Conversation "Pose" Issues
#1
Posté 14 septembre 2010 - 04:26
So, in a particular conversation, I have a bunch of npc's using the "Sitting Chair" pose. For whatever reason, when the conversation is over, they are stick in that same pose. Now, some of the other npc's are using the "Sitting Desk Elbows" pose, and they go back to a "Standing Nuetral" pose when it's over.
My question is, is that particular pose bugged? Is there a way to stop poses, or even call them, programatically?
Thanks.
#2
Posté 14 septembre 2010 - 05:43
#3
Posté 15 septembre 2010 - 04:13
Anyone else experience this? I know I'm not the only one that has NPC's sit during conversations
#4
Posté 15 septembre 2010 - 08:41
I'm currently working on a conversation with a sitting NPC, so I'll let you know how it goes.
Hopefully, the post-conversation pose can be tweaked if necessary using the ambient behaviour scripts mentioned in the article above.
In my case, I want the NPC to remain sitting.
P.S. Slightly off-topic - I have a strange bug with a cutscene. Two sitting NPCs become standing actors in a cutscene, after which they are still sitting, but not on their chairs (there is a small horizontal displacement). I'm assured by those who know that a cutscene cannot possibly change anything in the area. As Galileo once said sotto voce "... but still it moves".
#5
Posté 15 septembre 2010 - 01:32
Proleric1 wrote...
How did you get the NPC to sit in the first place? Through ambient behaviour?
I'm currently working on a conversation with a sitting NPC, so I'll let you know how it goes.
Hopefully, the post-conversation pose can be tweaked if necessary using the ambient behaviour scripts mentioned in the article above.
In my case, I want the NPC to remain sitting.
P.S. Slightly off-topic - I have a strange bug with a cutscene. Two sitting NPCs become standing actors in a cutscene, after which they are still sitting, but not on their chairs (there is a small horizontal displacement). I'm assured by those who know that a cutscene cannot possibly change anything in the area. As Galileo once said sotto voce "... but still it moves".
Well, for this particular piece of dialogue, I used a stage. Once the stage was associated with the conversation, I went to the cinematics tab, and chose a pose for all the "actors" of said conversation. Now, what is weird is, it's only the one particular pose, "Sitting Chair". Any of the other "sitting" variants work just fine. I just happen to like the former one better.
As far as tweaking the pose post-conversation, that's exactly what I'm doing. When the convo ends, I have them walk to a predetermined spot, then begin the ambient animations of talking/listener, for each respective npc. And it works, for a little bit. Then, after all frames of the ambient animation finishes, the npc proceeds to sit in the air! I could make the animation loop indefinitely, but at some point in the story, it has to stop,and I expect them to sit in the air again...
With regards to your cutscene issue, I would try setting the variable, PHYSICS_DISABLED to 1 on the npc (it's an existing variable for all creatures). In my case, I had a convo with an npc that was sitting to begin with, would sit through the conversation, then be displaced a little bit after the convo. Once that was set, they stayed in the same place. Hope this helps.
#6
Posté 15 septembre 2010 - 03:30
Proleric1 wrote...
How did you get the NPC to sit in the first place? Through ambient behaviour?
I'm currently working on a conversation with a sitting NPC, so I'll let you know how it goes.
Hopefully, the post-conversation pose can be tweaked if necessary using the ambient behaviour scripts mentioned in the article above.
In my case, I want the NPC to remain sitting.
P.S. Slightly off-topic - I have a strange bug with a cutscene. Two sitting NPCs become standing actors in a cutscene, after which they are still sitting, but not on their chairs (there is a small horizontal displacement). I'm assured by those who know that a cutscene cannot possibly change anything in the area. As Galileo once said sotto voce "... but still it moves".
Oh, wait now, the npcs are supposed to be sitting to begin with? (They weren't when work was started on that cutscene.) I'll have to send you an email on this issue.
#7
Posté 15 septembre 2010 - 05:56
That works a treat, thanks.Challseus wrote...
With regards to your cutscene issue, I would try setting the variable, PHYSICS_DISABLED to 1 on the npc...
#8
Posté 17 septembre 2010 - 10:18
Returning to the original question, I have an NPC who was stuck in the "Fold Arms" pose. This can be cleared using the Ambient_Start function (sys_ambient_h) with default parameters when the conversation ends.Challseus wrote...
All,
So, in a particular conversation, I have a bunch of npc's using the "Sitting Chair" pose. For whatever reason, when the conversation is over, they are stick in that same pose. Now, some of the other npc's are using the "Sitting Desk Elbows" pose, and they go back to a "Standing Nuetral" pose when it's over.
My question is, is that particular pose bugged? Is there a way to stop poses, or even call them, programatically?
Thanks.
If I might ask a related question - is there any simple way of making pose changes less abrupt (other than making a cutscene)?
For example, I have an NPC who stands while speaking, then sits. I'd like the sitting to be a smooth motion if possible.
#9
Posté 17 septembre 2010 - 10:42
Proleric1 wrote...
I have an NPC who stands while speaking, then sits. I'd like the sitting to be a smooth motion if possible.
I've found a satisfactory solution to this particular transition - if the pose is changed to "sit" on the next speaker's conversation line, the sitting motion is smooth.
However, this doesn't seem to work for most changes of pose.
#10
Posté 17 septembre 2010 - 04:08
Proleric1 wrote...
Returning to the original question, I have an NPC who was stuck in the "Fold Arms" pose. This can be cleared using the Ambient_Start function (sys_ambient_h) with default parameters when the conversation ends.Challseus wrote...
All,
So, in a particular conversation, I have a bunch of npc's using the "Sitting Chair" pose. For whatever reason, when the conversation is over, they are stick in that same pose. Now, some of the other npc's are using the "Sitting Desk Elbows" pose, and they go back to a "Standing Nuetral" pose when it's over.
My question is, is that particular pose bugged? Is there a way to stop poses, or even call them, programatically?
Thanks.
Interesting... So, I am calling a Ambient system function, though not with the default parameters (which I assume just make them use their default ambient animations?). I'm calling the function with extra parameters to override the default one, and start a new one.
I'll play around tonight and see if caling it without parameters first works or not. I also maintain it's weird that this only hapens for "some" poses...
#11
Posté 17 septembre 2010 - 04:10
Proleric1 wrote...
Proleric1 wrote...
I have an NPC who stands while speaking, then sits. I'd like the sitting to be a smooth motion if possible.
I've found a satisfactory solution to this particular transition - if the pose is changed to "sit" on the next speaker's conversation line, the sitting motion is smooth.
However, this doesn't seem to work for most changes of pose.
Well. this is good to know. Yeah, poses are weird... At least with looping animations, there are usually enter, loop, and exit frames which make these little transitions we want easier.
#12
Posté 29 septembre 2010 - 03:39
I'm not using a stage in this case, so standing during the conversation is intended.
In theory, the ambient system flags (15 decimal) should resume the looping ambient animation at the end of conversation, but this doesn't happen.
The ambient animation is sitting_ground_begging (36).
I tried calling AmbientStart with default parameters on the final line of the conversation as before, but it didn't work.
The best solution I've found so far is a DelayEvent which starts a second script containing the AmbientStart call.
Curiously, the NPC still stands briefly before sitting, regardless of the event delay duration.





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