GTA V: 33 Machinima Secrets [TUTORIAL]

GTA V: 33 Machinima Secrets [TUTORIAL]


Hello there guys and girls, today I’ve got a pretty different kind of
tutorial for you. In the past I have pretty much covered all the basics and many advanced
areas of machinima production and gave you all the tools that you need to produce your
own short movies. Nonetheless I was in the mood to make a big video workshop for you
again so I figured: Why not share some of my personal go to strategies for cinematic
production? So during the making of some of my latest videos I wrote down stuff I did
to make the scenes work. I’ll let you in on a ton of secrets nobody else shares with
you, may it be creative techniques, troubleshooting tips, time savers or other lesser known methods. I will be talking a lot about task sequences
which are a powerful and precise tool to create complex scenes with multiple actors. There
will be some overlaps to other tutorials I’ve made but I will compress the information a
lot more for this video, assuming that you already have a basic understanding of modding,
video editing and using trainers in machinima production. As always you’ll find the links
to all the tools I use in the video description. I will try to cut down on the comedy side
of things to keep this video short. Unfortunately, it will never be as short as your dick, mainly
because dicks are measured in units of distance and videos are measured in units of time,so
you can’t really compare the two. It was just a creative play on words I did there.
Ha, ha. END OF FUN. So here we go: 33 machinima secrets
nobody tells you about because they’re too damn lazy. 01. Combining Animations
Sometimes viewers ask me what kind of animation I used in a particular scene and I can’t
really answer it that easily. GTA V has a lot of anims but sometimes the default ones
won’t suffice for what you’re trying to do in a scene. However, by using different
animation flags you can combine animations for the lower body and the upper body into
custom movements for characters. Here’s how: In this example you want the character
to sit in a chair and check a weapon. First you have think about the legs. Search for
“seat” and find some basic sitting animation for a chair. You have to use the setting “loop”
for the animation which will apply it to the whole body on repeat. In the second step you
change that flag to “SecondTaskUpperBodyOnlyLoop” and pick this particular animation. Now you
can see that the upper body plays the second animation while the legs keep playing the
first animation. Since he has no weapon right now I can right click the character, go to
weapon options and give him a rifle. Another way of creating custom character movements
is to use any animation with the SecondTaskUpperBodyOnlyLoop flag again and then go to the player options
to apply a different movement style. Then you can control that character and walk around
with an anim that was meant for standing. 02. Collision on Peds
If you disabled the collision for a character because you wanted to position it on a chair
or other furniture and you forgot to put that character into your Menyoo database, you can
not select it with the crosshairs of the spooner mode anymore. But you can still retrieve the
ped! Just walk near it, open Scene Director and select “possess near/aimed” to take
over that ped. Now you can enter the player options in Menyoo and activate collision from
there. Now you can select the entity again. If you don’t use Scene Director you can
also use the Soul Switch Gun in Menyoo. Activate it and shoot the desired ped with the combat
pistol to switch. Be careful though because if you do not have “Ignored by Everyone”
active in the player options, the other characters in the scene may flee or fight you. In case
you grab an object from the map and deactivate collision, there is no way to retrieve it.
