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GTAV Rockstar Editor Video Showcase


_SMOKEY_
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FinalFlamePro

Here's my NEW trailer remake. This time I enter the Matrix.

 

https://www.youtube.com/watch?v=-RVW6VqsHHs

 

 

Question for PS4 Editor users, are you guys using the full screen preview trick to get the vids exported to USB or do you know a better way? It's really frustrating not being able to export the actual finished project (why on earth did they disable that ability for just editor vids??), I know PS4 has Sharefactory but that's not as fully featured as a proper video editor so I need to export my clips to USB for editing on PC.

 

 

Yeah that's the way I do it. I find editing in the Rockstar Editor itself to be too restrictive.

Edited by FinalFlamePro
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SirJohnnyStark

This time I tried to tell a story, many years after the zombie apocalypse. I do not really know if I continue this story, since I have only my PS4, and my ideas are far too big... I would need a PC with mods for this story to be told...

 

 

"After everything was so quiet, Jeff decided to leave the base for the first time after many years... Where did all these zombies go? What happened?"

 

 

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Got another question for you all. Haven't really looked much in to this yet myself, but what options are there (if any) to add fire, smoke etc to objects or the map? Is a patch of fire, or a cloud of smoke available as an object to place to create a building on fire. Also looking for some more tactical options for the Traffickers team. I think in your last zombie movie you had those zombies come through the smoke Duggly. Was that from the smoke grenade mod? (haven't tried that mod yet, but think I saw it somewhere)

 

You can add smoke / fire to objects but fire is very unstable, it can randomly spread and end up blowing up your entire scene :D

 

Smoke is, funnily enough, done by using the crashed helicopter model within Map editor. Can't think of it's name off my head but you can do a search and then try to clip multipe crashed helicopters through the object / out of sight to allow good smoke clouds to form. I did this with the yacht scene in Ep. 4 which I forgot to put into the BTS episode.

 

The bit with the zombies coming through the smoke was by using the grenade launcher mod, had to get the timing just right because it's basically tear gas and can actually incapacitate / kill the zombies :D

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RIGHTLEFT START

 

 

I would love you guys feedback on my videos

Also it was made on ps4 so please be nice lol

Edited by RIGHTLEFT START
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Got another question for you all. Haven't really looked much in to this yet myself, but what options are there (if any) to add fire, smoke etc to objects or the map? Is a patch of fire, or a cloud of smoke available as an object to place to create a building on fire. Also looking for some more tactical options for the Traffickers team. I think in your last zombie movie you had those zombies come through the smoke Duggly. Was that from the smoke grenade mod? (haven't tried that mod yet, but think I saw it somewhere)

 

You can add smoke / fire to objects but fire is very unstable, it can randomly spread and end up blowing up your entire scene :D

 

Smoke is, funnily enough, done by using the crashed helicopter model within Map editor. Can't think of it's name off my head but you can do a search and then try to clip multipe crashed helicopters through the object / out of sight to allow good smoke clouds to form. I did this with the yacht scene in Ep. 4 which I forgot to put into the BTS episode.

 

The bit with the zombies coming through the smoke was by using the grenade launcher mod, had to get the timing just right because it's basically tear gas and can actually incapacitate / kill the zombies :D

 

 

Cool tip. Cheers. How do you add fire around the map? Via Menyoo Trigger FX, object / prop or lighting one via weapons?

 

I've still been playing with smooth camera markers. Thanks for the pointers. Getting used to the quirks, but I was wondering whether you use blend easing with any of your markers throughout a camera transition? I'm guessing you would only use them on start of end markers. I rarely use them at all with linear markers.

 

I seem to find that i need to set an additional dummy marker after my last marker end point when using smooth just to stop it screwing up.

 

I noticed you didn't have a ton of replies when you asked on twitter / youtube what the community would want to see in your behind the scenes / tutorial series. Are you still considering doing these at all?

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Got another question for you all. Haven't really looked much in to this yet myself, but what options are there (if any) to add fire, smoke etc to objects or the map? Is a patch of fire, or a cloud of smoke available as an object to place to create a building on fire. Also looking for some more tactical options for the Traffickers team. I think in your last zombie movie you had those zombies come through the smoke Duggly. Was that from the smoke grenade mod? (haven't tried that mod yet, but think I saw it somewhere)

 

You can add smoke / fire to objects but fire is very unstable, it can randomly spread and end up blowing up your entire scene :D

 

Smoke is, funnily enough, done by using the crashed helicopter model within Map editor. Can't think of it's name off my head but you can do a search and then try to clip multipe crashed helicopters through the object / out of sight to allow good smoke clouds to form. I did this with the yacht scene in Ep. 4 which I forgot to put into the BTS episode.

