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  1. #1
    Boomshot
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    Default First Person Camera Cutscenes

    I found a few threads kind of similar to this but they didn't provide enough info for what I want to do. My project is first person and I want the start of it to be the pawn basically waking up in a bed (I'll just fade in from black for this), sitting up, turning to the edge of the bed, then standing up, all BEFORE the player can actually control the pawn, but once this cutscene is over the player can just start moving around, basically a seamless transition from the cutscene to gameplay.

    Now, I tried animating a camera and having the last keyframe stop on the player start, but it doesn't seem possible to line up the last keyframe of the camera animation with the view of the player's pawn perfectly, so there's a noticeable jump once the player takes control of the pawn. Is there a method to make a camera's last frame line up for this or is there maybe a way to animate the pawn's camera itself once the level loads, and after the animation (basically a mini cutscene) is done, the player resumes control of the pawn from where it currently is?

    I don't want a body or anything visible by the way.
    Last edited by JessieG; 05-19-2012 at 04:22 AM.

  2. #2
    MSgt. Shooter Person
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    Default

    You should be able to line it up OK to the player start (remembering that the eye height will be slightly higher), I will just be trial an error. There is also a set transition time on a camera keyframe when you can transition from the player view into and out of a cutscene if that helps you out any?

  3. #3
    Boomshot
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    Default

    So basically I would have to move the camera in the last frame manually to the player start, test it, then go back into matinee and move the camera again, and keep doing this until it lines up? Seems a little unintuitive to try to just guess the right spot.

  4. #4
    MSgt. Shooter Person
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    You should be able to capture a reference to the player-camera when the level loads, and then plug that in to the camera animation, so you can "ease in/ease out" of the programmed movement.

    I'd look at the "Damage Camera Shake" Kismet example as a base:

    http://udn.epicgames.com/Three/KismetExamples.html

    I haven't read it all yet, but this thread might be helpful as well:

    http://forums.epicgames.com/threads/...ra-via-Matinee

  5. #5
    MSgt. Shooter Person
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    Default

    You should be able to create an AI Group and use a stagemark for the player instead of the player start. You will spawn the player offscreen then you will take control of it with the matinee sequence. Animate the pawn however you want then at the end of the matinee, the player will have control over the player where the matinee leaves off.

  6. #6
    Boomshot
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    Default

    I've never used StageMark before. Have you been able to get this working before? I just made a new AI Group and plugged in a player variable into the Stagemark slot in Kismet but it says there's nothing to control in the movement track in Matinee.

  7. #7
    Boomshot
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    Default

    I've never used StageMark before. Have you been able to get this working before? I just made a new AI Group and plugged in a player variable into the Stagemark slot in Kismet but it says there's nothing to control in the movement track in Matinee.

  8. #8
    MSgt. Shooter Person
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    Default

    How many cameras are you using?

  9. #9
    Boomshot
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    Default

    I tried with just a single camera added to the scene. Had it selected, made a new matinee, created new AI track, but the movement track doesn't become associated with anything when using the player variable as the stage mark.

  10. #10
    MSgt. Shooter Person
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    I am not sure if it can be done in UDK or not, since I am new to UDK. How about duplicate your camera and have one attach to another. One call CutScene and the other one call ActionScene, and all you have to do is just switch your camera from CutScene camera to ActionScene camera. Remember Jazz Rabbit? He puts two cameras in the scene, one attach to the pawn and the other one attach to the other camera. If I remember correctly. And make sure that both cameras are at exact the same location.
    Last edited by UDKStormed; 06-05-2012 at 03:40 AM.

  11. #11
    MSgt. Shooter Person
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    Default

    Stagemark should be a pathnode or other static object. It dictates where the player will be when the matinee starts (controls location and rotation). Plug in a pathnode to the stagemark and the player into the other slot. You will have an option for a preview pawn on the player (if you name it that) group which will tell you where the player pawn will be looking.

  12. #12
    MSgt. Shooter Person
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    Im pretty sure it can be done in UDK stormed, i tried it a while back but with a few different changes. What you have to do is make a kismet scene which disables the players movement and hides hud, and as soon as the player is standing or at the position you want him to be where he can begin movement enable the movement of the character and enable the HUD
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  13. #13
    MSgt. Shooter Person
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    Default

    I'dd say just keep lining up the camera, it's trial and error. Suit whatever makes you the best way.

    Your concept Idea reminds me a bit of HomeFront, where the player wakes up from his couch and is than freely to walk in the room. I'm not sure how they managed to that, yet that wasn't in UDK. I may try some things, if you would like it, only trouble is trying to mix time with my own project.
    Consider yourself as a problem in the world...

  14. #14
    Boomshot
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    Quote Originally Posted by Anhrak View Post
    I'dd say just keep lining up the camera, it's trial and error. Suit whatever makes you the best way.

    Your concept Idea reminds me a bit of HomeFront, where the player wakes up from his couch and is than freely to walk in the room. I'm not sure how they managed to that, yet that wasn't in UDK. I may try some things, if you would like it, only trouble is trying to mix time with my own project.
    That would be awesome. Though no rush, I'm still a ways away from integrating this, just wanted to see if I can figure it out ahead of time.

  15. #15
    MSgt. Shooter Person
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    I see. Well, I may have a tip for you.

    First, when you start, printscreen the screen and copy it on paint. Mark the four corners of the picture. Now, go to your camera, line the perspective viewport screen with the camera and try lining up the corners of sight (camera) with the corners of sight (player).

    It's all trial and error, but I think it will be worth it .
    Consider yourself as a problem in the world...


 

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