From 1337coh
Im going to assume that everyone knows where the NIS tool is located, how to start a new NIS, and know how to place actors (Search for it, I know its out there somewhere).
Before you can do anything "usefull" with the NIS tool, you have to understand the timeline. The timeline can be accesed near the play button on the rollup menu (it says "Timeline", so you caint miss it).
The timeline controls everything that happens in a NIS. Every Camera, Actor, Effect, ect. will have its own place in the Timeline. I explained the timeline a little in this pic:
Keyframes are the red nodes in the Timeline. Keyframes control what the actors do, when to do it, and how long to it in certain cases (Movement). To insert a keyframe on the timeline, select the apropriate point in the timeline and hit "Insert" on the keyboard. You will be asked different things, depending on where you added the keyframe.
'I' only add keyframes under the Animation or Custom Anitmation channels for Actors and trigger keyframes for effects. The movement keyframes are generated automaticly (I'll explain later).
[edit] Adding weapons for troops
When you have a soldier for example, your going to want to arm him with some sort of weapon, wether it be a rifle, grenade, or bazooka maybe. Doing this requres two commands for a single keyframe. Select the first keyframe under the solder in the animation channel(use the rifleman.abp actor for this example) and hit insert. When the menu pops up, select the "m1garand_visible" under the STATE list. Change the value "off" to "on" and click update (This is all on the rollup menu). Now hit insert over the same keyframe and find the "rifle_state" command under the STATE list. Change "invisible" to watever suits the scene at the moment (like aim, fire, cooldown, ect.). Now your rifleman should have an m1garand rifle in his hands if you did everything correctly. For a bazooka, you need to use different commands (All under the STATE list still). To issue your fine soldier a bazooka, select the "m9_bazooka_visible" instead of "m1garand_visible". Now add another keyframe on top of that one, just like before, only use "bazooka_state" (....so complicated!). Again, you need to change the settings for the command to suite the scene at the moment. I hope that explains how to give your troops guns. Certain troops will only take certain guns. An engineer actor will NOT take an m1_garand, for example. However, an engineer WILL take weapons that can be picked up in the game, such as bazookas and panzerchrecks. Be carful of which state commands you use as well. A panzerchreck uses the "bazooka_state" command as well. The lightMG42 uses the "lmg_state" command.
[edit] Moving Actors
Another one of the many misteries of the NIS tool is how to actually move your actors. This can be accomplished very easily via the AutoKey button next to the Timeline. Understanding how to use it should be farily straight forward. However, certain things about it make it a little challenging to use effectivly.
-How it works-
When you have AutoKey "ON", you may drag your actor where you want him to be. If you are on frame 60, for example, and you move your actor ahead a bit, it will take the time to get to 60 frames for that actor to move to the location you moved him to. Keep in mind, sometimes the actor will move too fast or too slow. Just undo the move then go ahead or back a few seconds then try again. For example, if I moved my actor while at 30 frames, and he went too fast, I would undo the move, then go to 60 frames and try the same move again. A rule of the AutoKey feature is the farther you move your actor, the faster he will go.
Here are a few pictures to help (maybe):
Sometimes you dont want your actor to move as soon as the NIS starts (Maybe he is shooting at the bad guy, for example). To fix this, AutoKey the actor to its current position (Basicly move him onto himself so that there is a pink dot under him), then AutoKey the actor to wherever he needs to be. I hope that explains it enough. Dont be afraid to ask questions!
-But their legs wont move!-
Ahh, this is very simple. Add a new KeyFrame to the very begining of the NIS (Or whenever you actor starts moving) under the Animation channel with the STATE command "Locomotion". Whatever you choose here is up to you. It also depends on how fast your actor is moving. I almost always use "stand_slow" for walking and "stand_medium" for running. There are other usefull comands here as well, I just dont want to go through them!
I sent so many PMs to "Feuer Frei!" while making a Promotional NIS for his mod that I decided to copy everything I sent him to a tutorial for EVERYONE to see!
Sorry, no pretty pictures this time!
Btw: You will need to know how to do some minor things, but if you still dont understand part of something, just ask!
[edit] "Hand Cam" Camera Shake
A LOT of people have been wondering how to do this. I even asked the general public myself (Asking how part of it works), to no success. I eventually discovered how it works.
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| Well, you have to use a Target Camera first. Once you have it in the right spot, open the timeline, then find the locator for that camera. Bring up the "PositionXYZ" list so that you can see the X, Y, and Z channel names. Right click on "X", then select: "Assign Curve Controller" (Its under "Shift Keyframes") from the list.
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A drop down should apper. Open that so you can see "noise amplitude" and another keyframe under the X keyframe. Change the Keyframe's value to something between .1 and .5 (I usually go with .25 or .3). This determins the size of the curves.
