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HOWTO: Advanced NIS

  1. #1
    Member AverageJoe's Avatar
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    HOWTO: Advanced NIS

    You probly wont want to keep reading unless you've read my "Basic NIS" tutorial!
    -------------------------------------
    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!

    --"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.

    Copied from PM:
    ----------
    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.

    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.




    --How to attach a soldier to an MG42--
    I should probably add this to my Basic tutorial, but oh well, its big enough...

    Copied from PM:
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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...
    ----------
    I fixed that stupid typo I made the first time I explained this. Sorry everyone...




    --Soldiers mount weapon vehicles--
    Also known as "Sync Weapons
    Copied from PM:
    ----------
    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).
    ----------
    Once more, any questions, I'll answer (Try to anyway).




    --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/".
    Copied from PM:
    ----------
    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.
    ----------



    ---To not be continued?--- (Lets hope so not!)
    Last edited by AverageJoe; 21st Jul 07 at 12:44 PM.

  2. #2
    Member tyler4171's Avatar
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    How do you switch between multiple cameras?

    Back To Basics Forum: http://www.btbmod.com/

  3. #3
    Yah, I've wondered that too. I presume that you simply frap the entire NIS through one camera, then switch the main view to another camera, and frap it again. Just like the real thing, sort of.

    Edit: So, I've been playing around with NIS a while. Wanted to make, you know, the very cliché scene where a bunch of Allies attack a Axis-dominated position. Let's just say I wanted to finish an NIS for once.
    Uh, yeah. 20mm flakvierlings. I can get a Pak and an HMG manned and firing according to your instructions - the pak along your Weapon Vehicle thing, and the HMG according to your HMG thing. Now, the 20mm. Is it a weapon vehicle or a heavy-machine-gun-whatever-thing?

    Edit2: Oh yeah, sorry. Re-read the Basic NIS tut and saw Joe had already answered that camera thing.
    Last edited by Synthmon; 7th Dec 07 at 4:43 PM.

  4. #4
    Member tyler4171's Avatar
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    I think thats a heavy mg, and thanks for the answer

  5. #5
    Alright, I've got it up and firing now, after some slight experimenting with the flakvierling. And I'll be as noble as to explain how as well.
    Flakvierlings seem to be about the same stuff as the HMG. For the flakvierling, it's pretty much the same thing as with the hmg, although some of the stuff is missing. So it's rather, 20mm_state("READY"), flakvierling_inuse("INUSE"), flakvierling_manned("INUSE") or something like that. Mood is set by default to be tense but I put it in just to be sure.

    Then, for the different crewmembers, you've got flakvierling_sync under the target visual, and "flakvierling_gunner_1.0" "flakvierling_loader_1.0" "flakvierling_loader2_1.0" or something. After that everything works like a treat.

  6. #6
    Member tyler4171's Avatar
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    do u rename the sync weapons or mg42 etc to for example flakvierling_sync?

  7. #7
    Yup, that's what I did. That's why it's so tricky getting the names right, there's a few different combinations. At first I thought the flakvierling was supposed to go under the name 20mm_sync, but as it turned out, it was flakvierling_target.

    Edit: Alright, grenades. I can get a bastard to throw it. I can get a grenade out in the field. I can get the grenade to disappear at the "detonate" event, but I can _not_ get an explosion, appropriate SFX, etcetera. And the death stuff would be nice too.
    Last edited by Synthmon; 8th Dec 07 at 3:43 PM.

  8. #8
    Member tyler4171's Avatar
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    I have still yet to find a correct grenade explosion. And what death animation do I use if I want a poor sniper to be killed by a Tiger?

  9. #9
    Okay, yeah, thought there was a reason for all of those "weapon/whatever"-thingies in Start Action. Pick the grenade ones and you'll get a nice explosion with sound and everything. Still remains the issue of getting the bastards to die of it.

  10. #10
    Member AverageJoe's Avatar
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    OMG When could you start posting in here!?

    You have to "tell" an actor to die. Theres several Custom Animations that are pretty good. If you have vCoH, look at the deaths from the end of mission 3.

  11. #11
    Uh, yeah, I've used event/death quite a while, it just don't look too good. Tried fiddling around with the ragdoll, but I've so far only got it to work with one bastard. For some totally obscure reason the very same process does not work with any other actor. Can't quite be bothered about custom animations just yet; I'll consider my current animations as placeholders and will probably replace those with custom if I ever feel the need.

    When have we not been able to post in here, btw? Comments to how-tos have, afaik, always been possible, it's just the new thread thing that don't work.

