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	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=960</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=960"/>
				<updated>2010-09-29T02:36:03Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* Command Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a Open Source Machinima production tool, based on the Cube 2 Engine, known from the game Sauerbraten. MovieCube is part of the Platinum Arts Sandbox Free 3D Game Maker project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Windows:&amp;#039;&amp;#039;&amp;#039; Use the Launcher and select the MovieCube tab or click on MovieCube.bat &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, &lt;br /&gt;
 AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, &lt;br /&gt;
 AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Command Reference ==&lt;br /&gt;
Listing of the current character commands available in Moviecube (27-09-2010)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter [name]&amp;lt;/code&amp;gt; - new character template&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;listcharacters&amp;lt;/code&amp;gt; - list character templates&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addcharacter [name]&amp;lt;/code&amp;gt; - adds a new character based on template [name], returns a local uid&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;deletecharacter [name] [force]&amp;lt;/code&amp;gt; - deletes a character template&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;store commands in a character template:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionspawn [name] [state] [uid]&amp;lt;/code&amp;gt; - set spawn point &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactiondestroy [name] [state]&amp;lt;/code&amp;gt; - destroy character &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionwait [name] [state] [duration]&amp;lt;/code&amp;gt; - wait, duration in milliseconds&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionmove [name] [state] [uid]&amp;lt;/code&amp;gt; - move towards a waypoint&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionspeed [name] [state] [speed]&amp;lt;/code&amp;gt; - set character speed&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionmodel [name] [state] [model]&amp;lt;/code&amp;gt; - set character model, [model] = number of the model added by preloadplayermodel&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionsetao [name] [state] [anim] [ao]&amp;lt;/code&amp;gt; - animation overwrite&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionsetgesture [name] [state] [anim]&amp;lt;/code&amp;gt; - set animation for gesture&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionsethold [name] [state] [anim]&amp;lt;/code&amp;gt; - set hold animation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactiongesture [name] [state] [duration]&amp;lt;/code&amp;gt; - trigger gesture, duration in milliseconds&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionattach [name] [state] [body] [model] [rule]&amp;lt;/code&amp;gt; - &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactiondetach [name] [state] [body]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactioncommand [name] [state] [command]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactioncond [name] [state] [condtional] [command]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactioncondwait [name] [state] [condtional]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionjump [name] [state]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionface [name] [characterid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionexpect [name] [characterid] [raduis]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionfollow [name] [characterid] [follow characterid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loopcharacter [name] [loop]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Special Commands ====&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionproxy [command]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;saveactions&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;clearactions&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
*type &amp;lt;code&amp;gt;movie&amp;lt;/code&amp;gt; again to stop recording&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc website]&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Windows ===&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Mac ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=959</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=959"/>
				<updated>2010-09-28T20:54:47Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* Command Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a Open Source Machinima production tool, based on the Cube 2 Engine, known from the game Sauerbraten. MovieCube is part of the Platinum Arts Sandbox Free 3D Game Maker project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Windows:&amp;#039;&amp;#039;&amp;#039; Use the Launcher and select the MovieCube tab or click on MovieCube.bat &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, &lt;br /&gt;
 AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, &lt;br /&gt;
 AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Command Reference ==&lt;br /&gt;
Listing of the current character commands available in Moviecube (27-09-2010)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;listcharacters&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;deletecharacter [name] [force]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionspawn [name] [state] [uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactiondestroy [name] [state]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionwait [name] [state] [duration]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionmove [name] [state] [uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionspeed [name] [state] [speed]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionmodel [name] [state] [model]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionsetao, &amp;quot;siii [name] [state] [anim] [ao]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionsetgesture [name] [state] [anim]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionsethold [name] [state] [anim]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactiongesture [name] [state] [duration]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionattach [name] [state] [body] [model] [rule]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactiondetach [name] [state] [body]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactioncommand [name] [state] [command]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactioncond [name] [state] [condtional] [command]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactioncondwait [name] [state] [condtional]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionjump [name] [state]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionface [name] [characterid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionexpect [name] [characterid] [raduis]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionfollow [name] [characterid] [follow characterid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loopcharacter [name] [loop]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Special Commands ====&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionproxy [command]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;saveactions&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;clearactions&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
*type &amp;lt;code&amp;gt;movie&amp;lt;/code&amp;gt; again to stop recording&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc website]&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Windows ===&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Mac ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=958</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=958"/>
