Character interaction views

  • #1, by gabartsThursday, 20. April 2017, 18:49 3 years ago
    I'd like to understand how you can handle the views for the basic animations, for example when the character takes an object or talk to a guy or start another animation.

    Let say I have the basics views of the walking: front, 3/4 front, 3/4 back, side and back views. If my character is walking to the left with the side view and have to take an object, how can i tell the program to auto switch the "taking" views depending from the direction i'm going. Sorry if it's a bit confusing but I think you know what i'm talking about.
    In AGS i made a 320x240 pixel game so the views were not so important, but with bigger res it makes difference.

    I've seen how I can import my views and animations for different actions but how to auto set this up? Thanks

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  • #2, by afrlmeThursday, 20. April 2017, 19:25 3 years ago
    Typically you setup the interaction position & alignment for scene objects that you can interact with in the properties tab of said scene objects, so in effect you already know which to use & you have to manually play that custom animation anyway by including a play animation action part linked to the animation you want to play inside of the execute at destination type action command or execute immediate action type command for the scene object - personally I recommend using execute at destination type commands for the most part as the character will automatically walk to & align themselves to the interaction position & alignment based on what you specified in the properties tab of the scene object.
    https://i.gyazo.com/288d3da37f976f7540fb7e937a21f839.png
    ... note the position & alignment bits over on the right hand side of the screenshot (above), these are what determine where the character will walk to & align to before executing any actions associated with the scene object.

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  • #3, by gabartsMonday, 24. April 2017, 00:01 3 years ago
    Cool, thanks for the tip, I forgot to check all the tabs... of course it's a matter of scenario and objects design, it's also because I'm trying to figure the actions in a non pixel retro world smile 

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