Icons, Properties Window and Their Functionality
Sequence Properties Window
When to Use
Automatically starts the sequence on game start.
Only for testing purposes.
Disables random seeking in a cutscene, such as jumping to a certain time.
- Enables the Cut-Scene Toggles.
Required for all scenes that are camera-controlled.
Update Movie System First
Normally the movie system update happens before the entity system update.
Use it to fix bone-attached entities that lag behind their parent's movement.
Timewarp in fixed time step
Makes Timewarp modify the fixed time step value instead of modifying the time scale value.
Use it for capturing sequences in fixed time step that use at least one Timewarp.
These only work if CutScene has been checked in the Properties field.
When to Use
Completely disables the HUD.
Only if the HUD isn't supposed to be shown at all.
Disables the player.
Required for all camera-controlled scenes.
Prevents the player from skipping the sequence.
Special cases (e.g. an important QTE event).
Disables all sounds not in the sequence.
Track View Buttons
Each icon in the toolbar has a rollover hint that details what it does.
This is used for creating and adding new sequences
This is used for deleting an existing sequence
This is used for editing the sequence properties of an existing sequence
Add Selected Node
Adds a selected entity to the Track View
Add Scene Node
Adds the scene track to the Track View; the scene track contains the high-level components of the scene, like the camera that needs to be used
Opens a window for finding and selecting a node in Track View
Go to start of sequence
It also has a drop-down list, using which the playback speed can be adjusted by selecting the different available values
Go to end of sequence
When active, an entity that is selected and contained in the Track View will have its position recorded at the current frame
Specifies the record speed of auto recording
Go to previous key
Moves the time slider to the previous frame on the track
Go to next key
moves the time slider to the next frame on the track
Copy all selected keys to the currently selected track
Copies a selected key to a selected track
Moves the selected key back and forth, when dragged
Moves the selected key and all the keys proceeding it back and forth, when dragged
Scales the selected key and all the keys proceeding it, when dragged
Adds a key frame to the selected track; this can also be done by double-clicking the timeline track
Deletes the key; this can also be done by selecting a key in the track and pressing Delete
Displays the current time position of the slider
Turns snapping on/off
Turns Magnet Snapping on/off
Turns Frame Snapping on/off
Turns Tick Snapping on/off
Opens the frame rate dialog box
Input the frame rate here
Type the node name to find in Track View here
Sequences without camera control.
Changing Cut-Scene Toggles Mid-Sequence
Cut-Scene Toggles can be changed mid-sequence by starting another sequence that runs in parallel.
This is primarily used to briefly turn on camera-control in a sequence that allows free player movement. (Example: Opening the hatch at the beginning of the submarine intro in Crysis 2.)
Main sequence Track View sequence and its Sequence Properties.
The main sequence allows free player movement and will enter a loop at second 1. A Switch entity will make the sequence jump to second 2 later, which starts a short camera-controlled segment.
Sub-sequence Track View sequence and its Sequence Properties.
The sub-sequence is only used to change the Cutscene-Toggles which will enable camera-control. Its length depends on how long camera-control should be active.
Flowgraph used to control both sequences.
Once the player uses the Switch entity, the camera-controlled part at second 2 will start.