				<updated>2010-09-28T20:54:05Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* adding Attachments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a Open Source Machinima production tool, based on the Cube 2 Engine, known from the game Sauerbraten. MovieCube is part of the Platinum Arts Sandbox Free 3D Game Maker project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Windows:&amp;#039;&amp;#039;&amp;#039; Use the Launcher and select the MovieCube tab or click on MovieCube.bat &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, &lt;br /&gt;
 AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, &lt;br /&gt;
 AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
=== Command Reference ===&lt;br /&gt;
Listing of the current character commands available in Moviecube (27-09-2010)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;listcharacters&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;deletecharacter [name] [force]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionspawn [name] [state] [uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactiondestroy [name] [state]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionwait [name] [state] [duration]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionmove [name] [state] [uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionspeed [name] [state] [speed]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionmodel [name] [state] [model]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionsetao, &amp;quot;siii [name] [state] [anim] [ao]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionsetgesture [name] [state] [anim]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionsethold [name] [state] [anim]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactiongesture [name] [state] [duration]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionattach [name] [state] [body] [model] [rule]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactiondetach [name] [state] [body]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactioncommand [name] [state] [command]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactioncond [name] [state] [condtional] [command]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactioncondwait [name] [state] [condtional]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionjump [name] [state]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionface [name] [characterid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionexpect [name] [characterid] [raduis]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionfollow [name] [characterid] [follow characterid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loopcharacter [name] [loop]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Special Commands =====&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionproxy [command]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;saveactions&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;clearactions&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
*type &amp;lt;code&amp;gt;movie&amp;lt;/code&amp;gt; again to stop recording&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc website]&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Windows ===&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Mac ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=957</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=957"/>
				<updated>2010-09-26T12:57:05Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox Free 3D Game Maker&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open source, and easy to use for Kids and Adults.  Sandbox logo by [http://sashazavisha.deviantart.com/art/young-creator-120946941 sashaZavisha].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
* [[server list|List Of Sandbox Servers]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
== Kid Friendly RPG ==&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
== Master Chef Ogro 2 ==&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
== Undercover Kids Game ==&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Beginner&amp;#039;s video tutorials]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (Server set up)&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [http://sauerbraten.org/docs/models.html Model Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Menu Editing]] ([[New menu editing|newui]])&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Example Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter (default)]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[MovieCube|MovieCube - Machinima Tool]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
*[[Tutorials List | Text Tutorials List]]&lt;br /&gt;
*[[Video Tutorials List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=956</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=956"/>
				<updated>2010-09-26T12:52:31Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox Free 3D Game Maker&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open source, and easy to use for Kids and Adults.  Sandbox logo by [http://sashazavisha.deviantart.com/art/young-creator-120946941 sashaZavisha].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
* [[server list|List Of Sandbox Servers]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
== Kid Friendly RPG ==&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
== Master Chef Ogro 2 ==&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
== Undercover Kids Game ==&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Beginner&amp;#039;s video tutorials]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (Server set up)&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [http://sauerbraten.org/docs/models.html Model Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Menu Editing]] ([[New menu editing|newui]])&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Example Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter (default)]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[Movie|MovieCube]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
*[[Tutorials List | Text Tutorials List]]&lt;br /&gt;
*[[Video Tutorials List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=648</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=648"/>
				<updated>2010-01-24T14:43:10Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: Undo revision 643 by Offtools (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a Open Source Machinima production tool, based on the Cube 2 Engine, known from the game Sauerbraten. MovieCube is part of the Platinum Arts Sandbox Free 3D Game Maker project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Windows:&amp;#039;&amp;#039;&amp;#039; Use the Launcher and select the MovieCube tab or click on MovieCube.bat &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, &lt;br /&gt;
 AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, &lt;br /&gt;
 AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
*type &amp;lt;code&amp;gt;movie&amp;lt;/code&amp;gt; again to stop recording&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc website]&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Windows ===&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Mac ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=647</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=647"/>
				<updated>2010-01-24T14:41:47Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: Undo revision 642 by Offtools (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a Open Source Machinima production tool, based on the Cube 2 Engine, known from the game Sauerbraten. MovieCube is part of the Platinum Arts Sandbox Free 3D Game Maker project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Windows:&amp;#039;&amp;#039;&amp;#039; Use the Launcher and select the MovieCube tab or click on MovieCube.bat &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;registercharactermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; registercharactermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, &lt;br /&gt;
 AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, &lt;br /&gt;
 AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
