INTERPOLATION POINTS
"Machismo"
cool_machismo@yahoo.com
GIVE ME MORE INFORMATION DAMNIT!
Let me be frank. Since there are going to
be so less people who want to do animated movie like opening sequences
this is going to be a fast and bitter tutorial (don't mind me I don't know
what the hell I'm talking about half the time :) - but don't worry this
tutorial will get you to where you want to go) . Since you are reading
this tutorial lets hope you are interested in doing that. Ok I hope
everyone who's reading this tutorial has played both Unreal and UT and not
just one of them - I don't know why I go around making stuuuupid comments
like that but it had to be made. Ok this tutorial will set out how to make
those animated sequences that you see when you start Unreal and UT; the
end Unreal sequence and the trophy sequences in UT. Another harsh reality
- no one is going to want to see your animated map except your friends
whom you can force to watch your map with dire threats (a very nice way of
showing off your skills and boasting lol). Its also a nice way of showing
off any good map that you have made. What am I blabbering about, lets get
with it. THE SECRET (BUT NOT
ANYMORE): When I first took up
Unreal editing I was really impressed by the opening and end sequences
knowing the editor and all that kept me wondering how the hell did they do
that. Well as the heading of this tutorial suggests the whole thing is
controlled by the interpolation point (hereafter referred to as Interpol,
located under the actor class keypoint). I'll assume that you have a map
that you want to animate. If not then build four boxes connected to each
other to form a large square - got that?. Lets dive into this cool pool
pal, here's how to go about it: 1.
At the beginning of your level where ever you want the animation to start
place a player start high up in the air so that if you were to play the
level you would fall from a height. You need to do this or its going to be
a little awkward, this will make the beginning more smooth. You'll
understand why later. 2. A
little below the player start place a trigger. Under its
properties|collision give it a nice big collision radius and height so
that the trigger will get triggered no matter what. Also give it an event
name. 3. Add in a special
event from under triggers anywhere in the level. Under its properties set
the following:
(a). Its tag must be the same as the trigger you placed above. Give it a
event name we will be needing it in a while.
(b). Under object|initial state set it to player path. This lets the game
know that it has to move the player around the paths we specify and that
the player has no say in the movement.
4. IMPORTANT
:
Now for the main part. Since the whole map is run by the Interpol we need
to set them up properly. The Interpol decides how the camera (think of it
as a moving handcam) moves about, where it does turns, how fast it moves
at each point, etc. Locate them under keypoint and place them around your
level. The placement is really up to you but a few tips - you can place as
many points or as less as you desire, I almost always use the top down
view to check out the rotation to see that the red arrow is pointed in the
direction that I want it to take. At this point some of you make be
wondering about how to make turns - don't worry about it too much. Say you
have point a, b and c is around the corner - have a point at b and give b
a small twist in the top down view to the left. That should take care of
itself. Be careful about those turns though I've found myself doing
unexpected turns on the corners. So do the placement carefully (and yes I
lied before when I said not to worry :). Do some experimentation with the
placement - this is not something that I can hold your hand over. Ok now
that the points are all set over the level do the following to its
properties:
(a). Do a select all interpolation points and set all their tags to the
event of the special event. Why? So that when you enter the level the
trigger sets off the special event which tells the whole level to make the
player take the path laid down by you. You should see the trigger
connected to the special event and all the interpolation points connected
to that one special event by a spider of red lines.
(b). Ok move to the very first Interpol that you placed. Under its
properties expand interpolation point - we are bothered with only four of
them:
-bEndOfPath - false for all except for the last point where you
want the movie to end. One interesting point of note here is that you can achieve
smooth endings by using the following technique. Say you have a line of
paths approaching the end of your level and there you have a statue right
smack in the middle. From the line of paths build a circle of paths by
placing say hypothetically 10 points around the statue and don't set
bEndOfPath for any of the points in the level. What you will have is a
line of Interpol's coming to the statue and a circle of them around the
statue. You should also adjust the points so that a few are pointing in at
the statue and the rest of the points form a kind of circle to help you
circle the statue. The cam will keep moving around the statue give you a
"press esc to begin" message and start at the beginning of the
level.
- bSkipNextPath - Depends on the situation. You are going to use
this only once in a while. Say you have point a, b, c and d. a leads to b;
b has SkipNextPath to true and c has bSkipNextPath to false. As should be
obvious by now we need point c to tell the game not to skip the next point
or there would be no end to the skip path. You can use this technique to
increase speed gradually (see below).