  12. #12
    Member AverageJoe's Avatar
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    Quote Originally Posted by Synthmon
    When have we not been able to post in here, btw?
    Look at when I posted this. Im sure someone would have said SOMETHING by now. I remember it saying the same thing when you try to post a new thread in here.

    And who is the lucky actor that actually ragdolls? I keep using the "Event_UpperBodyDeath" but using that doesnt look good because of the arm thing.

  13. #13
    Member tyler4171's Avatar
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    How do I get my guys to rotate correctly? I go into curve editor and add rotations but they rotate through the whole the bleeding sequence. (looks really bad with vehicles)

  14. #14
    Member AverageJoe's Avatar
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    Check the Basic Tutorial for the "Curve Editor".

  15. #15
    Member tyler4171's Avatar
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    Have you figured out how to get ur guys to talk and sit?

    p.s thanks for the curve editor

  16. #16
    Member AverageJoe's Avatar
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    "Custom Animations" found at the end of the Advanced Tutorial (Have you even read them!?).

    Theres not way to make them "say" anything you want, your stuck with the animations used in the Campaign cutscenes.

  17. #17
    Yeah, I used the UpperBodywhatever too, but the arm thing was blissfully small. I mean, sometimes it goes to hell on you and starts flipping everywhere but generally, on that very actor, it works fine.

    Thing is he dies just a few moments before he stops moving. I've got a theory that the arm thing is due to the upper body wanting to stay in sync with his position, which means that when the rest of the body ragdolls away the arm stays. That's my theory anyway. I've tried some death_detach_skeleton actions, but so far I've had little result. Thing is with that very actor, he's running across a street as he's shot by the Vierling, and it looks damn nice. Of course, I doubt that in real life anyone would be propelled forwards ten yards by getting his face mashed up by a 20mm, but then, it's NIS.

  18. #18
    Member tyler4171's Avatar
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    I noticed something today. Running a test NIS I made a jeep ram a poor rifleman, but I gave him the normal death and he reacted as if in game he did get hit. Now I use that death with an explosion and he just falls to the ground. Weird

  19. #19
    Member AverageJoe's Avatar
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    Not weird. Explosions in NIS are effects and only effects (Thus why its under the category "Effects"). They will never interact with the Actors in any way (Some do however spawn objects with physics but you wont find much use with them).

    You would be much better off using one of the death Custom Animations (Like one used in the opening NIS of the Normandy Campaign) specificly used for explosions and manually moving them accordingly.

  20. #20
    Member tyler4171's Avatar
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    thanks for the reply AverageJoe. With out ur help and Synthmon I would never be able to create a nice long 5 min clip.

  21. #21
    Is it still possible to do a shaky camera when you autokey it to move around? Everytime I move the target camera all it does is look at its focus pt?

  22. #22
    Member AverageJoe's Avatar
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    That 'effect' shakes the camera no matter what you do with it.

    I've found it looks more "natrual" if you use a Free Cam and add the Controller to the X and Z positions only.

  23. #23
    Ahh thanks, btw are you able to duplicate the same camera or must I go through this process for a 2nd one ?

  24. #24
    Member AverageJoe's Avatar
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    I've never tried it (And I doubt it will work) but try to Copy and Paste them via Ctrl + c and Ctrl + v.

  25. #25
    Ya i tried the copy paste thing.. didn't work

  26. #26
    Icespeed
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    Great tutorial. It's helped me with alot of things.

  27. #27
    Ugh i just cant get it, trying to put a gunner on top of a panzer iv.. maybe im getting the name wrong.. is it panzer_iv_target ??

  28. #28
    Member AverageJoe's Avatar
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    Always try "vehicle_target" first. Then you also have to make sure your using the right start action. For the PIV, I think you need to use the one with just "gunner" in it (No gunner01 or anything like that).

  29. #29
    ToTeNN
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    how do you move a tanks turret? in the NIS tools

  30. #30
    Member AverageJoe's Avatar
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    Under the Variable command list. It works like the zoom for cameras in that you have to set it to 0 before you want it to start turning.

  31. #31
    ToTeNN
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    ok thanks but how do you turn cameras around?

  32. #32
    Allright Averagejoe:
    first off, thanks so much for these tutorials! Having absolutely no experience with this stull I don't think I could ever have scratched the surface without them!

    Now my question, first having tried everything I could think of I cannot figure out how to get the gunner of the sdkfz222 armored carto open the hatch..., I'd like to have the sdkfz222 drive up, stop and then have the commander open the hatch, got all the movement down but can't get the hatch to open (even though there are numerous commands to do so)!!
    Is this even possbile?

    any help would be much appreciated!
    Last edited by tskross; 3rd Jul 08 at 1:17 PM.

