Good evening!
Could you please tell me how to integrate several animations within one dialog?
In my case, there is my game character, which during the conversation with the NPC can choose three options for the answer:
-Calm
-Aggressively
-Sad
For each option I have prepared animation with the necessary gestures and facial expressions of the main character.
But how do I assign each individual animation to each individual answer choice?
In the video “Adventure Creator: 3D primer” only one conversation animation is set under IsTalking, but how can I add more responses?
I tried using Character: Animate, but I hit a dead end.
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Comments
You can put those animations on another Layer in Animator and trigger them in Conversation actionlists by selecting Character->Animate-> Play Custom or Change Parameter (you should assign parameters in animator). This way character will talk and additionally change stance or make gestures. In animator you need to set up new layer weight to 1.
Welcome to the community, @Artem.
Yes, the Character: Animate Action is the way to go - you can use it to play custom animations that will temporarily override the "standard" such as idle/walk/walk.
Playing such animations on a sub-layer, as @micamic suggests, would give the best results - as you can limit its effects to just the upper body - but not strictly necessary. You can still have the animations be on the base if you wish.
If you'd like to share screenshots of your setup (Animator, Actions), as well as details on what occurs when they run, I'll see if I can spot that issue.
Thank you very much for your detailed help, @micamic
I managed to work on the game today and I ran into other problems and got confused again.
The first image shows the state of my ActionList, where in the simple dialog I inserted the Character>Animate transition.
On the second image there are two kinds of Animator.The first way the character during the dialog shakes in place as if electrocuted.On the second way it plays the "Sadness" animation,but it works for all dialogs and ignores the conversation animation in the Base Layer.
Am I missing something or i am doing something completely wrong.
Please help me.
Images:
disk.yandex.ru/d/ivGj6zSHokf0Yw
Thank you so much for the clarification, @ChrisIceBox
I managed to work on the game today and I ran into other problems and got confused again.
The first image shows the state of my ActionList, where in the simple dialog I inserted the Character>Animate transition.
On the second image there are two kinds of Animator.The first way the character during the dialog shakes in place as if electrocuted.On the second way it plays the "Sadness" animation,but it works for all dialogs and ignores the conversation animation in the Base Layer.
Am I missing something or i am doing something completely wrong.
Please help me.
Images:
disk.yandex.ru/d/ivGj6zSHokf0Yw
As your Action references the Sadness animation by name, you don't need a transition to it in your Animator. Remove the arrow going towards your Sadness animation.
Also, this animation is on a sub-layer (index 1). You'll need to set your Action's "Mecanim layer" to "1" to have it search for this animation in the right place.
Thank you very much for your help, @ChrisIceBox!)
After removing the two obstacles, everything started to function correctly)!