You can only delete it with the technique from the next tip. 03. Clearing the Area
When you reshoot certain scenes for a couple of times you will most likely see a ton of
tire tracks or blood stains or bullet holes in the environment which can break the immersion
for your audience. It is wise to remove that stuff from take to take. Open up Simple Trainer
and go to the Options menu. Find the entry “Clear Area” over here. This will remove
all kinds of traces and reset some broken props, too, while removing others that have
been moved like these chairs. It will not work 100% of the time when transfering to
Rockstar Editor unfortunately. You can set the radius for this effect here, but the usual
100 is just right. But watch out: This feature will remove every object that is not saved
in your Menyoo database, as well. By the way: Menyoo has the same feature under “Misc
Options” if you prefer it there, but this will also delete objects stored in your database,
so it is wise to reduce the radius to a minimum. This feature also helps deleting objects that
have no collision and are not in your database. If you want to reset the default props like
the chairs and this gate all you gotta do is to move far away from the scene with your
player character and the props will be back. 04. Task Sequence Start
Whenever you save a map in Menyoo that has task sequences in it, I recommend that you
enter the object spooner and the desired map to disable this option right here. “Start
task sequences immediately” means that once you load the map all objects and peds will
start doing their thing right away. However, more often than not you just wanna keep working
on the map from an earlier session or you need some more preparation time before actually
recording some footage. Otherwise stuff like THIS may happen. This is why you deactivate
this feature every time. To start all tasks within a Menyoo map at once you go to “Edit
Multiple Entities Simultaneously” and select all the entries. Go back up one level and
hit “start all task sequences” or “stop all task sequences”. It’s basically the
same as a movie director yelling “ACTION” and “CUT”. This gives you way more control. 05. Create a Template Project
No matter what editing software you use to finish up your machinima, it is wise to create
a template project to save a massive amount of time. It took me years to finally build
up the motivation to invest 30 minutes to do this and ever since it saved me at least
10 minutes per project. What this means is that I created a new project in Premiere Pro
and prepared all of these folders and sequences that I use in any project as well as importing
my standard assets like the intro including intro music, the end card, info boxes, an
adjustment layer, a black overlay and whatnot. Then I placed that project file in a template
folder structure which roughly mirrors that in the Premiere project. That way whenever
I start a new video, be it a machinima or channel update or whatever, I just create
a new folder in my machinima drive and copy paste this whole folder structure over there.
Then I rename the project and boom! Done. Ready to import and edit footage! 06. Building Maps Quicker
I don’t really know if I said this before, but one way to build complex interior maps
quicker is to use the command “reset rotation” within Menyoo. This way any object that you
select will snap to the default axis of X,Y and Z and therefore move along those in a
straight fashion without any weird rotation. This is great because you can put up walls
and furniture for interiors in a nice perpendicular fashion without spending too much time trying
to rotate that stuff by a hundredth of a degree because that will still look wonky in the
end. It’s like calculating with the weird imperial system compared to calculating with
the glorious metric system. #metricmasterrace 07. Pause Tasks
Let’s say you have two characters of the same ped, only with a different skin. These
goons are a classic example. If you give them a task sequence to follow a certain route
and start both tasks at the same time like I’ve shown you, they will walk in absolute
synchronicity because they have the same movement style. So to make it look more natural, you
add a pause task at the beginning of one of the character’s sequences. You can change
the order of tasks by pressing the left or right arrow key. Then you just set the pause
task to 0.5 or 1 second and there will be a slight delay as you can see here. Alternatively
you can change the movement style of one of the peds, however, check if they move at roughly
the same speed if they should be walking together. Otherwise one of them is gonna fall back. 08. Change Vision Hax
I’ve told you about vision hax before and how they drastically change the look and feel
of GTA V’s world. Just apply one of these entries under “misc options | vision hax”.
But did you know you can change these mid recording for dramatic effects? Just start
recording in default style and then go black and white. This effect will even transfer
nicely into Rockstar Editor as you can see here. Smart: if you pick an effect first and
then lower the intensity to zero, you can start recording and then raise the intensity
slowly for smooth easing in of effects. Let’s say you have to show a sudden change in weather
into extreme fog. You can determine the speed of the change yourself with this value. It’s
a really neat creative effect with almost no limits. 09. Multiple Objects for FX
For my video “Apnoe” I did a waterboarding scene and needed water dropping from the canister
as an effect. If you spawn an object and apply a task sequence called trigger FX, there is
one effect called “mop drip”. This does in fact spawn water droplets, but only very
few. Now if you copy it you can see there’s two instances of the water effect without
having to apply the task sequence all over again. Rinse and repeat as long as you need.
For instance you can fake a working shower with this. Just set the opacity of all the
objects to zero percent so they don’t ruin your shot. You can do this with any of the
trigger effects. 10. Using Slo-Mo Smartly
Finding the right animations in GTA V isn’t always easy. You have to work with what you
got, for instance this animation is from the movie premiere, but this little part here
is great for someone covering their eyes, for instance when a helicopter is landing.