 

The bit with the zombies coming through the smoke was by using the grenade launcher mod, had to get the timing just right because it's basically tear gas and can actually incapacitate / kill the zombies :D

 

 

Cool tip. Cheers. How do you add fire around the map? Via Menyoo Trigger FX, object / prop or lighting one via weapons?

 

I've still been playing with smooth camera markers. Thanks for the pointers. Getting used to the quirks, but I was wondering whether you use blend easing with any of your markers throughout a camera transition? I'm guessing you would only use them on start of end markers. I rarely use them at all with linear markers.

 

I seem to find that i need to set an additional dummy marker after my last marker end point when using smooth just to stop it screwing up.

 

I noticed you didn't have a ton of replies when you asked on twitter / youtube what the community would want to see in your behind the scenes / tutorial series. Are you still considering doing these at all?

 

Great tips indeed! I am familiar with that crashed helicopter model, but never really thought of using the smoke that rises from it! Excellent, may be very helpful for a future video. Gonna try & find some more stuff on getting a stable fire going.

 

About the lack of replies on twitter for tutorial videos....might be that you're not reaching a lot of aspiring machinima makers that way....not sure. Think you'd get more of a response on forums like this one, or machinima reddits etc.

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The Lost MC got tired of using choppers. Now they're using real bikes.

Edited by TheSadisticOwl
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@Aklemo sorry for your loss man. My condolences to you and your family.

It's been a while since my last post. Been working on and off with my music video.

I decided to make another teaser trailer/preview of what I am working on. The tough part about making is that I am limited to using single player mode and no mods to be used (treating it like the Wanderer Video). Replaying missions is gonna be a huge factor in this one. A good hint of what missions I'm planning to use involves assassinations ;)

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Michael'sStepSon

*NEW VIDEO*

Just a relaxed compilation of wins, fails and random moments done with the best thing Rockstar has ever included in the game - ROCKSTAR EDITOR (no fanboyism but I freaking love them for creating it)

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We have lift off! Traffickers Part 3 is ready & online.

 

Went with the experiment for a Cinematic widescreen, hope it turned out alright for people that use a 16:9 / 1920x1080 monitor? Always a bit unsure of that since I use a 16:10 monitor myself. Although I did test the actual video file on a 16:9 monitor as well....you never know what youtube does to it!

 

 

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We have lift off! Traffickers Part 3 is ready & online.

 

Went with the experiment for a Cinematic widescreen, hope it turned out alright for people that use a 16:9 / 1920x1080 monitor? Always a bit unsure of that since I use a 16:10 monitor myself. Although I did test the actual video file on a 16:9 monitor as well....you never know what youtube does to it!

 

 

Youre getting better everytime, great job

Also im wondering how youre doing these animations? They're synced so perfectly

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We have lift off! Traffickers Part 3 is ready & online.

 

Went with the experiment for a Cinematic widescreen, hope it turned out alright for people that use a 16:9 / 1920x1080 monitor? Always a bit unsure of that since I use a 16:10 monitor myself. Although I did test the actual video file on a 16:9 monitor as well....you never know what youtube does to it!

 

 

Youre getting better everytime, great job

Also im wondering how youre doing these animations? They're synced so perfectly

 

Thanks man ;) 95% of the time the animations are done with Scene Director. The rest like some stationary activities (like sitting at the bar, sitting on top of the car hood etc) is done using scenarios and animations in Menyoo or Enhanced Native Trainer. Animations like the fighting moves, or pushing down hostages etc are meant to be played together by 2 actors, so timewise they are always in sync. The trick there is to position the actors as best as you can. I usually start with 1 actor, have his recording play that animation. Then the 2nd actor is positioned & repositioned each time. The first actor will always reset to the original starting position assigned to him by Scene Director. So it's a matter of rinse & repeat to get the 2nd actor in place.

