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Topics - colpolstudios

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Playmaker Help / Jumping within the stealth project
« on: November 26, 2015, 02:42:04 PM »
I have added a jumping to the project spacebar to jump.

I am using mixamo animation. I would like to know how to actually translate the model forward while he is jumping. Would it be possible to have a variable exposed that is used for the distance so I could alter the distance jumped.

character can sneak, walk, wave hand, Die press h twice and jump spacebar to jump.

Sorry no restart button if you die.

unity manual quote:

Can you add animation events to Mecanim?

This is high in our priorities for future development. For the time being, we suggest using additional animation curves to simulate events approximately. Although this technique doesn’t recreate events exactly, many of our users have reported it as useful.

Play maker details

Currently using

Movement : This FSM controls the player movement and targeting using the axis vector and feeding it to the
character controller move vector.

Mecanim : This FSM feeds the Player mecanim animator with speed data and trigger data. It watches the
character controller velocity and feeds to the mecanim animator. The mecanim animator uses this data to
switch from idle to running states.

speed is the variable used, with this open in the inspector and playing the value goes from 0 - 5

The animation in use is running Details:

0.0 - 12.0 @ 30fps

Question: How would you setup an FSM to play a single footstep sound for when each foot should be touching the ground based on the input from the user?

I am using FPS PlayMaker Kit with some minor changes.

General Discussion / FPS + playmaker + FPS Control
« on: October 09, 2014, 04:18:44 PM »
Hi, I am playing around with this FPS Control:!/content/5348

However I am using this asset for the scene:!/content/13881

With that in mind only some areas are tagged, to allow for ray cast hit.


Starting point "main hall", if lock shot then a little into this area.

Elements added:

pick up sound, reload, shooting and door sound.

I wanted to see how the!/content/13881would cope in a new setting and well the demo says it all.


Personally I like the models used in this version.

As RAIN is quite hard to fully understand I have yet to try and use Ai within the scene.

What advice would you give on an easy but free Ai?

General Discussion / Auto desk charactor Generator updated
« on: August 17, 2014, 07:40:12 AM »
Hi, auto desk have updated there export options to include a new option Unity (.fbx)

More information can be found here:

Here is a demo:

Playmaker Help / Aiming help
« on: August 12, 2014, 09:10:36 AM »
Using playmaker I am raycasting myself from the shooting camera towards the sphere (AIM Target)


When you hit play the Y hit point is at 2.0, but I am playing aim straight at this point.

The camera in scene view is directly behind the player at a 90% angle facing forwards the ray always goes through the sphere (AIM Target).

The player needs to be aiming up, but within a weighted range 0 -1 ; 1=100% of the animation to be played so this would be straight up in the air.

Is there a way to take the hit point details and convert them so I could use the information and apply it to the weighted range?

Reply: Yes, but it requires some math:

Vector3 A = player between shoulders;
Vector3 B = hitpoint;
Vector3 E = B - A;
Vector3 D = E;
D.y = 0;
float C = Angle(E, D);
float X = Sin(C);
X = (X+1) / 2

X is the weighted range.

Question could someone please help me set this up

Work In Progress... / new character for the stealth project
« on: August 05, 2014, 02:54:53 PM »
I have been reworking the main character used in the play maker stealth scene.

My head is still swimming with all of the info I had to take in, in order to get the hero character from the 3rd person shooter project working in the first place.

If you have time please test the latest update:


You can walk / run with no gun equipped you can also sneak as normal in this mode.

You can walk run with gun equipped however the sneak mode is now with gun in hand.

The character now aims up and down when gun equipped.


Main camera has the done camera movement c# script.

Shooting camera has the c# shooter came camera script with the angle v (mouse Y) input feeding the animations controller component to drive the animations.

Animations: shoot straight, shoot up and shoot down.

Known issues:

walking backwards when gun equipped.

This is due to always looking at the aim target when moving, not to sure how to solve this one :(

Please let me know of areas that need more work.

Thank you


Hi I have been reworking the main character of the stealth tutorial, playable demo of my progress so far:

The character model never rotates but uses animation to do so, so when I create the bullet i need some way to rotate the bullet so that it its z direction matches the animated direction of the player.

I translate the bullet in its current z axis.

In the demo the translation is OFF!

Any ideas are most welcome as I am beaten so far.

Question posted in the unity help forums but unanswered.

Animation curves. In chapter 402 ("Enemy Animator Controller"), at 1m16s, we see a curve representing movement over time during the animation. It's in the Inspector when selecting Assets/Animations/Humanoid/humanoid_weapon_shoot, in a 'Curves' section, below sections called 'Body Mask' and 'Transformation Mask'. What I see in Unity at the bottom of the Inspector is 'Mask' and 'Events' sections - no 'Curves'. Where can I see the curve?

