Heh. Sorry for my absolute awful newbie questions, but what do you mean by "character controller"? I am still terribly new to all this. I used a rigidbody/capsule collider combo because that's what the character wizard set up by default. …
Oh yes I am aware. My question was that I wanted to apply expressions and gestures WITHOUT lip sync data, just to see what they look like. I would need to use actions for that. But when I add lip syncing later, I will be creating NEW expressions and…
And no joy. :(
Here's everything in Fia's inspector. There's... a lot. Sorry.
https://imgur.com/a/wB75ruc
Here's my camera action as well. There are two. One to set the camera to the right position, and another to transition back to it.
https://im…
No problem - the "root" refers to the topmost-level in the Hierarchy. In this case, your Player's root is the "Fia" GameObject.
Ah. I have about a dozen components attached to Fia, which will take up several screens to show all …
I've been thinking of putting a trigger's actions in a cutscene anyway because it will be easier to keep track of them.
I had created a few "new variables" with the same name, which could be the cause of the conflict.
Either way it works…
Hey, this thread is a BIT out of date but I was hoping you could answer a question before I start playing with this. I am using Rogo and plan on using lip sync later. But until I record the voiceover, I want to at least play some expressions and ges…
Huh. Apparently the solution was to actually give a name to the generated variable other than "New variable." That seems to have done the trick! :smiley:
Here are screenshots of the inspector! https://imgur.com/a/reYjvyL
The player object is on the left side on the hierarchy. I selected the "root" gameobject, but I am not sure that is what you mean. I am still very knew to all this termino…
I tried doing that, but since the action list plays in the background, turning the trigger off also stops the action list from playing. And if I leave the command until the end, moving in and out of the trigger causes the actionlist to reset. As for…
Have you tried using a hotspot "interactive boundry" box? This only allows the hotspot to be active when you are in a specified area. You can create one from the inspector of any hotspot you have.
So the advanced camera works great! Except in the case of (as usual with me, it seems) saving and loading.
Whenever I save and load a game, there is a chance that the camera will now be incredibly jittery when I make my character run, and rotate mu…
OK, this is the third time typing this response. Hopefully it sticks this time!
I tried your suggestion and it worked! However, as with everything I do there seems to be an issue with saving and reloading. I autogenerated a variable and ticked the …
Hi Chris. I tried doing this, and it works! (after I discovered I needed to generate the variable). However, it does not seem to be surviving saves/reloads. The save sequence value box is checked. Here is how mine is setup: https://imgur.com/a/fhj…
I unset the parameter, but the "look at character's head" does not appear unless there is an actual character assigned. I tried assigning a random character to the field, then checking "look at character's head", then re-assignin…