Do I have to make a new view for each character's talking animation? At the characters tab you can choose the talking view, but not the loop number. It's getting pretty messy for making a new view for each animation. I need to show up view3, loop 8 for my character while talking.
You dont need to make thousands of views, for various speech animations. But if you want to go through a loop you will need a little scripting... Its in the help file - characters or so... It tells you how to show up a special loop in a view
I can't really get more wise out of the helpfile. Could you give me an example on where I should set what code to let run a certain loop animation during dialogs and during saying anything?!
The AnimateCharacter and Set/ChangeCharacterView commands could be a start...
Sorry, but your just repeating the help. Does this mean I have to use in every single conversation and every single thing I'm looking at, to add a script? Could you give me an example of making in the global script that whenever I'm in a dialog or whenever I'm in talking mode, that it's at loop8 ??
I really don't understand your first question. Are you making your character views and putting your talking views as later loops below the walking ones? You're not supposed to do that.
ohw! So I need to create new views... ok, thanks.. I'll just make a new view, cause It'll work then, I was just wondering, because im planning on making another game with alot of characters in it, and that might be messy with all those views!