But that part is way too short to work for the intended purpose. Other anims may look
comical because they’re too fast at regular speed. That’s why you should always keep
in mind that you can slow down the footage in Rockstar Editor to an extreme degree without
losing any frames per second. This way you can also slow down anims that only take a
fraction of a second and stretch them to two or three seconds which can be enough. With
this technique you can give animations more dramatic weight and suspense, like I did here
in “Lucid Encounter” with the guy stretching his arm for a handshake. Now, using slow motion
in Rockstar Editor means that the sound gets slowed, too. But if you are serious about
your machinima you delete most of the ingame sounds anyway and replace them with your own,
regular speed SFX. That way you can create the illusion that the footage was never really
slowed down. If you pair a slo-mo shot with regular speed shot like in this example, it
will be unnoticeable. 11. Fix Invincible Peds
For some scenes you might have to kill one of the characters in your movie. It’s always
heartbreaking. #pedlivesmatter Normally when you spawn a ped with Menyoo, they are easily
killed. But what do you do if they just won’t die for some reason? Here’s the problem:
If you have the invincibility activated within Menyoo’s “Player Options” and then use
Scene Director to switch to another actor, that actor will become invincible automatically
because it is the new player. If you now use spooner mode to deactivate the invincibility
it still won’t work. So what you have to do is to possess the character, open the player
options and in there activate and re-deactivate the invincibility. Repeat this step for all
the characters that you want to kill. If the ped still won’t die now, you should check
the settings in other trainers you might have installed and see if there’s more invincibility
options there. Fire away! 12. Revive Peds
After killing a ped you may not be satisfied about how that ped died, cinematically speaking.
Maybe the bullet didn’t hit them dead between the eyes or the ragdoll physics looked wonky.
Instead of respawning this character model via spooner mode and redoing the whole outfit
for him, there’s two options to retrieve a character or to circumvent the problem altogether.
A) if you know you will kill a character, just create a bunch of copies beforehand and
place them offscreen for later use. B) you can use Menyoo’s “ped revival gun”,
which you can activate down here in the “weapon options”. If there’s a dead character
you can then just use the stun gun and fire at him. They will be revived instantly and
sometimes will start walking away. If they were in your actors list in Scene Director
you can even change back to that character. By the way, this trick also works for animals.
If this was possible in real life, John Wick might have never gone on this massive rampage.
But then we wouldn’t have gotten three awesome biopic movies out of his misery. 13. Avoid Face Glitches
When you use more than one Multiplayer character model in a scene and have them inside your
Menyoo Database, the Rockstar Editor will screw up your shots most likely, as you can
see here from the outtakes of “Lucid Encounter”.This doesn’t mean that you can’t shoot videos
with more than one MP model, though. This glitch only happens to the character model
that you are controlling as the player during recording. So if you want to avoid this, especially
during dialogue, you should put down a third character and possess that one instead. To
control the dialogue options for the peds you can go to the “spooner mode | ped options”
instead of the “player options”. In there you will find the same speech events and the
face will not glitch once you switch over to the Rockstar Editor. If you want the characters
to do other things while both being in the shot, always try to use task sequences for
that instead of controlling the character yourself. This glitch only happens with male
and female MP models, so all other peds should be fine no matter which one you control. 14. Keep Unused Footage
This is a tip that works with any editing software. My GTA V footage is divided into
clips of two minutes each, but in there are multiple shots for the video. In the rough
cut I divide each video file into its separate clips to then re-arrange them into the movie.
Ever so often you will have clips you don’t feel really comfortable with in the flow of
the scene. My advice is to not just delete those clips from the timeline but rather to
move them to an independent sequence called “unused footage” or something like that.
Just dump all the excess stuff in there in case you might need it later on. It will make
the search much quicker because you don’t have to go through ALL the raw footage again.
