06.08.2015, 19:26
cnoopers is probably right, those scenes could definitely be rendered in 3ds Max.
The problem with using cutscene animations in SAMP is that they use an extended skeleton (things like eyelids, and extra joints) so you'd need to make the skeleton match the in-game SA one while retaining all the keyframes. Then you have to figure out how to sync multiple peds (because lots of those animations involved 2 or more characters) which means a custom server and a script that forces certain animations on different players at the same time. That's a lot of hassle.
Conversely, you could rig those skins to a cutscene skeleton then make it perform cutscene animations in 3ds Max, with backdrops made by extracting and reconstructing SA assets. Some cutscene animations can even be applied without re-rigging the skin, but that usually means awkward bugs.
The video editor added things like vignette and hue adjustments to make the rendered and in-game scenes match.
That's about as much as I can tell.
The problem with using cutscene animations in SAMP is that they use an extended skeleton (things like eyelids, and extra joints) so you'd need to make the skeleton match the in-game SA one while retaining all the keyframes. Then you have to figure out how to sync multiple peds (because lots of those animations involved 2 or more characters) which means a custom server and a script that forces certain animations on different players at the same time. That's a lot of hassle.
Conversely, you could rig those skins to a cutscene skeleton then make it perform cutscene animations in 3ds Max, with backdrops made by extracting and reconstructing SA assets. Some cutscene animations can even be applied without re-rigging the skin, but that usually means awkward bugs.
The video editor added things like vignette and hue adjustments to make the rendered and in-game scenes match.
That's about as much as I can tell.