Repeat the above for Y and Z.
Once you have done that, close the drop down then Left click on the letter (Only once). Under "Event/Stream View" on the Rollup Menu should be a tab labeled: "CurveNoise(Float)". Select it.
The default values are: Seed=0, Frequency=0.050. Im not sure exactly what Seed is, but I do know to keep it under 10 (Around 2-6 is good). Frequency is how fast the camera will shake. The default speed is waaayyy too fast. Keep it around 0.3 for fast shaking, and around .7 for gentle shaking.
Change the values as you wish, then repeat for Y and Z.
This may be enough for you, but not for me. You can also do this with the "roll" for the Camera. Do exactly as you have here, just with the "roll" on the camera. Just be sure to keep the Amplitude a tad higher than usual. NOTE: You will have to add the two keyframes (roll/noise amplitude) on your own when you add the controller.
Just practice with a new NIS to get used to it (Try tracking a vehicle using the AutoKey feature too. The random shakes make them unnoticable).
I understand you may still have questions about it, so ask away! This took me the longest to teach myself.
[edit] How to attach a soldier to an MG42
I should probably add this to my Basic tutorial, but oh well, its big enough...
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Place your MG42 tripod (Races\Axis\Infantry\Weapons\MG42tripod.abp) and your soldier first. Make sure they are facing the right direction (And dont worry if the MG42 is invisible, that will change after you add the keyframes!). Make a new KeyFrame near or at the begining of the timeline under the soldier in "Animation". Look at the very last option in the box, "Target Visual". Manually type in "heavymachinegun_target" in the first box, then select the MG42 Tripod actor in the second box. Click add. Make another KeyFrame right after that and look through the "Start Action" drop menu for "hmg_attach_skeleton" (just click OK on the popup after that).
Make a new keyframe under the MG42 Tripod actor at the same spot as the soldier (Still "Animation"). Go through the "State" options using these:
"_hmg_show_mesh (ON)" "heavymachinegun_state (Ready)" "MG42_Tripod_Visible (On)" "heavymachinegun_manned (Inuse)" "Mood (Tense)" "nis_tracers_00" (On)" - Optional
Just make sure you dont have a solder run up to it and do this. They will "pop" onto it. That doesnt look good! Mabe if you cut to a different camera...
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I fixed that stupid typo I made the first time I explained this. Sorry everyone...
[edit] Soldiers mount weapon vehicles
Also known as "Sync Weapons"
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This is why naming your actors (Double clicking on the name, renaming it, and hitting enter) is important.
Place your vehicle (Be warned its somewhat different for each vehicle), then name it something easy to remember. Now place a solder to drive it. Keep in mind, as in above, you do not want to have a solder run up to it and do this (Unless you do what I did! I.E: Hide it behind the vehicle first).
Vehicles require keyframes only for the driver unless its a weapon vehicle. You need to find the appropriate "STATE:" action for it to be "Ready".
Make a new keyframe for the actor driving using the "Target Visual" option (At the bottom of the list when you make a new KeyFrame) and type in "Vehicle_Target". If your using an AT gun, its "AntiTank_Target". If its a Nebel (WoOt), then its "Nebelwerfer_Sync". The oh so awsome Howitzer requires the breathtakingly long name "M2A1_105mm_Howitzer_Sync" to work properly. Ask for any other "Weapon Vehicles" you want here.
Now, as in the MG gunner, you need to add a "Start Action" KeyFrame after the "Target Visual" one. Its right near the top of the list so just scroll down past the actsfx stuff untill you get to "attach gunner", "attach driver", ect. Its obvious what goes where. Any vehicles use "attach driver". Weapons use "attach gunner/loader" (Yes, two actors).
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Once more, any questions, I'll answer (Try to anyway).
[edit] Custom Animations
These are not animations you make yourself. These were used for the NISs that played through the Campaign.
You can extract the animations, using Corsix's Mod Studio, from "Data/Art/Models/Cinematics/".
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Put the Art folder in the Data folder (WW2->Data), which is in the CoH directory.
To get them to work there should be a channel in the timeline that says "Custom Animation" (Opposite the "Animation" channel). Make a keyframe wherever you want an animation to start, then select one of the files from the list. A whole list (Depending on which you selected) of animations should show up. Select one to play that animation (When you hit play, of course).
That should be enough to get you started. Just keep in mind most are only animations for soliders with certain weapons (Sorry, bazookas dont work with any of them!). There are also animtions for Bottles of wine, and one for a hammer (Carentan Counterattack intro anyone?).
If the end of the animation's name has "_BOTTLE" or "_HAMMER" in it, then thats the object its for.
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