Also it makes for nice bonus content. 15. Precise Repetitions
Sometimes you need to position characters very precisely, for instance if you want to
synchronize animations between them or if they move away from their original position
and you don’t wanna reset it manually every time. In such a case you can use two helpful
tasks called teleport and snap to rotation. Example: You have a task sequence with an
animation where your character moves around. You have set it to “normal” which means
it is only played once. The ped will remain where the animation ends. To avoid this, open
the task sequence menu. Add “teleport to position” and aim the camera to where the
character should start over. However, this will not fix the rotation of the character
that may have happened during the animation. Especially inside buildings even the slightest
change in rotation can mess up the whole task sequence and make the characters bump into
objects. So you add another task called “Snap to Rotation”. Make sure to deactivate the
“relative” tickbox and then change the Z value to fit the direction you need. You
can always adjust this by the tiniest degree. If you test the final task sequence you can
see that you won’t have to manually put the characters back after the animation is
done. This way you can also chain complex events together, and repeat the process for
multiple characters. 16. Better Headshots
If you need to kill multiple characters with some well-placed headshots, that can be difficult
to do, because after firing the first shot, your enemies will start moving around. Or
maybe you want to play an animation where the enemies are moving, like I did in “Apnoe”
with these three guys. A surefire way to get clean headshots is to just slow down the world
speed. Enter Menyoo’s time options and change the world speed to something like 0.2, or
0.1. Press F2 to activate the action replay mode. In this particular case this gives you
enough time to trigger the Task Sequences in Menyoo, wait until the enemies have reacted
and then shoot them in quick succession. You don’t have to worry about your game not
being able to capture all this slow-mo action because the action replay mode will capture
it all as if it were real time. So you just wait until the enemies have dropped and then
wait another 10 seconds or even longer before you press F1 to capture the scene. Once you
did that you will see that the final clip isn’t 50 seconds long but it was only like
6 or so at regular world speed. But there you go: three clean headshots with enough
time to aim. 17. Combine Trainers
Another way to achieve great creative effects is to combine the strengths of different trainers
and exploit the fact that they can work together pretty well, too. Let me show you an example
of how to do this using Menyoo, Simple Trainer and Scene Director. Let’s say that instead
of having a dialogue where the characters face each other you want them to sit next
to each other and talk on a bench. You can still cut between the two in order to fake
a dialogue in the edit, but you can also control both of them talking at the same time. Here’s
how: Spawn two characters and take both of them into your actor list in Scene Director.
Pick any of the two actors to control. Now you go to “player options | speech player”
and pick any voice event here. If you press it, you can see that the character you control
is talking. Close this menu by pressing the Menyoo hotkey F8. Now you can change to the
other actor with Scene Director and open up Simple Trainer. In there you go to “model
spawning | voice menu” to find a selection of all the voices. If you trigger a speech
event, the character you control will talk once again. Now here’s the deal: Even though
you control this character, Menyoo remembered the “old” player model. So you can start
Menyoo where you left off and make the other character talk. By quickly opening and closing
both speech menus at the right time, you can make it look like an actual dialogue. It takes
a little bit of practice to not get confused with pressing all the hotkeys in the right
order, but the result is great. If you are not able to switch between trainers as quickly,
you can always slow down the world speed again. 18. Take Your Time
One nasty part of machinima production is to position props in the hands of characters,
especially during animations with a lot of movement it is hard to see where the object
goes on the X, Y and Z axis. In this example you can see a smoking animation but there
is no cigar in his hand. So you spawn a cigar, go to the attachment menu and attach it to
that character. In this case you will have to choose one of the fingers for attachment,
for instance the index finger. As you can see now the cigar is moving uncontrollably
and the small object is hard to see. To make it easier to position you go to the “Time
Options” again and change the world speed to 0.1 or even 0.0. ZERO. This will massively
slow down the animation. Now you can go back to the cigar’s attachment options and change
the values until the cigar is placed correctly. If you think it’s done, reset the speed
to 1.0 and check if everything looks neat. 19. Keep Multiple Installs
For this one I have to admit that I am not entirely up to date. Like, not AT ALL. I’m
running on GTA V version 1.43 which was released in March 2018. I just hope this trick still
works, because a bunch of people have asked me about this in the comments. My advice is
to keep at least two installs of GTA V on your computer if you have the room for it.
This is useful in two scenarios: A) You wanna switch between modded single player and a
clean online experience. And B) You wanna keep a backup of GTA V to reset it for future
machinima. One version is in the actual install location, I’ll call it the active directory.
