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[求助] 有没有强人能把这个电影编辑器的英文教程翻译成中文? [复制链接]

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发表于 2008-6-23 14:07:53 |只看该作者 |倒序浏览
Step 1: You will need to create some custom configs to enable the editor. First we are going to create the 'cin-ed' config and later we will create a separate 'render' config.

Copy the 'cin-ed' config below into a new text file called 'cin-ed.cfg' and place it in your \Medieval II Totalwar\ folder. This config sets the graphics to better performance for fast editing.


Step 2: Find the section called [replay] in the config and make sure that the replay directory is set to your medieval2 replay folder. "file = C:\Program Files\SEGA\Medieval II Total War\Replays\meowns.rpy" Make sure you have the correct name for the replay you want to get footage from also. If you are capturing footage from a mod, make sure that the mod folder is set under the [Features] section. If you are capturing from M2 vanilla, simply comment out this line: #mod = mods\


Step3: Create a batch file to open cin-ed from your new config: Put "Medieval2.exe @cin-ed.cfg" in a new text file and save it as \Medieval II Totalwar\cin-ed.bat


Step4: Run cin-ed.bat to load the cinematic editor!


Cin-ed Config:

#START COPY--------------------------------------------------------------------------

[audio]

disabled = true

#-------------------------------------------

[camera]

campaign_map_smoothing = 1

default_in_battle = default

fov = 75

move = 30

restrict = 0

rotate = 10

#-------------------------------------------

[controls]

campaign_scroll_max_zoom = 30

campaign_scroll_min_zoom = 30

keyset = 0

minimal_ui = 1

#-------------------------------------------

[game]

morale = 0

blind_advisor = 0

campaign_map_game_speed = 15

campaign_map_speed_up = 0

disable_arrow_markers = 0

english = 0

event_cutscenes = 0

fatigue = 1

first_time_play = 1

fog_of_war = 1

infinite_missiles = 1

label_characters = 0

label_settlements = 1

limited_ammo = 1

micromanage_all_settlements = 0

mute_advisor = 1

no_campaign_battle_time_limit = 1

supply = 1

unit_size = 300

unlimited_men_on_battlefield = 1

disable_events = 1

#-------------------------------------------

[misc]

always_logfile = 0

chat_msg_duration = 10000

use_quickchat = 0

tv_banner_mode = 1

obstacle_cam = false

#-------------------------------------------

[video]

detailed_unit_shadows = 0

glints = 0

gloss_mapping = 0

reflections = 0

smoke = 0

splashes = 0

unit_shaders = 0

vegetation = 1

shadows = 0

unit_detail = medium

building_detail = low

terrain_quality = low

effect_quality = low

vegetation_quality = low

depth_shadows_resolution = 1

texture_filtering = 1

bloom = 0

anisotropic_level = 4

tga_aspect = 1.33333

tga_input_scale = 1

tga_width = 5000

widescreen = 0

show_banners = 1

windowed = 1

tga_reserve_space = 0

anti_alias_mode = off

battle_32_bit = 1

battle_resolution = 1280 720

campaign_32_bit = 1

campaign_resolution = 1280 720

cloud_transitions = 1

desync_animations = 1

graphics_adapter = 0

multi_texture = 1

no_background_fmv = 1

safe_refresh = 1

stencil_shadows = 1

subtitles = 0

triple_buffer = 0

ui_32_bit = 0

movies = 0

#-------------------------------------------

[replay]

play = 1

file = C:\Program Files\SEGA\Medieval II Total War\Replays\

camera = camera\

show_battle_ui = 0

info = 0

#-------------------------------------------

[ai]

debug = 0

disable_battle_map_pathfinding = 0

no_battle_ai_update = 0

#-------------------------------------------

[features]

editor = true

mod = mods\crusades

#-------------------------------------------

[capture_tga]

enable = 0

fps = 30

dir = C:\video_capture\

#-------------------------------------------

[log]

to = temp\replay.log.txt

level = * warn

#-------------------------------------------

[debug]

window = 1

world_rnd_init = 1

world_rnd_value = -221724412

#-------------------------------------------

[core]

assert_ignore_always = 1

#-------------------------------------------

[io]

file_first=true

#-------------------------------------------

[debug_display]

no_unit_cull = true

#-------------------------------------------

[cine]

show = 1

#END COPY----------------------------------------------------------------------------------


Using the Editor:


Keys:

] :jump to next keyframe
[ :jump to previous keyframe
insert: place an animation keyframe
right-mouse(edit window): hold to scrub through selected camera track in edit window

right-mouse(view window): hold to mouse-look
spacebar: plays current camera track from red marker (right mouse) but not the replay file
shift-rightmouse: sets a blue position marker to rewind or fast-forward in the track view.

