compressed: 2 MB)]; [http://www.paradox.oni2.net/AE_vid/all_charas_in_lab(fraps_raw).avi (fraps raw: 56 MB)]
:Here's an alternative (5 seconds): (xvid compressed: 2 MB); (fraps raw: 56 MB)
:<strike>If you tell where to find the white BGI guys I can record a new vid.</strike> Found it. <!-- overlooked combo pack, hmpf -->
:<strike>If you tell where to find the white BGI guys I can record a new vid.</strike> Found it. <!-- overlooked combo pack, hmpf -->
:Is the location okay? Or should I place them into the glass hall? --[[User:Paradox-01|Paradox-01]] 12:15, 12 August 2008 (CEST)
:Is the location okay? Or should I place them into the glass hall? --[[User:Paradox-01|Paradox-01]] 12:15, 12 August 2008 (CEST)
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::If you're courageous, you can also try the following, more in line with my previous suggestion. Set all the random body sizes to 1 (in the ONCC) and use 3 characters: one for females, another for Comguy-like skeletons, and another for the taller Striker-like characters. Then time the ONCC changes so that each of the 3 characters explores its range of ONCC in 4 seconds or so. The advantage of this is that you can actually play animations seamlessly on the characters (walking, taunting, whatever), and since their body size is continuous, it will ''really'' look like they're "shapeshifting": like one character morphing from one appearance into the other, not characters replacing each other. See if you're interested in having it look that way.
::If you're courageous, you can also try the following, more in line with my previous suggestion. Set all the random body sizes to 1 (in the ONCC) and use 3 characters: one for females, another for Comguy-like skeletons, and another for the taller Striker-like characters. Then time the ONCC changes so that each of the 3 characters explores its range of ONCC in 4 seconds or so. The advantage of this is that you can actually play animations seamlessly on the characters (walking, taunting, whatever), and since their body size is continuous, it will ''really'' look like they're "shapeshifting": like one character morphing from one appearance into the other, not characters replacing each other. See if you're interested in having it look that way.
:::[[User:Geyser|geyser]] 16:03, 12 August 2008 (CEST)
:::[[User:Geyser|geyser]] 16:03, 12 August 2008 (CEST)
::::No idea about the story behind the [http://oni.bungie.org/community/forum/viewtopic.php?id=508 white (+ not reflective) BGI guys]. Better ask Ed (they are on his oni name space).
::::No idea about the story behind the [http://oni.bungie.org/forum/viewtopic.php?id=508 white (+ not reflective) BGI guys]. Better ask Ed (they are on his oni name space).
::::'''empty rectangular areas''' I can only think about the dream diver's last room then. You have to remind me in more detail if you want other rooms. ^_^
::::'''empty rectangular areas''' I can only think about the dream diver's last room then. You have to remind me in more detail if you want other rooms. ^_^
::::'''set all random body sizes to 1''' Done.
::::'''set all random body sizes to 1''' Done.
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::::"if you want other rooms" - places with any environment particles or furniture close to where the characters are... + Omega Bunker + end of Chapter 7...
::::"if you want other rooms" - places with any environment particles or furniture close to where the characters are... + Omega Bunker + end of Chapter 7...
:::::[[User:Geyser|geyser]] 01:47, 13 August 2008 (CEST)
:::::[[User:Geyser|geyser]] 01:47, 13 August 2008 (CEST)
::::Sorry, it took longer than expected and omega bunker and power failed. The cam ''hits'' obstacles/walls because the animated characters needed a bigger cam radius. That means no particle and lab as location again. There I tried the triangle thing (cam rotates in centre) with a more randomized order. [http://www.oni2.net/shapeshifters_in_glashall_(fraps_raw).avi glasshall (fraps raw 64 MB)]
::::Sorry, it took longer than expected and omega bunker and power failed. The cam ''hits'' obstacles/walls because the animated characters needed a bigger cam radius. That means no particle and lab as location again. There I tried the triangle thing (cam rotates in centre) with a more randomized order. glasshall (fraps raw 64 MB)
:::::[[User:Paradox-01|Paradox-01]] 15:13, 14 August 2008 (CEST)
:::::[[User:Paradox-01|Paradox-01]] 15:13, 14 August 2008 (CEST)
::::1) the URL is very wrong (but I was able to find the video anyway); 2) I don't have FRAPS installed right now (did you actually buy it, BTW?), so I can't view raw FRAPS footage; 3) I have no plans to install FRAPS right now, unless I decide it's worth buying, so maybe upload a compressed version, please, thanks. --[[User:Geyser|geyser]] 16:43, 14 August 2008 (CEST)
::::1) the URL is very wrong (but I was able to find the video anyway); 2) I don't have FRAPS installed right now (did you actually buy it, BTW?), so I can't view raw FRAPS footage; 3) I have no plans to install FRAPS right now, unless I decide it's worth buying, so maybe upload a compressed version, please, thanks. --[[User:Geyser|geyser]] 16:43, 14 August 2008 (CEST)
::::Erm, and I don't buy the "camera hitting obstacles" excuse... maybe I don't know what the animated characters are about (for all I care combat stances or taunts were already OK, but maybe you've come up with something more awesome), but there are a lot of camera parameters you can tweak (cm_height and cm_canter_unarmed, but also gs_fov_set(whatever)). As for obstacles, you can usually shoot them down ^_^ --[[User:Geyser|geyser]] 16:48, 14 August 2008 (CEST)
::::Erm, and I don't buy the "camera hitting obstacles" excuse... maybe I don't know what the animated characters are about (for all I care combat stances or taunts were already OK, but maybe you've come up with something more awesome), but there are a lot of camera parameters you can tweak (cm_height and cm_canter_unarmed, but also gs_fov_set(whatever)). As for obstacles, you can usually shoot them down ^_^ --[[User:Geyser|geyser]] 16:48, 14 August 2008 (CEST)
:::::compressed vids -- scrap: [http://www.paradox.oni2.net/AE_vid/omega.avi omega]; scrap: [http://www.paradox.oni2.net/AE_vid/power_room.avi power room]; simple and nice: [http://www.paradox.oni2.net/AE_vid/shapeshifters_in_glass_hall_(xvid).avi glass hall]
:::::compressed vids -- scrap: omega; scrap: power room; simple and nice: glass hall
:::::'''shooting the rooms''' My player soul tells me that it would look horrible wrong in the vid. Omega has a taste of it, and there still the not fading bullet cases... The movements begin nicely but ends asymmetric. So there was more than one reason to cancel this. There are still a lot other vids that need to be done, right? I don't wanted to waste time with experimenting.
