talking animation tips

Started by , Sat 03/04/2004 16:41:41

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zak

Hi

I have set the default talking animation in which charachter looks to the right...

is it necessary to create another talking animation in which charachter looks to the left an call it whith "setcharachterspeechwiev" each time, or is there a command like (facelocation) that automatically flips the animation?


thanks


rtf

All you have to do is click on "Normal" under each frame in the view manager.  You'll see what happens next... ;)
I fail at art.

zak



so... it is necessary to use 2 differents talking animations (for left and right side.... simply created whit "filpped" option in views window) and call them each time........ isn't so ?  ::)


tnx

Scummbuddy

whatever direction the character was facing when the dialog command was called, will be the direction the character will speak towards. You can use the "FaceCharacter" or "FaceLocation" command, to definitly control which direction they face.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

zak

hi scummbuddy...

I've tried for a lot but it doesn't work  :'(

in my speak animation main character looks to the right

during gameplay, even if he's facing left side or even if I call facelocation function, the talking animation (called by DisplaySpeech scirpt) is still facing right side .... :-\

pheraps I am wrong with some game settings?

help please

SSH

In the speaking view for your talking animation, you'll notice that besdie each loop it says "Left", "up", down, etc.  You need to fill the 4 views for these direction with your character talking, facing in the appropriate direction. That way, the move from standing to talking should be seamless.
12

zak

Thank you SSH .... now it works  8)

I was wrong because I created only 1 loop animation...... not filling all the necessary wievs......


Thank you again

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