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Level 5 - Lesson 2: CoPilot Designer Editing Dialogue Nodes
Level 5 - Lesson 2: CoPilot Designer Editing Dialogue Nodes

Level 5 - Lesson 2: CoPilot Designer Editing Dialogue Nodes

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Lesson information:

As you watch the video, look out for these learning points:

  • How to create and edit Dialogue Nodes in CoPilot Designer.
  • How to add speaking lines for 1 or multiple Virtual Humans.
  • How and why to add a Type, Notes and Hints.

Dialogue Nodes (features on the right-side panel)

→ Select the Virtual Human

  • Easily switch the Virtual Human speaker of the Dialogue Node.

→ TYPE

  • Type doesn’t actually influence scoring.
  • Choosing a “Type” creates little feedback icons which appear above the Virtual Humans after they speak.
  • Type is primarily useful for when dialogue appears after a Learner Decision and we want to indicate if their response was “good, bad or neutral”

→ NOTES

  • Notes do not appear on the screen for the learner to see.
  • Notes is useful for creators to collaborate on a file, or for directions for a voice actor.
  • *The Notes field WILL export with the script.

→ *Optional: Add Multiple Virtual Humans to speak on 1 Dialogue Node

  • There is also the option to add multiple virtual humans within the same Dialogue Node.
  • This can be helpful when you want virtual humans to interact with each other while they're speaking.

→ Hint

  • Hints WILL appear on screen for the learner.
  • You can edit when they appear in the timeline of performance once you go into Performance Editor.
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Video Transcript
  • Okay, so let's dig a little deeper into dialogue nodes. So just like we talked about, either click and drag or right click to be able to create your dialogue node.
  • And once it exists, just click on it to open this right hand menu. You'll see the dialogue node name at the top here.
  • You can go ahead and edit that. And that is mainly useful we found for when you want to export scripts or if you're trying to keep track of lots of different dialogue nodes in a flow.
  • Or you can just stick with the auto-generated numbers either way. So you'll see whatever virtual humans you picked during project setup at the top here.
  • To add a speaking line for a virtual human, just click on their icon at the top. So here we have June.
  • We can easily swap him out with Mark. So if we decide we actually want Mark to speak this line, go ahead.
  • And you can have him just type whatever text you'd like him to say here. This'll work with our neurally generated voices or you'll also have the option to export this script and add your own audio to it if you'd like to record somebody outside the tool.
  • So let's say welcome to and then down here we have the type the type doesn't actually influence scoring at all.
  • The type creates little feedback icons that appear above the virtual humans right after their speaking. So this is primarily useful for when dialogue appears after a user decision.
  • So if the learner said something not so great and we're having June React in a negative way, we might click this bad option, which will have a little red X appear above him, kind of like an and then if they've said something really positive, we could go with the good, which is a green check mark, or we have our neutral, which is a little yellow line.
  • Misunderstood is really about if, hey, I didn't understand you we tend not to use that option so much. And then down here, your notes, this won't appear on screen for the learner.
  • The main reason this gets used is either to leave notes to other creators who might be working in the same file or sometimes this gets used as directions for a voice actor because this notes field will export with the script.
  • So let's say we want the actor to speak it enthusiastically. We can leave them a note about that. And then you can also click to add multiple virtual humans within the same dialogue node.
  • So let's give Mark something to say and we're gonna keep him with no type cuz this isn't really providing any feedback and we're not gonna leave him a note.
  • Down here at the bottom you'll see hints. So you can click to add a hint. I'll go ahead and add text here.
  • So hints will appear on screen to a learner. You'll be able to edit when they appear in the timeline of performance.
  • Once you go into performance editor, you can also add dialogue nodes back to back. So if we wanted to have Mark and that dialogue node and then have him say something else, we can totally do that.
  • The main difference is that each of these dialogue not aligns, will be edited within the same performance screen. So this can be really helpful when you want virtual humans to interact with each other while they're speaking.
  • So if we wanted Mark to continually look at June while he's speaking, we would be able to do that within this one dialogue node as opposed to if we had them separate, each of their performances would be edited separately.
  • And that's really the basics of dialogue nodes. Thanks.
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Level 5 - Lesson 2: CoPilot Designer Editing Dialogue Nodes
Level 5 - Lesson 2: CoPilot Designer Editing Dialogue Nodes
Completed

…and then go to the next Lesson! 💪

Level 5 - Lesson 3: CoPilot Designer Editing Decision Nodes
Level 5 - Lesson 3: CoPilot Designer Editing Decision Nodes
Completed