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Some of the movies are pre-rendered mixed with game-engine backgrounds. Lorne said he was using this system in some of the movies. It was in an article that I can't find now, but most of us read it.
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I'm pretty sure that article was just saying what I said, that the cinematics were moving towards more real time. You tell a character to do something in his programming, such as run animation_handup.brg, and the character does it at the time you order it to. This can take multiple 'takes' because it may launch that timed programming a milisecond late, which could screw parts up.
Things like that screen you've got there are fully pre-rendered cinematics, possibly using in-game backgrounds, but the actual movie is pre-rendered.
If you look as real time strategy games, such as Age of Mythology, they included many cinematics within the gameplay.
These cinematics used pre-made animations (obviously, like every movement in the game), and all the cinematics were real time. of course, the black bars come up, but everything that happened in the cinematic was 'triggered' at certain points in the cinematic. For example, as three second the main character may start dialogue one, playing the sound file of that dialogue, and simultaneous putting up the subtitles and playing the particular animation. These real time cinematic were able to be made by the player (through a very complicated means) in the editor, because they
were real time and just used a lot of commands to make characters do what they wanted.
I've made some of these myself, and I can tell you that it has taken hundreds of 'takes' to get all the screen characters to do everything at the right time.
One of my major problems, I remember, was making the character face the right direction at the right time, but I digress...