how can i animate the beard of lechuck

Started by Giowe, Fri 21/01/2011 12:16:28

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Giowe

hi, the question is: is possibile in ags to have different animation loops of single part of a character's body and using them all togheter at the same time?
for example: i need the beard of the ghost of lechuck still moving when the character is simply standing.
how can i do that?

Mouth for war

Hmm...maybe I'm misunderstanding but couldn't you just have an Idle view for that?
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Giowe

i'm looking for that but i don't think so....

Gilbert

Unlike Scumm, AGS was not designed to have characters and objects dynamically pieced together from different components(it's not impossible, just not simple), so the most straight-forward and easiest way is to make frames of the already composed graphics and use them in the animation, and idle views are just perfect for what you describe.

If you still insistwant to do it the hard way, you may have a look at Character.FollowCharacter()(even more useful if you want the character to move while different parts would animate independently).

monkey0506

I was actually just thinking that if one were to create different characters for the separately animating parts, but make all of the sprites the same width and height as the total size of the character (transparent borders on most sprites), then you could probably use Character.FollowCharacter (as Gilbot suggested) with the FOLLOW_EXACTLY option with a reasonable amount of success. But I've never actually tried it out, and depending on how the character is in fact animated it could end up looking rather wonky.

Giowe

#5
i tried to use Character.FollowCharacter but don't work well.. this is not immediate and as rapid as i want. i just need that the character, every time is standing still runs an animation... i don't know where i have to look in idle slots cause i think that the standing animation is the first frame of normal view animation...

Ali

Use this function to set the beard wobbling animation as the Idle View with a delay of 0.

Code: ags
Character.SetIdleView(int idleview, int delay)


That way the idle animation will loop continuously when the character is standing still. I think that should have the effect you want.

Giowe

it works but how can i reduce the delay between the last frame of my normal view and the starting of idle anim?

Matti

From the manual:

Setting DELAY to 0 causes the idle view to be looped continuously when the character is not moving - this is useful when for example the character is swimming and they need to tread water when idle.

Giowe

yep, the idle is set to 0 but i have a little delay...

Giowe

sorry i mean, i've set the delay to 0, buy i still have a little delay

Ali

Is the first frame of the idle view the same as the first frame in the normal view? If so it might help to get rid of the first frame in the idle view, but I'm not sure.

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