Why485 fan club
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Count me in too… I love WHY’s work 8-)
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It’s a derivative of that old video, yes.
http://why485.wordpress.com/2010/02/16/clouds/
Free bonus test render.
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Nice clouds so i will join
He||oween, member since 10.04.10 -
Why485 wrote:
http://why485.wordpress.com/2010/02/16/clouds/You have a very cool blog, Why85.
I have been wondering what tools Digital Anvil used to create the cut scenes in Freelancer… especially the on-planet scenes with people. Could they have done it with a tool such as Lightwave or Maya?
Is there any viable approach to making elaborate THN’s for cut scenes?
Your videos rock already, but it would be revolutionary if you could get them into the game (other than as intro movies).
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i think they have some tool to convert a scene file of a rendering program to thn. for now, such programs are useful in a massive way to plan thn’s and similar. positions, motions, lightening (without shading ofc as FL also does none), everything is simplier to plan in a visual program and to copy the coordinates later into your thn.
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Gisteron wrote:
i think they have some tool to convert a scene file of a rendering program to thn.“They”?
Do you mean Digital Anvil? Or does such a tool exist outside of Microsoft?
That is my main question.
Regarding using an animation tool for planning, I can see the value of that in a small THN, as you demonstrated very well in another thread. But surely you do not suggest coding a 5-minute cut scene by hand? No matter what you use for planning, that would be a huge job!
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i guess DA. but likely microsoft knows of it as well and used it the time they completed FL.
about the longer cutscenes: noone said, implementing high qualities is gonna be easy or fast
of course it costs time and of course its a huge job. once you get used to thn it runs lot faster but anyway. trust me, making the scene in an animation program first and copy it then to the thn is much, much faster than trying and error with the script and the game. you could also make shorter cutscenes and splice them together or let them run one after the previous. however, if you aim for something excitingly massive deserving a honorful name, don’t hope that you will get fast and good results. it will take time and power. enthusiasm is your only help and frustration on error your only enemy. -
My point is that it would be a lot easier if we could export from the animation tool to THNs. After all, that is the way that Freelancer was made.
I keep hoping that, someday, a guy like Why85 will find an exporter that will do that.
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