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Help & Tutorials => Tutorials => A/A Tutorials => Topic started by: ABloodyCanadian on April 21, 2013, 03:14:38 PM

Title: Pointers for making a Cinematic Final Smash
Post by: ABloodyCanadian on April 21, 2013, 03:14:38 PM
I get people asking me how to make a Cinematic Final Smash since I usually decline their request... So what I decided to do is to make a Tutorial Thread on how to make one... Though this won't be much of a tutorial about how to make a Cinematic Final Smash, rather, call it tips on how to make a Cinematic Final Smash. You'll need BrawlBox, and PSA to make these...


Events Used
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Event Arrangement
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As you can see, I've placed a Normal Camera Event right before a new Camera Closeup Event. There's a good reason why you need to do that. Let's say for example you used 5 different Camera Closeup Events, and never placed any Normal Camera Events before them. When it reaches the Normal Camera event at the end of the Final Smash, the camera won't go back to normal, and it would just stay in that position. Peach's Normal Final Smash uses 2 Camera Closeup Events, and it used a Normal Camera Event right before the 2nd one. So I would do the same. Though there are some cases where the camera goes back to normal right after an animation ends.[/spoiler]
Camera Target
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Left and Right
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Basically, copy what you have in one direction, and paste into the other direction.

The only difference from the 2 sides is the Y Rotation Parameter of each Camera Closeup Event. If it was a positive number before, make it a negative number. And Vice Versa. However, there are some cases where what you animated looks better on one side. You can make the Camera Closeup Events totally different if you want. It's up to you.[/spoiler]


If there are more concerns, I'll add on to this...

Changelog
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Title: Re: Pointers for making a Cinematic Final Smash
Post by: pikazz on April 21, 2013, 03:37:29 PM
wow! thats pretty neat!

but couldnt this "Undefined (Value):" be what bone you will zoom into? it feel the most logical o.o
Title: Re: Pointers for making a Cinematic Final Smash
Post by: ABloodyCanadian on April 21, 2013, 03:44:30 PM
Earlier when I tried using that event. A Value of 10 would crash the game... so that idea was thrown out the window.

Fun Fact: A Camera Closeup Event was used to make the Falcon Punch Crash.
Title: Re: Pointers for making a Cinematic Final Smash
Post by: pikazz on April 21, 2013, 07:43:48 PM
Quote from: A Bloody Canadian on April 21, 2013, 03:44:30 PM
Earlier when I tried using that event. A Value of 10 would crash the game... so that idea was thrown out the window.

Fun Fact: A Camera Closeup Event was used to make the Falcon Punch Crash.
have you tried all other things like "value" "scale" ect
Title: Re: Pointers for making a Cinematic Final Smash
Post by: ABloodyCanadian on April 21, 2013, 11:21:06 PM
I might later on, but right now, I don't have the time, nor the motivation to try...
Title: Re: Pointers for making a Cinematic Final Smash
Post by: Kagemaru on April 26, 2013, 01:16:11 PM
Its great that you made this...

Juri will be my first test subject. Unfortunately, that'll make me have to probably extend her release date from this sunday... but her FS will be made of win and awesome. >:D

CHALLENGE ACCEPTED
Title: Re: Pointers for making a Cinematic Final Smash
Post by: ABloodyCanadian on November 10, 2013, 05:55:55 AM
I'm messing with that "Undefined" Parameter right now. I can't seem to figure out what 1 does, but Values of 2, 3 and 4 would zoom the camera in on the center of the stage... Anything higher than that Crashes the game...