The only final problem I found while testing this (obviously less efficient) method was that, it was loading each scene at the end of the previous, so at the end of each one there would be a slight pause that added at least a few seconds on to the whole play time. This also just gave it a really choppy look, I decided to get more things done and fix it later.
Friday, 7 March 2014
GA - Development - Setting Up Scenes
I had some trouble because of earlier workflow on getting my animations in and running at the times I would of liked them too. Which then led to complications with my camera, not controlling them but getting them to switch between one another. So instead I opted to go for a scene a shot, in total 16. Each scene would have the one animation for each character and the camera, and would run automatically to each one, efficient in a tidy sense but more costly on the real time playing.
The only final problem I found while testing this (obviously less efficient) method was that, it was loading each scene at the end of the previous, so at the end of each one there would be a slight pause that added at least a few seconds on to the whole play time. This also just gave it a really choppy look, I decided to get more things done and fix it later.
The only final problem I found while testing this (obviously less efficient) method was that, it was loading each scene at the end of the previous, so at the end of each one there would be a slight pause that added at least a few seconds on to the whole play time. This also just gave it a really choppy look, I decided to get more things done and fix it later.
Labels:
development,
OUDF505
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