Learning The Basics (Version 1.7a)

Introduction

By : gammo
Rating : Average Rating : 9.77 From 13 Voter(s)


Download the latest RypelCam Ut2004 version from here:
We do NOT support RypelCam downloaded from any other source.
In order to emphasize very important information italics has been used, for RypelCam specific terminology underlining has been used. Highlighting is used to identify the exact representation of what you should be typing into the console or the Key you should be looking at. It has two values; Black/Orange is for Console commands. Blue/White is for keyboard keys.

Let’s start with a clientside recorded demo. The very first thing you need to do after the demo has loaded is hit ESC two (2) times. It has to be 2 times because once brings up the Demo Control bar. You need to hit ESC again to remove the bar, so hit it 2 times right away. You can NOT key bind this, you have to physically hit the ESC key on your keyboard 2 times for Rc to activate, it will not work any other way.

1

With this action you activate RypelCam (Rc)

2

2Press H / h and you should see some information that will help you to identify the key binds.

2Press I / i for an advanced features menu.

2Press J/ j for more advanced features still.

Pressing each key again removes what it brought on screen. Take the time to read them and familiarize yourself with each feature, experiment with the settings until you get used to what each command does. Let's move onto understanding how you move around the map with Rc.

With Rc activated pause the demo with the Pause Key on your keyboard (Don’t use a console command or something else to pause a demo. Always use the Pause key).

Now hit K. This will bring you into spectatorcam mode and you should see some green text and a white mouse pointer on your screen.

The text tells you the current spectatorspeed which you can change with Numpad 1 and Numpad 2. So let’s try that out. To move use your mouse, use your wasd keys and space / shift for up/down.

Notice that you can move around the map, even though the demo is paused. If you try to move around in a circle, something stops you from doing a full circle. This happens when the white mouse cursor reaches the end of the screen. To go on with your turn you have to move the cursor into the middle of the screen. You can position it with your mouse when your not moving. So let go of the wasd keys and move your mouse cursor to the middle of the screen.

So the mouse only changes the spectatorview direction when you hold down a movementkey. If you want to stand still and look around you can do this by first setting the spectatorspeed to 0.
With Numpad 1 and Numpad 2 you can change the speed "softly" but you can also change it quickly to predefined values by using the normal number keys on your keyboard.

[x2 = Hit That Key Two Times]

Hit Esc x2

Then K

Open up the Console using the '~' Hit BackSpace x2 and type in "fixedfps 30" followed by enter.

Next move the Rc to the point where you want to start your Camera sequence and press Numpad 5 to create a "CamPoint" or a keypoint so to speak. Move a bit back (s) and you should see the shape of the CamPoint you just created.

A CamPoint not only represents a marker as in a physical location marker it is also a time signature and a photographic positioning. Which means it can only happen there at that point & time and the camera can only be looking exactly there when recording. So the actual shape of the CamPoint identifies direction and photographic placement / framing of the camera, internally it marks the point in both time and space at which this event will occur.

Now place 3 more CamPoints and you should get something like this;

Four (4) CamPoints is the minimum for a Rc sequence. When you have 4 CamPoints a line of white dots automatically draws itself onscreen connecting the CamPoints. That tells you the CamPath is now ready to be saved and it also indicates the path the Rc will take between the CamPoints.

You save your CamPath with 'B and you reload it using M. Only reload your last saved CamPath after restarting the demo or the game. It is saved in UT2004/saves/RCam_Package.uvx

Hit Numpad 3 to travel along the CamPath you just laid/constructed. Numpad 1 and Numpad 2 as well as keys 1 to 9 can again be used to change the speed, just like they can be used to adjust the spectatorcam speed. But so long as you’re in CamView (Viewing/traveling the CamPath), changing speed will only affect the Rc and not the spectatorspeed.

You don’t have to use these keys to adjust the speed during recording. That can be controlled by Rc while recording. We will discuss this a bit later.

Add another CamPoint and then hit 'M'. You will see that your new CamPoint has disappeared because you tried to load the CamPath before you actually saved that last point, so it is discarded. Numpad 5 only places a CamPoint at your current location, you need to save it as part of your CamPath using B before you can use it as part of that CamPath.

With Numpad 9 you can hide/remove the CamPath so that you can start recording without it being in the way.

With Numpad 4 you can remove a CamPoint. Hit Numpad 4 and your last CamPoint is removed/erased. With Numpad 4 you can undo your whole CamPath. It is the only way to erase a CamPath besides reloading an old one.

However if you just want to reposition a CamPoint you don’t have to erase it. First use Numpad '+' and Numpad 1 to select the CamPoint you want to reposition. This also lets you see what the CamPoint sees. You see a counter that can help you determine what CamPoint you currently have selected.

