i have 2 questions about talking and animations based on dialogues
1. is there any way to use non latin phoneme like arabic or japanese and if answer is no then is there alternative way to use some simple open and close mouth method on those languages
2. how can i set time length for my character animate action for use on dialogues for example i have 1 min animation that i want to play only 10 sec of it on character animate action to be matched with my dialogue
Comments
You can, however, make use of custom events to run your own code snippets when characters begin and end speaking. A tutorial on their usage can be found here. The tutorial covers the use of the OnStartSpeech event, which is called whenever a speech begins. A similar event named OnStopSpeech is also available.
If a voice file is present for the speech line, then the length of the audio clip will determine the duration for which the character is speaking.
tnx chris i will try that
i am installed and define it on AC but i don't know how should i use it for my purpose my exact question is how should i do to play clips when player and NPCs speech
When game text is gathered in the Speech Manager, clicking on a speech line in it will reveal the filename that its associated Rogo Lipsync file should have, and where in a Resources folder it should be placed.
now i have my lipsync and empty track worked well just like i need but now my subtitle texts not shown when player speech
NPCs shown their texts fine but main player sub text not shown at all just lipsync work on it
Check that Subtitles are checked in the list of options at the bottom of the Settings Manager, and see if the Console is showing anything useful.