 

Having multiple actors perform different animations all at once (animations not meant to be played at the same time that is) is usually well planned. I layer it one actor at a time, making sure to know which route he will take, not making him crash in to other actors. Sometimes 1 animation is shorter than another, or an animation starts of with something that I don't need or doesnt match the scene. In that case I use the delay timers that Scene Director provides. Making sure some actors start there animation later than others, to match up better. Quite often there is also 1 actor just being controlled by myself, so that is easier to match up timewise.

 

Then of course there is the magic of editing. Sometimes 2 seperate animations can be made to look like 1 longer animation by shooting the scene in 2 halves, and then edit them together by cutting at the right time. Like that one guy at 7:41 running to the door and then it cuts to the hallway behind the door and you see him push open the door with his shoulder and enter. 2 different animations ;)

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We have lift off! Traffickers Part 3 is ready & online.

 

Went with the experiment for a Cinematic widescreen, hope it turned out alright for people that use a 16:9 / 1920x1080 monitor? Always a bit unsure of that since I use a 16:10 monitor myself. Although I did test the actual video file on a 16:9 monitor as well....you never know what youtube does to it!

 

 

Youre getting better everytime, great job

Also im wondering how youre doing these animations? They're synced so perfectly

 

Thanks man ;) 95% of the time the animations are done with Scene Director. The rest like some stationary activities (like sitting at the bar, sitting on top of the car hood etc) is done using scenarios and animations in Menyoo or Enhanced Native Trainer. Animations like the fighting moves, or pushing down hostages etc are meant to be played together by 2 actors, so timewise they are always in sync. The trick there is to position the actors as best as you can. I usually start with 1 actor, have his recording play that animation. Then the 2nd actor is positioned & repositioned each time. The first actor will always reset to the original starting position assigned to him by Scene Director. So it's a matter of rinse & repeat to get the 2nd actor in place.

Having multiple actors perform different animations all at once (animations not meant to be played at the same time that is) is usually well planned. I layer it one actor at a time, making sure to know which route he will take, not making him crash in to other actors. Sometimes 1 animation is shorter than another, or an animation starts of with something that I don't need or doesnt match the scene. In that case I use the delay timers that Scene Director provides. Making sure some actors start there animation later than others, to match up better. Quite often there is also 1 actor just being controlled by myself, so that is easier to match up timewise.

 

Then of course there is the magic of editing. Sometimes 2 seperate animations can be made to look like 1 longer animation by shooting the scene in 2 halves, and then edit them together by cutting at the right time. Like that one guy at 7:41 running to the door and then it cuts to the hallway behind the door and you see him push open the door with his shoulder and enter. 2 different animations ;)

 

 

 

 

That was seriously epic and cinematic. Always enjoy your videos. It really kept my attention as an action film would, and that is rare when i watch long machinimas. The chase sequences were brilliantly done and has a tense feel about them. I will put this up on film club in the week.

 

Looks very cinematic with the black bars. I really wish i could pull something like this off but its difficult to know where to start. It's also a huge time commitment. That must have taken some time getting all those scenes set up. Do you pre-plan everything first e.g where a chase starts and ends?

 

You know i'm obsessed with moving cinematic camera angles that you and Duggly use. Do you have any tips on this e.g common settings? Are you using smooth markers and air turbulence? I think what it does is give a documentary "on the frontlines" kinda feel, where a camerman is moving fast to try and capture what is going on. I think this is why i'm obsessed with it.

 

I'm trying to plan a machinima based on the film Sicario but until i can figure exactly how to pull this sort of stuff off, I can't see it working.

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Round 7: Emotion Picture

 

Title: Vanilla Sky

Platform: PC

Emotions: Sadness, Love, Serenity, Contentment, The hatred of Tom Cruise

 

 

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Oh that is a great entry @FixingGOOD! Great lighting, lot's of atmosphere oozing out of the image.

 

Replying at your post before that:

 

I did indeed plan out that chase sequence at the start. Spent quite a while running around those alleys trying to find something that could work. Places where the cars get stuck, have to reverse, people jumping down, arriving at a staircase or ladder. That sort of stuff. Most of the chase is actually a probable route. The rooftops for that matter....they do not match at all :p I need a part where they can jump from one to another, but they had to end up at a bigger open flat rooftop for the fight + arrest. So there I had to relocate to a couple of seperate rooftops further apart.

