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democap:projectmanagement [2023/11/13 22:06] – [Scenes] dragonlorddemocap:projectmanagement [2024/02/26 11:12] (current) dragonlord
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 </WRAP> </WRAP>
  
-{{ :democap:screenshot16.png?direct&600 |}}+{{ :democap:multichar.jpg?direct&600 |}} 
  
 ====== Project Management ====== ====== Project Management ======
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 Scenes store a specific capture scene. These are typically replicas of the game or cutscene scenes the animations are to be captured for. Scenes compose of a <wrap em><wrap hi>world</wrap></wrap> and a list of <wrap em><wrap hi>scene objects</wrap></wrap>. Scenes store a specific capture scene. These are typically replicas of the game or cutscene scenes the animations are to be captured for. Scenes compose of a <wrap em><wrap hi>world</wrap></wrap> and a list of <wrap em><wrap hi>scene objects</wrap></wrap>.
  
-The world file can be edited with the [[gamedev:deigde|Drag[en]gine Integrated Game Development Environment (IGDE)]]. This allows to set up a world up front and load it into a scene. The content of the loaded world is static and can not be changed. For dynamic content you have to use <wrap em><wrap hi>scene objects</wrap></wrap>. You can though not use your world file directly in DEMoCap since the path you used for resource files (like models, skins and so forth) are different than inside DEMoCap where the world files are stored relative to the project data directory. To fix this you have to set a [[gamedev:deigde:editors:world#world_panel|world property]] named <wrap em>democap.remapPropertyPath</wrap>. This property contains the path prefix DEMoCap has to replace with the directory the world file (*.deworld) is located. For example if your world file in your game is called <wrap hi>/mocap/worlds/office.deworld</wrap> then set the property value to "/mocap/worlds". This way all the resources used in the world that are underneath the same directory will be properly remapped to work in DEMoCap.+The world file can be edited with the [[gamedev:deigde|Drag[en]gine Integrated Game Development Environment (IGDE)]]. This allows to set up a world up front and load it into a scene. The content of the loaded world is static and can not be changed. For dynamic content you have to use <wrap em><wrap hi>scene objects</wrap></wrap>. 
 +<WRAP center round info 60%> 
 +You can not use your world file directly in DEMoCap since the path you used for resource files (like models, skins and so forth) are different than inside DEMoCap where the world files are stored relative to the project data directory. To fix this you have to set a [[gamedev:deigde:editors:world#world_panel|world property]] named <wrap em><wrap hi>democap.remapPropertyPath</wrap></wrap>. This property contains the path prefix DEMoCap has to replace with the directory the world file (*.deworld) is located. 
 + 
 +For example if your world file in your game is called <wrap hi>/mocap/worlds/office.deworld</wrap> then set the property value to <wrap hi>/mocap/worlds</wrap>. This way all the resources used in the world that are underneath the same directory will be properly remapped to work in DEMoCap. 
 +</WRAP>
  
 To change the world select the world from the combo box next to the <wrap em><wrap hi>World</wrap></wrap> label. Then click the <wrap em><wrap hi>...</wrap></wrap> button next to the combo box. Click on the <wrap em><wrap hi>Activate World</wrap></wrap> button. To change the world select the world from the combo box next to the <wrap em><wrap hi>World</wrap></wrap> label. Then click the <wrap em><wrap hi>...</wrap></wrap> button next to the combo box. Click on the <wrap em><wrap hi>Activate World</wrap></wrap> button.
democap/projectmanagement.1699913214.txt.gz · Last modified: 2023/11/13 22:06 by dragonlord