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Conversation ---> Line ---> Add Animation = RED animation?


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#1
JackFuzz

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Conversation ---> Line ---> Add Animation = RED animation?

What does it mean when an animation is red when you add it to a character in the conversation editor?

#2
Avaraen

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It probably means the animation extends beyond the voiceover; for example, if the .wav file is 4 seconds, and you set the animation to start at 6 seconds, then it will show up in red. I believe it will do the same thing if - for example - you have a 2 second animation starting at the 3rd second of a 4 second voice file; the animation will extend 1 second past the end of the voice. Some of the default dialogues shipped with animations extending past the end of the VO, so I don't think it's a game-breaking problem, just something to be aware of and double-check the animation time settings.

#3
tmp7704

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If the line is red then the reason for this can be found by selecting the line in question and checking the bottom bar of the toolset window... well, for some errors at least, don't know if it works for all.

#4
JackFuzz

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Avaraen wrote...

It probably means the animation extends beyond the voiceover; for example, if the .wav file is 4 seconds, and you set the animation to start at 6 seconds, then it will show up in red. I believe it will do the same thing if - for example - you have a 2 second animation starting at the 3rd second of a 4 second voice file; the animation will extend 1 second past the end of the voice. Some of the default dialogues shipped with animations extending past the end of the VO, so I don't think it's a game-breaking problem, just something to be aware of and double-check the animation time settings.


I'm not using a voice over. All I did was add an extra line to the cousland mother's dialgoue.

1. yadd yadda darling
2. oh your warden yadda
3. don't worry fergus ...
4. This is a test

I successfully added line number 4 and I wanted it to just move the cousland mothers head with the head gesture animation I added under "add animation".

I exported using "Export without dependancy" and fired up the game and I saw the line I added but no animation result.

#5
Avaraen

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Ah, well, I don't know then; that may need to be done as a cutscene. As far as I can tell, animations play at certain points of the VO. Without VO, there is no timeframe for the animation to play within. I could be wrong there, however - it isn't something I've experimented with.

#6
JackFuzz

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Avaraen wrote...

Ah, well, I don't know then; that may need to be done as a cutscene. As far as I can tell, animations play at certain points of the VO. Without VO, there is no timeframe for the animation to play within. I could be wrong there, however - it isn't something I've experimented with.


Ok what you guys said has helped. 

I had no idea we were supposed to "Save" in order to get things to work. lol

And since there was no voice over the animation still went on despite the fact. But even when I exported it gave the warning about the vo being too short for the animation (because i had no vo).

Anyways, I'm happy. I got the npc and my npc to both do animations when you pick a certain line.

So far I've been doing this without cutscenes.  It seems as if there is only a stage?  I don't know.   

Anyways thanks for the feedback guys.