Dear Chris,
first of all I would like to thank you for the super and comprehensive tool that you have created with the Adventure Creator.
I have the following problem:
An NPC has only two standard animations: NameIdle and NameTalk; No "Facing Directions" because he doesn't move from the spot.
In a conversation, the default animation for "Talk" is not executed, the NPC remains idle for several consecutive "Dialogue:Play Speech" actions.
In the middle of the monologue, I execute the "Dialogue:Play Speech" via "ActionList"->"Run parallel" and a "Character:Animate" specifically for this "Line text", which is also played.
A directly following "Dialogue:Play Speech" plays the standard "NameTalk" animation at once.
But only once.
Every further dialog is done without animation (not even the "Idle").
I could send you the whole project (https://wetransfer.com/), it's not a secret, still in development and (unfortunately) in German.
Thanks in advance for the support
L.Mahle
I use AC 1.74.3 and Unity 2020.3.21f1
Translated with www.DeepL.com/Translator (free version)
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Welcome to the community, @Banzai, and thank you.
You needn't send the whole project - at least not yet - but I will need to see screenshots of your character's full root Inspector, their Animator Controller, and the Actions you're running.
Also let me know if the Console is reporting anything amiss. AC will attempt to report if an animation it's trying to play is not found, so it's worth seeing if this is being reported.
If you have an issue with the idle animation only playing once, check that "Loop Time" is checked in the AnimationClip asset's Inspector.
Hi Chris,
thank you very much for the quick reply.
I hope I captured the most important information.
If you need more screen shots or other detail, please feel free to ask for them.
For the video test (at the end of this post), I set the two variables (LookedAtBoobyInBox & BoobyOutOfBox) in the NPC to true so that the NPC is in "OutBox" mode on "OnStart".
A YouTube-Video with the current behavior:
https://youtu.be/kU1fU2LHqCM
What came of checking the Console, and the "Loop Time" checkbox in the AnimationClip Inspector?
The main thing I'm seeing is that you're playing a custom animation in your OnStart cutscene, without a command to return to idle.
Even if you use a Character: Animate Action to play an "idle" animation, AC still considers this to be a "custom" animation - and will not play anything else until commanded to do so.
Instead of playing your idle animation by directly naming it in such an Action, use this Action's Reset To Idle method instead. If you want to change which animation is used for idle, e.g. "BoobyBoxIdle", use the Action's Set Standard method to change the name of the idle animation that should be played.
Thank you very much!
I think I would never have come up with this solution.
The console output I have completely forgotten in the course of screen-shot, comment, upload and insert link.
But it cleared up and the tip about the "Loop Time" in the "BoobyTalk" animation was key! This one was "False" and I changed it.
Also, in "OnStart", inside the "OutBox" branch, I removed the manual start of the "Idle" animation.

Now everything runs as desired!
Just one more question, since I was looking for it:
Where do you find "Reset To Idle"?
I know, I have seen it before, already used it, but as I wanted to use it again, I did not find it anymore....
Greetings from Germany and good luck with the "Adventure Creator"!
"Reset To Idle" is available from the "Method" drop down in the "Character: Animate" Action, when used to control a character that uses the Sprites Unity animation engine.
It's also possible to reset to idle automatically when a custom animation has completed, if "Wait until finish?" is checked in an Action that uses the "Play Custom" method.