I need this curve in order to reproduce the curve within a playmaker FSM as a animated float.

If some one could help with the correct animated float, but it needs to be an exact match as the one used in order to send a custom event to another FSM.

I cannot find the Curve does anyone know were this is?

Could You help by creating an animation float that will match the curve by viewing the one shown in the video tutorial, In chapter 402 ("Enemy Animator Controller"), at 1m16s?

Thankyou for your time and help with this matter



Hi, I have been playing around with the Hero model from the complete projects 3rd person shooter and trying to use this model and anim as a new character within the Stealth project although I am learning from mistakes as I go it is going very slowly.

I was able to swap to the DonePlayerAnimator and use the Playmaker FSM's to control the new character I recently added the ability to equip the gun or not and you can only shoot with the gun equipped.

some issues:

when shooting the players arm will go through walls but when gun is not used the player stops at the wall correctly.

I want the players arm not to go through the wall and could someone help with a suggestion please.

Thank you for you time


General Discussion / Sprite Master + Playmaker
« on: March 29, 2014, 03:30:48 AM »
Hi, my submission to the unity asset store

- Easy setup
- Unlimited number of Animations
- Unlimited number of animation frames
- Easily adjust the speed of animation frames
- Play automatically to preview your animation
- Starting point control
- One method control, incorporating loop or not
- One call to stop any animation instantly
- Additional Bonuses
- 3rd Person Camera
- Web Player Incognito
- Incognito unity scene
- Perfect for beginners

General Discussion / 2D and Iso setup for Daz Studios 4
« on: March 25, 2014, 04:55:07 PM »
After a few years and yes, I do mean years of work I am very proud to inform you of the FREE release of this product.

Description: The 2D and Iso setup for Daz Studios can be downloaded as .Zip file from this link updated 12/04/2014

The 2D and Iso setup is a Daz studios scene_subset, once loaded into Daz Studios this scene subset gives you eight new cameras and lighting.

With the new cameras and lighting you can easily render either in 2.5d “Iso” or 2D that allow creating, full eight direction animation sequences.

This is ideal for characters and environments used in games.

Traditionally an animated ani-block or .bvh walk cycle is 30 frames of animation by employing the techniques within the included fifteen pages PDF the frames are effectively halved.

Primary focus of the PDF file and the Daz studio scene is to empower games designers in the development of creating characters for use for there own specific requirements in Games.

You can pm me in relation to support or questions, but be aware I cannot offer full support as the product is FREE.

Users of the information are free to use the information in the creation of characters for there own gaming needs and credit to my work is not required but would be nice.


General Discussion / kite flying
« on: March 16, 2014, 01:19:41 PM »
If I wanted a character to control a kite would the string need to be modeled?

I use blender and I could I think use an empty to mark the points where the string would go from the character and use a line render for the string.

However the kite will be able to pull the player off balance so i am unsure of what would be the correct method, could someone please give me some tips.

General Discussion / Typewriter style information for the user
« on: February 01, 2014, 05:25:23 PM »
Not to sure if this is even possible i would like to display a string of text information but one letter at a time like it was being typed.

What thoughts are there about this type of information would it be a good or bad idea.

mission objectives is what i thought of putting into the string fields.

Any one any ideas on how to go about doing something like this in unity?

General Discussion / Blender and unity 4.3f1
« on: January 29, 2014, 04:35:28 PM »
Hi, I am more a modeler than a animator when it comes to working with blender.

And it seems the old way to animate an object in unity has changed beyond my understanding.

So in the end I had no choice but to learn a way that I was happy with so I choose blender.

The object is a lift with the animated doors opening and closing, it took a very long time as I am not used to animating using blender.

Normally I would just export my models to unity as .fbx and everything worked well, but this time I needed animation.

Using this route I found it just to difficult to import the model with the animations.

I did ensure animation was checked.

In the end i created a new folder in my assets "blender" and dragged the entire blend file in.

Using this approach I was able to bring the model and all of the animations.

my idle doors closed.

lift doors open.

lift doors closed.

Although I got a skinned mesh render component I felt this was to much so removed it and replaced with mesh render and mesh filter.

I had to reassign the textures but it seems to be working.

To be honest I am quite out of my depth.

I would like to be able to use the the animator component to drive my animations using the animations lift open and close.

Has anyone any experience using blender in this way and could you help me out?


General Discussion / asset store submission for playmaker package
« on: January 20, 2014, 05:26:45 AM »
I am thinking of submitting my first asset, but my asset depends on playmaker FSMs.

Is there a guide or template I should be using?

Is there a standard for the amount of detail when explaining my FSMs?

Possibly someone how has submitted could guide me on best practice.

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