*type &amp;lt;code&amp;gt;movie&amp;lt;/code&amp;gt; again to stop recording&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc website]&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Windows ===&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Mac ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=643</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=643"/>
				<updated>2010-01-21T21:56:00Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* adding and changing Charactermodels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a Open Source Machinima production tool, based on the Cube 2 Engine, known from the game Sauerbraten. MovieCube is part of the Platinum Arts Sandbox Free 3D Game Maker project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Windows:&amp;#039;&amp;#039;&amp;#039; Use the Launcher and select the MovieCube tab or click on MovieCube.bat &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;registercharactermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; registercharactermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, &lt;br /&gt;
 AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, &lt;br /&gt;
 AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
(this has changed)&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
*type &amp;lt;code&amp;gt;movie&amp;lt;/code&amp;gt; again to stop recording&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc website]&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Windows ===&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Mac ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=642</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=642"/>
				<updated>2010-01-21T21:54:53Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* adding Attachments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a Open Source Machinima production tool, based on the Cube 2 Engine, known from the game Sauerbraten. MovieCube is part of the Platinum Arts Sandbox Free 3D Game Maker project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Windows:&amp;#039;&amp;#039;&amp;#039; Use the Launcher and select the MovieCube tab or click on MovieCube.bat &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, &lt;br /&gt;
 AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, &lt;br /&gt;
 AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
(this has changed)&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
*type &amp;lt;code&amp;gt;movie&amp;lt;/code&amp;gt; again to stop recording&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc website]&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Windows ===&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Mac ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=637</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=637"/>
				<updated>2010-01-19T18:55:23Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* using the engine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a Open Source Machinima production tool, based on the Cube 2 Engine, known from the game Sauerbraten. MovieCube is part of the Platinum Arts Sandbox Free 3D Game Maker project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Windows:&amp;#039;&amp;#039;&amp;#039; Use the Launcher and select the MovieCube tab or click on MovieCube.bat &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, &lt;br /&gt;
 AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, &lt;br /&gt;
 AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
*type &amp;lt;code&amp;gt;movie&amp;lt;/code&amp;gt; again to stop recording&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc website]&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Windows ===&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Mac ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=636</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=636"/>
				<updated>2010-01-18T01:44:04Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* high resolution capture with glc (linux) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a Open Source Machinima production tool, based on the Cube 2 Engine, known from the game Sauerbraten. MovieCube is part of the Platinum Arts Sandbox Free 3D Game Maker project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Windows:&amp;#039;&amp;#039;&amp;#039; Use the Launcher and select the MovieCube tab or click on MovieCube.bat &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, &lt;br /&gt;
 AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, &lt;br /&gt;
 AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc website]&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Windows ===&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Mac ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=635</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=635"/>
				<updated>2010-01-18T01:42:45Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* Record Movies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a Open Source Machinima production tool, based on the Cube 2 Engine, known from the game Sauerbraten. MovieCube is part of the Platinum Arts Sandbox Free 3D Game Maker project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Windows:&amp;#039;&amp;#039;&amp;#039; Use the Launcher and select the MovieCube tab or click on MovieCube.bat &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, &lt;br /&gt;
 AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, &lt;br /&gt;
 AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc website]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Windows ===&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Mac ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=623</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=623"/>
				<updated>2010-01-16T22:01:59Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* Overwrite Animation (AO) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a OpenSource Machinima production tool, based on the Cube2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, &lt;br /&gt;
 AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, &lt;br /&gt;
 AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc opengl capture]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc: ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback: ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding: ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=622</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=622"/>
				<updated>2010-01-16T22:01:23Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* Overwrite Animation (AO) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a OpenSource Machinima production tool, based on the Cube2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc opengl capture]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc: ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback: ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding: ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=621</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=621"/>
				<updated>2010-01-16T22:00:53Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* adding and changing Charactermodels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a OpenSource Machinima production tool, based on the Cube2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc opengl capture]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc: ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback: ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding: ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=620</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=620"/>
				<updated>2010-01-16T18:40:09Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* high resolution capture with glc (linux) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a OpenSource Machinima production tool, based on the Cube2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc opengl capture]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc: ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback: ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding: ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=617</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=617"/>
