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Author Topic: 3D Character Walks While Talking  (Read 2553 times)

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greg

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3D Character Walks While Talking
« on: September 26, 2006, 06:33:42 AM »

Hi Wintermute Folks,

I've created a 2.5D scene, using Trinity and a simple .3DS geometry file (walkplane, camera, lights only).  Trinity navigates the environment as expected.  However, whenever she's given a command of the type "walk somewhere and then say something," she walks in place *after* she's reached her destination until she's done saying the line.  (I can also reproduce this problem in the WME 3D Demo.  For example, when I tell Trinity to look at the crates, she walks to the crates and then walks in place as she says, "A stack of crates. An inevitable requisite of any modern game.".)

Consider the following code from an object in my scene:

Code: [Select]
on "LookAt"
{
actor.GoTo(80,460);
actor.TurnTo(this);
// actor.StopAnim(); // stops *all* animations, not just walking
// actor.StopAnimChannel(0); // ditto
// actor.StopAnimChannel(1); // no effect
// while (actor.IsWalking()) { wait(10); } // no effect
// actor.Reset(); // no effect
// actor.DirectWalkStop(); // no effect

  actor.Talk("Pithy line.");
}

The commented lines represent my various attempts to get Trinity to stop walking after she reaches her destination.  As the comments indicate, nothing has really worked.  StopAnim() comes the closest, but this halts the idle (and talk) animation as well.

So, two questions:

1. How can I get a 3D Character to walk to a destination and then say a line without walking in place?
2. Is the walk animation for a 3D character always played on a particular channel?  The idle animation?

Thanks,
Greg
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Mnemonic

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Re: 3D Character Walks While Talking
« Reply #1 on: September 26, 2006, 06:49:01 AM »

That's because the trinity model doesn't have any "talk" animation. If the model had one, it should correctly transition from walking to talking animation.

All these "standard" animations are played in channel 0.
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