Advanced scene settings



Make a custom scene


Custom camera setup


Note: camera setup works only in gameplay dialogues.

Camera parameters can be setup once a dialogue is created. In order to do it, enter View tab and click on Director’s layout.

Open the section where you want to setup your cameras (you can choose the right section near the Add Section button, in the scroll-down menu). Once you desired section is active, click on the grey area at the bottom of the screen: the preview window that shows characters will appear.

Now, turn on the Enable Free Camera option which is located above the grey area (look for an old cam. icon), then left-click and hold on the character screen, and set the camera by using WASD and Q (up) and E (down) keys. After choosing your desired frame press C: a custom camera will be added to the grey tab at the bottom of the screen.
Now turn Off Enable Free Camera option. Your custom camera is ready.

Note: this setting can be added to the list of custom cameras. In order to do that double-click on it. On the right, a panel with options concerning the camera will appear. In the eventName tab write its name and press Enter.

Click on the camera and choose Add to the list: the setting will be saved in the Camera page tab, on the Custom cameras window.

To add a previously-defined camera, click on the grey area and choose Add custom camera from the list option. Double-click on it and in the CustomCameraName tab choose the previously-defined camera.

Adding behaviours


You need to turn on Director’s layout on the chosen dialogue (from the View menu in the upper panel).

On the grey tab associated with the considered character, click and choose Add behaviour.

In the Actor tab, choose the NPC that will be associated with the behaviour.

Emotional State defines the state of his/her emotions: neutral, aggressive, unsure.

dialogPose defines the position in which NPC will be standing: with his hands in pockets, leaning towards, etc.

Note: all behaviours do not work with all NPCs.

Adding animations


You need to turn on Director’s layout on the chosen dialogue (from the View menu in the upper panel).

On the grey tab associated with the considered character, click and choose ''Add animation'.

In the Actor tab, choose the NPC that will be associated with the behaviour.

animationState, animationGroup and animationType are filters in which you can choose what kind of animation is needed. The animation itself is set by animationName.

Note: all animations do not work with all NPCs.

Characters' enter and exit


If the character needs to enter the dialogue from outside of the cutscene frame, use Add actor enter. Then choose the NPC who will enter the scene (actor). In behEvent you can choose from which side he/she will enter the dialogue.

The same thing needs to be done if the character must exit the cutscene frame, with the Add actor exit option.

Setting characters' eyesight direction


In order to set the direction in which the particular NPC (or Player) is looking, you have to add a lookAt.
Click on the grey area and choose Add lookAt. Doubleclick on it.

In the Actor option, choose the character whose eyesight will be defined.
In the Target option, choose the character that will be looked at.

Video tutorial


Redkit Tutorial: Dialogue from Benzenzimmern on Vimeo.