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Unreal Matinee Ch. 13

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... and later on add an interpolation point and associate it with that ... the camera to where you want it and click on 'Add Interpolation Point & Action' ... – PowerPoint PPT presentation

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Title: Unreal Matinee Ch. 13


1
Unreal MatineeCh. 13
  • CIS 488/588
  • Nick Martineau
  • Matthew Sable
  • UM-Dearborn

2
What is Matinee?
  • UnrealEd tool to enable the creation of in-game
    cinematic sequences
  • Consists of
  • Scene Manager Manage a series of actions
  • Actions Moving, pausing cameras or actors
  • Subactions

3
A Basic Matinee Sequence
  • On your map, click on the Matinee button in the
    toolbox to open the Matinee interface
  • In the Scenes tab, click the Add New Scene icon
    to add a Scene Manager Actor to your Scene
  • Select your SceneManager and click on the actions
    tab

4
A Basic Matinee Sequence - 2
  • In the Actions tab you will be able to see all of
    the different actions you have in your scene
    (starting out there should be none)
  • There are now two things you can do
  • In the actions tab you can add new actions
    (camera positions ActionMoveCamera) and later
    on add an interpolation point and associate it
    with that action under the MatAction property
    OR, under the Tools tab of the Matinee control
    panel you can move the camera to where you want
    it and click on Add Interpolation Point Action

5
A Basic Matinee Sequence - 3
  • After you have added all of the points you want,
    go back into the Actions tab
  • Under each action in the Time property there is
    a duration field
  • The duration refers to the time it takes to move
    from the previous point to this point
  • Each action must have a duration or else UnrealED
    will crash
  • Caused by the fact that Unreal will read this as
    the camera location being in the same place at
    the same time, which is of course impossible

6
A Basic Matinee Sequence - 4
  • Once all of the durations are set and you have
    all of your points in order save your progress
  • Click on the preview button and watch your
    amazing Matinee sequence

7
Camera Cuts
  • Assume we have to camera segments consisting of
    2 actions apiece and we want a smooth transition
    from segment A to segment B
  • The beginning of the second segment should have a
    duration of 0 so the end of the first segment
    instantly snaps to the second segment.

8
Matinee Sequence - Trigger
  • To add a trigger to the Matinee sequence you just
    created
  • Go back into the Matinee Scene Manager and expand
    the Events tab
  • Under Tag type in StartMovie
  • Now open up the Actor Class Browser
  • Navigate to Triggers and expand it
  • Click on Trigger add one to the scene

9
Matinee Sequence Trigger 2
  • Double click on the trigger you just created to
    access its properties
  • Expand the Events tab
  • Where it says Event type in StartMovie
  • What this essentially does it that when a person
    comes close to the trigger, the sequence itself
    will broadcast StartMovie the trigger will
    intercept that message and start the sequence

10
Testing the Trigger
  • So you know its working correctly
  • Under the trigger properties expand the
    Advanced tab
  • There is a property called bHidden and its
    default value is set to True, set it to False
  • This will allow you to see the trigger in game so
    you know it is placed in the right location
  • If you did everything correctly, when you run the
    game and approach the trigger your Matinee
    sequence will play

11
Automatically Launching a Matinee Sequence
  • Start off by deleting the old trigger you placed
    in your map
  • Go to the Actor Class browser and then expand
    Actor-gt Keypoint -gt AIScript -gt ScriptedSequence
    -gt and click ScriptedTrigger
  • Add the ScriptedTrigger to anywhere in the level

12
Automatically Launching - 2
  • Open the properties tab for the trigger and
    expand AIScript
  • Select the Actions property and click on add
  • Select from the dropdown list ACTION_TriggerEvent
    click on the New button to add that event to
    the AIScript
  • Under the Event Property set it to StartMovie
  • Launch the game and watch your sequence

13
Non-Linear Pathing
  • By default, a matinee travels in a straight line.
  • Make sure your scene is selected then select
    your last action. In Path-gtPathStyle-gtPATHSTYLE_B
    ezier.
  • You should now see the path connecting your
    actions. Right-click it choose Straighten
    Bezier Curves. You can now hold Ctrl drag the
    handles to adjust the camera movement.

14
Sub-Actions
  • Add dynamic effects to your actions such as
    fading, changing camera orientation, shaking and
    subtitles.
  • Select the first action in a sequence.
    Sub-Actions tab-gtAddActionOrientation. By
    default, the camera will follow the path straight
    on. Go to Orientation-gtCamOrientation-gtCamOrienta
    tion-gtCamOrient_Interpolate this adds
    interpolation to this sub-action.
  • The effect is more apparent when the camera is
    oriented in a different direction. Click Lock
    to Selected Actor, click the camera reorient
    it.

15
Sub-Actions 2
  • Add SubActionCameraShake change Shake-gtShake
    minimums maximums to adjust the shake amount.
  • Time-gtDuration should be the among the duration
    of the action its attached to.
  • Add SubActionFade adjust Time-gtDuration to
    among the duration of the action its attached to.

16
Text Sub-Actions
  • Create a picture of text in your favorite graphic
    arts software with the background stripped out.
    The dimentions of the picture must be of powers
    of 2.
  • In Paint.Net, you can use the Magic Wand tool
    to select the background, delete it to show a
    checkerboard pattern, then save as .tga.
  • In the Texture browser, go to File-gtImport-gt(your
    file) and MAKE SURE ALPHA IS CHECKED!

17
Text Sub-Actions (2)
  • Again, select the first action in a sequence
    add a SubActionCameraEffect.
  • StartAlpha EndAlpha control the fade in of the
    text.
  • Delay Duration work the same as other effects.
  • DisableAfterDuration must be set to true or the
    text will never disappear!

18
Text Sub-Actions (3)
  • In the same window, expand CameraEffect make
    a new CameraOverlay.
  • OverlayMaterial is where we use the texture.

19
Look Targets
  • The camera will focus on this one object
    throughout its movement.
  • Tools-gtAdd Look Target.
  • We will now change our interpolation sub-action.
    Orientation-gtCamOrientation-CamOrient_LookAtActor.
  • Also go to Orientation-gtLookAt with the target
    selected, click Use.

20
Move Actors
  • Create a new scene change its tag to
    StartTarget
  • Expand SceneManager in the Scene tab change
    Affect to AFFECT_Actor.
  • Choose an actor to affect in your map and with it
    selected, click Use where AffectedActor is.
  • Create a series of interpolation points as usual
    and trigger!
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