I put a debug log with expressionid into SetFrame inLipSyncTexture . The flow of SetFrames is constant and the ExpressionShot only manage to set it once and so was overwritten in instant.
But anyway I already switched to Speech track. It's a shame,…
It seems that when using speech the expression id is kept after setting, but with expressionshot the expression id is set, but reset to -1 straight after.
"Pure" expression is only using expressions with timeline scripts you provided me some time ago. Here:
https://adventurecreator.org/forum/discussion/10951/expression-invocation-with-timeline-markers#latest
I'm using it for the expressions…
I'm using U2020.3.12, AC1.73.8 . Character's face is a faceplate in front of the actual mesh eyes and brows are blend shapes. Character has several expression portrait textures in Player/NPC and these are controlled by ExpressionLipSync that you pro…
Here's videos where speech is on and off: https://mega.nz/folder/o58wAbwJ#mCj3GHzToSlgQmGCiJblOQ
Faceplate texture is using Player/NPC portrait texture with update and speech is replacing it with lateupdate. As I wrote earlier, the ExpressionLipSyn…
I created an animation for the blink but for some reason an animation that works perfectly in editor doesn't do anything in play mode - animator has a layer for this and it goes to right clip when needed and it has full weight. The eyes and faceplat…
With blinker I mean a blinker I mean a looping action list that has a waiting time and a random waiting time before using shape keys to form a blinking action in eyes.
I got it working by removing selected-check from inventory interaction (I just copied it from Use-interaction). I have a hunch that it worked earlier in Use.
There was/is something weird in my setup at the moment. I just updated project to U2020.3.1…
I got it working with "Inventory interaction", but it leaves a problem that if I select the item and right click away from selection, it leaves it still selected and I would like the selection to go away with cursor cycle. So player has to…
Ok, I got it working, but there's the same problem - I got the invalid interaction first and then when I right-click-rotate to use the valid interaction begins. I'm using the Choose Hotspot then Interaction could this cause something?