@ Rypel: The compliments go to you, Rypel.
Looking at the 'camcontrol' section, I wonder how you could get started to program these functions.
A peripheral question: what game was the cinema 4d export intended for? Rcam for counter strike?
Greetings
The glory for the 3.06 version all goes to you and dont you dare to forget again to put your name in the readme next time
Because you asked about the camcontrol-section heres a little history-lesson on Rcam:
I took the math for the camcontrol section straight from university where we had a course about spline-functions. That was a kind of lucky coincident that really started rypelcam.
At that time i was already a huge fan of UT-Movies and fraggmovies in general, so while our teachers talked about all the smooth shapes and forms you can define with this math
i was ofcourse thinking about camerapaths :D
So i had the math and knew how to use and shape it. The problems however were that i had never done a UT-Mod before so i didnt know where to start. And the second problem was a mental problem:
"If noone has incorporate something obviously usefull like this into the UT-Engine by the 4 years it was already out, it should be impossible, right ?" The main problem and thing that seemed impossible at first was to figure out a way to load and control a mod in a demo, because normally you load mods into a server but not into a demo, so i didnt find any info on if and
how that would be possible. So it took me a while to figure that out.
Ehm oh yes the cinema 4d export -> Mostly i was more interested in trying out new things then into cleaning up the code, so the code contains some messy parts and some dead/old experiments
like the c4d stuff. It was intended as an additional feature for the UT/TO-Rcam. I actually also gave a
Counter Strike version a try but that is a different story -> I had an early version but it had to be programmed quite differently then the UT one and so it couldnt have been just a little
project for me and although a Counter Strike version might have had quite an impact because Counter Strike was very big at that time i didnt want to put so much time into a counter Strike
because i hated the game (at that time you had to either love or hate Counter Strike and its community. I was a more traditional fps oriented guy so Counter Strike players were enemys
).
I played mostly TO(Tactical Ops) in that time, but i considered that much different then Counter Strike because you dont die so fast there and have more of a fight.
Anyways: The c4d export stuff was an idea from another moviemaker i was friends with at that time. That guy helped a lot in testing the early RCam versions and in developing ideas.
He was quite skilled in c4d so he came up with the idea to combine a c4d scene with a Rcam scene. We considered this to be the "next big step" in terms of enhancing movies. In fact i still think
that this would be the next natural step in the evolution of fraggmovies, but its quite complicated. The idea is to recreate a RCam path in a 3D-software like c4d and this way add c4d effects to a Rcam scene.
In fact the way that guy was doing it in our tests was that he imported thr RCam path into c4d and then exported the c4d path into Adobe Aftereffects. With that information he could do
some cool 3D effects with the raw RCam footage. I dont really know how he did it but it looked pretty cool.
So why did we stop going that way ? -> Well he got pretty ambitious with that idea, but the effects took a lof of time, creativity and dedication to make so he kinda got too ambitious and he lost
motivation and never finished that movie he wanted to incorporate the effects in. After that i could have pushed the c4d idea more and onto other moviemakers, but seeing how complicated the
c4d and Aftereffects stuff was i though it might be better to bury that for the time because i really feared that other moviemakers would get consumed by the idea "i have to have this effects
in my movie or otherwise my movie would suck!" and then drop their movieproject in the end because they realise they dont have the time and knowledge to make such c4d effects. I find a good flow,
sync and cutting much more important then effects so i didnt really push that c4d idea. But now you know whats the story of it. And if you think it might be time to experiment with that again,
go ahead. I can tell you that i have seen it work and that it can produce otherwise impossible visual effects, but noone should make the error to consider it that important to learn c4d to make a good UT movie. You can make a good Mvie without that just fine.