:::::'''shooting the rooms''' My player soul tells me that it would look horrible wrong in the vid. Omega has a taste of it, and there still the not fading bullet cases... The movements begin nicely but ends asymmetric. So there was more than one reason to cancel this. There are still a lot other vids that need to be done, right? I don't wanted to waste time with experimenting.
::::: About fraps: someone else bought it for me.. --[[User:Paradox-01|Paradox-01]] 19:38, 14 August 2008 (CEST)
::::: About fraps: someone else bought it for me.. --[[User:Paradox-01|Paradox-01]] 19:38, 14 August 2008 (CEST)
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:::::::::''Or'', (and this is easy to do) show Konoko hiding (just standing out of sight) in a room while a patrolling Striker approaches, and playing the checking-her-wrist-communicator animation as if she's activating something, then having her shift through a few female forms until arriving at a harmless one just as the Striker enters. Falling for the disguise, he ignores her (of course, behind the scenes in the script she has to be set to be on his team or neutral so this works). --[[User:Iritscen|Iritscen]] 22:07, 19 August 2008 (CEST)
:::::::::''Or'', (and this is easy to do) show Konoko hiding (just standing out of sight) in a room while a patrolling Striker approaches, and playing the checking-her-wrist-communicator animation as if she's activating something, then having her shift through a few female forms until arriving at a harmless one just as the Striker enters. Falling for the disguise, he ignores her (of course, behind the scenes in the script she has to be set to be on his team or neutral so this works). --[[User:Iritscen|Iritscen]] 22:07, 19 August 2008 (CEST)
::::::::::I really like that shapeshifting idea as stealth element but that will focus the camera on the Striker and Konoko for too long. This wouldn't be our needed slideshow anymore. The idea of a single character which performs acrobatics goes into same direction. But in total you came up with enough useful (''and'' complicated) ideas. ^_^ I'll post again when I'm done with this. --[[User:Paradox-01|Paradox-01]] 23:37, 19 August 2008 (CEST)
::::::::::I really like that shapeshifting idea as stealth element but that will focus the camera on the Striker and Konoko for too long. This wouldn't be our needed slideshow anymore. The idea of a single character which performs acrobatics goes into same direction. But in total you came up with enough useful (''and'' complicated) ideas. ^_^ I'll post again when I'm done with this. --[[User:Paradox-01|Paradox-01]] 23:37, 19 August 2008 (CEST)
:::::::::::Here's a new [http://www.paradox.oni2.net/AE_vid/power_room_shapeshifters.avi vid]. --[[User:Paradox-01|Paradox-01]] 20:54, 3 September 2008 (CEST)
:::::::::::Here's a new vid. --[[User:Paradox-01|Paradox-01]] 20:54, 3 September 2008 (CEST)
::::::::::::Yay, I like it. Are you thinking that this one is better than the one in the trailer v5? I will replace that one with this one in the next draft if you agree. --[[User:Iritscen|Iritscen]] 23:21, 3 September 2008 (CEST)
::::::::::::Yay, I like it. Are you thinking that this one is better than the one in the trailer v5? I will replace that one with this one in the next draft if you agree. --[[User:Iritscen|Iritscen]] 23:21, 3 September 2008 (CEST)
:::::::::::::Somehow I'm not fully convinced by vid's close cam (and last Konoko's details variate) but characters are animated there so let's give it a try. The problem will be the caption "more modding power" because characters stands in center now. --[[User:Paradox-01|Paradox-01]] 16:50, 4 September 2008 (CEST)
::::::::::::::"last Konoko's details variate". I don't think it will be noticeable in the trailer. "The problem will be the caption". I can deal with that; if nothing else, I will just move the shapeshifting clip to a point after the words have disappeared. --[[User:Iritscen|Iritscen]] 17:20, 4 September 2008 (CEST)
[[Category:Anniversary Edition]]