Some questions related to PK animations
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August 17, 2019 at 1:57 am #397159AnonymousHello, my situation is as follows, I have a custom almost ready to be finished, now only the keyboardist needs to gain animation, but he only appears on stage and stopped without any reaction.I have some questions related to PRO Keys animations.I’ll list in order and hope someone who understands can help me with this.
- To enable i need to edit not only PART KEYS and REAL KEYS (on all difficulties) but also Real Keys Anim_RH and Real Keys Anim_LH tracks, right?
my answer: I edited these two animation tracks, i copied them from Expert difficulty, and pasted them first into RH (since the keys start on that side) and then deleted everything below C3 (which is the LH track).
Then I pasted the same copied notes into the LH track and deleted everything above B2.But still it was no use … I even put [play] as event text as soon as the first note falls in both RH and LH.- Does the event text [play] have to be entered the moment the first note of each track is started? or did I do something wrong? do all grades have to be kept in both RH and LH?
August 17, 2019 at 2:48 am #506622You need to have animation events in your PART KEYS track. CAT can autogenerate them for you.
August 17, 2019 at 9:44 pm #506637AnonymousYou need to have animation events in your PART KEYS track. CAT can autogenerate them for you.
I read something about this PART KEYS, after I put [play] as event text at the exact moment of the first keyboard note, in the game the keyboard player disappeared from the stage.How does this CAT work? Won’t this mess up the gems on minor difficulties?August 18, 2019 at 6:55 am #506646I am not sure I remember correctly but I think you only need the following:
– copy+paste all Real Keys Expert notes (not events or other stuff, just notes) to RH animation track
– LH animation is optional, if you want it you can either figure out some new notes that aren’t in the game but would be played by a real keyboardist, or you can cut+paste lowest notes from RH animation track
– general animation events such as [play] go only in the root Keys track. Use these by thinking when the player would start being active: [idle_realtime] when there is no music or at least no rhythm, [idle] when the others are playing, and [play] when the player is playing. But play before the first note however: think of it more like the state when you grab the instrument in hand and you keep your hands ready, so I would have it start at least 1/4 before the first note and end at least 1/4 after the last.
But check Farottone’s tutorial and Harmonix instructions, everything is there.
August 18, 2019 at 5:35 pm #506657AnonymousI am not sure I remember correctly but I think you only need the following:
– copy+paste all Real Keys Expert notes (not events or other stuff, just notes) to RH animation track
– LH animation is optional, if you want it you can either figure out some new notes that aren’t in the game but would be played by a real keyboardist, or you can cut+paste lowest notes from RH animation track
– general animation events such as [play] go only in the root Keys track. Use these by thinking when the player would start being active: [idle_realtime] when there is no music or at least no rhythm, [idle] when the others are playing, and [play] when the player is playing. But play before the first note however: think of it more like the state when you grab the instrument in hand and you keep your hands ready, so I would have it start at least 1/4 before the first note and end at least 1/4 after the last.
But check Farottone’s tutorial and Harmonix instructions, everything is there.
alright, i will try this. thank you!
August 28, 2019 at 7:41 pm #506841Shroud gave good advice. I just have a few more things to add.
When copying and pasting all notes from the pro expert chart, be sure to include only the chart notes, that is, the notes between C2 and C4. “Event” notes for things like range shifts and solo markers should not be copied over.
If you decide to chart LH animations, be aware the same MIDI notes are used, C2 through C4, but in-game the left hand will actually play one octave lower. That means the right-hand and left-hand ranges have a one-octave overlap and a total range of three octaves. Be aware of the overlap when creating the charts for both hands, so the in-game player’s hands don’t end up colliding or crossing over each other.
There is no harm in putting animation markers like “[idle]” and “[play]” in the pro keys charts, but the game will not read them from there. Only the markers in the 5-lane keys chart will be used.
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