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:
----------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)"
"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).
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