No Animator component found
No Animator component found
I use DS_AnimatedPortraitExample_2020-03-29 and add a new conversation
I want each actor's animations to be assigned at once(now only Talk&Idle)
But something went wrong
in Dialogue Manager: in new conversation, Sequence is null
It can't be found like this
I want each actor's animations to be assigned at once(now only Talk&Idle)
But something went wrong
in Dialogue Manager: in new conversation, Sequence is null
It can't be found like this
Re: No Animator component found
When you animate portraits, you must specify the portrait image (speakerportrait), not the character (Yellow Wizard):
Use this sequence:
Use this sequence:
Code: Select all
AnimatorPlay(Talk, speakerportrait);
required AnimatorPlay(Idle, speakerportrait)@Message(Typed)
Re: No Animator component found
The animation is ok now!
But the event can't run
I use this in Default Sequence:
But the event can't run
I use this in Default Sequence:
- AnimatorBool(isTalk, true, speakerportrait);
required AnimatorBool(isTalk, false, speakerportrait)@Message(Typed);
Re: No Animator component found
Besides, can the next conversation inherit the changes about animation from the previous one?
For example:I change Idel animation to SmileIdel , I want the next one's Idel also becomes SmileIdel (still use bool to control its own idel and talk)
For example:I change Idel animation to SmileIdel , I want the next one's Idel also becomes SmileIdel (still use bool to control its own idel and talk)
- Attachments
-
- 24110402.png (15.61 KiB) Viewed 109 times
Re: No Animator component found
Hi,
Move the Dialogue System Events component to the conversation actor or conversant GameObject. (See Character GameObject Assignments.) Only these two GameObjects and the Dialogue Manager GameObject will receive "OnConversationStart" and "OnConversationEnd" messages.
I recommend using the animator controller for this. For example: create a Boolean animator parameter. Configure the animator state transitions to check this parameter.
Re: No Animator component found
It can run but not after the endMove the Dialogue System Events component to the conversation actor or conversant GameObject. (See Character GameObject Assignments.) Only these two GameObjects and the Dialogue Manager GameObject will receive "OnConversationStart" and "OnConversationEnd" messages.
I want the gameobject setactive after the conversation finish,but now it happened when the last one running
Do you mean changing the bool value in the same animator controller?I recommend using the animator controller for this. For example: create a Boolean animator parameter. Configure the animator state transitions to check this parameter.
I write it like this
- AnimatorBool(smile, true, speakerportrait);
- AnimatorBool(isTalk, true, speakerportrait);
- required AnimatorBool(isTalk, false, speakerportrait)@Message(Typed)
Should I change the actor's animator controller to new one?
If I should ,how can I get the components?
I can't get Portrait Animator Controller to change by using Animator When I write public Animator animator ,only thing I can chose are the following And if I chose Portrait Image 1 to change ,the program report says it's null,I still can't get it
Re: No Animator component found
A dialogue entry's OnExecute() event will run as soon as the conversation gets to that dialogue entry.bloud wrote: ↑Tue Nov 05, 2024 8:42 amIt can run but not after the endMove the Dialogue System Events component to the conversation actor or conversant GameObject. (See Character GameObject Assignments.) Only these two GameObjects and the Dialogue Manager GameObject will receive "OnConversationStart" and "OnConversationEnd" messages.
I want the gameobject setactive after the conversation finish,but now it happened when the last one running
If you want to do something when a conversation has ended, you must use OnConversationEnd. To do this, you can put a Dialogue System Events components on the actor or conversant GameObject.
Alternatively, you can make a blank node at the end for the OnExecute() event:
Note that I used "Continue()" in the Sequence field.
For the animator, this looks correct:
Code: Select all
AnimatorBool(smile, true, speakerportrait);
If it's not happening immediately, check the animator controller's transition arrow. UNtick Has Exit Time.
If you want to remember that this animator parameter is true, create a Boolean variable in your dialogue database -- for example: "Smile".
Then use this sequence:
Code: Select all
AnimatorBool(smile, [var=Smile], speakerportrait);
Code: Select all
Variable["Smile"] = true
Re: No Animator component found
Because I set the continue button always,so I use both SetContinueMode(false) and Continue()If you want to do something when a conversation has ended, you must use OnConversationEnd. To do this, you can put a Dialogue System Events components on the actor or conversant GameObject.
Alternatively, you can make a blank node at the end for the OnExecute() event:
Note that I used "Continue()" in the Sequence field.
So should I write SetContinueMode(true) on next conversation or I can change it on this one?
Or is there any way to make only this one's continue button disappear? This is mainly used to control player's moving( use public enum CharacterState ,only when CharacterState is
isMove ,the player can move.When the conversation begin, let the value to isTalk. When it finish, let the value to isMove.)
Is there any other simpler way to do it besides assigning values?(For example, setting it once on Dialogue Manger without having to set it for every conversation)
Re: No Animator component found
If you want to stop the player's movement during conversations, I recommend that you use Dialogue System Events as shown at 07:00 of the Interaction Tutorial.
Re: No Animator component found
Oh I forget itTony Li wrote: ↑Tue Nov 05, 2024 1:49 pm If you want to stop the player's movement during conversations, I recommend that you use Dialogue System Events as shown at 07:00 of the Interaction Tutorial.
Its runnung now
But how can I do to hid the bark & stop the trigger's checking?
About the bark: About the checking:
Now if I set the space button down when the conversation is running,it will report this error