Changing how NPC looks without using script

Started by , Wed 23/08/2006 12:18:00

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CarriePinza

I want to change how my NPC looks after interacting with a certain object, this means that all the views(i mean up, down,etc) will be completely different. I'm not familiar with scripting at all yet, and not sure how to do this. I know you can add more views for a character but aren't they just for walking diagonally and so on?
I also encounter the same problem when trying to animate an object... where do you import the different frames to? Is it simply in the View editor bit? What confuses me is that the first frame is for something moving down isnt it?
I hope my problem makes sense.. if not I will try to explain in more detail.
I have spent ages trawling the forums and the manual, so don't tell me off if it's already been asked before!

Ashen

#1
The series of frames that make up the animation is called a Loop. A View is a collection of Loops. For characters this is usually 4 Loops (down, left, right, up), but can go up to 16.

Adding more Loops to a view (loops 4-7) will give the character diagonal movement (or facing, for Speech views, etc) animations, if 'Diagonal Loops' are activated. Loops 8 - 15 have no special purpose, and can be used for incidental animations.

Specifing a whole other View will make the character look different - which sounds like what you want. This can be done in script, using the Character.ChangeView function (there are other functions to change Speech and Idle Views), or in the Interaction Editor using 'Character - Change character view' (or 'Character - Set idle animation' for Idle View - AFAIK the Speech View can't be changed in Interaction Editor).

The 'directional' bit doesn't apply to objects. Just import the the graphics into a View, and you can use any Loop for any animation you want. (The Loops are still labled 'down', 'left', etc, but you can just ignore that.)
I know what you're thinking ... Don't think that.

CarriePinza

Ahhh.. Thanks for your help! By the way I didn't mean NPC I meant the player character but I'm guessing you'd still use the same process.
Cheers!

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