|
|
Rendering game content qusetions??
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Rendering game content qusetions?? // Roundtable
Post by dononeton // Oct 6, 2007, 3:38pm
|
dononeton
Total Posts: 81
|
Is there a way in model side of TS 7.5 to turn off the perspective of the rendering camera? What about workspace?
I want to beable to have an object and have a shadow catcher object under it and render but I want the shadow catcher object not to render but renders the cast shadow. If this is possible could I have the object to render to its own PhotoShop layer and the shadows to render to a different PhotoShop layer with alphas?
Here is an example of what I need. The background was deleted in PhotoShop but I need the cast shadow to be on its own layer so I can change its opacity. I been rendering out of TS and edit in PhotoShop. This works fine for non animated sprites. It gets real old fast when I have to do this for animated sprites because lets say I need 32 animations squences(8 directions on the Xbox 360 analog thumbstick so 8 idels, 8 walks, 8 jumps, 8 attacks) and each animations squences there is 10 frames. That equals 320 file that needs to be edited in PhotoShop so I can set up my animation strips. Of course the white background is transparent but when I merge the image the background turns white.
I am rendering in Lightworks so I need to know how to do this in model side. If it is possible to do this in workspace but not in model I wold like to know that so I can buy vray |
Post by Tiles // Oct 6, 2007, 9:21pm
|
Tiles
Total Posts: 1037
|
Well, what about making a big tileset out of the animation sequences, edit them, and cut it into its pieces again when done? In this way you just need to edit one tileset for walking, one for idling, one for ... :)
You need a software to create your tileset though. And you need a software to cut it into its pieces then in case you need the single animation sequence pictures. Irfan View can merge pictures to one big picture, err a tileset afaik. And i am sure i have seen a software to cut a tileset into its pieces before. Just google a bit :) |
Post by dononeton // Oct 7, 2007, 5:01am
|
dononeton
Total Posts: 81
|
How do I render all of my animations to one file where the camera distance and angle are the same for all animations? What I have done is set up eight camera around my character, I guess i need to save this layout, I render the animation squence, 10 frames and go to the next camera and render the same squence and repeate untill all cameras render the same squence and then do the same for all animation squences. Then what I do next is go in PhotoShop and delete the background and save the image. I setup my animation strip in PhotoShop and show the grid and snap to grid on. Then copy and paste each image in the animation to the strip, everthing snaps to the grid. I have a PhotoShop script that will make my strips for me. I just have to have each frame in the animation on its own layer and just run the script and wala I have my animation strip.
I just need the shadow catcher object to be not rendered but the shadow that gets cast on the shadow catcher object gets rendered. The shadow gets rendered to its own PhotoShop layer while the character gets rendered to its own photoshop layer. I know when I render to the PhotoShop PSD file format I can set it to render per layer to per layer in PhotoShop layer and render out alphas too. I need the shadow catcher object to act the way I need it and everthing will work
I know I could setup a large animation strip to have all my animtion squeneces in it but not all graphic card will support images at this size so I will make my animation strips smaller, but more of them so more people can play the game. |
Post by Tiles // Oct 7, 2007, 6:33am
|
Tiles
Total Posts: 1037
|
... I know I could setup a large animation strip ...
No, not a strip. A tileset. Pick eight of your strips and put them underneath :) |
Post by TomG // Oct 8, 2007, 3:07am
|
TomG
Total Posts: 3397
|
You can't make the shadow catcher render its shadow to a separate layer, unless you add in the iPak (if you are using tS6.6). If you are using tS7 or iPak, then you can render shadows to a separate layer.
Not sure if that would work with the shadow catcher object which may be a little strange, if it doesnt, then a regular object should work just fine (you do away with it needing to be a shadow catcher object since you are separating the shadow at render time using the rendering to layers feature).
Or you might try shadow catcher and rendering each object to a different layer, another possible setting with tS7 / iPak. Note that layered rendering in this way only works with Lightworks and not V-Ray.
Just choose PSD as the output, and choose the settings you need for per object or shadows (or both) to different layers. I am not entirely sure that is what you are asking for, but I think it should be what you wanted :)
HTH!
Tom |
Post by dononeton // Oct 8, 2007, 12:20pm
|
dononeton
Total Posts: 81
|
Thanks TomG that works perfect!!! :jumpy: Is there a way to turn off the perspective of the rendering camera? |
Post by TomG // Oct 9, 2007, 5:20am
|
TomG
Total Posts: 3397
|
Hmm there is a new kind of render in tS7 that is meant to do that with perspective, but I forget what its called - Paul Woodward was using it a lot so he'd know more.
Anyway failing that, there is no way to make a perspective view camera perspective-less, so the trick is to do this - take one of the orthagonal cameras (eg front or top view), then simply rotate your scene to give the desired angle. If memory serves, an angle such as 33 degrees was about normal for an isometric game.
By rotating the whole scene, character, lighting, ground and all, you achieve the same effect as having a camera view the scene at an angle without perspective.
HTH!
Tom |
|