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Torque Movie Editor v0.07

by Pascal · 01/03/2004 (3:12 pm) · 22 comments

Download Code File

Edit 1/4/04: added some basic camera stuff (not polished yet), see CAMERA.HTML in the new version for updates. Replace all the current files in example and engine if you have the 1st version.

Check out README.HTML for a full install / quick tutorial

This is a initial revision of my torque movie editor. Its purpose is to allow the creation of scripted in-game movies using a relatively standard keyframing system. The system currently supports position (including rotation), animation, visibility, and script keyframes as well as object mounting. Major issue right now is lack of animation transition support, but besides that it works pretty well.

Installation is pretty quick, with no C++ changes necessary and only a couple of script changes to bring up the editor.

-Pascal

To Do:
Make Animation Transitions Work
Get mounted objects to sync correctly
... other stuff I can't remember
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#1
01/03/2004 (4:48 pm)
whoa, i must check this out! if it's as good as I think, well, then YAY!!!!!!
#2
01/04/2004 (4:34 am)
Pascal, what about camera movement? It would really be nice to include camera movements in the animation.

Any chance?

Also, when reading the readme, I didnt spot how to actually play the movie from outside the editor. Can it be played without the interface being there?

Nice work though.
#3
01/04/2004 (5:16 am)
Totally awesome! Works like a charm!
But I second Phil, integrating camera movements would be a blast! Maybe you could utilize the new PathedCamera stuff?
Anyways, thanks a LOT, been waiting for something like this from the beginning!
If anybody wonders what it looks like, here is a screenshot:
tork.beffy.de/uploads/pics/movie_ed.jpg
#4
01/04/2004 (8:46 am)
@Phil

The easiest way to play a movie outside the movie editor is just to call moviename.SetTimeScale(1.0) to play it going forward. moviename.setTime(0) can be used to reset the movie. I would figure most of the time it would come from a trigger or a script.

I did a little hack on camera.cc to make it follow a prop, I'll add that in real soon. The way it works is you just call "camera.followProp(propname or id)" from a script and it should work. I still need to make a camera shape that you can use as a dummy DTS.

-Pascal
#5
01/04/2004 (9:22 am)
Waw! Pretty cool to play with this. I feel "a little" like in MAX, but in torque :) Really fun and works great ! Thanks !
#6
01/04/2004 (11:51 am)
Yea!!!
#7
01/04/2004 (1:37 pm)
great resource!
#8
01/05/2004 (4:03 am)
Actually, now there's something to suggest Pascal..

Why not incorporate the pathedCamera stuff in general (i.e. the drawing of the paths in the editor etc?). That way we can setup things like paths and whatnot.. inside the editor. Take your keys from the paths keys.

Few suggestions for the camera:

1) Make it follow a prop as you said.. preferably with some method of animating the view to match the prop

2) Make it so the camera can "look at" a given object.. so it aligns the rotation to look towards the given object

3) Have some way of making a camera cut from one position to another.

I'm sure there are others.

Nice resource all the same!
#9
01/05/2004 (9:03 am)
Hey Phil,

Good recommendations. I just took a quick look at PathedCamera (I didn't even realize it was there until Stefan mentioned it) and its definintely the way to go. cameraSpline already takes care of all the interpolation stuff smoothly.

I'm finishing up some other stuff, but I'll do an overhaul to this as soon as I get a chance (I'll have to rip the keyframe related guts out a little bit)

-Pascal
#10
01/19/2004 (10:44 pm)
Hi Pascal,
any news on the PathedCamera update?
#11
01/20/2004 (12:46 pm)
Hey Stefan,

Sorry for no updates, I've some contact work I'm finishing up before I get to get back to torque dev.

BTW: Any other problems with it that people have found? (Besides the most god-awful unstructured cc and cs files)

-Pascal
#12
01/26/2004 (7:01 pm)
certaintly interested here as well ;)
#13
04/05/2004 (7:16 am)
hm... bump ;)
#14
06/17/2004 (6:20 am)
...and bump:)
#15
09/28/2004 (8:54 am)
Just getting started with this resource and it seems like a pretty good start. I'm having trouble with the run animation not cycling like it should, but other than that I like it!
#16
10/12/2004 (4:55 pm)
Pascal, you spelt Machinima wrong. But cool resource though, I'll try it out when I'm less pressed for time. Best of luck with it.
#17
01/26/2005 (8:48 pm)
Hmmm... very nice resource. Any updates yet?
#18
10/03/2006 (3:11 am)
How's this going?
#19
10/03/2006 (4:48 pm)
Great resource. Has this been updated since 2004, though?
#20
01/13/2008 (1:39 am)
Sounds so interesting! ;-)
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