Playing animations. - by massimilianogoi
massimilianogoi on 3/2/2008 at 11:21
Searching in the Actor Classes browser, I noted that under Marker->AIPathPoint->LookPoint there is PlayAnimPoint, that linked to our PatrolPoint makes the AI play an animation.
But where is the parameter in the PlayAnimPoint properties to choice which animation to play?
Flux on 3/2/2008 at 11:36
PlayAnimPoint-AnimName is the property you are looking for.
Judith on 3/2/2008 at 11:40
View -> Show skeleton browser :)
massimilianogoi on 3/2/2008 at 12:45
Then open the skeleton browser, select an animation,
and under the PlayAnimPoint properties, under PlayAnimPoint->AnimName click "Use"?! OK :)
Ehm... someone know how to stop the animations in the skeleton browser??? :p (without closing it, of course)
TinkofSharn on 13/4/2008 at 15:33
I've sucessfully animated a few AI's but I've got a troublesome cat.
The set-up includes the cat AI linked to an AddAIPoint, this links to several PatrolPoints leading the cat all around 4 Zones. At three of these patrol points I've added PlayAnimPoints to have the cat sit down and have a clean, though the animation name suggest it's a scratch. However, the cat simply continues it's patrol past the PlayAnimPoints with no pause.
An example PlayAnimPoint has: -
LookPoint
- LookDurationMax = 20
- LookDurationMin = 15
- OrderInSequence = 1
PlayAnimPoint
- AnimName = idlesit
- NumTimesToPlay = 20
I've tried setting NumTimesToPlay to -1 and no change, varied the LookBehaviour and Max and Min Look Durations.
Has anyone else has issues with the moggy!
Ziemanskye on 14/4/2008 at 17:10
How are things connected to the Playanimpoints?
And are there second copies of the AnimName property you can manually add to the point?
(for some things, the property/value pair already present doesn't work and you have to add a new one)
Finally, is the animname correct? It might be something as stupid as needing a cat_ before it, you know.... It's a long shot, but it is something you want to be sure of.
TinkofSharn on 15/4/2008 at 08:20
Quote Posted by Ziemanskye
How are things connected to the Playanimpoints?
.
I've used the Connect AI Path Point tool to link the Playanimpoints to the various PatrolPoints. These appear as purple lines with their sequential numbers close to the Patrolpoints.
Quote Posted by Ziemanskye
And are there second copies of the AnimName property you can manually add to the point?
(for some things, the property/value pair already present doesn't work and you have to add a new one)
Not entirely sure I've got your drift here, but for the most part there is only one playanimpoint per patrolpoint. However, where the cat reaches a fireplace there are three playanimpoints ordered in sequence 1, 2 and 3.
Quote Posted by Ziemanskye
Finally, is the animname correct? It might be something as stupid as needing a cat_ before it, you know.... It's a long shot, but it is something you want to be sure of.
I must admit the names are a little odd. The other AI's follow a naming convention like M1_UA_GES_fidget but the animations listed in my skeleton browser are simple names such as idle, idle_sit, etc.
I've recreated the playanimpoints and there was no change so I'm leaning towards the names being wrong. However, the skeleton browser does not give me any other names to use.
Ziemanskye on 15/4/2008 at 17:39
Well....
That all sounds like it's okay - I mean, for getting people to do things this is usually really easy, so I don't know why it'd be so different for a cat. Still, a while back I think someone tried giving the cat one of the human's animations as a way of testing it - it apparently looks very weird, but it should definately produce a visible responce to prove the path is set up right.