 

As far as camera work goes. I rarely use the smooth option. And when I use it, its usually only for 1 pan from A to B. That is fairly simple and works good, but when it has to good to C (a third marker), it becomes too unreliable for my taste. So almost everything is linear. That 360 rotation around the cop right before the bike enters the frame was done using smooth though, was perfect for that. Apart from that most of it is indeed Air Turbulance for the camera shake. For a camera guy on foot it usually is set to 35% or 50%. And the strength can vary from 3-6. One tip to experiment with is this: having a slow shake speed, with a strength 3 or 4 for example, can look like a much more shaking than strength 5-6 on 100%. Because it takes longer to go from heighest to lowest point during shaking. Then it also "looks" different depending on the subject you are following, how close you are, how much he/she/it is moving.

 

Sicario is an amazing movie. I've got some Sicario-esque stuff planned for later Trafficker videos as well. Someone also asked me if I could recreate the highway scene. Maybe Ill try to do it at some point :p it's an amazing scene after all. How do you wanna base a video on Sicario btw? Subject wise? or actually like that style? Because the camera work in Sicario is very delicate, slow, elegant. Not really the in the middle of the action shaking fast moving cameras.

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Cheers for that Lt Nucky.

 

Haha, the bridge scene is indeed what i was planning but with a different ending. I'm not to prescious with ideas so don't mind discussing them here. If someone else gets there before me then fair play. I want to recreate those but also do a different plot and set pieces. That music in the film though! So dark and forboding. Have to use this.

 

Basically it was going to be 3 part trillogy. One of the episodes was going to feature a huge convoy moving around, that ends up on the bridge, with one vehicle seperated much further behind, which becomes a target for danger. Maybe a kidnap situation using JediJosh's hostage mod. Not sure yet.

 

I wanted to experiment here with cinematic camera movements. Tbh I have no idea how well Scene Director will handle doing a moving convoy with ped traffic inevitably ruining it. I would also need to pack out the bridge to make it looked gridlocked. not sure how well that will handle.

 

Then there is the issue of animating characters sat in the back (can they even aim weapons like they do in the scene?)

 

I also really like the tunnel scene which i'm pondering using the mine shaft / sewer tunnels, trying to figure if i can make it feel like one plausably leads into the other, as the mine shaft is tiny.

 

I liked how in the film it felt claustraphobic and then it lead to a warehouse but i can't figure how i could do this with GTA V locations. Problem is with lighting. Mine shaft it too dark and the flashlight just doesn't cut it, but my usual trick won't work because all characters are moving through the tunnel.

 

Also toying with an abandoned motel / Zero dark thirty kinda thing with a raid on it, but figuring all this out is bloody hard. Location spotting is quite time consuming with the map. Oh yeah great job on that bar scene. I love that interior, and the comedy club.

 

I think I need to move on from doing my typical style of "people standing, looking sad and thoughtful" but i'm not quite sure how to go about it. I think You and Duggly have set a bar for very well constructed cinematic machinima series.

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Great intro Johnny! Excellent work.

 

@FixingGood. Yeah I've been wondering about some of the same things. I think Scene Director currently supports up to 20 actors, although the top of the actor list will start to reach beyond the edge of the screen, making the work flow.....a bit tricky. I got stuff planned for scenes with bigger groups of people.....it probably will end up being a major pain in the butt, shooting scenes multiple times, with having the group split up in to multiple smaller groups. Making it seem seamless in the editing....

 

Getting a large convoy to move is not that much of a problem. I would recommend that you do it in 2 seperate stages though. Stage 1 is for wide / total shots where you see the vehicles move. Obviously in Sicario you see like 5 or 6 SUV's filled with Spec Ops, plus like 4 technicals in the front and 4 in the back. That is a lot of people, but when the viewer doesnt actually see the vehicle, you can just limit yourself to just drivers. That means 10 actors = 10 vehicles. Maybe have a couple of random actors drive in civilian cars at a slower speed......possibly using Menyoo to "glue" some extra cars in a fixed position behind civilian cars...? So they can drag those along? Could work for distant shots.

 

Stage 2 is going in close, and you can focus on one or 2 vehicles that have the main characters in them. No need to see all the other vehicles then most likely.

 

The mine shaft is indeed very good to use as a substitute for that Sicario tunnel, although it is quite wide compared to the one in the movie....so not as claustraphobic. I went in there for location scouting for an upcoming Traffickers, and managed to get lost XD It really is quite a big place. On a sidenote.....I saw a GIF that there apparantly is a ghost in there? Havent seen it myself in the actual game, but damn dont want that to ruin the scene / give me a heart attack!