TAB : swaps into selected camera or out to free-cam
WASD: moves the selected camera (must be on a keyframe or free-cam mode)
R : move camera up (must be on a keyframe or free-cam mode)
F: move camera down (must be on a keyframe or free-cam mode)
arrow keys: camera (must be on a keyframe or free-cam mode)

CapsLock: Display side camera view







Intro: Ok, so you have your config setup and you have a replay you want to take some footage from, let's put it to work.

Once cined is loaded, you should see two windows. The game window and the track view window. The game window is where the replay is displayed, you can navigate through this by using the WASD keys and the R and F keys.

First off, click the 'expand view' button this will show you the entire 'time-range' for your replay in the track view. Hold down the 'R' key to move the freecam up through the terrain so we can see what's going on. Now that we can see the battlefield, let's create a camera view.


Step 1: Creating a camera: Select the camera drop down tab, and then new camera. You will notice there is now a white line box in your view. This is the frame for the new camera. To swap from freecam to the editable camera, click the expansion plus signs on the "Cine.cameraGrouXML" label until you can see the position properties. Click on x y and z boxes for that camera. Now click once inside the track-view window (below the buttons where the blue and green lines are). Press the [ button to select the camera keyframe and then pres 'tab' button to swap into the camera mode. You will notice the white lines are gone in the game window; this means you are now looking through your newly created camera.






Step 2: editing motion: Now we have created a camera, let's add some animation to the camera to record. First of all, find something you want to record. You can view the replay by pressing the play button on the track-view. To rewind or fast forward, hold shift and right click in the track view to set a position marker (blue bar). Then press either fast-forward  or re-wind depending where the marker is in relation to the current time (red bar). Press stop when you reach the position you want. I'm going to create a quick cross-pan of some idle Cavalry for a movie intro.






Ok, now we have something to look at, we are going to animate the camera positions. To create movement, we need to tell the editor where the animation starts and where it ends. To do this, we need to create 'keyframes' or 'keys'. I'm going place a keyframe at 20 seconds, so I hold right click down in the track view and scrub to the position where I want a key and then press the 'insert' button. You will see three boxes appear over your xyz lines. That will set the cameras current position. While the key is selected, you can re-position the camera to where you want.

[IMAGE 1]

I want my pan to go for about 5 seconds, so I'm going to hold right mouse down and move the red-bar to the 25 second mark now, and press insert. The keys are now visible so I know that a position has been set. But I want the camera to finish at the last Cavalry, so I'll move the camera to where I want the shot to end by holding the 'D' key (strafe) while that keyframe is selected (remember [ ] select next and previous keys in the edit window). You will see the lines in the track view adjusting as the camera moves, the animation is now set.

To play back this animation, you can preview the camera without the replay losing its playback position. So to preview this, press the [ key to select previous keyframe and then simply press the space-bar to preview the camera. You should see your new camera animation in the game window! This is the basis for camera animation. You can use the function curve buttons while keys are selected to add smooth transitions between keys or to slow the camera to a smooth stop. For hard movement, select the straight lines to get definite linear movement.




Step 4: Finishing your camera:

Once you have your animation the way you like it, you can cap the segment to render to video. This makes sure you only get a video of the part you want and not the entire replay. This is called the Render Cordon.


Start Cordon: You set this render cordon by moving the cursor to the far left part of the track view window until it shows a <-> cursor. Then click and drag the black start cordon line to your start render position.



End Cordon: To place the end cordon, move the cursor to the far right of the edit screen until you see the <-> cursor. Click and drag the black line to where you want your render to stop.
This sets the render segment for that selected camera. (The red arrows drawn in, point to the new render cordons)




To save this camera, create a folder called cameras\ at: \SEGA\Medieval II Total War\cameras\ then with the camera selected (a keyframe will do) press the 'camera' dropdown and then 'save' select your newly created camera folder and give it a name that describes your camera's scene. I'll call mine intro_pan.


Step 3: multiple cameras: To make it easier and faster to create different animation segments you can have multiple cameras focusing on different parts of your replay. These will eventually be rendered out as separate videos. Simply repeat the steps above to create new camera animations. Don't forget to save them when you are finished editing! You can also save a camera group and render a bunch of cameras at once, if you are using more than 4 cameras it is best to save these and render them seperate.


Rendering your Cameras:


Step 1: Setting up your render config:

If you're going to do a bit of video editing its wise to create a separate batch file to render your cameras.

Copy the config below to a new text file and save it as 'render.cfg in your base folder (with your other configs). Then create a new text file with ""Medieval2.exe @render.cfg" as the text and save it in the same folder as 'render.bat'

Note that the video options in this config are used when rendering your camera to a video .avi file. The config below was created to work on my own machine and so your machine specs may differ and you should set the graphics to your desired preferences and machine specs.


