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- May 24, 2018
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I'm using Shaz's looping animation script to effectively play animated cutscenes, but I am finding it difficult to get the behaviour I'm after.
SETUP:
Animations are rendered from blender, exported from photoshop as a gif, and then converted into an animation tilesheet.
Two tilesheets are used to form the left and right half of each shot. Simple enough.

After this test shot of a quick camera pan plays, I want it to rest on a still of the last frame to let the player read the on screen dialogue before proceeding to the next shot. Since animations disappear once they end, there is a follow up animation of the last frame of the shot.

in short I want the animated shot to play ONCE and then linger on the last frame until the next shot needs to play.
EXECUTION:

However no amount of switching around event orders/adding wait frames/checking to wait for completion is giving me the behavior I want.
RESULTS:

Either
A: The shot is skipped entirely and just plays the still frame.
B: The shot loops repeatedly and doesn't end.
C: NIETHER of them play.
here I have the still frame wait before being drawn to the screen

You'd think this setup would be fine but this causes neither animation to play???

I'm not at all certain what is wrong.
I was juggling the idea of using video or some roundabout way of using those godforsaken animated picture scripts but for the sort of Interactive cutscene behavior I want, this was the most straightforward way of doing it in my mind.
Any help would be appreciated.
SETUP:
Animations are rendered from blender, exported from photoshop as a gif, and then converted into an animation tilesheet.
Two tilesheets are used to form the left and right half of each shot. Simple enough.

After this test shot of a quick camera pan plays, I want it to rest on a still of the last frame to let the player read the on screen dialogue before proceeding to the next shot. Since animations disappear once they end, there is a follow up animation of the last frame of the shot.

in short I want the animated shot to play ONCE and then linger on the last frame until the next shot needs to play.
EXECUTION:

However no amount of switching around event orders/adding wait frames/checking to wait for completion is giving me the behavior I want.
RESULTS:

Either
A: The shot is skipped entirely and just plays the still frame.
B: The shot loops repeatedly and doesn't end.
C: NIETHER of them play.
here I have the still frame wait before being drawn to the screen

You'd think this setup would be fine but this causes neither animation to play???

I'm not at all certain what is wrong.
I was juggling the idea of using video or some roundabout way of using those godforsaken animated picture scripts but for the sort of Interactive cutscene behavior I want, this was the most straightforward way of doing it in my mind.
Any help would be appreciated.