I'd like to be able to control my NPCs animation via Dialogue Nodes. For example, when my NPC say's Hi, I would like a friendly wave to play. In my Animator I have a bool that if checked plays a wave animation. How do I add that to the Dialogue node?
Thanks!
Set Animator Bool from a Dialogue node
Re: Set Animator Bool from a Dialogue node
Hi,
In the dialogue entry node's Sequence field, use the AnimatorBool() sequencer command. More info: Cutscene Sequences. Example:
Notes:
1. The {{default}} keyword also plays the Dialogue Manager's Default Sequence. See also: How To: Control the Duration of Subtitle Text
2. For a wave, you may want to use AnimatorTrigger() with a trigger parameter instead.
In the dialogue entry node's Sequence field, use the AnimatorBool() sequencer command. More info: Cutscene Sequences. Example:
Code: Select all
{{default}};
AnimatorBool(wave)
1. The {{default}} keyword also plays the Dialogue Manager's Default Sequence. See also: How To: Control the Duration of Subtitle Text
2. For a wave, you may want to use AnimatorTrigger() with a trigger parameter instead.
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Re: Set Animator Bool from a Dialogue node
Thank you.
Re: Set Animator Bool from a Dialogue node
Glad to help!