How do I use the Dialogue System to work with cutscene animations in Timeline?
How do I use the Dialogue System to work with cutscene animations in Timeline?
I intend to synchronize the dialogue with animations in Timeline, so that the corresponding animations are displayed during the dialogue, and when the dialogue is clicked, the animations continue to play. How should I do this? Should I control the Timeline through the Dialogue System or use Timeline to control the Dialogue System?
Re: How do I use the Dialogue System to work with cutscene animations in Timeline?
Hi,
Either way is fine, depending on your workflow preference. One important thing to keep in mind is that if a timeline has an animator track, the animator track takes full control of the character's animation. If you pause the timeline (I recommend setting its speed to zero to pause), the animation will stop. If your intent is for the character to play an idle animation, for example, while waiting for the player to click the conversation's continue button, then you don't want to use an animator track in this case because the character will appear frozen (paused) while waiting for the continue button click. If you want the character to play an animation while waiting for the continue button click, two solutions are:
1. Don't use an animator track. Instead, control the animation by setting animator parameters.
2. Or use an individual, small timeline on each dialogue entry and run each one using the Timeline() sequencer command. At the end of the timeline/Sequence, leave the character in the animation state you want it to play while waiting for the continue click.
Cutscene Tutorial Video 5: Timeline shows two ways of handling timelines.
This post also has an example scene that demonstrates using a continue button with timelines.
Either way is fine, depending on your workflow preference. One important thing to keep in mind is that if a timeline has an animator track, the animator track takes full control of the character's animation. If you pause the timeline (I recommend setting its speed to zero to pause), the animation will stop. If your intent is for the character to play an idle animation, for example, while waiting for the player to click the conversation's continue button, then you don't want to use an animator track in this case because the character will appear frozen (paused) while waiting for the continue button click. If you want the character to play an animation while waiting for the continue button click, two solutions are:
1. Don't use an animator track. Instead, control the animation by setting animator parameters.
2. Or use an individual, small timeline on each dialogue entry and run each one using the Timeline() sequencer command. At the end of the timeline/Sequence, leave the character in the animation state you want it to play while waiting for the continue click.
Cutscene Tutorial Video 5: Timeline shows two ways of handling timelines.
This post also has an example scene that demonstrates using a continue button with timelines.