This is my thread where I'm going to post my cutscenes whether they're in progress or completed. I'm open to any advice regarding them that would help me improve them.
I'm also hoping that perhaps other people who have made or are working on cutscenes may also post them here so we can collectively give advice on improvements to them.
1) A cutscene I started making for the BWCE #6. The theme was Swarmed which was to be where zerg swarm enemy units. Press the Play button to play and replay the cutscene.
Reviewed your video. The text was a far to fast I had difficulty reading some parts, however what I did read sounded natural and was well written. The APCs were a bit close to each other and didn't look damaged at all could've at least attached a few flames. No sounds either but that is understandable as it isn't finished. I liked how you had a crap load of preplaced zerg units that was a good idea. Finally was the lack of camera finesse, you could've panned the camera used multiple shots, and probably could've made the zerg look like there moving just by moving the camera. Overall as your first entered cinematic it was pretty good.
Did you look at the map again or did you just copy paste the text from before? I've fixed the problem with the Zerg and the text and I've been planning to add flames to the APCs.
Pretty cool, especially for your first one. To expand on what Jack said, use the curve editor to make moving camera shots rest smoothly. Also, a lot of units have a kind of turn animation so you don't need to see them slide along the floor. If you can't fix that, a good rule of thumb is to use good shots to hide turns.
You need to match the scale of the walk animation to the speed of the character a little bit better as well.
I've never tried anything with text like that before, but aside from being a bit quick, it looked very well done.
Updated the map. I've smoothed out the camera movement so it doesn't start and stop so abruptly. I also tried using Look At instead of actually rotating the units. This isn't actually my first map, I've made another one as well.
Look at only works for the highly detailed campaign models, in case you didn't already know. Shouldn't be an issue for any of the ones in your scene though.
I know that Look At only works for StoryMode models, the only problem is that those models don't have turn animations. The best I could do was use a walk animation but it looked really stupid with the unit just walking on the spot.
I would recommend using something like this for ease of implementation with text. Doesn't necessarily look the nicest but it works, and can give you a good idea of when to add the actual transmissions.
Thanks a lot. I've played those text nodes before but I've found they really ugly and they're in the middle of the screen, not nicely alghned at the bottom. The only advantage I see in having them is that with it you can do RTT and still have text dialogue
You could fairly easily have them nicely aligned at the bottom but I agree they are kind of ugly. Though they are useful because you can set them to display the current frame or time.
Pretty cool, especially for your first one. To expand on what Jack said, use the curve editor to make moving camera shots rest smoothly. Also, a lot of units have a kind of turn animation so you don't need to see them slide along the floor. If you can't fix that, a good rule of thumb is to use good shots to hide turns.
You need to match the scale of the walk animation to the speed of the character a little bit better as well.
I've never tried anything with text like that before, but aside from being a bit quick, it looked very well done.
This is my thread where I'm going to post my cutscenes whether they're in progress or completed. I'm open to any advice regarding them that would help me improve them.
I'm also hoping that perhaps other people who have made or are working on cutscenes may also post them here so we can collectively give advice on improvements to them.
Now for my cutscenes.
1) A cutscene I started making for the BWCE #6. The theme was Swarmed which was to be where zerg swarm enemy units. Press the Play button to play and replay the cutscene.
Reviewed your video. The text was a far to fast I had difficulty reading some parts, however what I did read sounded natural and was well written. The APCs were a bit close to each other and didn't look damaged at all could've at least attached a few flames. No sounds either but that is understandable as it isn't finished. I liked how you had a crap load of preplaced zerg units that was a good idea. Finally was the lack of camera finesse, you could've panned the camera used multiple shots, and probably could've made the zerg look like there moving just by moving the camera. Overall as your first entered cinematic it was pretty good.
@JacktheArcher: Go
Did you look at the map again or did you just copy paste the text from before? I've fixed the problem with the Zerg and the text and I've been planning to add flames to the APCs.
@Spoolofwhool: Go
Yea I copy pasted figured you hadn't updated it. Lemme know when you finish I'm interested in it.
I've updated the map. I've increased the lenght of the text and also made it so the Zerg are moving. Working on the burning APCs.
Pretty cool, especially for your first one. To expand on what Jack said, use the curve editor to make moving camera shots rest smoothly. Also, a lot of units have a kind of turn animation so you don't need to see them slide along the floor. If you can't fix that, a good rule of thumb is to use good shots to hide turns.
You need to match the scale of the walk animation to the speed of the character a little bit better as well.
I've never tried anything with text like that before, but aside from being a bit quick, it looked very well done.
Updated the map. I've smoothed out the camera movement so it doesn't start and stop so abruptly. I also tried using Look At instead of actually rotating the units. This isn't actually my first map, I've made another one as well.
Look at only works for the highly detailed campaign models, in case you didn't already know. Shouldn't be an issue for any of the ones in your scene though.
I know that Look At only works for StoryMode models, the only problem is that those models don't have turn animations. The best I could do was use a walk animation but it looked really stupid with the unit just walking on the spot.
I would recommend using something like this for ease of implementation with text. Doesn't necessarily look the nicest but it works, and can give you a good idea of when to add the actual transmissions.
@JacktheArcher: Go
Thanks a lot. I've played those text nodes before but I've found they really ugly and they're in the middle of the screen, not nicely alghned at the bottom. The only advantage I see in having them is that with it you can do RTT and still have text dialogue
@Spoolofwhool: Go
You could fairly easily have them nicely aligned at the bottom but I agree they are kind of ugly. Though they are useful because you can set them to display the current frame or time.
i'm a greeeeeeeeeeeee
Here is a cutscene from my old series I used to do. It is only just the skeleton framework, so everything else is done in video/audio software.
http://www.sc2mapster.com/maps/hasucraft-ep-6-map-file-film-ser/