#Start copy-----------------------------------------------------------------------------------------


#-------------------------------------------

[audio]

disabled = true

#-------------------------------------------

[camera]

campaign_map_smoothing = 1

default_in_battle = default

fov = 75

move = 30

restrict = 0

rotate = 10

#-------------------------------------------

[controls]

campaign_scroll_max_zoom = 30

campaign_scroll_min_zoom = 30

keyset = 0

minimal_ui = 1

#-------------------------------------------

[game]

morale = 0

advanced_stats_always = 0

advisor_verbosity = 3

ai_factions = follow

auto_save = 1

blind_advisor = 0

campaign_map_game_speed = 15

campaign_map_speed_up = 0

disable_arrow_markers = 0

english = 0

event_cutscenes = 0

fatigue = 1

fog_of_war = 1

infinite_missiles = 1

label_characters = 0

label_settlements = 1

limited_ammo = 1

mute_advisor = 1

supply = 1

unit_size = 300

unlimited_men_on_battlefield = 1

disable_events = 1

#-------------------------------------------

[misc]

chat_msg_duration = 10000

use_quickchat = 0

tv_banner_mode = 1

obstacle_cam = false

#-------------------------------------------

[video]

anisotropic_level = 16

anti_alias_mode = off

antialiasing = 4

battle_32_bit = 1

battle_resolution = 1280 720

bloom = 1

building_detail = highest

campaign_32_bit = 1

campaign_resolution = 1024 768

depth_shadows = 2

depth_shadows_resolution = 2

desync_animations = 1

detailed_unit_shadows = 1

gamma = 100

glints = 1

gloss_mapping = 1

grass_distance = 200

movies = 0

no_background_fmv = 1

reflection = 1

reflections = 1

show_banners = 0

subtitles = 0

terrain_quality = highest

tga_aspect = 1.777777

tga_input_scale = 1

tga_reserve_space = 0

tga_width =

#triple_buffer = 0

ui_32_bit = 0

unit_detail = highest

#unit_shaders = 1

vegetation = 1

vegetation_quality = high

water_buffers_per_node = 8

widescreen = 1

windowed = 1


#-------------------------------------------

[replay]

play = 1

file = C:\Program Files\SEGA\Medieval II Total War\Replays\meowns.rpy

camera = C:\Program Files\SEGA\Medieval II Total War\cameras\intro_pan.cam

show_battle_ui = 0

info = 0

#-------------------------------------------

[ai]

debug = 0

disable_battle_map_pathfinding = 0

no_battle_ai_update = 0

#-------------------------------------------

[features]

editor = true

#mod = mods\crusades

#-------------------------------------------

[capture_tga]

enable = 1

fps = 60

dir = C:\projects\medieval2\movies\footage\kingdoms\crusades\

#-------------------------------------------

[log]

to = temp\replay.log.txt

level = * warn

#-------------------------------------------

[debug]

window = 1

world_rnd_init = 1

world_rnd_value = -221724412

#-------------------------------------------

[core]

assert_ignore_always = 1

#-------------------------------------------

[io]

file_first=true

#-------------------------------------------

[debug_display]

no_unit_cull = true

#-------------------------------------------

[cine]

show = 1

width = 1280

height = 720

capture = 1

avi = 1


#end copy---------------------------------------------------------------------------------------------


Step 2: Rendering your camera:

When you're ready to render a camera, open your render.cfg file and find the [replay] section. Add the exact location of your replay file where it sais 'file = '

Then add the exact location of your camera file where it sais 'camera = '

Save your config and then run the render.bat file to get rendering!

Be warned, Cin-ed captures directly from the gameplay window, any cursor movement, msn windows or screen-saves will be rendered to the video if they over-lap while rendering to video.


Tips:
- Left click on the edit view before laying keyframes or editing, sometimes it doesn't enable until left clicked
- use ] and [ to select the new camera start key before editing
- create 2 batch files to start cined. One for edit mode and one for render mode. Set your edit mode config to contain low graphic details for faster editing (especially with large armies). Set your render config for full graphic detail (for better quality).
- don't use cameras in different (shorter) replays, you will lose keyframes. Longer replays are fine.
- If the editor begins to load and then quits back to desktop, check your config settings, make sure there is a valid replay (camera not needed) setup and the paths are correct.
- use the linear in and linear out function (straight line buttons) to create continual movement on your keyframes. Use the curve function to create smooth in and out movement on your keyframes.
- make sure you enough disk-space for rendering movies. About 1.5 gig for every 5 seconds of uncompressed footage at 30fps.

- Cined doesn't render audio, you need to add this in post-production

- Use a video editing package to composite your new movie files together into one movie with audio. We use Adobe Premier here at CA but there is plenty of free video editing software that will also do the trick.

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