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Old 17-12-21, 09:04   #91
TRSMART
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Will it be possible in the (near) future for us to do proper cutscene camera movements with TE like Core did?

If I’m doing them with flybys it’s very hard sometimes to frame or time it right, they had sort like slowly moving frame by frame cameras, maybe they exported raw camera data with 3D studio Max?
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Old 17-12-21, 19:59   #92
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That's probably what Core did yes, since cameras were synchronized completely with the animations.

Also for info, with TE you can freely move cameras on the squares, and use decimal values for speeds, they work. It can help get more precise timing without having to move the cameras or add more in between.
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Old 17-12-21, 20:58   #93
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That's probably what Core did yes, since cameras were synchronized completely with the animations.

Also for info, with TE you can freely move cameras on the squares, and use decimal values for speeds, they work. It can help get more precise timing without having to move the cameras or add more in between.
that's true and it helps a lot, but the longer the cutscene is, the more tedious it is to have to test every new camera by watching the cutscene over and over
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Old 17-12-21, 21:23   #94
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We can use decimal values for speed??? Oh man, this changes things for me!
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Old 18-12-21, 00:51   #95
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Woow indeed decimal values for speeds?? I really have to check this out!

Anyway getting the hang of proper animations lately, only don’t understand how Core did the moving mouth things, anyone with more info about that?
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Old 18-12-21, 21:29   #96
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Woow indeed decimal values for speeds?? I really have to check this out!

Anyway getting the hang of proper animations lately, only don’t understand how Core did the moving mouth things, anyone with more info about that?
How have you learned how to get the hang of animations? I want to try, but I’ve been doing intimidated by it so far.
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Old 18-12-21, 21:58   #97
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Anyway getting the hang of proper animations lately, only don’t understand how Core did the moving mouth things, anyone with more info about that?
They did it in a hardcoded way. Cutscenes generally speaking were partly hardcoded, partly in cutseq.bin file.

But in the end, what they do is mesh swapping: they have other slots with variations of Lara's head (the only difference being the mouth texture, but nothing prevents from using fully drawn 3D mouth), and during the cutscene they swap Lara's normal head with one of those variations. Same with other actors.

TRNG has its own triggers to perform meshswaps in "classic way" (using dedicated slots for each head variation, see F100).

It also has its own cutscene features set, which allows to have all the head variations in the same slot, and automatically cycle through them (you just turn it on and off). Automatic cycling is definitely not pretty compared to dedicated mouth movements, but it's much less time consuming to do.
I haven't used those so I can't give you any guidance, but you can find the corresponding demo with tutorials on the TRNG website: http://www.trlevelmanager.eu/ng.htm
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Old 18-12-21, 23:47   #98
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In "ten" I hope there will be no binding of trapdoor to the portal? In 1-3tr, this was not the case and it was easier to design the levels.
/ why was it tied to the portal at all???

/ And do not write that this is another spam from me. I'm specifically asking.

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Old 19-12-21, 10:37   #99
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Yeah, trapdoors aren't bound to rooms anymore. Although I would reintroduce this functionality, but only optionally, because it is done to prevent enemies going through closed trapdoors.
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Old 19-12-21, 13:59   #100
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Wouldn't it be possible to prevent this issue? Maybe core didn't "fix" it for time reasons
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