 

oh and yes people using weapons from within the vehicle....The animations on their own look kind of lame when shooting from a vehicle.....and then it is only limited to 1 handed weapons....Was thinking about that the other day. I'll do some experimenting and get back to you on that if I find a way to make it work better.

 

And on another sidenote, because why stop rambling now! The steelbook blu ray version of Sicario arrived a couple of days ago, actually watched it yesterday. Still as amazing as when I first saw it in theatres!

Edited by Lt_Nucky
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Quality advice. Cheers. You on Skype at all?

 

I found zooming in a lot and using vignette either in editor or via adobe makes the mine shaft feel narrower. Not heard about the ghost but maybe to do with murder mystery.

 

Just watched traffickers ep 3 again. Do you keep a log of used animation codes at all? How the hell did you do that fight?

 

He defends against those attacks. Kinda like morpheus vs neo fight. Epic.

 

There were a few things I saw with the raid on the police station which looked so cool, where he looks like he grabs someone, then where he has the police guy against the wall.

 

Do you know how you would "glue" a vehicle in menyoo to another? That might work.

 

Great sound work too like screeching breaks. They from game or sound libraries?

 

You ever watched the film Traffic Nucky?

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Quality advice. Cheers. You on Skype at all?

 

I found zooming in a lot and using vignette either in editor or via adobe makes the mine shaft feel narrower. Not heard about the ghost but maybe to do with murder mystery.

 

Just watched traffickers ep 3 again. Do you keep a log of used animation codes at all? How the hell did you do that fight?

 

He defends against those attacks. Kinda like morpheus vs neo fight. Epic.

 

There were a few things I saw with the raid on the police station which looked so cool, where he looks like he grabs someone, then where he has the police guy against the wall.

 

Do you know how you would "glue" a vehicle in menyoo to another? That might work.

 

Great sound work too like screeching breaks. They from game or sound libraries?

 

You ever watched the film Traffic Nucky?

I do have Skype yes, although I pretty much only use that for arranged meetings. But I might as well start using it more since more people have been asking me about it recently. Which name do I add you with?

 

I don't keep a log of which animation I specificly used & in which order, but I do write down (old school with pen & paper) animations that may come in handy when making videos. It has become a big pile of paper by now, spend a lot of hours going through large parts of the animation list. My notes are somewhat categorised....but not 100% yet. Most do have short descriptions next to them though, so I can easily look for animations with 2 handed weapons, melee combat animations using knives, standing idle showing impatience etc. I might eventually spend some time on making a proper list of it, which I could upload if people like to use it, and maybe add to it as well. But if you're looking for anything specific? Usually I can find it back relatively quickly, or at least narrow it down to a couple of animations to try.

 

The melee fight scene was done using animations that were meant to be paired (except for the very last punch where she jumps in the air and knocks him out, that was not originally made to be paired with the animation I used for him to fall). I don't recognise any of these animations from the story mode to be honest, so maybe they never used them, but they are there at least. Like the hugging animation you asked about previously, this is a similar process of correctly positioning the actors. Same goes for the stuff going on at the police station. Pretty sure there is an animation to be combined with the cop that holds his hands up and then faces the wall, but I was just playing the gunman myself there.

 

To "glue" a vehicle in Menyoo I was thinking about the attach option. If you first spawn a vehicle for your character to drive in, you could then spawn some more vehicles, go to attach or attachments or whatever the option is called. Then you can choose an already spawned object, or actor to attach it to. Reposition it after connecting them, and in theory......it should stay at that fixed position once your actor starts driving. I haven't tried this precise thing myself yet though. So I have no idea how good it will look. It might look weird when taking turns, since the attached vehicles will take the turn at the same time (probably without steering), when going over bumps in the road they will probably also go up and down before actually arriving at the bump. Also don't know if the wheels will actually turn. But if you use it for wide shots on straight sections of road, I think it will work just fine. This technique was also used in one of those videos where you have like 10 airplanes fly in perfect formation I think.

 

Screeching sound when cars are breaking was just used from the rockstar editor ;) And yes I have seen the movie Traffic, although that was quite a couple of years ago now. Back on sh*tty dvd quality. I don't remember a whole lot about it though, mainly how the different main characters had different color tones in their scenes. I don't remember hating the movie or anything, but at the time it didn't make much of an impact. Probably should re-watch it some time.

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