Recam Time
Quake2 Demo Editing Tutorial

1/99 by Overman

         

Let's review briefly what has been covered so far.  In Tutorial 1, we examined the basic structure of a Quake2 demo (.dm2) file, including some of the different messages that are present in such a file.  In Tutorial 2, we saw how Keygrip2 manages that information for you, and briefly touched on some of the commands available in the Demo Server and 3D Preview windows.  Now, we will build on all of that and apply it to a complete recam.

If you were with us for Tutorial #2, then you already have your file from last time, named zstut1.kg2.  If for some reason you do not have this file, simply retrieve the original zstut1.dm2 file here.  Either way, open this file with Keygrip2.

First things first.  Open the Demo Information window and make sure that Server Version is set to 34.  Also, set the Player Number to -1 so we can see the player itself in the demo, and click OK to close that window.  Next, I find it a good idea to always zoom in all the way on the filmstrip, which can be done by selecting the "+" magnifying glass from the toolbar and clicking on the first block of the filmstrip until blocks are numbered 0, 1, 2, etc.  When you have done this, click on the selection tool (looks like a mouse pointer) on the toolbar.

Go ahead and open the Demo Server, and click Connect to start up your Quake2 preview window.  If you need to arrange windows on your desktop, now is a good time to do so.  Once Quake2 has loaded the demo, you should see the first block of the demo, from the player's perspective.  Uncheck Fix View and Fix Position to free up the camera, and move to a position where you can see the player.  You should see something like this.

(Click here to see image on the internet)

Let's set our first camera position up high, looking down on the player from above.  Try something like this.

(Click here to see image on the internet) 

Note:  I could give you coordinates for all your positions, but that really takes away from the fun.  Your tutorial will not look exactly like mine, nor like anyone elses... and that's okay. 

Once you have chosen a lofty camera position (without leaving the confines of the map, of course), return to the Demo Server window and click the "+" button.   You will see a camera position added at Block 0, with coordinates of your position and viewing angle.  Note that there are also two drop-down menus from which you can select different transitions for both position and angle to the NEXT camera position.  Since we have not defined where we want to go next, let's leave those at the default of Jump for now.


Next, let the demo play forward for a second or so, while viewing from your new camera position.  Notice that the player pauses slightly before heading up the hallway.  Let's take advantage of that "inaction" by putting some movement in the camera.  Find the last block where the player is standing still (should be block 15).  Once you are paused on block 15, move the camera straight down toward the player until you are fairly close to her.  Click + to add a new camera position here.

(Click here to see image on the internet) 

Now, if we leave things as they are, the camera will sit at its first position until block 15, when it will suddenly jump down to your lower position.   What we want here is a smooth transition between the two, allowing the camera to sweep down into position.  To do this, set the Position Transition ON BLOCK ZERO to Dolly(Fade) and the Angle Transition to Pan(Fade).   Once you get familiar with how these transitions will look, you will find that you can set camera positions and transitions for a fairly large range without needing to check each one as you go, but for now... let's see what we just did.  Check Fix View and Fix Position, and return the demo to block 0.  Now, play the demo from the beginning, for just a few seconds.

I know, I know... that went by awful quick, but you see now how both the Dolly(Fade) and the Pan(Fade) transitions work.

Let's continue, remembering to uncheck the Fix boxes.  We're going to use the same sort of transition again here, to demonstrate how one will flow into another.  We want to follow our player until she is about to disappear around the corner, which you will find to be approxomately block 39.   Choose a spot somewhat like the following...

(Click here to see image on the internet) 

and create a new camera position, and then set the transitions on block 15 to Dolly(Fade) and Pan(Fade).  Go ahead and view the demo from the beginning, if you like.

For the next camera position, which will be at block 40, choose a position like the following, which is up in the corner of the hallway the player is running through. 

(Click here to see image on the internet) 

One time-saving feature is the Follow angle transition, which allows the camera to automatically lock on to an entity and, you guessed it, "follow" it.  To know which entity to follow, check the Show Entity box on the Demo Server window and move the camera close to the player.  You should see a "1" appear next to Entity in the window.   Set the number of the Follow transition on block 40 to 1.  Check your fix boxes and let the demo play forward for a bit.  Unfortunately, our player only stays in view from our position for a little more than a second (til block 52).  So for block 52, let's choose the next corner of the hallway, facing out towards the lift.  Set the angle transition to Follow (1), and set the position transition to our good old smooth Dolly(Fade) on block 40 (to fade from position 40 to 52).  Play the demo from the beginning (with Fix's checked), and you'll see that we are all set until block 79, when the player disappears from view onto the lift.


Moving right along... set the camera position to something like the following at block 80.

(Click here to see image on the internet) 

Leave the position transition for block 52 at Jump, since we want the camera to wait until block 80 to move here.

Now, I could talk you through the rest of a recam step by step, but by now you have enough of the basic procedure down that you can effectively complete this recam on your own.  A very effective recam can be made using only the transitions we have covered so far, believe it or not.  But I would strongly encourage you to experiment around with each of the other transition types to see what other possibilities exist. 

From this point forward, most of the action takes place in one big room, with lots of space for you to move your camera around in, so be creative and have fun with it.  Some of you may even want to immediately move on to one of your own demos, and that's great too!  Either way, I would encourage you to completely recam this demo, since practice on ANY material will make you better and better when you take on your own projects.  To illustrate more of the camera techniques available to you, I've worked on this same recam, complete with on-screen notes.   You can download it if you like by clicking here.   Feel free to watch it, and/or open it up in Keygrip2 and see exactly what I did (all the camera positions will show up for you to examine).

All that remains is cleanup of your demo.  All of these procedures are covered in nice detail in the Keygrip2 Help File, under Your First Movie, Stages 4-6.  I can't put these procedures any better than they have already been laid out in that help file.

Between what we've covered here and the Tutorial included in the Keygrip2 help file, you will have all the basic tools at your fingertips to begin recamming at will.  Most of all, have some fun with it!  All future tutorials will deal with advanced and specialized subjects related to how to give your demo a professional look and feel, so stay tuned.

When you have finished your recam of this demo, zip it up (using Winzip) and feel free to send it to me via email, and I will review it and send you comments on your work.  If you have any other questions regarding the specific steps outlined here, send me an email and I will get back to you promptly. 

Congratulations!  You have completed your first recam... and you did most of it on your own!  It really is that easy!