SALSA with RandomEyes

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This page describes how to set up the Dialogue System with Crazy Minnor Studios' SALSA with RandomEyes. (SALSA with RandomEyes is required.)

SALSA with RandomEyes copyright © Crazy Minnow Studios.


SALSA with RandomEyes Setup

Follow these steps to set up the Dialogue System with SALSA with RandomEyes.

  • Import the package Third Party Support/SALSA with RandomEyes Support. This will unpack files into the folder Third Party Support/SALSA with RandomEyes.
  • Configure your character(s) with Salsa2D/3D and RandomEyes components as described in the SALSA with RandomEyes manual.
  • Use the SALSA() and Eyes() sequencer commands in sequences, such as in the Sequence field of your dialogue entries. You can also take advantage of the entrytag keyword; see Using entrytag To Simplify Sequences.

Example Scene

The Example folder contains an example scene that uses SALSA with RandomEyes. It also uses entrytags. (See Using entrytag To Simplify Sequences.) If you open the dialogue database and examine the first NPC line in the 'Example Conversation' conversation, you'll see these lines:

Camera(Closeup);
SALSA(entrytag); 
Eyes(Player/Head,speaker,frown,2)

The first sequencer command does a closeup of the NPC.

The second sequencer command, SALSA(), plays an audio clip through the speaker's Salsa3D component. The special keyword 'entrytag' for this dialogue entry refers to the audio clip Resources/Ethan_1_1.

The third command, Eyes(), tells the speaker's RandomEyes to look at the child GameObject Head on the Player GameObject and play the frown custom shape for 2 seconds.


Sequencer Commands

You can use the following sequencer commands in your dialogue entries' Sequence fields to interface with SALSA with RandomEyes.

SALSA()

Syntax: SALSA(clip[, subject[, nowait]])

Description: Plays an audio clip with SALSA.

Parameters:

  • clip: The name of an audio clip in a Resources folder.
  • subject: The name of the SALSA speaker. Default: speaker.
  • nowait: If present and nowait, the sequencer command doesn't wait for SALSA to finish.

Example:

  • SALSA(Greetings/Hello) (Plays the clip Resources/Greetings/Hello through the speaker's SALSA component)

Eyes()

Syntax: Eyes(target[, subject[, customShape|group groupName|random[, duration|true|false]]])

Description: Directs a subject's RandomEyes to a target, and optionally plays a custom shape.

Parameters:

  • target: The name of a GameObject in the scene. Default: listener.
  • subject: The name of the RandomEyes character. Default: speaker.
  • customShape|group groupName|random: If specified, plays a custom shape (e.g., an emotional facial expression) or switches to random shapes if random. Custom shapes are unchanged if this parameter is omitted. If the custom shape name starts with "group " (including the space character), the remainder of the name is considered a group name.
  • duration: The duration to play the custom shape. Omit to play forever.
    • If specifying a group name, you can also use true or false instead of a duration to set the status of a group true or false.

Notes:

  • When looking at another character, you will usually want to specify a child GameObject positioned at the target character's head. (See the first example below.) You may need to create a blank child GameObject and position it manually. Otherwise the subject will look at the root of the character's transform, which is usually at its feet.

Example:

  • Eyes(Player/Head) (Points the speaker's RandomEyes at the Head child GameObject in the Player GameObject)
  • Eyes(Door,speaker,frown,2) (Makes the speaker look at Door and frown for 2 seconds)
  • Eyes(Player/Head, Ethan, group Puzzlement, true) (Makes Ethan look at the player's head, enabling the shape group 'Puzzlement')

More info: Sequences


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