The other you keep in a different file path as a backup. Now, when you wanna make machinima,
you can use your modded version as active install. When you wanna switch to online,
it would be a hassle to manually uninstall all the mods to not get banned for anything
you might have missed in the folder. So you just cut and paste the modded install into
the inactive directory and swap it for the clean GTA V install, which you put into the
active install directory. Rinse and repeat. Sure, copying these 80ish gigabytes takes
a few minutes but it is still faster than manual mode, especially on an SSD. I like
to keep a couple of folders of GTA V including a modded install with all the basic trainers
and tools but no additional textures, car mods or character mods. So instead of manually
changing all these mods back to the default, I just take the basic modded folder and then
I can start making a fresh machinima again. 20. Bring To Self
Whenever you use Menyoo’s spooner mode it can happen that during placement an object
or ped falls through the ground, goes behind walls or glitches into nirvana. This can be
annoying especially if you already added some complex task sequences and don’t wanna redo
all of it. If your object is still in the database you need to go to “quick manual
placement” and select the entry by name. Near the bottom of the list you will find
the command “bring entity to self” which will teleport your character to where your
crosshairs are aiming. This is how to easily retrieve stuff if you don’t know where it
went. It won’t get you back your dad, though. 21. Stop Bouncy Peds
A big problem when you have multiple characters in a scene is this little bumping motion they
sometimes do. I don’t know why this happens and it doesn’t happen to all characters
in the game, it is not visible during recording but very annoying during editing of camera
angles. Luckily, there is an easy solution for this. The peds only bounce up and down
when you do not currently control them OR when they don’t have an animation applied
to them. So the easiest way to stop them from bouncing is to give them any animation that
fits the scene or to control that character as the player. As you can see in this comparison
shot, the character I control and the one with an animation are not bouncing. Only the
one being left alone does it. Ye basterd. By the way, the fourth character over there
is set to “frozen in place” instead of “dynamic” and as you can see he still
bounces, so this setting won’t help. 22. Lighting Scenes
One thing I am guilty of myself is that I don’t work on the lighting of my scenes
enough, even though that improves almost any shot massively. It is the most common mistake
I see with beginner machinimakers, they just film outdoors at night and put that in the
video, which is a blueish-blackish mess as you can see here in one of my early videos
“Sneaky Snake”. You can’t see where the character ends and the background starts.
Just placing one small stage light with the “edit scene” feature in Scene Director
can make a huge difference. Be subtle about it if you want by moving the light farther
away from the character or object you’re showing. Also you should place the light in
a way that it won’t be visible in the shot later on. Filmmakers call this unmotivated
light, because the light source isn’t given by the location. Just look at the difference
between these shots and tell me it ain’t worth it to light your scenes. You can also
use lamps and other light props by spawning them with Menyoo, which can be visible in
the shot. You call this motivated light. David Fincher loves that shit. 23. Remove Bullet Trails
GTA V has these bullet trail effects when firing any gun and those really add up once
you use any automatic rifle. It doesn’t even look like real tracer rounds, but more
like a dust trail which makes no sense from a realism standpoint. Also they tend to mess
around with the depth of field like many smoke or particle effects in the game, giving you
these glitchy edges around the smoke. There is a small mod called “No Bullet Traces”.
Install it by replacing the file “weapons.meta” in the file location modsupdateupdate.rpfcommondataai
using OpenIV. Before you do so, make sure to create a backup of that file in case something
goes wrong. You wouldn’t really need it though because by placing it in the mods folder
you are not overwriting any of the original files from the game. But better be safe than
sorry. When you’re back in GTA V you will see that you can’t see those annoying bullet
trails anymore. In the end though it is a matter of personal taste. If you like em,
keep em. 24. Stupid Moon
Whenever you have a shot that prominently features the moon, you will have to record,
edit and export that very shot in the same sitting without closing the game or exiting
rockstar editor in between. The reason for this is I don’t fucking know whatever this
asshole moon does there but when I tried to record this shot for Lucid Encounter it drove
me mad. Let’s say you wanna do a scene with the full moon in the background. You can use
the time option of Menyoo to change the moon cycle to a full moon. Set the weather to clear
in order to have no clouds in the sky. You will however notice that in Rockstar Editor
there may be clouds appearing, covering your beautiful moon. Or the clouds you need have
vanished like in my example. That’s why you gotta be rather quick in filming this
and doing the camera angles. This is a comparison of a shot exported right away and one where
I restarted the game in between. By the way, have you ever noticed that the moon is moving
in the wrong direction in GTA V? It should go from left to right, just like the sun.
