Having a character display a certain animation while another character talks.

  • #1, by bananeisafreeWednesday, 30. March 2016, 03:01 4 years ago
    Good day to everyone.

    So yeah. I've got this character with a wirstband comunication thingy, and I would love to make it glow (the wirstband, not the charcater :p) while the other person on the line talks .

    I've fiddle around with creating new outfit, the main character now has an outfit for when she talks "normaly" and another one when she talks into her wirstband. The process is I think quite efficient.

    But when it comes to the response (the other person on the line talking)I'm a bit lost. I've tried to call an animation before the other caracter talks but the results are not quite as I like, since the animation keeps on looping even after the other character had stopped talking even if I select an "hide animation" action at the end of the text display.

    I tought that with a "global" if statement I could do some work. ex :having a global "if condition charX_talk is true then call blink_animation" and change manualy with each dialogue the charX_talk condition thus calling the animation for the time that I need.
    But I don't really know how to do that with Visionaire.

    May I request some Assistance ?

    Cheers
    Cesar

    ps: I hope this was understandable. I'm french and I know that sometime, my english is a bit messy...

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  • #2, by bananeisafreeWednesday, 30. March 2016, 03:45 4 years ago
    Sooo... Yep. Hello again.
    It is late and I just realised that I could simply redo the "change outfit" trick to achieve what I was looking for.
    So I just have to juggle with three outfit to have the desired effect.
    One for the normal stance/speech etc ..
    One for talking to the radio and being idle while the radio is also idle (basicly waiting for a dialogue input)
    and one for standing still while the radio emmits.
    So it works ... and if it works, it aint stupid !
    But I can't help myself to think that there must be a more efficient (maybe obvious) way to do it ...
    Any input ?

    Cheers
    Cesar

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  • #3, by afrlmeWednesday, 30. March 2016, 11:34 4 years ago
    If it works it works. wink

    There probably will be another more efficient method, but I've just woken up & my brain is not at working capacity yet, but I think Lua & controlling the currently displayed animation frame of various animations or of a single animation may be the way to go.

    Alternatively, VS now has support for Spine (or is it Spriter - think it's Spine) sprite part animations, which should be scriptable & allow you to easily swap out certain parts of an animation with another, sort of like those pick 'n' mix sweet boxes you can buy at the cinema. I've not gotten round to using that feature yet, so I'm not sure on how it works, but maybe SimonS or BigStans (probably Simon) can explain how it works to you.

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  • #4, by bananeisafreeWednesday, 30. March 2016, 15:18 4 years ago
    Yep ... I tought that I would have to look on the scripting side of the world... But this is quite terra incognita for me ATM.
    I'll be checking some of the link you gave in other posts regarding scripting and if I find an elegant solution I'll post it here.

    And I'm more than interested about that Spine part thingy you are talking about!
    What would be the best (but not too obnoxious) way to get Simon's or BigStan's attention ? (once I learn a bit more about scripting)

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  • #5, by afrlmeWednesday, 30. March 2016, 18:18 4 years ago
    Send them a private message on here & they will get back to you as soon as they can. Simon would be your best bet as I think David is busy with other things at the minute.

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