- RateModifier -The rate at which the the camera moves needs a
little experimentation......again. .5 is a nice slow speed that allows you
to get a good look at the surroundings. Play around with it you can achieve
some cool effects by slowly increasing the speed from point to point until
you are virtually zipping along - say behind a car on a high way -we'll
deal with that next.
- Position - Just what the name suggests, what is the position of
that point. Set the first point to 0, second to 1 and from the second if
you have a set of points in the same line in the front the position of 3
to that point where you want to move to next in the game.
That's all with the Interpol's this should
be enough to do any path you want to take on your level.
5. Ok say you have a highway type
level and want to see some cars moving around these is how you need to do
it:
(i). Set up the Interpol's along the highway lets say for this example in
a straight line. We have points 10, 11 ,12, 13, etc. running along the
highway. At point 11 say 1/4th the way along the highway set up a trigger
give it an event name and a nice big collision radius and height so that
you don't miss it.
(ii). Behind point 10 in a garage kind of thing place any one of the cars
from under decoration. Set its tag to something.
(iii). The main part of this section is here. Expand Brush|Mover from
under classes and make sure that attach mover is selected - finally
getting to use that one!. Read the explanation given by Epic in the script
box in green. The texture is not important make a small brush that fits
under the car and cannot be seen from above or the sides and hit the add
mover button.
(iv). Under the attach movers properties set - AttachMover|AttachTag to
that of your cars tag; under events|tag give the mover the same tag as the
trigger that you placed before; object|initialstate to triggeropenedtimed.
Also you need to set the following under mover :- MoverEncroachType -
Return; MoverGlideType - MoveByTime; MoveTime - Depends set it to say 3
for a fast car; NumKeys (not KeyNums) - How many moves or keyframes the
mover will be able to perform (since this is not a mover tutorial all I
can say is that if you just want your car to move in a straight line then
forget it, but if you want it to do all sorts of twits and turns the
amount of twists and turns that you want it to do should equal the
NumKeys; StayOpenTime - I always give quite a large number as we don't
want to see the car moving backwards all the way or something.
(v). Ok hit mover keyframe > key 1 and move the car where you want it
to go. If for example you had set the NumKeys to 5, hit key 1and after
that hit key2 the mover will move back to key0 that is normal. From there
move it to the second position and then key3 and so on. At the end hit
key0 to set the mover back to the original position. Key 1 can be a straight
move, then when the mover is at key 2 you can give it a little turn and
another turn at 3 and do a complete circle so that it reaches then end
position where you want it to go.
(vi). Go to Interpol 9 set its rate modifier to a slow amount and move to
10 increase the amount, keep doing this (increase the rate that is) till
you reach the end of the highway and turn off into another section. The
effect that I'm trying to convey is that you come out onto the highway at
a slow rate and suddenly under you the car should come along moving at a
fast pace and then since the Interpol rates increase you increase your
speed along with it then turn off the highway into another section.
6. Hit F6 to open the level properties
enter your name and all that, under DefaultGameType hit use after
expanding info|gameinfo|tournament game info and selecting UTIntro. After
a rebuild when you enter (this may be obvious but don't save the map with
any extension like dm,etc.) you should feel like its just like the opening
UT sequence.
VERIFYING
SETUP:- To verify which direction the interpolation
points will make the player face, after you have setup everything just
select a single interpolation point, and you'll get something like the
following picture:

Take careful note of the white line - it points in the general direction
that the player will go and the green, yellow and blue axes show the
"exact direction in which the player will point. Take a look at the
top down view in the editor, where I have selected a interpolation point.
You will notice that the interpols tiny red arrow corresponds to the
direction on the three axes that the player will be facing.
SOME GENERAL NOTES:
One cool effect that is a virtual corollary
to the above is the ending unreal sequence. There the nice effect of being
inside and outside the escape pod is achieved. How this was done was to
just circle the pod while in the beginning stages of takeoff using Interpol's
and then using Interpol's the rest of the way to give a feeling of being
inside the pod.
I mentioned how to use the trigger to set
off the cars, another cool effect is to come at a door at a fast rate slow
down and hit the trigger to the door, the moment the door opens take off
again. I'm totally deviating from the topic so I'd better stop. This
tutorial has hopefully answered your questions (if you had any in the
first place :). If not please email me at my add and I'll try to update
you and the tutorial simultaneously. Since I wrote the tutorial in the
night instead of sleeping I hope its lucid. That's the end of this sequence.
|