Point (3)
I have been playing with this myself and it is easy enough to film a 3D Realtime cut sequence inside wme using multi-camera angles.
What you need to do is use absolute values rather than have the model standing on the spot, as in a cut sequence you are not going to be controlled by the user.
Setup your scenes.
- Render it form your requried angles to get the background plates
- Export you animation in panda
- Set your animation cycles to the desired length of you camera cuts. EG:- fight sequence anim01 = frame 1 - 50 (punch), anim02 = 51 - 200(fall over)
- set up your scenes in wme and your done!!!
How this works - If you do not have the animation running on the spot it, the animation is relative world space IN the 3Ds file. So form where ever you palce the actor is will move from there as it was animated in the 3D app.
- Also if you call the actor and then the animation at say frame 51, then the model will jump to what ever spot it was sitting in your 3D app at frame 51. This means simply place the model in wme where you would like the animation to start fomr and bang there you go.
Here is a super quick example of what I am talking about. This scene uses a WME scene change to change a camera viewpoint on a single continuous animation. Designed as a non-interactive cut sequence. This is real quick and dirty but i think you will get the idea.
http://hosted.filefront.com/AnimationCluB/Notes
- Remember that the camera cut can hide a tiny mistake in exact placement so just make sure it looks good and you players will not notice.
- For cutsequences you can export more than one thing at a time.. for a fight export both the fighters in a single animation.
- You might find it a it easier to split the animation cuts into a separate actor for each scene. (A little big on space but if you do it right you can all reference the same textures so the bloat is not that bad) That way when you are position the actor in wme the first frame of the animation is equal to the positioning in the editor.