How to animate characters (Speaking) during a dialog? (Solved)

Started by marbar, Wed 16/12/2009 12:19:49

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marbar

Yes, I Know, again me---it's a shame, but I'm working on the game all the time 'cause I've got some free time....actually I'm not doing anything else besindes going to the toilet, eating and such existential stuff ;-).

Okay, so I'm stuck again, I've looked through tutorial, manual etc. but it doens't help much again...or maybe I'm just blind, don't know. However, I've created my first dialog and I want the characters to be animated (speaking) when they are speaking. I thought this was set by default by AGS if you've set a speech view in the character properties. But unfortunately, at least in my case, it seems not to be so, my characters aren't animated at all when they're speaking with each other. So....what is the problem? I guess it's not a big problem, but I just can't solve it by myself again....

Ideas?

Thx, Marina

Jim Reed

If you are going for Lucas-style talk, you need to set it in the general settings, and assign a speech view for the character also in the characters tab.


marbar

I've already done that, but it doesn't work anyway....maybe I have to activate ist somewhere in the script or so, I don't know...?

DoorKnobHandle

No, that should really do it. Do you have talking animations for all the four directions in the speechview?

marbar

No, not yet. I'll do that....do I have to create a new View for the speech views? Currently I just have one View for all the player's animation Loops, maybe that's the problem?

DoorKnobHandle

You should have two views per character at least. One is the normal view, loops 1-4 should be the standing frame first, then the walking animation frames after that for all directions. The second view should be the speech view, the speech animation frames go in there, again loops 1-4 for the different directions. Then in the character properties, set the character "NormalView" to that first view and "SpeechView" to the second one.

Hope that helps. :D

EDIT: Have you checked out Densming's youtube channel? He goes over a lot of basic stuff and then takes it to the next level. Plus, he explains it all well and you can see exactly what you have to do.

marbar

OK, I'll try that now. And yeah, I've watched nearly all the video tutorials, and thex helped me a lot with other problems but not with that specific one here...

okay, I'll try it and then report what happened :)

marbar

Nope, still doesn't work....oh man, this seems to get more complicated than I thought :(


marbar

OK, Now it's showing the first frame of the Speech-View but doesn't cycle through the frames....

???!?! "*sigh

NsMn

I believe your problem is that you want them to be animated while the dialog is running, not when they're actually speking, right? I think Jim misunderstood you... your problem is that dialogs block every other script expecting rep_execute_always. As far as I know, in the newer versions, you can turn that off and everything should work fine.

marbar

No, I actually really meant that - but my characters aren't animated while speaking (or saying somehting);

I've tried that with a test Game, and there everything was ok. But in my current game it just doesn't work...I've read through the global script, the room scripts if I've eventually Locked View or something without Unlocking it again, but this was not the case. I just don't understand it - I'm really desperate now and exhausted. Maybe anyone had a similar problem and know what could create this situation....?

Khris

Deactivate lip-sync.

Btw, what did you do to get the first frame to show?

marbar

Oh my, that was really the problem, this damn lip sync being activated! Thx a 1000 times!!!!
I got the frames when I created a seperate view for the speech animations....

Thx Thx Thx

XXX

Marina

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