Authoring custom camera animations: Difference between revisions

m
Iritscen moved page AE:Authoring custom camera animations to Authoring custom camera animations without leaving a redirect: modding tutorials are all in the main namespace except for this and one other
(update OBANshpadoinkle.oni binary (final one with replaced binary from corpse) to 0.9.96.0 onisplit)
m (Iritscen moved page AE:Authoring custom camera animations to Authoring custom camera animations without leaving a redirect: modding tutorials are all in the main namespace except for this and one other)
 
(3 intermediate revisions by one other user not shown)
Line 25: Line 25:
                 <Rotation>0 0 0 1</Rotation>
                 <Rotation>0 0 0 1</Rotation>
                 <Translation>0 0 0</Translation>
                 <Translation>0 0 0</Translation>
                 <Time>0</Time>
                 &lt;Time>0&lt;/Time>
             </OBANKeyFrame>
             </OBANKeyFrame>
         </KeyFrames>
         </KeyFrames>
Line 45: Line 45:
  000000A0  '''00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00  ..........€?....'''
  000000A0  '''00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00  ..........€?....'''
  000000B0  '''00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00  ..........€?....'''
  000000B0  '''00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00  ..........€?....'''
  000000C0  '''00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00  ..........€?....'''
  000000C0  '''00 00 00 00 00 00 00 00''' '''''00 00 80 3F 00 00 00 00  ..........€?....'''''
  000000D0  '''00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00  ..........€?....'''
  000000D0  '''''00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00  ..........€?....'''''
  000000E0  '''00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00  ..........€?....'''
  000000E0  '''''00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00  ..........€?....'''''
  000000F0  '''00 00 00 00 00 00 00 00''' 01 00 01 00 00 00 01 00  '''........'''........
  000000F0  '''''00 00 00 00 00 00 00 00''''' 01 00 01 00 00 00 01 00  '''''........'''''........
  00000100  00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3F  ..............€?
  00000100  00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3F  ..............€?
  00000110  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
  00000110  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................


Emphasized in '''bold''' and '''''bold italics''''' respectively are the 2 matrices. The first starts at byte 0x78 (0x98 at new onisplit versions), the second at byte 0xA8 (0xC8 at new onisplit versions). Both are 0x30=48 bytes long. Actually, as you've noticed, they're both exactly the same, and we'll just keep it that way to avoid confusion.
Emphasized in '''bold''' and '''''bold italics''''' respectively are the 2 matrices. The first starts at byte 0x98, the second at byte 0xC8. Both are 0x30=48 bytes long. Actually, as you've noticed, they're both exactly the same, and we'll just keep it that way to avoid confusion.


Now comes the actual authoring part. Grab [[AE:Plugins#Camera|THIS]] [[AE:Plugins|plugin]] (PC-only, because [[make_corpse]] is missing on the Mac) and put it in your [[GameDataFolder]]. Run Oni, enable the dev mode and shapeshift to the camera character. This character can only turn, not move, so you can just as well set '''chr_pin_character=1''' or '''chr_nocollision 0 1''', to allow the camera to float in the air at the desired location. Go to the location of your choice with the manual camera, then teleport the camera character there with the End hotkey. Now set the orientation by aiming around.
Now comes the actual authoring part. Grab [[AE:Plugins#Camera|THIS]] [[AE:Plugins|plugin]] (PC-only, because [[make_corpse]] is missing on the Mac) and put it in your [[GameDataFolder]]. Run Oni, enable the dev mode and shapeshift to the camera character. This character can only turn, not move, so you can just as well set '''chr_pin_character=1''' or '''chr_nocollision 0 1''', to allow the camera to float in the air at the desired location. Go to the location of your choice with the manual camera, then teleport the camera character there with the End hotkey. Now set the orientation by aiming around.
Line 62: Line 62:
  cm_canter_weapon=0
  cm_canter_weapon=0
Also note that the character's vertical aiming is unrestricted, so if you want to aim the camera extra-high or extra-low, the player camera won't be reflecting the actual elevation of the camera's "body": in that case, you may be better off going into manual camera mode 1 again, so as to look at the character a bit from the side, or roughly along the desired axis.
Also note that the character's vertical aiming is unrestricted, so if you want to aim the camera extra-high or extra-low, the player camera won't be reflecting the actual elevation of the camera's "body": in that case, you may be better off going into manual camera mode 1 again, so as to look at the character a bit from the side, or roughly along the desired axis.
Using the current settings above is not possible to capture a camera that is looking 90º above or below the character (perpendicular camera view to the ground/sky). You can actually achieve these types of cameras using the following commands:
''Top-Ground camera:''
cm_canter_unarmed=1.0
cm_canter_weapon=1.0
''Ground-Top camera''
cm_canter_unarmed=-1.0
cm_canter_weapon=-1.0


Once the orientation is correct, enter '''make_corpse shpadoinkle'''. This will create a file in the Oni folder called lvl_#_shpadoinkle_corpse.dat, that looks a bit like this (and a bit like [[CRSA]], not surprisingly):
Once the orientation is correct, enter '''make_corpse shpadoinkle'''. This will create a file in the Oni folder called lvl_#_shpadoinkle_corpse.dat, that looks a bit like this (and a bit like [[CRSA]], not surprisingly):
Line 148: Line 158:
  000000A0  '''1F 7B 28 BF 3F 9C 0D 3E D6 48 7A 3F E9 00 22 BE  .{(¿?œ.>ÖHz?é."¾'''
  000000A0  '''1F 7B 28 BF 3F 9C 0D 3E D6 48 7A 3F E9 00 22 BE  .{(¿?œ.>ÖHz?é."¾'''
  000000B0  '''2B B8 24 3F D3 2B 57 BE C9 70 3C BF 02 C0 F5 44  +¸$?Ó+W¾Ép<¿.ÀõD'''
  000000B0  '''2B B8 24 3F D3 2B 57 BE C9 70 3C BF 02 C0 F5 44  +¸$?Ó+W¾Ép<¿.ÀõD'''
  000000C0  '''84 4B A5 C1 CC 8B 5C C4 69 BE 40 BF 00 00 00 00  „K¥ÁÌ‹\Äi¾@¿....'''
  000000C0  '''84 4B A5 C1 CC 8B 5C C4''' '''''69 BE 40 BF 00 00 00 00  „K¥ÁÌ‹\Äi¾@¿....'''''
  000000D0  '''1F 7B 28 BF 3F 9C 0D 3E D6 48 7A 3F E9 00 22 BE  .{(¿?œ.>ÖHz?é."¾'''
  000000D0  '''''1F 7B 28 BF 3F 9C 0D 3E D6 48 7A 3F E9 00 22 BE  .{(¿?œ.>ÖHz?é."¾'''''
  000000E0  '''2B B8 24 3F D3 2B 57 BE C9 70 3C BF 02 C0 F5 44  +¸$?Ó+W¾Ép<¿.ÀõD'''
  000000E0  '''''2B B8 24 3F D3 2B 57 BE C9 70 3C BF 02 C0 F5 44  +¸$?Ó+W¾Ép<¿.ÀõD'''''
  000000F0  '''84 4B A5 C1 CC 8B 5C C4''' 01 00 01 00 00 00 01 00  '''„K¥ÁÌ‹\Ä'''........
  000000F0  '''''84 4B A5 C1 CC 8B 5C C4''''' 01 00 01 00 00 00 01 00  '''''„K¥ÁÌ‹\Ä'''''........
  00000100  00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3F  ..............€?
  00000100  00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3F  ..............€?
  00000110  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
  00000110  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................