Animation jerk between mouth animation and idle

  • #1, by williamkrugerTuesday, 31. July 2018, 12:53 6 years ago
    Hi guys, i have an idle animation where my character is breathing (up / down movement). I then have the same for the talk animation. My issue is that when i click through text and end a talk animation of the character it jumps to the start of the idle animation which causes it to jerk. 

    I need a way to force the current talk animation to complete and then have the last frame played for it to gracefully go into the idle animation without issue. Is there a way to control this?

    Thanks
    William

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  • #2, by afrlmeTuesday, 31. July 2018, 13:43 6 years ago
    It's probably simpler to not animate the character breathing while talking. People don't breathe normally while talking anyway as we intake & expel breath much faster & often during the small pauses we take in between words.

    Like I mentioned on Discord, you would be better off just creating some talk animation frames & then setting the play order to random - or use the new lip sync feature (seems I will need to write up a new tutorial for that as it has randomly vanished without a trace from the wiki).

    The other alternative would be to temporarily swap out the character with a headless version & teleport an npc character that contains just the head & make that talk instead.

    You could also try to force frames with Lua script, but my experience with that has shown me that it doesn't always work - especially more so, since the last update of the engine.

    If you own Spine, then you could use Spine character models, but I don't know if Simon has programmed in support for runtime to switch out sprite parts & trigger specific keyframe animations - I know this is possible with some engines that support Spine, but you know...

    Imperator

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  • #3, by williamkrugerTuesday, 31. July 2018, 14:51 6 years ago
    Thanks, I wonder though, isn't this something worth implementing? Being able to tick a tickbox that states 'Finish animation' before continuing.

    Seems we will need to do a lot to get something like that workin and ideally i want to keep all my nice animations, really gives a sense of realism.  The only other simple option is to have a static talk animation which is not ideal.

    What's the process to request new functionality for consideration? Post it here like i did?

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  • #4, by esmeraldaTuesday, 31. July 2018, 17:20 6 years ago
    You could use a character animation instead of the talk animation and use narration text instead of display text. This way you could tick the box to wait until the animation is finished. 
    But then the duration of the animation will no longer depend on the length of the audio file...

    But it is a nice way to add some gestures to a dialog.

    Key Killer

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  • #5, by afrlmeTuesday, 31. July 2018, 19:23 6 years ago
    The thing I'm not understanding is why you would want that. You say that it breaks the realism, but so would the characters animation carry on talking even when they are no longer talking. If you aren't adding voices then you could force the talk to display for x time & kill the players ability to be able to skip the text if it matters to you that much.

    Imperator

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