LODC User Manual

Discussion in 'General Discussion' started by Poponfu, Feb 13, 2016.

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  1. Poponfu

    Poponfu Lead Developer

    //need to do gui overview still
    Start active move is important and maybe not intuitive.

    Recalc and then Test active move as you are making your path. Start active move is for when you want to play it back in sync. Usually once you are finished
    (if you keep checking it as you go along with RECALC and TEST.. the result is usually pretty nice, this is the fastest way and a small path will take you minutes)

    Start active move after passing the time of your first frame will put it somewhere on the path, if its over nothing will happen.

    When you want it in sync, '-> advance to active move' with an exit time of 0. When you are there, make sure your path is recalculated(If you see the display path, it is) hit start active move. You are now locked on to the path. Close the gui, turn on your recording software and unpause.. you are riding the path now as demoTime goes along with the game.




    ~
    - Show/hide orbs

    - Shows/hides the path. You need to toggle this off/on after making keyframes to see them, for now.

    [1] - Toggle demo paused/playing
    -
    You can move around in your freecam while playing or paused. Use the mousewheel to control the camera's speed.

    [2] - Speed up demo
    - Make the demo play faster, this will affect your camera's speed as well and you need to compensate with the mousewheeel. Fixi has made good use of this in videos by pressing it slower and
    faster while he is playing his path back.

    [2] - Slow down demo
    - Reverse of the above. Note however, turning it down too low will freeze actual playback of the game.. and well, everything. This is because its dependent on individual systems. Crap computers like fixi actually win out and can go much lower before freezing.

    [F4] - Toggle LODC gui open/close
    -***Don't use any buttons until you do finddemocam in the console.***

    [F1] - Create new keyframe.
    -This creates a new keyframe for your active move. Make sure you know what a move is and that you have one before you do this.


    [F3] - Delete highest keyframe
    -This deletes the highest keyframe of your active move. Useful in situations where you hit F1 by accident at the wrong time. Also when you decide the last keyframe you made is not working out after testing your path(this is how to work quickly).

    [F2] - Recalculate and Test move
    -This button accomplishes the same thing as if you opened the gui and pressed recalc and then test. You should be doing this all the time as you as making a path, after pausing and making a key each time. ***except for the first 3 keys, a path needs 3 keys to calculate, it will not let you recalc with less than 3 keys though***

    [F5] - Set nearest keyframe to active
    -Move your camera so the keyframe(orange orbs) you want as active is the closest. It will turn larger than the others. This is now your active keyframe, you can only ever have one. ***If you have a very long path and need to find out which key in the keyframe windows it is you want. Hitting F5 while the gui is open and on the keyframes tab will also select the frame you just set to active in the list of keyframes.***

    [F6] - Delete active keyframe
    -Delete your active keyframe that was set with F5.

    [F9] - Insert keyframe after active
    - Creates a new keyframe at your current position/rotation. The demoTime of the key however is 50% between your active keyframe and the next after it. You can adjust the time by clicking properties after selecting a keyframe in the keyframes tab.

    [F8] - Insert keyframe after active
    - Reverse if above. You want to recalculate and test after you do this things.
     
    Last edited: Feb 13, 2016
  2. Poponfu

    Poponfu Lead Developer

    THE 180 RULE - Be sure never to do a 180 between one keyframe and the next, unless you want a strange spin move. You need to help the camera -somewhere- around a 90 degreee keyframe between the two, to help it along with your intentions.

    SPEED CHANGES - When they happen, try to make it happen over in a gradient over two frames instead of one sudden change.
     
    Last edited: Feb 14, 2016
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