Category talk:Choreography/en

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Ihave authored a quick and dirty guide to getting lipsyncing to work, needs some editing. QuickStartLipSync ^Ben

How do you edit the article listing?

Add [[category:Choreography]] to the article. --Tom Edwards 05:51, 29 Jun 2005 (PDT)


Hello, RomeoJGuy here... Was wondering if it was just me or can combine npc's not be used fully in choreographed scenes? I think I am doing everything right. I make an info_targets in my map with names, then in faceposer I associate my bsp with the scene then I tell my combine npc to move to the info_target I placed, also I add sequence animations, and look at actor/face actor queues but they do not use anything of them except the voice plays fine. I might be doing something wrong... Do look at, face at, and move to events need to be stretched to how long they are doing it? If they cant be used I have just been firing triggers and then using SS to move and animate them.

Thanks.

RomeoJGuy

I don't really understand that explanation. Send me the VCD and VMF and I'll have a look. --TomEdwards 12:06, 1 Jul 2005 (PDT)
For NPCs to be able to work in choreographed scenes, they must be setup properly in the game DLL. In HL2, we didn't need combine soldiers to act in choreo scenes, so they aren't setup to do so. To work in a choreo scene, NPCs need to be derived from CAI_BaseActor. You have two possible solutions:
  1. Ask you programmer to make CNPC_Combine derive from CAI_BaseActor. This isn't that hard.
  2. Wait for Aftermath to ship. In that, we've already made Combine Soldiers & Metrocops derive from CAI_BaseActor, because we wanted to use them in choreo scenes ourselves.
-- Robin Walker 10:49, 13 Jul 2005 (PDT)
What are the disadvantages of making them actors? --TomEdwards 10:55, 13 Jul 2005 (PDT)
There aren't really any disadvantages to making them actors. They'll use a bit more memory, but it's tiny compared to the amount of memory you'll be using in textures / models / etc. They still won't do everything that the existing actors will do, because their models aren't setup to do it (head turning & facial animation). The system detects that and ignores choreo events that they can't perform. -- Robin Walker 13:33, 13 Jul 2005 (PDT)

Has anyone figured out how to use interrupt events? It isn't covered in the Choreography Tool section, and I haven't been able to get it working myself. -- Sodabus 19:47, 7 Jul 2005 (PDT)

They are there. I just made it clearer. Choreography_Tool#Global_Pauses_.28Interrupts.29. --TomEdwards 07:49, 13 Jul 2005 (PDT)
No, I'm talking about interrupt events as in a selectable event in the Choreography Events section. In FacePoser, it's between "Sub-scene" and "Permit Responses", and has a red exclamation mark as its icon. The event looks like this. -- Sodabus 19:55, 13 Jul 2005 (PDT)
The Interrupt event has no documentation on the wiki yet. to my knowlege, it wasnt used in any of the HL2 scenes. we've used it in some post-hl2 stuff, but i'm not sure what functionality it has in the currently available SDK -- none, i'd assume. but eventually (post Aftermath release) it'll be used as a way for a designer to specify "safe interrupt" spots in a vcd. once Aftermath ships there will be a couple meaningful utilizations for this: first, a CanelAtNextInterrupt input to the Logic_Choreographed_Scene (LCS) entity. Second, an "Interrupt at next interrupt event" value to the "busyactor" key of the LCS entity. (please pardon any format errors here on my part, i'm brand new to wiki editing). --JacobNicholson 20:56, 13 Jul 2005 (PDT)
OK, I'll wait it out. Thanks for the clarification, Jacob. -- Sodabus 21:06, 13 Jul 2005 (PDT)