Now go back to the speccam with K, fly to the new position for the CamPoint and hit Z. This finishes the repositioning of a CamPoint.

You can also select a CamPoint with Numpad '+' / Numpad '-' and hit Numpad 7. This starts rotating the CamPoint to the left. Hit Numpad 7  again to stop the rotation. You can do the same with Numpad 8 to rotate to the right. To see the result hit Numpad 3.

With Numpad 7 and Numpad 8 you can also change the field of view (FOV).

Select a CamPoint and hit O then use Numpad 7 and Numpad 8 as before and hit Numpad 3 to see the result. Hitting O again will switch the Numpad 7 / Numpad 8 mode back to changing rotation.

Timedpaths

As mentioned before it is possible to have Rc control the speed at which it moves through a scene when it is recording. We call this a 'timedpath' it has two values, '0' for off and '1' for on. With correct placement it allows you to synchronize your camera movement throughout a scene to specific action happening within that scene. Let's have at look at how it works.

To get a understanding of how timing works in RypelCam you should practice by making a CamPath that flies near a player for some time and distance. To start doing this you first have to use the fixedfps command.

It's absolutely critical that you do this before you start laying a timedpath. It simply will NOT work without it. The minimum to which this can be set to is '30fps' you can set it higher if needed, for example if you want to record at a higher frame rate then 30fps. By default this tutorial will refer to the minimum value.

After you have loaded the demo and it has started press:

Esc x2 >> Open Console >> BackSpace x2 and type in: fixedfps 30

Then place your CamPoints at the places AND the exact times at which you want them to be reached. One way of doing this and most accurate way is by pausing the demo/game were ever you need to place a CamPoint and as many times as needed. For Example;

Open/Play Demo >> Esc x2 >> BackSpace x2 >> fixedfps 30 >> Pause to drop a CamPoint, >> Numpad 5 (As soon as you have 4 CamPoints hit B to save your work every time you place a new CamPoint) >> unPause >> Pause again at the next point you want to place the Rc regardless of how long you paused for and place the CamPoint >> Numpad 5 >> unPause >> Pause >> Numpad 5 >> unPause...

Repeat this procedure as many times as you need to in order to complete your scene.

 

NEVER changing demospeed or framerate! They must remain constant otherwise the synchronization between CamPath and timeline is broken

 

This procedure allows you to very tightly integrate the Rc movement throughout the scene to the action within that scene. Keep in mind that even thou Rc has a set limit of 150 CamPoints per CamPath, you should never really need to go past the more stable 50 threshold. (To view how many CamPoints you have currently laid in your CamPath press H. Press H again to hide that menu).

To help you lay a smoother CamPath, there is a built in "Distance Meter" that tells you how far you have traveled in a straight line from you last CamPoint. Hit the '.' on your keyboard to bring this display up, it also shows pitch, yawn, and x, y, z information. Hit '.' again to close it.

After you placed all your CamPoints and you are happy with your CamPath, hit B to save your work one last time. Before you can DumpFrame (record your CamPath) you have to remove the drawpath (The dotted white line between your CamPoints) from the screen. This will also remove all of the CamPoints.

Removing the drawmode path:

Open/Play Demo >> Esc x2 >> M >> Open Console >> BackSpace x2 >> type in;fixedfps 30>> Enter >> timedpath 1 >> Enter >> Close Console >> Remove CamPath with NumPad 9 (!Important- Wait a little bit (10sec) for it to fully draw, particularly if you have a large CamPath, BEFORE you remove it!)

Demo will automatically pause at the start of the timedpath. Switching Rc viewpoint to that of the first CamPoint.

Open Console >> BackSpace x2 >> type in; DumpFrame start >> Close Console >> UnPause

Your Rc is now recording in sync with your CamPath, so exactly how you placed it and what you saw/framed when placing it, is exactly what is going to be recorded. You can also fast forward your demo to a point close to were the CamPath starts, by using the right arrow key on your keyboard. But make sure that you stop fast forwarding before the start time is reached! If you fast forward for too long the system will miss you're Rc start time.

Some users have experienced problems with fast forwarding, which is most likely due to the Unreal Engine itself. It's entirely up to you the way you choose to reach your Rc start point, if you experience problems fast forwarding, then slow down the speed to x2 instead of x4. Or better yet, let it play normal speed until Rc pauses in sync.

There will be more specific tutorials covering the various menus and advanced features of Rc. We will provide them as we write them. For now this introduction will get you started on your first TimedPaths and basic features of Rc. Please use the coments form on the last page of this article. Let me know how this was or was not helpfull to you. We can not improve it without feedback. Thanks.







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