So if you wanna shoot a moon timelapse, you gotta reverse the footage later in your video
editing software for extra realism. Or basic realism, I don’t know. 25. Placing Decorations Quickly
Recently I found that the kitchen furniture in Madrazo’s Ranch house had no collision
when I loaded it with Menyoo. This sometimes happens with other ingame maps, too. That
makes it hard to place decorative objects on the counters because you would have to
spawn all the objects on the ground and manually move them up to the right height. Depending
on how many objects you have, this can add up to a substantial amount of time. So what
I did was to spawn sideboards which have roughly the same height. Just place them neatly anywhere
you see fit and maybe place them a few clicks lower. Then you make those sideboards invisible.
Now when you spawn an object it will stay on the right height. Rinse and repeat! 26. Godlike Invincibility
Let’s say you wanna show a supernatural character that is immune to all kinds of weaponry.
The invincibility in Menyoo will not cut it because your character is still prone to ragdolling
from explosions, fire and punches. Simple Trainer has a nice alternative feature for
this in the options menu. If you activate the godmode, you can blow up grenades and
RPGs next to the character and he won’t even flinch. I think walking through flames
looks really badass. 27. Spawning Big Fire
Speaking of being super hot: This pro tip is from our friend MuzTube in the machinima
community and it actually lets you spawn big flames as a prop to give your scenes some
nice atmosphere. It is a little complicated though. To be able to spawn these props you
have to go to this house right here and stand near it, it is by the golf course. You can
see the exact location here on the minimap. Once you are there you need to spawn one of
the following objects. But you can’t spawn them by searching in the object list, it will
yield no result. Instead you have to go to the bottom of this list and select “INPUT
MODEL”. Then you type out the full name. You can change the number at the end from
001 to 015 for any of the props. Some of them are actual flames, others are black smoke
effects. Once you have spawned these objects there, you can teleport your character to
where your filming location is. Now you open up the spooner mode again, go to “quick
manual placement | other properties | bring entity to self” to teleport the fire to
your location. You should watch out, though, because this prop behaves like actual fire,
so it will set tires ablaze and also kill characters that are not invincible. After
bringing the fire to your movie set, you can easily copy and paste the flame and smoke
objects. One more thing tho: You can always see this black box from where the effect is
spawned. You can either change the props’ opacity to 0% for the box to disappear and
the fire to stay visible or you just place the fire prop low enough so that the small
box disappears into the ground. The same technique works with the fire from the O’Neil farm
house, which actually look even better! In order to save you the hassle of typing all
these names from 1 to 15 out, I have uploaded a Menyoo map with all the props spawned so
you can easily just teleport them to your movie set. Just put the XML file into your
folder “menyooStuff | spooner”, teleport to the house’s location and then load the
placements. Shit’s on fire, yo. The props 003, 013, 014 and 015 didn’t work so they’re
not in there. If you like this service, SLAPP like now. 28. Inflicting Wounds
Continuity is important in any movie so you should try and achieve it in your machinima,
too. When it comes to wounds your characters have from fights or car crashes, it is hard
to replicate them in the next recording session by just fighting and crashing again, since
they are pretty random. That is why Menyoo offers damage overlays under “player options
| wardrobe”. You can apply a variety of damage effects which will always look the
same if you delete and apply them again. This way the scars will not look different from
shot to shot. However there is the problem that the character may heal over time and
therefore the wounds will disappear slowly. It still takes at least two to five minutes
but you should be aware of it and check again before you start recording the footage. You
can also easily delete the damage packs again. Other overlays for dirt and burns may not
get deleted which kinda sucks. To get rid of the stains anyway you can reload the character
if you have saved the outfit in Menyoo, which you should do for any major character in your
movie. But that can mean that your Task Sequences for this character get deleted. So just wait
it out if in doubt. 29. Change Props in Anims
Sometimes you wanna let your character throw something around. One option to do so is by
using this particular synced animation in Scene Director, it’s in the category “aggressive
interaction”. As you can see the character is holding a taco and in the video we’re
only gonna use the animation from here. But let’s say you want this to be a glass of
whisky. The exact prop name is up here in Menyoo, “prop_drink_whisky”. Next up you
have to go to the main game directory and open up the file “SceneDirectorSynchedAnim.xml”.
