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Overview

When going into a camera controlled sequence

Make sure your camera is INSIDE of the trigger, or you will have ugly snapping back when starting the sequence:

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Do not use too high or too low blending values. Try to stay between 0.5 and 2:

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If possible, lower or holster the players weapon using the Actor:PlayerCinematicControl node before starting the sequence, to prevent it from just popping out.

To make the transition more solid you might also want to slow the player down so he cannot jump/sprint/slide into the trigger. Using a bigger trigger, that encapsulates the actual sequence trigger works best for most of the use cases:

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Blending back to player control

Use the Entity:BeamEntity node to set the player to the end of the sequence. Make sure to position the tagpoint right below or slightly behind the last camera position to make a good looking transition.

Note: Always use the "Done" or "Finished" output of the PlaySequence node directly.

Do not use Gametokens or other logic in between, or there might be the old player position visible for a few frames before he gets beamed to the final position.

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Don't forget to unholster the weapon and reset the player movement options!

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In some cases the players last movement input can be kept in the system and still be active after the sequence, causing the player to continue to walk then even though no key is pressed.

To prevent this, place an Actor:ActionFilter node with the filter "cutscene_player_moving" and activate it on start of the sequence and disable it when done:

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确保摄像机在触发器内部,否则启动序列后将很难迅速返回:  

切勿使用过高或过低的混合值,尽量保持在 0.5 和 2 之间:  

如果可以,则在启动序列前使用 Actor:PlayerCinematicControl 节点降低玩家的武器或给其带上皮套,阻止武器弹出。若要使转换更牢固,您可能想要让玩家的速度慢下来,这样玩家就不能跳/全速奔跑/滑进触发器。使用的触发器越大,包含实际序列触发器,在大部分情况下效果是最好的:  

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使用 Entity:BeamEntity 节点将玩家设置到序列的结尾。确保将标记点置于最后一个摄像机位置的正下方或稍后处,使过渡更流畅。注:务必直接使用播放序列节点的“完成”或“已完成”输出! Do not use Gametokens or other logic in between, or there might be the old player position visible for a few frames before he gets beamed to the final position. !camblend_beam.jpg!

切勿忘记卸下武器皮套并重置玩家动作选项! ;) !camblend_reset.jpg!

有些情况下,玩家最后的动作输入可能被保存在系统中并且在序列完成后还处于激活状态,这就会引起玩家继续移动,即使没有按任何键。若要阻止这种行为,请使用过滤器 "cutscene_player_moving" 放置 Actor:ActionFilter 节点并在序列开始时激活此节点,然后在完成时停用: