Hawf

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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.

2022-11-28_16-00-43.png

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.

2022-11-28_16-00-54.png

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:
2022-11-28_16-17-53.png

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

RESULTS:
2022-11-28_16-17-32.png

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
2022-11-28_16-23-08.png
You'd think this setup would be fine but this causes neither animation to play???
2022-11-28_16-23-00.png

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.
 

Hawf

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I adjusted the script to let me call an animation that doesn't loop

2022-11-28_18-13-33.png

2022-11-28_18-14-28.png

But this set up still results in it jumping to the still frame.
 

Hawf

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sorry for the triple post, but is there a script I can call that will clear the current animation on screen even if it has not completed its animation? Like a clear.Cache or something I can call specifically for animations? No amount of googling has provided me anything useful.
 

Hawf

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I tried trouble shooting this with OpenAI but I don't think it was familiar with RGSS3 enough to help me, it kept citing methods that didn't even exist.
Sorry to bump this thread yet again but I honestly do not know where to go from here.
 

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