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DeadDev

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DeadDev
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  • Thanks! I'll keep an eye out for the next AC update then!
  • It does lower the weight, but either doesn't do it fast enough to register or doesn't trigger the lip sync.
  • For some reason, the material reference for the animations is missing. Not sure why. Fixing that fixes the blinking but the script doesn't seem to be allowing for lip-syncing. The expression layer is the third layer in the animator, so the index sho…
  • Ok, found the issue. The material keeps deleting its reference for some reason.
  • Yes, we are using the lip-sync texture. The way I am using the animator is to have one layer for the mouth and one layer for the eyes. Using a mask seems to stop blinking on that layer for some reason. Not sure why since they were working two days …
  • Correction. The issue was with the animation layer default entry animation not being overridden by the lip-syncing. Not sure how to fix this issue since I assumed that lip-syncing would override any animations with the mouth the same way eye changin…
  • I managed to get the expressions working. Also needed to set a default normal expression as the expression was constantly happy otherwise. However, with the mouth mesh, the expressions int seems to be overriding the lip sync textures so no lip sinc …
  • Ok, I think I have it figured out. I'm still dense. Using layers I can have them all in one animator. However, the animation is still not playing despite changing the expression id integer.
  • With the expression ID integer solution. Will the variable name entered in the character NPC component only search the characters animator for the component? If so, that might be a problem since I have an animator for each mesh to control blinking a…
  • Thanks! Spaced the boxes out so they cover both earrings. However, there doesn't appear to be anything blocking the hotspots raycasting. Also, another issue I am facing is with expressions. I've set the expressions in the character's component and…
  • Thanks. It works great!
  • Hi Chris. Thanks for the response. My models don't have blend shapes but they do have jawbones. Is there a way to animate the jawbones so they open and close a certain amount from the script switch statement?
  • Found the issue. It was a slight issue with the shader I was using. An update to the shader fixed it. Since we are trying to create character models inspired by Fear Effect and Grim Fandango; we want to add jaw movement when the characters speak. I…
  • Yes, It is set to Game Object Texture and I am not getting any messages.
  • (Image) These are the lines as they should be in the text. And these are the lines that show up on the screen. For some reason, the apostrophy does not appear. The only character that I can tell is being removed is apostrophes. This works in one…
  • Thanks, Chris!
  • Thanks, Chris! Is it possible to reference all hotspots? Since the player will not be using any of their IB in P&C mode.
  • I was able to get the effect in AC menu by setting the menu elements for the icons to override the icons themselves, then set their highlight texture to the icons. That worked perfectly.
  • The icons would only appear if the player has selected them. So, the icon menu would only show the selected interaction.
  • I was able to get the menu working by setting the interaction selection method to hotspot then interaction, and from there tweaking how the two menus function. I would prefer if there was a way to get the icons to appear only when selected so they …
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