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UT Cinematic experimentation

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  • replied
    m8 this is a awesome!

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  • replied
    Really nice, adds abit of a pumped up feel before you go and play

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  • replied
    Yeah, that was sort of the vibe I originally thought of, and the idea could be salvaged if I had less of them standing around fondling their weapons, and instead show off the weapons as they're picked up.

    It would be nice if I could finish it and turn it into a somewhat more official trailer piece, our only limitation right now is that assets run thin as far as characters, but for this sort of duel type scenario it could work.

    Good ideas.

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  • replied
    Ive really liked the idea and theme you are going with so I keep thinking of other ideas along that line.

    Start off with each character spawning and exploring the map, collecting weapons. Like i said before each time they just barely miss seeing eachother and we the viewer see that. Finally the inevitable happens and we see that both players are about to run into the same room. At that moment the camera pans out of the room and all you see/hear is gun shots/explosions/gib effects. Then a lone player emerges from the door way the camera panned out of and does the same taunt from the beginning where he points at the camera and motions for you to come in, challenging and calling out the viewer.

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  • replied
    Nice start on this Henrik! I know this stuff is incredibly time consuming. Looking forward to more!

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  • replied
    oh yeah they're quick, even with 2 pass renders. CUDA is the stuff.

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  • replied
    You should be able to transfer those profiles to your Origin machine (congrats on that acquisition).

    The stuff you are planning to do is fairly small scale compared to the 30-60 minute long presentations I built, and render times should be very manageable for you, even with huge base files.

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  • replied
    Yeah I already do that with vegas profiles, just don't have any set up here on my new pc yet.

    I didn't think of limiting the fps directly in the editor, surely there must be a way to do that. Thanks!

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  • replied
    Originally posted by HenrikRyosa View Post
    I'm able to get several seconds worth recorded smoothly in Fraps, but I don't really like the codec. Do you really think Camtasia can manage 1080p without dropping many frames?

    I need to investigate the matinee crash further and see if there's any situation where it WON'T crash. Like a matinee in a completely blank map, or a particular gametype. A pure PNG framedump would be ideal.
    Camtasia never dropped any frames on me. I had my playback system set to a specific frames per second output and matched the setting in Camtasia resulting in a smooth recording and playback. I believe they (Techsmith) offer a trial, so give it a shot and experiment to your heart's delight.

    The one caveat is that the more frames you render during an immediate recording session, the larger the file will be and your only catch will be memory. You actually want a raw avi dump so there is no compression. This gives you the ulitmate control over quality of your finished product.

    Also, since you are using Vegas, you can create render profiles for your projects to use. You can set the video compression, resolution, the number of passes, audio quality,all in a selectable profile. I made several to use for various types of projects. For a great many reasons, I found Vegas to be more user friendly than Premier for most projects.
    Last edited by Crotale; 05-21-2015, 09:31 AM.

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  • replied
    I'm able to get several seconds worth recorded smoothly in Fraps, but I don't really like the codec. Do you really think Camtasia can manage 1080p without dropping many frames?

    I need to investigate the matinee crash further and see if there's any situation where it WON'T crash. Like a matinee in a completely blank map, or a particular gametype. A pure PNG framedump would be ideal.
    Last edited by HenrikRyosa; 05-21-2015, 08:45 AM.

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  • replied
    If I may suggest, you should make a small investment into Camtasia. I used it for recording huge 3D clips for the combat mission playbacks we did in my unit a few years ago. I was able to create professional videos at 1080p importing raw avi clips into Premier.

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  • replied
    Yeah that's what I meant

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  • replied
    I think if you do end up putting some combat in, it might be easier to just use demo recordings of nice frags. Maybe get together and "stage" a few of them for the intro. Using scripting for that might be a lot more difficult than just actually doing it in game.

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  • replied
    Thanks for the detailed feedback Sly. There are some FOV changes, especially in the second half, but this is something I didn't mention in regard to bugs: FOV transitions really bring out shadow fade and pop issues like nothing else, so they had to be avoided in the first half as much as possible.

    Maybe more weapon fire stuff could help the shot transition but the outdoor shot itself should probably be kept mostly tranquil as it's supposed to fit with the ambient transition in the music. So to answer that at least, yes some thought did go into timing the music - the footsteps just nicely turned out the way they did.

    For now I need to sit on this concept, as I've been asked to do some other things. I will probably even leave it as is, because there are many better ideas to execute and again, it was very off the cuff, which usually yields less than ideal results. I think if I use gameplay and weapon fire I will use them in a different way in the next video, as I said in my previous post.

    I'll keep your ideas in mind anywhere they might fit though!

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  • replied
    Actually, the music was pretty fitting. For example, the scene changes and the running scene were mostly all within the beat, whether intentional or not, I don't know, but it was very nice (each step was a beat if you look closely).

    Personally, I already really like this video!

    However, there are some ideas I would like to write down here.
    I was wondering if it would be possible to mess with the fov at some point, for example in the part from 0:33 to 0:37. In the editor, using numpad 1 and 3 zooms in and zooms out fisheye style, but I'm afraid I don't know (yet) how you could do this in your matinee. A play with fov could be used on many points, but should only end up on one particular point in this video or it will be too much. For example if it fades in that way right at the beginning, I would suggest something else to spice up the scene between these two.
    At the end of the confrontation scene, I somehow expected an explosion or flak shards and see gibs fly past the view when the camera moved outside before the full UT logo appeared. It could even have a stylish fire emitter cover up parts of the view and have the camera "dash" through the fire, basically a smoother transition into that scene. I think, this could be still in the scope as it would be triggering an emitter at said time and surely less work than animating something.

    What do you think?
    Last edited by Sly.; 05-20-2015, 05:37 PM.

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