Cutscene

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Cutscene topics

A cutscene is a pre-scripted cinematic sequence that is performed using the game engine and game objects.


Contents

Getting Started

There are two things that need to be done before work can begin on a cutscene.

To create a new cutscene resource go the the File menu and select New -> Cutscene. Enter in a unique name for the cutscene. Hit OK. The new cutscene resource will appear in the cutscene tab of the Palette Window.

New resource

Alternately, cutscenes can be created from an existing line cinematic in a conversation. This allows the cinematics of conversations to be edited in more elaborate ways.

When you first open the cutscene resource the Object Inspector window will list a few different data fields. One of them is called “Area”. Click on the line and then click on the “…” button. This will open a window listing all of the game’s available areas. Select one, hit OK, and you should see it in the viewport windows.

You can also assign a stage to a cutscene. This will enable "jump to stage" actions that allow you to snap cameras and objects to places in the stage, possibly simplifying cutscene setup if you already have a good stage for the work you intend to do. A stage is not strictly necessary for creating a cutscene, but in some cases it can help make things more convenient by establishing reference points to work from.

The cutscene editor has two major sections: the viewports (top) and the timeline (bottom). There is also a curve editor that can be shown below the timeline when the "show curve editor" button is enabled in the toolbar.

New blank cutscene
Cutscene editor components: A. Viewports B. Timeline C. Curve Editor D. Toolbar E. Palette Window F. Object Inspector

Toolbar

Cutscene toolbar labeled.png

Viewports

The viewports are where the scene can be viewed, and where objects in the scene can be manipulated.

See 3D control for information on how to control the view within a viewport.

View types

To change the type of view for a viewport right-click on the line above the viewport. This will show a context menu that allows the viewport type to be changed.

Cutscene tutorial viewport properties.png

The top portion of the context menu lists the following options: Front, Back, Top, Bottom, Left, Right, Perspective. These are predefined user views, and will move the camera to those positions. The bottom portion of the context menu allows the viewport to be attached to a camera.

There is one more option of note in the context menu: Detach Camera. If a viewport is attached to a camera (either a specific camera or the active camera) this option will switch the viewport back to the User mode, but the viewport camera will remain where it is.

Other options here include:

Viewport layout

By default there are four viewport windows, allowing the user to view the scene from many different angles at once. However this can be customized to suit the user's needs.

All of the viewports can be resized by dragging the separating lines between the viewports.

Also, the number of viewports can be changed. Between one and four viewports can be visible at once, in a variety of different configurations. This can be changed using the View -> Viewports menu or by right-clicking on the title bar of the active viewport.

Cutscene tutorial viewport layout.png

Working with objects in viewports

For a complete list of the types of objects that can be placed in a cutscene, and their properties, see cutscene objects.

Placing a creature or placeable

To place a creature or placeable object in the cutscene you simply need to select the object in the palette window and then click in the viewport to place the object.

The object will then be placed in the scene, and it will also be listed in the timeline.

Placing a camera or light

Go to the Edit menu -> Insert -> Camera/Light. From here it is the same as placing a creature or placeable — the cursor will change to a crosshair and clicking will place the camera or light.

An alternate method is to right-click anywhere in a viewport. This will show a context menu that has the same Insert menu option.

Proxies and visual effect objects can be placed in the same manner.

Editing object properties

Select the object — either in the viewport, or click its name in the timeline — and the Object Inspector will display the valid editable properties for the object.

All timeline objects have a Name field. This simply changes the name as it is displayed in the timeline, which is useful to keep things organized.

You can also type in the Orientation and Position values, though most of the time it isn't necessary to enter the values in directly.

Some objects have special fields that can be keyed and edited with the curve editor. Cameras have a FOV (field of view) field, which sets the default FOV for that camera. Lights have a Color and a Radius field.

Activating pre-placed area objects

Objects that are pre-placed in the area (via the area editor) are inactive by default, meaning they can't be controlled by the cutscene engine and will carry on doing whatever ambient behaviour they would normally do. They can be selected in standard mode, however, and activated by right-clicking the selected object and selecting "Activate Area Objects". The object will then get an entry in the timeline.

Cutscene activate object.png

To deactivate an area object, simply delete it. The timeline entry for the object will be removed and it will go back to its original position and inactive state.

If you want to hide an area object during the cutscene, activate it and then give it a "Change Visibility" cutscene action to make it disappear.

Timeline

The timeline consists of a list of all the active objects in the cutscene, each with a set of "tracks" that contain various actions and events that occur to those objects over time. The bar along the top of the timeline shows the location of those events in time, and a marker (or "scrubber") with a vertical line running through the tracks shows what moment in time is currently being displayed in the viewports.

Cutscene tutorial timeline.png

Tool Buttons

There is always a "MASTER" object. Global actions are assigned to a track on the MASTER object. This would include things like fades and other frame buffer effects. The MASTER object cannot be deleted. All other objects can be added and deleted at will.