Search for the term “steal and throw”, which is the name of the animation. Here is
a slot for the prop being used, “prop_taco_01”. By replacing this with your new prop’s name,
you can make the character throw something else. By the way I’m using Notepad++ because
of the neat highlighting. In the standard editor it looks like this. Yeah… Then you
need to restart the game for the effects to take change. If you now load up this synced
animation again you can see how the prop has changed. As you can see in the XML document
if you search for “prop” there are tons of animations that contain props which you
can change to suit your machinima. Once again my friend Serjio1969 helped me with this trick. 30. Faster Kills
There are characters that are real bullet sponges and sometimes even regular pedestrians
can take a few pistol shots without dying, which is realistic but sometimes not wanted
for a machinima scene. If you wanna have a top tier squad clearing rooms the enemies
should drop quickly and not get back up like nothing happened. In this case you go to Menyoo’s
weapon options and increase the weapon damage multiplier to 2,5 or 10. This will guarantee
one shot kills from shots to the torso as well, not only from headshots. That additional
damage also counts for melee weapons and fist fights by the way, which can make for great
displays of superhuman strength of your character. 31. Don’t Fear Reshoots
I know that setting up scenes, doing task sequences, camera edits and exporting is very
time consuming. But you do want your video to be great and not just okay, do you? So
do not be afraid to reshoot scenes if you notice mistakes or if you feel that you need
another shot to connect two other shots. It’s not like in real life, where any reshoot costs
you thousands of moneys. Just boot up GTA V again and load up your Menyoo maps. In these
cases I like to just put in a placeholder text into my raw edit, just like this. As
you can see, during the raw edit I noticed I needed another shot to make the scene work.
I can then write that down and go back to GTA V with a list of all the things I wanna
reshoot. This method allows for a lot of flexibility because I don’t have to worry about drawing
a storyboard first. I just create all the shots that I have in my head anyway and then
see if it needs more. Very dynamic way of working which I recommend you to try. 32. Be Patient
A big mistake that many starting creators make is to be impatient and hitting the button
to stop the recording way too early which can be annoying and problematic in the editor
and post production. So when using the standard recording mode wait three seconds before you
start your scene, including all task sequences and other action. And once all the scene is
done, you count another three Mississipis before you end the clip. Do the same when
capturing using the action replay mode. There are good reasons to do this: A) If you have
complex lighting in a scene it will take a few frames for it all to load when you render
a clip, as seen here. If you wait the three seconds before starting your actual scene,
you can cut that part away without having to trim important moments. B) When you’re
in Rockstar Editor applying camera pans with smooth blend, you will always need enough
room at the start and end of a clip for the camera pan to speed up or fade out, otherwise
you may encounter the problem of this camera speedup bug I have told you about before,
because you can’t move that speedup far enough back with additional markers. C) When
you have exported your footage and want to edit it to fit the beat of a nice soundtrack,
you don’t have to worry about stretching out a shot until you can cut to the next kick
drum, because you have enough footage on both ends to move it around. D) The last good reason
to wait three seconds is because it lets you use blends in post production. Let’s say
you wanna cross dissolve two clips and you didn’t leave enough room at the end: in
this case the cross dissolve starts when there are still important things happening in the
scene. You may have to shorten the duration of the cross dissolve, but if it is too fast
it may look bad. In any case it can not hurt to be patient during the recording stage of
your machinima. 33. Deactivate Smartphone
Sometimes when you load up a savegame in GTA V you will get phone calls from story characters
which can harshly interrupt your machinima recording session. I’ve had it happen to
me and it annoyed the flippin heck out of me. Go to Menyoo’s “misc options” and
scroll to the bottom of that list. By deactivating the smartphone altogether you avoid all of
these problems, just like in real life. That’s about it for the tutorial. I hope
you didn’t count if it really was 33 secrets or if I accidentally skipped a few numbers.
Why 33 anyway? These listicle videos are stupid. Maybe I’ll do another 33 if this video goes
well. If you have any tips and tricks of your own
that I didn’t mention and that you want to share with the community, please post them
in the comment section to help other machinimakers to become machinimasters. Or you just ask
a question and get help. If you enjoyed this, please recommend my channel
to your friends and to random strangers on the internet to help me hit the 10K in 2020.
Come to think of it I know why most YouTubers do this at the start of the video because
nobody watches videos til the end. Well, except for the hyper nerds. Thank you for watching and stay tuned,
whanowa over

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