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Smooth Help (player not visible)
posted in Q/A Help
1
#1
0 Frags +

So I am working on some smooths, let's say I'm smoothing a rocket but with the camera pointed against the soldier firing it, the soldier (which the pov demo is from) is not appearing in the smooth, only the rocket being fired out of where he should be.

Is there any workaround for this or is there something I am missing?

So I am working on some smooths, let's say I'm smoothing a rocket but with the camera pointed against the soldier firing it, the soldier (which the pov demo is from) is not appearing in the smooth, only the rocket being fired out of where he should be.

Is there any workaround for this or is there something I am missing?
2
#2
5 Frags +

If you use a POV demo the player will NOT show in 3rd person shots (smooths).
I think this is because the player is still bound to the camera, so the game kinda moves the player itself to watch the game from a different perspective - this is at least how I understand it.

With STV demos it should work!

Sorry for my bad english >:D

If you use a POV demo the player will NOT show in 3rd person shots (smooths).
I think this is because the player is still bound to the camera, so the game kinda moves the player itself to watch the game from a different perspective - this is at least how I understand it.

With STV demos it should work!

Sorry for my bad english >:D
3
#3
2 Frags +
zeSIMONIf you use a POV demo the player will NOT show in 3rd person shots (smooths).
I think this is because the player is still bound to the camera, so the game kinda moves the player itself to watch the game from a different perspective - this is at least how I understand it.

With STV demos it should work!

Sorry for my bad english >:D

Thanks for the explanation, understood perfectly. I'm still experimenting a lot with smooths so I wasnt aware of this.

STV demos can't be smoothed tho :(

[quote=zeSIMON]If you use a POV demo the player will NOT show in 3rd person shots (smooths).
I think this is because the player is still bound to the camera, so the game kinda moves the player itself to watch the game from a different perspective - this is at least how I understand it.

With STV demos it should work!

Sorry for my bad english >:D[/quote]

Thanks for the explanation, understood perfectly. I'm still experimenting a lot with smooths so I wasnt aware of this.

STV demos can't be smoothed tho :(
4
#4
8 Frags +

If you're willing to spend a few days figuring out how it all works, HLAE + Cinema4D 11.5 (must be version 11.5) will let you do this. It's what I used to make this video.

There are no really good tutorials out there and I'm at work so I can't make any in depth guides at the moment, but the gist of the workflow is as follows:

  1. Record your demo.
  2. Using this wiki page (scroll down to the bottom where it links to mirv_camexport) as a reference, export the camera path from the part of the demo you'd like to use.
  3. Install the Cinema4D plugin and import your camera data. (Note: I didn't realize there were also plugins for 3dsMax and After Effects! Might be better to use one of those programs if you already have them. I will say that Cinema4D might be the best tool for the job, though. Lots of camera keyframing options and it's built from the ground-up to do this kind of 3d work.)
  4. At this point, you will have a camera path in your C4D workspace, but nothing else. You will need to import the map played in the demo so that you have some idea of where the camera is in relation to the game world.
  5. Export the map as *.obj with Crafty.
  6. Import the *.obj into C4D. There are a few ways to do this, I used Riptide. Note that I haven't figured out a consistent way of getting textures imported, but they are not necessary. The map here is just used as a visual reference for you when creating the new camera path, nothing more.
  7. Add a camera to your C4D scene and make a path for it with keyframes. Controlling C4D can be very odd at first, but you'll get used to it.
  8. Set your scene FPS to 500, the highest it will go. This will ensure that your new camera path plays back as smoothly as possible in-game. The default framerate of 90 will have noticeable jitter.
  9. Select your camera and export it with the HLAE exporter plugin.
  10. Import your new camera path with mirv_camimport
  11. Record your smooth.

There's a few oddities you may run into with this. For example, when you import maps, they may be rotated 90 degrees. Just select the whole thing and rotate it in C4D. You may also need to mess with the "90 degree fix" checkbox in the C4D HLAE exporter.

You also don't need to import/export the entirety of the demo's camera path. If you just want ticks 1000-1250, you can do that. VDM scripting of your mirv_camexport and mirv_camimport commands is necessary for this, though.

It will take you some time to get used to all the quirks of this workflow, but once you have it figured it out you will be able to iterate much more quickly and efficiently than you can with normal in-game smoothing. Plus, you can also do camera motions/rotations that are otherwise impossible.

If you're willing to spend a few days figuring out how it all works, [url=http://advancedfx.org/]HLAE[/url] + Cinema4D 11.5 (must be version 11.5) will let you do this. It's what I used to make [url=http://www.youtube.com/watch?v=253igatnC6Y]this video[/url].

