Quote: --- Original message by: Advait03
Fantastic Way of creating Machinima!
Thank you I am glad you liked it.
Quote: --- Original message by: Advait03
I mean, in 'The Ring of Life: Part 2 of 6', you should the halo ring, how did you do that?
I used the map
Pillar of Autumn Space which has an animated ring in it.
Quote: --- Original message by: Advait03
And all the character management, plus opening of there mouths while talking, wow! Please can you tell me how you did this all?
I had two pc's next to each other both running Halo CE so that I could control two characters at a time when I needed but most of the time when you are doing it by yourself then you need to plan out your shots so that you only need to move one character at a time while the other(s) remains still. I also made several variants of the same map with different bipeds in it in different positions so that I could shoot scenes from different angles then edit them together so it looks like more than one character was moving.
In some scenes like the when the troops drive in to the valley I made a server and had several friends control the hogs that had brain dead AI in them. Even though AI do not sync over a network it didn't matter because all I cared about was whet I could see. The action scenes where the marines were fighting I created several AI maps so I could get different views and actions while the AI fought each other.
As for the mouth movement, I mapped a taunt to the flashlight key so that when I pushed the flashlight key the biped would issue a taunt and move it's mouth with the taunt. Since I added all the sound in later I just had to match the prerecorded dialog to the mouth movement which is not as easy as it sounds since I had no control over which taunt or how long it would be so I had to record several clips for each dialog snippet so I could pick the correct one that would match the actual dialog.
It took time and patience to put together.