Switching Animations Mid-Stream

Started by Baron, Thu 05/10/2006 22:33:54

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Baron

Here's the situation:

         I've got a very energetic character with a complex idle view.
         I have an identical view as a talking view, except the character's mouth moves.

         What I want to do is switch between these views in mid-loop, so that the other loop takes up at the same frame as the first instead of starting at the beginning of the loop again.  So for example  if the character is spoken to at frame 7 of his idle loop he will start talking at frame 8 of his talking loop.

        I have considered the option of animating my character manually and using text overlays where appropriate, so that the character never actually "talks", but I'm wondering if there isn't an easier way to do this.  Some sort of AnimateCharacterStartingAtFrame fuction.  Come to think of it, I could probably write something like that myself....  But then there's no sense in reinventing the wheel if I don't have to.  Does anybody have any ideas?

monkey0506

How does Character.Animate handle this? I've never actually tested it, though I guess from what you've said it always starts from frame 0. I'm not sure if CJ would go for it, though you could try suggesting an optional frame parameter be added to the function (which seems reasonable to me).

In any case though, could you just delay the speech until the character was on a specific frame (i.e., the last frame)? Then you could do your animation, starting from frame 0 without problems.

strazer

Quote from: monkey_05_06 on Fri 06/10/2006 05:27:06though you could try suggesting an optional frame parameter be added to the function (which seems reasonable to me).

Already on the tracker: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=502

Baron

I think character[].animating is an on/off variable, but I'll look into that.  Delaying the speach is no problem, but extending it to the end of the loop would be trickier.  It looks like I'll probably be playing with some text-overlays and character[].frame variables -thanks anyway!

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