				<updated>2010-01-12T23:31:31Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* How to use this */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a OpenSource Machinima production tool, based on the Cube2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=616</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=616"/>
				<updated>2010-01-12T23:30:57Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* Tutorial on scripting commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a OpenSource Machinima production tool, based on the Cube2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let the character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=615</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=615"/>
				<updated>2010-01-12T22:52:24Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* Quick Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a OpenSource Machinima production tool, based on the Cube2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands start with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=614</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=614"/>
				<updated>2010-01-11T17:14:07Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* Overwrite Animation (AO) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a OpenSource Machinima production tool, based on the Cube2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands start with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=613</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=613"/>
				<updated>2010-01-11T17:11:53Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* Tutorial on scripting commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a OpenSource Machinima production tool, based on the Cube2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands start with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 22 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=612</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=612"/>
				<updated>2010-01-11T17:08:59Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* Tutorial on scripting commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a OpenSource Machinima production tool, based on the Cube2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands start with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; as last param.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 22 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=611</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=611"/>
				<updated>2010-01-11T17:00:14Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a OpenSource Machinima production tool, based on the Cube2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 22 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=610</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=610"/>
				<updated>2010-01-11T16:57:11Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a OpenSource Machinima production tool, based on the Cube2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
[TODO]&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 22 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=609</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=609"/>
				<updated>2010-01-11T16:55:36Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a OpenSource Machinima production tool, based on the Cube2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
[TODO]&lt;br /&gt;
== Character System ==&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 22 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=608</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=608"/>
				<updated>2010-01-11T16:40:14Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a OpenSource Machinima production tool, based on the Cube2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
=== Character System ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 22 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=607</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=607"/>
				<updated>2010-01-11T14:02:22Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: /* using the engine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube intends to be in addition with other OpenSource Tools a free Machinima production tool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
&lt;br /&gt;
== Creating and adding Charactermodels ==&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=606</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=606"/>
				<updated>2010-01-11T13:13:54Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube intends to be in addition with other OpenSource Tools a free Machinima production tool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
&lt;br /&gt;
== Creating and adding Charactermodels ==&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - starts recording a movie&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=605</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=605"/>
				<updated>2010-01-11T13:11:34Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube intends to be in addition with other OpenSource Tools a free Machinima production tool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
&lt;br /&gt;
== Creating and adding Charactermodels ==&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - starts recording a movie&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=604</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=604"/>
				<updated>2010-01-11T13:09:08Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube intends to be in addition with other OpenSource Tools a free Machinima production tool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
&lt;br /&gt;
== Creating and adding Charactermodels ==&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
=== capture with glc ===&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=603</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=603"/>
				<updated>2010-01-11T13:07:21Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube intends to be in addition with other OpenSource Tools a free Machinima production application.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
&lt;br /&gt;
== Creating and adding Charactermodels ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=602</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=602"/>
				<updated>2010-01-11T13:04:45Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open source, and easy to use for Kids and Adults.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Beginner&amp;#039;s video tutorials]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (Server set up)&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Translations|Engine/menu translations]]&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [[Cubescript|Programming in Cubescript]]&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
* [[musicpacks|Music Pack Documentation]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Mapmodels|Loading and adding mapmodels]]&lt;br /&gt;
* [[Menu Editing|How to modify the menu]]&lt;br /&gt;
* [[Lighting|How to light a map properly]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Creating a shop script]]&lt;br /&gt;
* [[Wings3D to Sandbox flash tutorials]]&lt;br /&gt;
* [[Importing .OBJ files]]&lt;br /&gt;
* [[Adding custom textures to a new map]]&lt;br /&gt;
* [[Glowmaps]]&lt;br /&gt;
* [[MovieCube]]&lt;br /&gt;
&lt;br /&gt;
== Kid Friendly RPG ==&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
== Master Chef Ogro 2 ==&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
== Undercover Kids Game ==&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=601</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=601"/>
				<updated>2010-01-11T12:49:10Z</updated>
		
		<summary type="html">&lt;p&gt;Offtools: New page: MovieCube intends to be in addition with other OpenSource Tools a free Machinima production application.   == What is Machinima ==&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube intends to be in addition with other OpenSource Tools a free Machinima production application.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;/div&gt;</summary>
		<author><name>Offtools</name></author>	</entry>

	</feed>