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Replace a Talk animation with another in play?

Hi,

I have an NPC that has a talk animation for when he is angry, titled Talk_R,  but I want to replace this once the in game narrative plays out that the NPC is not angry anymore, and want his talk animation to be replaced with a different Talk_R animation for when he is happy. 

I am not sure how to replace the Talk animation in game. As you can only have one talk animation for Talk?

Thanks

Comments

  • You can use the Character: Animate Action to change a character's standard animations (walk, talk etc), but the exact workflow depends on the Animation engine.  Which one does your NPC use?
  • Sprites Unity, Automatic, Standard 2d Animation, Meccanim style.
  • The problem I am facing is, if I have my original normal Talk_R animation in the animator, how do I switch that Talk_R to a Talk_RAngry for the first two lines of dialogue when my NPC is speaking, and then switch back to Talk_R for the rest of the dialogue? Can I bypass the first two dialogue lines so the NPC does not animate the Talk_R and simultaneously run the Object:Animate Talk_RAngry?

    Thanks
  • Is this Talk_R named such because it's the right-facing talk animation (or which you also have _U, _D, _L and such), so that your default Talk animation name in the NPC Inspector is just "Talk"?

    If so, you'll want to name your angry talk animation "TalkAngry_R", so that it follows the same syntax.  You don't use Object: Animate to animate anything simultaneously - as I said, you use Character: Animate and the Set standard method.  You can use that to change your NPC's Talk animation to TalkAngry, and then use another such Action to change it back to Talk afterwards.
  • Gotcha! Perfect thanks!
  • So....It doesn't seem to be working for me, and instead, the NPC just stands in the Idle_U animation state, ignoring my character:animate set standard to TalkAngry_R command. When I remove the action list character:animate set standard, the NPC reverts back to facing right and talking in the original non angry way.

    Any ideas why?
  • edited November 2016
    Not without any images, details, console messages etc, no.  Did you try forcing the character to face right afterwards with the Character: Face direction Action?
  • Will five that a try, and if not send some info.Cheers
  • Tried that but it didn't work. I have uploaded a video and some screenshots here:

  • You are making things doubly confusing for yourself by naming this new animation "Talk_R_R".  Name it "TalkAngry_R", and you will then need to enter in "TalkAngry" into the Character: Animate Action.  AC will add on the "_R" itself when searching for the animation in the Animator.
  • Thanks, works perfectly now!
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