Each object has Position and Orientation track sets with each set having three sub-tracks (X, Y and Z, and roll, pitch, and yaw). In addition, there are the following special tracks:

To add a new generic track right-click an object and select “Add Track”. All actions not covered by the Position, Orientation, or FOV tracks (like animations) are placed on generic tracks.

For a complete list of the actions and effects that can be added to generic tracks, see:

To rename an object select it and change the “Name” field in the Object Inspector. The same can be done for generic tracks (but not the Position, Orientation, or other special tracks).

Objects can be re-ordered by dragging the name up and down in the list.

Actions can be shuffled around by left-clicking and dragging while using the Selection Tool. They can also be cut/copied from one track and pasted to another track.

Objects can be multi-selected by left-click dragging in an open area of the pane. Another method is to use CTRL-click on multiple objects to select them.

A single key will immediately snap the object when that point in time is reached. For a position key this means the object will jump to that point. For an orientation key the object will snap to the new orientation. For a FOV key the camera will snap to the new FOV.

Keys can also be combined to create a curve. When this is done a Bezier curve or linear curve is generated to fill the gaps between the keys. The curve can then be adjusted in different ways to create the exact movement the user needs.

Creating keys and curves is pretty much the same for all types (position, movement, FOV) though there are differences in how to work with them once they are created.

Creating a Key

Position Keys and Curves

Once placed, position keys and curves are visible in User viewports. Moving keys and curves around the layout works the same as moving any other object.

Individual keys are shown in viewports as white squares (yellow when selected). To change the position of a key simply drag it around the layout.

Curves can also be adjusted in the curve editor. See curve editor for more details.

Orientation and FOV keys/curves

Orientation and FOV keys/curves cannot be easily represented in the viewport. The result will be displayed (for example, a creature will turn), but the keys and curves themselves will not be visible.

To adjust them the Curve Editor must be used. Refer to curve editor for more information.

VFX

See VFX list for a list of visual effects available in Dragon Age's library.

To use a VFX object in the cutscene editor, right-click in the user viewport and select "insert/VFX". Find the desired VFX in the popup browser window. If you know the exact VFX you need, filter for it by copying the name over. Use " * " as wildcard if needed. Filtering by entering "*x*" in the "name" field and hitting "enter" should eliminate most other animations from the list. You can also filter by type of VFX, using the prefixes listed above. Select the VFX you want and hit "ok".

Now left-click in the scene to place the VFX. You will see a new "VFX" item added to your timeline.

You can click on the "+" next to the VFX on the timeline to view its info, including assigned animations.

VFX animations can be chopped and looped if needed.

Most VFX are made up of 3 separate stages: Impact, Duration, and cessation. These are indicated using a ".impa", ".dura" or ".cess" extension in the animation name on the timeline.

If you want a VFX to play for a specific time, manipulate the "Duration" stage of the animation in the timeline.

Previewing in editor:

To get a frame-accurate preview of the VFX at any given frame when scrubbing the timeline, click the "Simulate Cutscene" button at the top of the screen.

Titles and text

Since all text comes from conversations, this is how we add a title for DA:

  1. Create a conversation line (the way we do thing is: some stand alone cutscenes have their own conversation; you could also create one conversation with all your area titles or whatever)
  2. Flag the line in the conversation as “No VO In Game” – this will cause the subtitle to always show and it won’t try to play or generate VO
  3. Add the conversation line to the cutscene via a Speak Line action. It is usually most convenient to add this to the MASTER object.

This will create a title which works just like a subtitled VO line. There is no way to change the font or have any kind of title other than a VO subtitle (with or without actual VO).

Note that subtitles have a different appearance in the toolset editor than in the game.

Cutscene properties

General
Cutscene Length How long the cutscene plays for.
End Script The script that will be fired when the cutscene completes. This field is only considered during stand-alone cutscenes. Cutscenes that are part of a conversation ignore this field.
Play Until VO Completes If true the cutscene will continue playing past the end if non-english VO extends beyond the end of the scene. If false the cutscene always ends at the end of its runtime. This flag only applies to cutscenes played as part of a conversation.
Resource Name A unique string identifier the toolset and the game both use to refer to this resource
Time Scale The time scale that the cutscene uses.
Debug
Animatic A temporary bink movie that will be played instead of this cutscene. This field is intended to allow hookup of cutscenes before they are ready. It should never be used in the final game.
Game
Play Sound Events If true any sound events associated with animations will be played. If false these events will not be played. Sound events can only be played in the game, you will not hear them in the toolset.
Use Master For LOD If true the master object will be used to determine the center of level LOD for the cutscene. If false the LOD is centered around the mid point of the scene and never moves.
Setting
Area The area in which the cutscene takes place.
Enable Level Effects If true the effects from the level will be applied. If false only those effects defined in the cutscene will be applied.
Stage The stage on which the cutscene will be played. If set, stage actions are allowed.
Stage Orientation The orientation of the stage within the area. Only shown when a stage is selected.
Stage Position The position of the stage within the area. Only shown when a stage is selected.
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