XML:FILM: Difference between revisions
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{{XML_File_Header | type=FILM | prev=DOOR | next=HPge | name=character animation playback }} | {{XML_File_Header | type=FILM | prev=DOOR | next=HPge | name=character animation playback }} | ||
== | ==General information== | ||
* The | * The XML code on this page is compatible with OniSplit '''v0.9.61.0''' and '''v0.9.68.0'''. | ||
* FILM*.oni are level specific (they are usually used in cutscenes and can be found in level'' | * FILM*.oni files are level-specific (they are usually used in cutscenes and can be found in level''X''_Final). | ||
* For best results (esp. for | * For best results (esp. for running and jumping), use the same character for recording and playing the FILM files. | ||
* Holster and unholster is same key event, make sure character has | * Holster and unholster is the same key event, so make sure the character has their weapon holstered/unholstered as you planned or it will affect their ability to sprint. | ||
* | * The tags below have their values in radians. [http://www.unitconversion.org/angle/radians-to-degrees-conversion.html THIS] page can convert radians to degrees and vice versa. | ||
: <Facing> | : <Facing> | ||
: <DesiredFacing> | : <DesiredFacing> | ||
Line 12: | Line 12: | ||
: <HeadPitch> | : <HeadPitch> | ||
==BSL support== | |||
playback ''ai_name FILM_name'' | playback ''ai_name FILM_name'' | ||
playback ''script_id FILM_name'' | playback ''script_id FILM_name'' | ||
==How to make your own FILM== | |||
* They will be saved next to the running game application. The first file will be named "saved_film000.dat". | |||
* They | * Enter [[Developer Mode]] to record a FILM. | ||
* Enter [[ | |||
: F9 - start record | : F9 - start record | ||
: F10 - stop record | : F10 - stop record | ||
: F11 - play record | : F11 - play record | ||
===FILM converting=== | ===FILM converting=== | ||
Converting FILM*oni to FILM*.xml:<br> | |||
onisplit -extract:xml xml_dir level''XX_name''/FILM*.oni | onisplit -extract:xml xml_dir level''XX_name''/FILM*.oni | ||
Converting saved_film*.dat to saved_film*.xml:<br> | |||
onisplit film2xml xml_dir source_dir/saved_film*.dat | onisplit film2xml xml_dir source_dir/saved_film*.dat | ||
Converting *.xml to *oni:<br> | |||
onisplit -create oni_dir xml_dir/*.xml | onisplit -create oni_dir xml_dir/*.xml | ||
==<Keys>== | |||
: None | : None | ||
: Escape | : Escape | ||
Line 75: | Line 72: | ||
: Fire3 | : Fire3 | ||
==Sample XML== | |||
"[...]" below stands for additional <FILMFrame>...</FILMFrame> blocks. | |||
[...] stands for | |||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> |
Revision as of 13:50, 18 March 2021
FILM : character animation playback | ||
---|---|---|
XML
DOOR << Other file types >> HPge |
General information
- The XML code on this page is compatible with OniSplit v0.9.61.0 and v0.9.68.0.
- FILM*.oni files are level-specific (they are usually used in cutscenes and can be found in levelX_Final).
- For best results (esp. for running and jumping), use the same character for recording and playing the FILM files.
- Holster and unholster is the same key event, so make sure the character has their weapon holstered/unholstered as you planned or it will affect their ability to sprint.
- The tags below have their values in radians. THIS page can convert radians to degrees and vice versa.
- <Facing>
- <DesiredFacing>
- <HeadFacing>
- <HeadPitch>
BSL support
playback ai_name FILM_name playback script_id FILM_name
How to make your own FILM
- They will be saved next to the running game application. The first file will be named "saved_film000.dat".
- Enter Developer Mode to record a FILM.
- F9 - start record
- F10 - stop record
- F11 - play record
FILM converting
Converting FILM*oni to FILM*.xml:
onisplit -extract:xml xml_dir levelXX_name/FILM*.oni
Converting saved_film*.dat to saved_film*.xml:
onisplit film2xml xml_dir source_dir/saved_film*.dat
Converting *.xml to *oni:
onisplit -create oni_dir xml_dir/*.xml
<Keys>
- None
- Escape
- Console
- Pause
- Cutscene1
- Cutscene2
- F4
- F5
- F6
- F7
- F8
- StartRecord
- StopRecord
- PlayRecord
- F12
- LookMode
- Screenshot
- Forward
- Backward
- TurnLeft
- TurnRight
- StepLeft
- StepRight
- Jump
- Crouch
- Punch
- Kick
- Block
- Walk
- Action
- Hypo
- Reload
- Swap
- Drop
- Fire1
- Fire2
- Fire3
Sample XML
"[...]" below stands for additional <FILMFrame>...</FILMFrame> blocks.
<?xml version="1.0" encoding="utf-8"?> <Oni> <Instance id="0" type="FILM"> <Position>414.461334 50 666.26355</Position> <Facing>4.767578</Facing> <DesiredFacing>4.767578</DesiredFacing> <HeadFacing>0</HeadFacing> <HeadPitch>-0.196971774</HeadPitch> <FrameCount>165</FrameCount> <Animations> <String></String> <String></String> </Animations> <Frames> <FILMFrame> <MouseDelta>0 0</MouseDelta> <Keys></Keys> <Frame>0</Frame> </FILMFrame> [...] </Frames> </Instance> </Oni>