Dogstar wrote:
The problem for me - and I suspect many others - is that whilst I'm perfectly good with timeline-based keyframing animation packages I'm hopeless with scripting and programming issues, so working with D3Ed directly to create movies is pretty much a non-starter.
The trick to making a cinematic sequence is to work on all the assets for a scene in your modeling/animation package at once.
You can export a selection of brushes from the level editor into an OBJ model which can be imported into your application and used as the "stage" and you can import all the characters to be animated.
Once you've animated your characters and the camera you can export both to their respective md5 formats. From that point, it's just a matter of writing
declarations which IHMO is much easier than scripting. And while this seems to be your struggling point, it's not as difficult as you make it out to be.
For every character in your scene, you'll need a new
model declaration. And each model declaration will have to reference the md5mesh you imported and md5anim files you've exported. You already know the location of these files so that shouldn't prove difficult.
It's also preferable if you create a new
entity declaration for each character. All each entity declaration needs to do is inherit from "cin_base". Then you simply specify what model declaration to use and what animation to use.
In summary, each character would require two declarations and you could put it all into a single DEF file. It's so simple I can write up a template and you'd just fill in the blanks...
Code:
model <name of model declaration - make something up> {
skin <path and filename of skin>
mesh <path and filename of md5mesh>
anim <name of animation - make something up> <path and filename of md5anim> {
<frame events go here if any - you can leave this blank>
}
}
entityDef <name of entity - make something up> {
"inherit" "cin_base"
"anim" "<name of animation declared above>"
"model" "<name of model declared above>"
}
From that point it's just a matter of placing these entities into your level with the same position and orientation you used in your modeling/animation package and triggering them the same way you would a door or a light.