There are no really good tutorials out there and I'm at work so I can't make any in depth guides at the moment, but the gist of the workflow is as follows:

[olist]
[*] Record your demo.
[*] Using [url=http://advancedfx.org/wiki/AfxHookSource]this wiki page[/url] (scroll down to the bottom where it links to [url=http://advancedfx.org/wiki/Source:mirv_camexport]mirv_camexport[/url]) as a reference, export the camera path from the part of the demo you'd like to use.
[*] Install the [url=http://advancedfx.org/download.php#tools-hlae-camdata]Cinema4D plugin[/url] and import your camera data. (Note: I didn't realize there were also plugins for 3dsMax and After Effects! Might be better to use one of those programs if you already have them. I will say that Cinema4D might be the best tool for the job, though. Lots of camera keyframing options and it's built from the ground-up to do this kind of 3d work.)
[*] At this point, you will have a camera path in your C4D workspace, but nothing else. You will need to import the map played in the demo so that you have some idea of where the camera is in relation to the game world.
[*] Export the map as *.obj with [url=http://nemesis.thewavelength.net/index.php?p=45]Crafty[/url].
[*] Import the *.obj into C4D. There are a few ways to do this, I used [url=http://skinprops.com/download.php?list.11]Riptide[/url]. Note that I haven't figured out a consistent way of getting textures imported, but they are not necessary. The map here is just used as a visual reference for you when creating the new camera path, nothing more.
[*] Add a camera to your C4D scene and make a path for it with keyframes. Controlling C4D can be [i]very[/i] odd at first, but you'll get used to it.
[*] Set your scene FPS to 500, the highest it will go. This will ensure that your new camera path plays back as smoothly as possible in-game. The default framerate of 90 will have noticeable jitter.
[*] Select your camera and export it with the HLAE exporter plugin.
[*] Import your new camera path with [url=http://advancedfx.org/wiki/Source:mirv_camimport]mirv_camimport[/url]
[*] Record your smooth.
[/olist]

There's a few oddities you may run into with this. For example, when you import maps, they may be rotated 90 degrees. Just select the whole thing and rotate it in C4D. You may also need to mess with the "90 degree fix" checkbox in the C4D HLAE exporter.

You also don't need to import/export the entirety of the demo's camera path. If you just want ticks 1000-1250, you can do that. [url=https://developer.valvesoftware.com/wiki/Demo_Recording_Tools#Demo_editor]VDM scripting[/url] of your mirv_camexport and mirv_camimport commands is necessary for this, though.

It will take you some time to get used to all the quirks of this workflow, but once you have it figured it out you will be able to iterate much more quickly and efficiently than you can with normal in-game smoothing. Plus, you can also do camera motions/rotations that are otherwise impossible.
5
#5
4 Frags +

Thanks lange, will be trying that in the future for a more lengthy project. For now I just found a quick workaround to this.

Thanks lange, will be trying that in the future for a more lengthy project. For now I just found a quick workaround to this.
6
#6
2 Frags +

Holy fuck Lange that's incredible. What is the workaround you found Kaneco?

Holy fuck Lange that's incredible. What is the workaround you found Kaneco?
7
#7
2 Frags +
PrototypesHoly fuck Lange that's incredible. What is the workaround you found Kaneco?

Since what I'm working on is a "play of the day" clip for comp.tf which is rather short I figured I could get away with it using a split screen and cover the missing player area with the second pov. Not sure how it will work in the end but it's looking ok atm. It's all about trying new things tho. So I'm up for that.

[quote=Prototypes]Holy fuck Lange that's incredible. What is the workaround you found Kaneco?[/quote]
Since what I'm working on is a "play of the day" clip for comp.tf which is rather short I figured I could get away with it using a split screen and cover the missing player area with the second pov. Not sure how it will work in the end but it's looking ok atm. It's all about trying new things tho. So I'm up for that.
8
#8
0 Frags +
KanecoPrototypesHoly fuck Lange that's incredible. What is the workaround you found Kaneco?Since what I'm working on is a "play of the day" clip for comp.tf which is rather short I figured I could get away with it using a split screen and cover the missing player area with the second pov. Not sure how it will work in the end but it's looking ok atm. It's all about trying new things tho. So I'm up for that.

Note that you don't need to use smooth or any other angles for one clip.

[quote=Kaneco][quote=Prototypes]Holy fuck Lange that's incredible. What is the workaround you found Kaneco?[/quote]
Since what I'm working on is a "play of the day" clip for comp.tf which is rather short I figured I could get away with it using a split screen and cover the missing player area with the second pov. Not sure how it will work in the end but it's looking ok atm. It's all about trying new things tho. So I'm up for that.[/quote]
Note that you don't need to use smooth or any other angles for one clip.
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