  33. #33
    Member AverageJoe's Avatar
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    There is no gunner or hatch for the 222. You have to change the state to the Scout Car, or 221 by changing the state 222 to invisible, and 221 to visible. The gunner uses the "attach_gunner" start action but he will not pop up to use the MG untill you set the "turret_mg42_state" to "ready". Set it to fire when he's all the way up.

  34. #34
    thanks that did the trick, I guess I should have figured that there is no hatch fr the 222 since I'd never seen it open before!

  35. #35
    MK5
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    hi all (i know that this isnt the better place for this question, but...), someone knows how can open or edit a RGD file with corsix, because when i open a file (like atrib ui_selection....) the program send a error and i cant edit or transform to a LUA file because the program make a empty LUA file in my mod folder... how its suposed to edit these files?? i am new in modding, and i look a lot of forums or pages but i cannot solve my problem... someoone knows how to do that or a good page for this?
    thanks

  36. #36
    Member AverageJoe's Avatar
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    i know that this isnt the better place for this question, but...
    But nothing. Don't Hijack my thread, please. Make a new thread in the Armory, you'll get more/better responses that way.

  37. #37
    Arkensis
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    Is there a way for the actors to do little hand signals like they do in game?

  38. #38
    Member AverageJoe's Avatar
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    I think that one is under EVENT something to do with "hand_signa" or something similar. I don't have WB open atm so I cain't comfirm.

  39. #39
    I THINK there is something called fiddle or something like that.

  40. #40
    Piekielny_Ziom
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    Hello, I have a question. I want to capture a scene, where Sherman with crab is going trough green fence but i don't know how to make it destroyed (tank is going through it, without doing enything, like a ghost). I also want to know how can i attach a man to the 0.3 cal hmg on turret of this tank (i did it with halftrack but i don't know how to do it with this tank, i can't find proper start action) Sorry for eventually mistakes.

  41. #41
    Sgt.Brown5
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    COH NIS Custom animations

    Hi, when I do what you said to get custom animations there is nothing there for me to choose from. None in the program or the folders. Do you know why?

  42. #42
    Member AverageJoe's Avatar
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    All you have to do is extract the cinematics folder using Corsix's Mod Studio (from "Data/Art/Models/Cinematics/") and put the "art" folder in WW2/Data (The "WW2" folder is in your main CoH Directory).

    Once you've done that load up WB, start a NIS and add a keyframe. Browse to the cinematics folder and you should be able to use the aniimations.

  43. #43
    Sgt.Brown5
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    For some reason I don't have the cinematic file there. I cant seem to find it any where else.

  44. #44
    Member AverageJoe's Avatar
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    Load up WW2Data.sga with Corsix. It's there.

  45. #45
    Sgt.Brown5
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    nis

    Thanks man.

  46. #46
    TheCommando
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    uh, like how do you use the camera? without shaking it? Oh and also, how can you rotate a soldier in NIS mode? thank you
    Last edited by TheCommando; 22nd Dec 08 at 12:06 AM.

  47. #47
    Go to the camera tab > free camera > move it like a normal unit
    Rotation:
    Average Joe
    You need to bring up the "XYZPosition" and "XYZRotation" of the Actor you moved. At the top of the Timeline is "Curve Editor", select that then select "XYZPosition" of the actor. You should see several dots in groups of three. This chart is just like the Dope Sheet (As its called) in that the farther to the right you go, the farther into the NIS you are.

    Find when your actor turns and select those three points. Once you have them selected (They will be red), click the "Smooth" button on the bottom. I'll add a picture or two if you have any problems.

  48. #48
    Member AverageJoe's Avatar
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    And just because it's been a while doesn't mean there can't be pictures.

  49. #49
    TheCommando
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    1 more question,(sorry =P) uh i made a short movie, how can i watch it like a movie, i've got cameras and everything. oh and please add some pctures for rotation
    Last edited by TheCommando; 22nd Dec 08 at 1:31 PM.

  50. #50


    Click play

    oh and please add some pctures for rotation
    I don't know how to use the curve editor which is why I quoted average joe, and it seems like the curve editor is a better way to do it because more people know how to use it. (thanks)

    But there is a workaround which I use.
    Go to Position/Roation > RotationXYZ

    On the first frame insert a key frame, then insert a keyframe the frame before you want your unit to begin turning, then scroll to frame which you want your man to have finished turning by and press insert, then look on the right hand side and type in the amount of degrees you want your unit to have turned by then. (best have the frame selected on the timeline)

    I'm on the laptop which does'nt have CoH so I can't post a pic but I will edit this post to try to show you what I mean

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