Character creation in the Microsoft Agent Character Editor involves assembling individual image files, establishing behavioral configurations, and compiling them into an interactive digital assistant. The tool organizes character components via a navigation tree on the left and detail panels on the right. Step 1: Initialize a New Character Project Open the Microsoft Agent Character Editor. Click File > New. Choose your configuration type:
Custom Character: To design an entity completely from scratch.
Default Character / Office Assistant Character: Pre-configures required standard animations and state behaviors. Step 2: Define Character Identity and Global Properties
Select the root Character icon in the project tree to set the general options on the right side of the window:
Name: Type a user-friendly name (up to 32 characters). Choose a name easily pronounced by Text-To-Speech (TTS) engines.
Description: Provide a brief summary (up to 256 characters) that client applications can expose to end users.
GUID: The editor generates a unique global identifier automatically to let the engine distinguish it from other models.
Language ID: Select the target primary language so the character associates properly with localized systems and code pages. Step 3: Configure Output Settings
Switch between the property tabs to customize how the character interacts visually and audibly:
Word Balloon: Define the visual behavior of the character’s speaking bubble. Customize the font, text colors, and frame dimensions.
Audio Feed: Configure standard speech engine traits, sound effects, or text-to-speech (TTS) playback behaviors. Step 4: Create Individual Animations
Characters come alive through frame-by-frame sequences built using externally drafted graphics:
Ensure your visual frames are saved in a standard format, such as 256-color Windows Bitmap (.BMP) or .GIF.
Right-click the Animations folder in the tree and select New Animation.
Give the animation an explicit identifier (e.g., Acknowledge, Wave, or Read).
Right-click your new animation to select Insert Frame or use Insert Image Files to batch-load your custom bitmaps. For each frame, set the Duration (in tenths of a second).
Specify target map layers, sound files (.WAV), and speaking overlays (for lip-sync frames).
Establish conditional branching paths if you want variations or loops to cycle organically. Step 5: Assign State Intercepts
Map your customized animations to standard system events by expanding the States folders. This links events like Idling, Hearing, or Showing directly to your designated animation profiles so the engine invokes them correctly without raw scripting. Step 6: Save and Compile the Final Character File
Command Reference (Microsoft Agent Character Editor) – Win32 apps
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