Portrait animation

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mudukke
Posts: 73
Joined: Wed Sep 27, 2023 4:15 am

Re: Portrait animation

Post by mudukke »

Hi Tony

I can't find your email
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Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: Portrait animation

Post by Tony Li »

Hi,

I'll repost it here:

I recommend removing the Auto Save Load component from the Save System GameObject. The way it's being used, it's probably causing more problems than it's worth. In this case, after the conversation has started, the Auto Save Load is loading a saved game, but the conversation is still active. The conversation references the actor GameObjects in the old version of the scene. So when Auto Save Load destroys the old scene and loads it as part of loading the saved game, the conversation's references to actors are no longer valid.

You might want to use a pause menu to save and load the game instead, or put off saving and loading until later. If you want to continue using Auto Save Load, add a delay to starting the conversation so the Auto Save Load can finish first. For example, if any Dialogue System Triggers are set to OnStart, change them to OnSaveDataApplied instead.

My other recommendation is to never set the Dialogue Manager's Other Settings > Debug Level to None. Keep it on Warning. Otherwise you'll miss warning messages that will indicate what the problems are.

In LevelDesignBlockout, Rawa has two DialogueActor components -- one from the prefab, and another added to the scene instance. Remove one of them.

The "Grandmaster Rawa_Portrait" animator controller is missing the "Rawa_Talk" animator state that the sequencer command AnimatorPlay(Rawa_Talk, Portrait Image)
mudukke
Posts: 73
Joined: Wed Sep 27, 2023 4:15 am

Re: Portrait animation

Post by mudukke »

To add a delay to starting the conversation would this be on the dialogue node?
Last edited by mudukke on Wed Sep 04, 2024 4:59 am, edited 1 time in total.
mudukke
Posts: 73
Joined: Wed Sep 27, 2023 4:15 am

Re: Portrait animation

Post by mudukke »

Also just to add I keep getting these 2 errors

The second error the character has a portrait animator so I am not sure why it appears
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Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: Portrait animation

Post by Tony Li »

Hi,

Let's take a step back. I looked at your portrait animations for Master Rawa, and they're only one sprite each. You don't need to use animations in this case. If each state will only have on sprite, you can assign those sprites to the actor:
masterRawaPortraits.png
masterRawaPortraits.png (45.27 KiB) Viewed 89 times

The sprites above are:
1. neutral
2. happy
3. sad
4. surprised

Then you can use them in your dialogue text, like:
  • Dialogue Text: "[pic=2]Congratulations! I am filled with pride at you all...."
This will show the happy portrait image with this line of dialogue.

Will that work for your needs?
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