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Motion Blur - Revisited #21164
12/15/03 00:04
12/15/03 00:04
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
Serious User
indiGLOW  Offline OP
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
Please feel free to move this post if its in the wrong place.

I am looking at how to implement a motion blur, used during game cinematics etc....

I have read a few older posts that talk about setting the camera.aplha to ALMOST create the illusion....however the results are far from satisfactory (although very clever)....Models become transparent, tetures display incorrectly and in some cases it does't work at all. Suffice it to say I still can't find a solution.

One method would be to spawn repeated still versions of the models on screen, set at the same frame they were spawned, with a alpha fade out remove function...but that creates a hell of a lot of models and is ONLY the models.....
...So I don't think that route will be fruitfull.....

Currently our project is in early planning and ideas testing, and the cinimatics are a key area of attention, motion blur is one of the FX we would like to use as dynamically and freely as possible.

If anyone has any ideas of can point us at an existing thread or other resource we will be gratefull....

FYI: We are building with 6.2 Pro


The Art of Conversation is dead : Discuss
Re: Motion Blur - Revisited [Re: indiGLOW] #21165
12/15/03 08:58
12/15/03 08:58
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
Expert
Grimber  Offline
Expert
G

Joined: Sep 2003
Posts: 4,959
US
partical effect that uses an image of the item itself.

like a sword, so use a pcx of the sword ( or mabey just the last 1/3 of the tip of the sword blade) . during an entity animation cycle of attack generate a partical of the image at the current sword modles pos. then fade them out after generated. so the first should fade out as following ones generate and as the sword moves should create a trail of these images through its range of motion


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