[RMMZ] DRAGONBONES ISSUE
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This is for anyone familiar with Dragonbones and the Yanfly Plugins that are associated with it. For what I'm developing, I utilize 2D sprite animations that can only be used with Dragonbones. I've been successful in getting the motions to trigger at the right times, and they appear to at least play out...but there are some issues that seem to mostly happen with the player characters.
So in this first video, I demonstrate how melee combat would work. Thanks to the Custom Action Sequences, I'm able to cause damage to occur with timed use of the MECH plugin command and Common Event call function. With the enemy, they are shown to stagger as intended whenever they take damage, and even when done multiple times, it doesn't revert back to the idle animation right away...unlike with the player character, who only has their 'damage' animation shown for a split second before going back to their idle animation. Bare in mind that the attacks shown, even the default attack, use a Custom Action Sequence prompt that relies on Common Events to carry out everything, and as far as their settings go (both in RPG Maker and Dragonbones) the characters and animations are set up the same way.
Now, if the attack from the enemy was not done with a custom animation sequence, as shown in this video, the damage animation plays out normally. Similarly, the chant and cast animation plays out in their entirety when done normally (and thankfully for both in the case of magic use), but if done with a custom sequence, it abruptly goes back to the idle animation. Even if forced into it through a plugin, the player character will only change for a split second before going back to the idle animation. But that's not the case for the enemy.
I should also note that the death animation plays out as intended.
Now for another conundrum, is the abnormal animation. While not shown, I will say that when the character is Paralyzed and unable to make an action, they will be shown in that same animation constantly. But when Poisoned, they will only be that way when they are not currently taking an action. Until they do, they are shown to be in idle motion.
I could show some of the settings in Dragonbones itself and what I do for everyone, but I think most of the problems lie in the DragonbonesUnion plugin itself. I just don't know what might cause the player character to only experience brief instances of their animation playing before defaulting back and not the enemy. If anyone has any ideas on what could be done, I would appreciate it.
So in this first video, I demonstrate how melee combat would work. Thanks to the Custom Action Sequences, I'm able to cause damage to occur with timed use of the MECH plugin command and Common Event call function. With the enemy, they are shown to stagger as intended whenever they take damage, and even when done multiple times, it doesn't revert back to the idle animation right away...unlike with the player character, who only has their 'damage' animation shown for a split second before going back to their idle animation. Bare in mind that the attacks shown, even the default attack, use a Custom Action Sequence prompt that relies on Common Events to carry out everything, and as far as their settings go (both in RPG Maker and Dragonbones) the characters and animations are set up the same way.
Now, if the attack from the enemy was not done with a custom animation sequence, as shown in this video, the damage animation plays out normally. Similarly, the chant and cast animation plays out in their entirety when done normally (and thankfully for both in the case of magic use), but if done with a custom sequence, it abruptly goes back to the idle animation. Even if forced into it through a plugin, the player character will only change for a split second before going back to the idle animation. But that's not the case for the enemy.
I should also note that the death animation plays out as intended.
Now for another conundrum, is the abnormal animation. While not shown, I will say that when the character is Paralyzed and unable to make an action, they will be shown in that same animation constantly. But when Poisoned, they will only be that way when they are not currently taking an action. Until they do, they are shown to be in idle motion.
I could show some of the settings in Dragonbones itself and what I do for everyone, but I think most of the problems lie in the DragonbonesUnion plugin itself. I just don't know what might cause the player character to only experience brief instances of their animation playing before defaulting back and not the enemy. If anyone has any ideas on what could be done, I would appreciate it.
For future reference, we do have a "youtube" tag. So, for example, your first link could be...
...(minus the "url" tag) results in...
[youtube][url]https://www.youtube.com/watch?v=YkUxuWw56Ls[/url][/youtube]
...(minus the "url" tag) results in...
This can be closed because I just now figured out what was causing it. It was a mix of both the plug-ins and Dragonbones Pro itself. Essentially, when I first set up what motions were to be played, I had tried using the key frames and at the time I had no idea that the "Walk" motion didn't actually cause them to walk because it acted as like an idle animation. And because that kept causing issues, I thought to skip the keying process as it would play the respective animations I had set up before hand. And it seemed to work for party members and enemies.
Then of course, what happened earlier had started occurring, so I fiddled around with keying again and changed a few settings in the plug-ins and suddenly it works as it should. I noticed that doing this will ensure that whatever animations need to play will, because if I don't set up key-frames then, say for example...a status ailment wears off but it doesn't return to the idle animation, then the motion would remain as such. Same with not changing from the Damage motion to the Wait motion.
I'll still need to fiddle with it, but I think this solves my problem so this can be closed for good.
Then of course, what happened earlier had started occurring, so I fiddled around with keying again and changed a few settings in the plug-ins and suddenly it works as it should. I noticed that doing this will ensure that whatever animations need to play will, because if I don't set up key-frames then, say for example...a status ailment wears off but it doesn't return to the idle animation, then the motion would remain as such. Same with not changing from the Damage motion to the Wait motion.
I'll still need to fiddle with it, but I think this solves my problem so this can be closed for good.
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