by Jojon » Tue Apr 13, 2010 12:25 pm
No problem, keiya! Rather, I am sorry if the delay with my turn, got your circles out of alignment.
Keep in mind, that should inspiration pounce and time become available, you just need to holler to make me let your name trickle down the list of participants - so you still have a chance of having a turn, this round!
EDIT: Moving on, then... What's that? Is it an airplae, is it an unladen African swallow? No, it's Corvus, our raven, croaking across the sky and what's more: she's next up!
@diafero: Ah yes, the Myst fireplace oneshot.I may have to put an plank on the cave floor, or make a custom sample for crawling out - sounds odd with the sound of stepping on the library wooden floor, when crawling out, into the cave. :)
I have NO idea what you said next :D, but the paging is cut'n'pasted from the Wiki oneshot tutorial, so I've been expecting it to be good-ish - glad to hear it works under "real" circumstances.. :)
Incidently; if anyone can give some advice on the following issues, it'd be nice:
- I don't know whether the callback from the oneshot is actually a separate, automagically set-up timer callback, with its parameter extracted from the oneshot prp and started before seeking is completed, or something, but I notice that sometimes, when avatar alignment proves fiddly and takes a bit of time, the audio play out of sync with the animation. Thoughts on this?
- I have a similar thing, but much more severe, with the cleft falling-out-of-the-sky oneshot, which is used at the bottom of the tower 2 shaft. The responder that starts this oneshot, is triggered by a region and also starts other animations, camera changes and sounds, all of which are intended to be synchronised. However, sometimes the sequence comes out fine, sometimes the oneshot is already done by the time the camera has panned down and the sound called by the oneshot plays. I figured this wouldn't be a problem, since I've got the noseek flag set for the oneshot, but...
. Secondary question here: what is the proper camera message alcscript for popping a camera (in this case pushed by a previous message in the same responder)? (perhaps there is even a single message, one might send, that both pops the previous camera and pushes the new one?)
I think I'm currently leaving a lot of junk on the stack.
- Character animations, yes... What is included with the 3DS toolset, pertaining to that? A skeleton object, that might be imported into Blender, perhaps? :7
- Hmm, there was something else... Damn my memory... :)
(Oh, btw, if Boblishman is reading this: I believe I stumbled across what we were lacking, in order to make sure cameras ALWAYS CUTS to position, unless he's got that sorted already: we need to have flags (cutpos and cutpoa) set under the "transitions" header, as well, not just under the camera brain. There are separate plasma classes for camera brains and camera modifiers and without the flags under transitions, the cut-thingummies only flags true in the former.)