Adventure Creator "IsTalking" Equivalent

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munstahzero
Posts: 3
Joined: Sat Jul 09, 2022 2:37 am

Adventure Creator "IsTalking" Equivalent

Post by munstahzero »

Hi, first time posting here. Apologies if this has been asked before:

I've been trying to integrate Dialogue System with Adventure Creator and I cannot find an equivalent to the "IsTalking" default setup in a AC project. My characters' lips don't move when dialogue is spoken in DS, whereas in AC every PlaySpeech dialogue actionList would automatically play the set talk animation set to the "IsTalking" bool in the Animator.

The closest thing I can find is the ACSpeech(...); command for the sequencer which does make the characters' mouths move but that makes the old AC dialogue UI appear over the Dialogue System UI.

I'm not trying to do anything fancy with the talk animation. No lipsync or phenomes, just a simple up-down 2D animation mapped onto a 3D model like in PS2 models.

Thanks
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Tony Li
Posts: 22145
Joined: Thu Jul 18, 2013 1:27 pm

Re: Adventure Creator "IsTalking" Equivalent

Post by Tony Li »

Hi,

You can add an AutoLipSync component to your character, assign the Jaw transform, and then set the Dialogue Manager GameObject's Display Settings > Camera & Cutscene Settings > Default Sequence to:

Code: Select all

AudioWait(entrytag)
Or, if some lines don't have audio:

Code: Select all

AudioWait(entrytag);
Delay({{end}})
You can omit the Delay({{end}}) if you've enabled continue button mode.
munstahzero
Posts: 3
Joined: Sat Jul 09, 2022 2:37 am

Re: Adventure Creator "IsTalking" Equivalent

Post by munstahzero »

Thank you for the reply. Unfortunately it's not working for me.

I should've clarified that the "mouth" and eyes I am using on characters are cut-out planes laid over a base mesh with 2D textures set to animate by panning the texture. It's based off methods used in a game like Dragon Quest 8. (https://www.youtube.com/watch?v=tAzAMwq ... gZenithDen)

So the jaw-bone assigned in the auto-lipsync wouldn't affect the planes.

I am also trying to see if AnimatorBool(IsTalking); would work but I can't seem to get it to work.
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Tony Li
Posts: 22145
Joined: Thu Jul 18, 2013 1:27 pm

Re: Adventure Creator "IsTalking" Equivalent

Post by Tony Li »

Hi,

If your Animator has a Boolean animator parameter named IsTalking that turns on the mouth animation, then something like this should work:

Code: Select all

AnimatorBool(IsTalking, true);
required AnimatorBool(IsTalking, false)@Message(Typed)
The sequence above sets the IsTalking animator parameter true on the speaker's Animator.

When the typewriter effect (assuming the subtitle panel has one) finishes, the second command will set the IsTalking parameter false.

Here are some things to check if it's not working:
  • Speaker is correct. See Character GameObject Assignments.
  • Animator doesn't respond to IsTalking parameter. (Check for warnings in the Console window.)
  • Something else, such as a Adventure Creator component, is setting IsTalking immediately back to false.
munstahzero
Posts: 3
Joined: Sat Jul 09, 2022 2:37 am

Re: Adventure Creator "IsTalking" Equivalent

Post by munstahzero »

Thank you so much! It worked great!

Also deleting the default "IsTalking" bool on the AC NPC Character Mechanim Parameters helped too, in case anyone else has this problem.
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Tony Li
Posts: 22145
Joined: Thu Jul 18, 2013 1:27 pm

Re: Adventure Creator "IsTalking" Equivalent

Post by Tony Li »

Glad to help!
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