Unscripted Dialog Animations
Posted: Fri Mar 19, 2021 11:12 pm
In the story I'm designing, when the player first meets a character there is an introductory dialog, which is fairly long (not huge, but longer than most dialogs). When the dialog is triggered, I have the character emote happy on dialog start.
In game, the characters tend to emote angrily instead while the dialog is being displayed. I've noticed it seems like HP somehow tries to infer the tone of the dialog, and I guess since it is so long and has a lot of exclamation points, it is being inferred as an angry dialog when it should actually be happy and excited.
I was able to get around this by setting the character's unable to animate conversations state, but then they just have a neutral expression, they don't play the happy emote I specified.
Any way around this, and what criteria is the game using to determine the tone of the dialogs, or does the game not do that at all and I'm somehow otherwise encouraging the angry emote?
In game, the characters tend to emote angrily instead while the dialog is being displayed. I've noticed it seems like HP somehow tries to infer the tone of the dialog, and I guess since it is so long and has a lot of exclamation points, it is being inferred as an angry dialog when it should actually be happy and excited.
I was able to get around this by setting the character's unable to animate conversations state, but then they just have a neutral expression, they don't play the happy emote I specified.
Any way around this, and what criteria is the game using to determine the tone of the dialogs, or does the game not do that at all and I'm somehow otherwise encouraging the angry emote?