Aller au contenu

Photo

Animations in conversations


  • Veuillez vous connecter pour répondre
9 réponses à ce sujet

#1
TheStoryteller01

TheStoryteller01
  • Members
  • 31 messages
I swear, I used search and google but I couldn´'t find out a thing about this:

There is an ANIMATION column in conversations but although I can use the ANIMATIONS tag to give the owner animations which actually are fired ingame, the column never shows anything.

Using the NODE tag I can insert animations which are neither showed in the column nor fired ingame.

What am I missing? Image IPB

#2
TheStoryteller01

TheStoryteller01
  • Members
  • 31 messages
Sorry for the bump - but has no one any hint for me, what I am missing? I've seen a lot of mudules with animations in cutscenes so obviously there must be a way to insert them properly :)

#3
Lugaid of the Red Stripes

Lugaid of the Red Stripes
  • Members
  • 955 messages
There's a separate tab for animations in the conversation editor, where you select the node, and then you have one pane with the PC speaker, the NPC, and then any tags you want to add. To the right of that is a list of animations you can select from. Usually works for me, though it's sometimes erratic.

#4
kamal_

kamal_
  • Members
  • 5 254 messages
Are you having the problem in cutscenes, or normal conversations?

In addition to the animation, you have to select the owner or player or whatever it says in the left half of the box, so the game knows who to animate. iirc, the "owner" option will then get a little star next to it, indicating it's been selected.

You can always open a module such as the OC, where you know things work, to compare.

#5
TheStoryteller01

TheStoryteller01
  • Members
  • 31 messages
I can give the PC/NPC speakers the animations but they NEVER SHOW UP in the animations column or in the node tag which makes the whole thing unusable for me because I can't keep track which animations I used.

Are you guys really getting entries in the animations column when you insert animations??

#6
Guest_Iveforgotmypassword_*

Guest_Iveforgotmypassword_*
  • Guests
You could just used the script ga play custom animation and stick it in the action area that way you'd easily be able to see whether you had an animation ny looking to the right on the conversation line to see if a script was present and check what they are by clicking through the nodes with the action box open. You can also loop the actions so they last longer but don't forget to cancle ( IDLE animation ) or you could have a permanently drunk companion !

ps. I've never used the animations tab as it didn't seem to work as well as the script way.

Modifié par Iveforgotmypassword, 23 janvier 2012 - 10:45 .


#7
TheStoryteller01

TheStoryteller01
  • Members
  • 31 messages
Don't get me wrong guys, I am thankfull for all the input.

But I am SHOCKED that this part of the conversation editor obviously doesn't work and (also obviously?) no one ever complained enough for Bioware to fix it O_o I mean, there are only 4 tabs in the conversation editor and one (=25%) is simply not working and that's it?

And yes, I can assure you it works reliably, firing animation after animation after animation - you just don't have it documented ^^

Modifié par TheStoryteller01, 23 janvier 2012 - 10:06 .


#8
M. Rieder

M. Rieder
  • Members
  • 2 530 messages
The animations are documented as far as I can tell.

Here is what I have noted:

Each time you choose an animation, it is highlighted. So let's say you have a character with at tag "joe_the_character". You want him to do an animation. So you add his tag, then select the tag and then choose the animation. If you close the conversation and then re-open, you can select "joe_the_character" on that node and go through the possible animations and you will note that the one you selected is still highlighted.

It is a kooky way of doing it, but as far as I've seen it is reliable.

#9
Jezla

Jezla
  • Members
  • 173 messages
Some creature models may not be able to play the animations, so that may be why it sometimes doesn't work. Keep in mind, too, that Obsidian developed the toolset from the original NWN toolset, and a lot of the resources from the original toolset still show up, even if they weren't used to make the OC (and thus, may not work).

I've personally have not had any problems using animations on the animations tab, at least the body animations.

#10
TheStoryteller01

TheStoryteller01
  • Members
  • 31 messages
After re-evaluating my blueprint I am doing for companion conversations, I ditched the idea of putting a load of animations into it, not so much because of keeping track but mostly because I noticed that most of the time a blank stare is in fact the most fitting animation of all : P