Cursor active after animation, why?

  • #1, by saintandsimonTuesday, 18. February 2014, 12:44 7 years ago
    Howdy

    Seems like I have a thing for getting into problems. I have this scene, which is connected to other scenes. The "motherscene" is still working it's actionparts even if other scenes are shown (just to get some nice conversations and animations going while doing other stuff, so the narrative seems more fluently whenever I return to the "motherscene")

    However, when I'm in a new scene, and get back to the original one (by showing scene-action part). IF an animation already is doing its stuff, like in this case, a character turning back and talking to her child, the cursor is set as active, no matter where I have the cursor. I goes inactive only after the animation is finished.

    Note that this active-cursor-all-over-the-place occurs only if I show another scene, and return to the original one, while an animation is playing.

    Here are some pictures to show:


    Any help would be greatly appreciated.

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  • #2, by saymnTuesday, 18. February 2014, 12:56 7 years ago
    I'm not sure if I understood your problem correctly.
    You could create a new cursor for this action. The image the same active and inactive shows. I did to the part also already so resolved.
    Before the start of the animation, you changes to your newly created cursor where both inactive the same image is active. At the end of the animation, you're back again the cursor on the standard

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  • #3, by saintandsimonTuesday, 18. February 2014, 12:59 7 years ago
    True, I could do that I suppose. Even if it feels like a hack. ^^. You understood the problem correctly, it's basically that the cursor is "stuck as active cursor" a while sometimes when an animation is playing. Not stuck in position but yeah, image-wise. Thanks. smile

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  • #4, by saymnTuesday, 18. February 2014, 13:01 7 years ago
    Sure, it's not the most elegant solution, but it works ^ ^

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  • #5, by saintandsimonTuesday, 18. February 2014, 13:02 7 years ago
    Hm, but now when I think about it. I can't really set the cursor as inactive, since it indeed does need to be "normal-inactive/active" in other scenes, while the other things play in the background. A mystery to be solved indeed..

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  • #6, by saymnTuesday, 18. February 2014, 13:04 7 years ago
    You must switch the cursor again on the standard, after the animation has finished.

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  • #7, by saintandsimonTuesday, 18. February 2014, 13:12 7 years ago
    Yeah, but it's like even if I want the cursor to be an inactive one during when animations play in background scene, the other scene where I'm supposed to do other stuff (while stuff's happening in the background), it needs to be normal, and work as usual - and these two elements collide. A bit hard to explain. It's like eating the cake and still having it.

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  • #8, by saymnTuesday, 18. February 2014, 13:16 7 years ago
    I think I understand what you mean.
    I put the cursor after an animation on the newly created "inactive cursor". The downside to this solution is, then you have to change the cursor for each object, if you come with the mouse in the action field and leaves again.

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  • #9, by saintandsimonTuesday, 18. February 2014, 13:18 7 years ago
    Maybe I should think over the structure of the scene, working with what seems to be an inactive cursor in the whole scene, and as you say - only set is as active if it enters object area. That way some animations wont fuck it up as much. Thanks, I'll try that. smile. Cake and love to you!

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  • #10, by saymnTuesday, 18. February 2014, 13:22 7 years ago
    Although it is a major hassle, but you hate then a better control over the cursor.

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  • #11, by saintandsimonTuesday, 18. February 2014, 13:25 7 years ago
    If I can be the god over my own game, then any hassle is worth it ^^

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