In other words, a cool little dance scene! ![]()
Description:
Just for fun, a quick 8 hour RnD project. Learnt to use Motionbuilder to retarget motion capture data to pre-existing rigs. Very nice it is too! I built a little club for my Surrender character to dance in. Then I was working on time ramping which is an effect you often see in music videos and action films, when they want something to look super cool they manipulate the playback speed in flexible ways. Here I’m just using discrete time scales and swapping between them on key presses. (1-9) to toggle different time scales.
The camera choreography in this is using the mouse to control the vertical position, and the letters (Q-O) on the keyboard to control the x speed and direction. Finally the letters (A-H) on my keyboard control the distance from the center of the dance floor the camera should aim to be at.
Now I play with these in real time, whilst the music track is running and a recorder is taking down keypresses I make and adding them to a list against the real time since the game started. This way messing with the time scales wont matter. Then a playback engine just goes through the event list and triggers the camera and time scale changes at the correct times! Et voila instant (but very basic) time ramping and choreography. Obviously its limited to what you can do with two hands so what you see here isjust a single take. But essentially you could easily code an overdub option which would keep adding events to the list each time you record. So you could do timings one take, then camera speed the next,then distance on a third take and it would save them all together.