Two questions:
1. How can I make an NPC walk away and disapear (like through a door) after a certain conversation is complete?
2. Can I apply a kiss event/animation to a conversation between the player and an NPC?
There's a cinematics tab and an animation tab in the conversation editor, but I'm not sure how to use them.
Thanks!
NPC Actions (Kiss, Walk Away) durring/after converstions?
Débuté par
lightnb
, juil. 28 2010 02:56
#1
Posté 28 juillet 2010 - 02:56
#2
Posté 28 juillet 2010 - 02:51
well you can make them walk away by adding an animation to the animation tab of the dialog. something like turn90_right_walk or whichever turn & walk animation you think looks best.
as for making them walk thru a door, well, you should probably do that with a cutscene and attach the cutscene to the dialog. same with the kisses. you will need to make a kiss cutscene by adding your animations or you can technically borrow a kiss cutscene if your stage is properly aligned. this is slightly complicated though because i have found that sometimes speaklines seem to cause problems if you borrow a cutscene. i'd suggest making a new one (or duplicating which is perfectly fine) and then adjusting the speaklines.
you will need to make a cutscene for the kiss (or duplicate it) with a proper stage. then attach the cutscene to the dialog line and set up the locations of the npcs in the stage in your cinematics tab that holds the kiss cutscene.
as for making them walk thru a door, well, you should probably do that with a cutscene and attach the cutscene to the dialog. same with the kisses. you will need to make a kiss cutscene by adding your animations or you can technically borrow a kiss cutscene if your stage is properly aligned. this is slightly complicated though because i have found that sometimes speaklines seem to cause problems if you borrow a cutscene. i'd suggest making a new one (or duplicating which is perfectly fine) and then adjusting the speaklines.
you will need to make a cutscene for the kiss (or duplicate it) with a proper stage. then attach the cutscene to the dialog line and set up the locations of the npcs in the stage in your cinematics tab that holds the kiss cutscene.
#3
Posté 28 juillet 2010 - 09:17
With the walking, I'm looking for something similar to the widows in the Black Stone Irregulars Quest. After the conversation is complete, they slowly walk away, usually through a door that the player can't follow. I'm thinking that there should be some way to create a location (like a waypoint), and then run a script that orders the NPC to walk to the specified waypoint, and ignore any objects in their way (like the walls of the set).
As for creating animations, is there a tool to do this in the DA toolkit? Or do I need to create an animation in a program like Maya or Blender first?
As for creating animations, is there a tool to do this in the DA toolkit? Or do I need to create an animation in a program like Maya or Blender first?
#4
Posté 28 juillet 2010 - 09:37
hmm, i am not sure which part you're talking about with the black stone irregulars. but you could probably script it without a cutscene too. i don't know how to go about that as well though.
well, you can make your own animations yes, and use eshme's export/import tool from those programs. you can also use the cutscene animations by adding tracks and using the "play animation" option, select an animation that you think will work for the scene (use Beerfish's xls spreadsheet for the major animations listed in one source) and then adjust the weights until they are good enough. Sadly this is very limited, because the toolset does not allow for independent animation (moving the bones within the scene) only modifying existing animations, but if you are persistent, this can be pretty flexible, just time consuming.
well, you can make your own animations yes, and use eshme's export/import tool from those programs. you can also use the cutscene animations by adding tracks and using the "play animation" option, select an animation that you think will work for the scene (use Beerfish's xls spreadsheet for the major animations listed in one source) and then adjust the weights until they are good enough. Sadly this is very limited, because the toolset does not allow for independent animation (moving the bones within the scene) only modifying existing animations, but if you are persistent, this can be pretty flexible, just time consuming.
#5
Posté 28 juillet 2010 - 09:51
There's a quest where you deliver letters to four different widows, notifying them of their husbands' demise. Each widow walks away after getting the notice.
So with eshme's tool, do you export a rigged model? Is there a tutorial for it?
So with eshme's tool, do you export a rigged model? Is there a tutorial for it?
#6
Posté 28 juillet 2010 - 11:19
lightnb
In the toolset there is something called a cutscene editor. This editor is used to create the in-game cutscenes. For the animations you describe, I don't think you would need to create anything original, as that would be very very time consuming (unless you are an animator) and the in-game animations are very useful especially when you learn to blend them and manipulate them.
Also, since you already have something that you have seen in the game, it is quite possible that the scene you would like to do has already been produced, and you could change the area and the actors involved to suit your needs by using the toolset cutscene editor.
There is quite a bit of useful information out there regarding cutscene tutorials , but you might have to do a bit of googling.
Let me know if this is your direction and I could try to gather a few links for you.
In the toolset there is something called a cutscene editor. This editor is used to create the in-game cutscenes. For the animations you describe, I don't think you would need to create anything original, as that would be very very time consuming (unless you are an animator) and the in-game animations are very useful especially when you learn to blend them and manipulate them.
Also, since you already have something that you have seen in the game, it is quite possible that the scene you would like to do has already been produced, and you could change the area and the actors involved to suit your needs by using the toolset cutscene editor.
There is quite a bit of useful information out there regarding cutscene tutorials , but you might have to do a bit of googling.
Let me know if this is your direction and I could try to gather a few links for you.
Modifié par DahliaLynn, 28 juillet 2010 - 11:20 .
#7
Posté 29 juillet 2010 - 12:17
I think for the "walk away", it's a scripted action rather than an animation. The PC (and party) can go and do something else while the NPC is walking away (exiting the area). There's a "CommandMoveToLocation()" function that may do what I want.
It takes three arguments: a location, whether the NPC runs or walks, and whether the NPC "deactivates".
But I haven't figured out what a "location" is, or how to specify which NPC the function applies to.
It takes three arguments: a location, whether the NPC runs or walks, and whether the NPC "deactivates".
But I haven't figured out what a "location" is, or how to specify which NPC the function applies to.
#8
Posté 29 juillet 2010 - 12:41
What I can tell you is the following. If you would like to add a kiss into your scene, then you must call/trigger a kiss cutscene to do this, as well as make sure the stage the cutscene uses would be appropriate for your scene, as Charsen has mentioned above.
You might want to look for that particular dialogue in the Blackstone Irregulars quest and see how it is executed, i.e. what actions /animations are called, etc.
I can't help you much beyond that. Perhaps someone else can.
You might want to look for that particular dialogue in the Blackstone Irregulars quest and see how it is executed, i.e. what actions /animations are called, etc.
I can't help you much beyond that. Perhaps someone else can.
Modifié par DahliaLynn, 29 juillet 2010 - 01:46 .
#9
Posté 01 août 2010 - 02:09
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Modifié par lightnb, 01 août 2010 - 02:10 .





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