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No I know, that's what I'm doing (Duration is higher in mine, I was just giving an example of the reverse)
The example in your screenshot is also exactly how I've set it up.
But, letting go of the key before RD doesn't fire the Fail option…
Found a quick alternative solution for this! In the Action List (Set to Run in Background) I switched the order for the Actions. Instead of closing the sub-menu first and then turning on the Pause menu through actions, I now turn on the Pause menu a…
Here are shots of the animator and the player's inspector -
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The "think" animation doesnt use any parameters to start/ return to idle - I trigger it use a character:animate Action. Still, that would usually be overrid…
No version control unfortunately. I have a month old backup though so with some re-work I can make that work if a fix doesnt work out.
No - I didnt resolve the errors in Safe Mode (I resolved them in normal mode) I also did save the scene.
Oddly, …
Ok, I'm not sure exactly how, but everything seems to be working now using Generic models, Timeline and AC's Face Object Action.
I reverted to my old setup, and using an Avatar Mask on the Timeline for animating the character model as before, I exc…
Also note that a red gizmo does appear and follows my "Object to face" target game object if I use the Action to turn their head. But the head-turning doesn't occur on the character.
I see that if I go into the inspector and try to manually rotate the neck (or any other) bone, that doesn't do anything either. Not sure if that's normal behavior. Seems the bones are being controlled by something else.
Edit: I guess you can't real…
No, this is a Player character, not an NPC. Walking past Hotspots with this Player does nothing, but it works with the older Player :/ Using an Action to turn his (or any NPC's) head doesn't work either
Still trying to switch to IK in that case, but head turning for this new character doesn't seem to work. All other animations work fine. If I switch to my old Generic character with specific Look animations, the head turning works fine. Is the IK fo…
Ah, I misunderstood the function of the CharAnimation3D track. This is only for walk/idle anims? My timeline has a few camera shots, and the character plays a sit, eat and wave etc animation while sitting. I want the head to track during this, so I …
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This is a good idea, I'll give using AC tracks for animation within Timelines a shot. I wasn't aware of AC having its own Timeline tracks, thanks for pointing it out!
Is this possible for non-humanoid characters? My current models are generic and head turning works by using blend trees with 4 animations for each direction, using a float parameter as suggested in the forums here. I'm converting my characters/anima…
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Yes, I realized and removed the return statement for the else part, it works now. Also fixed the focus issue by forcing the menu to turn off in the "if" part before running the associated interaction. Everything works perfectly now.