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Topics - forcevfx

Pages: [1]
1
I am building this Unity3D Web Site/App.

re.--------------------
UNImations is dedicated to providing free and inexpensive characters and motion
captured based animations.

 All assets are run through the Unity3D game engine and the web player will show you exactly what your getting. I have decided to use two common rigs(bones), one female and one male. This allows me to re-target my entire library of mocaps, much more easily!! Take a look at some of my video captures and sample web players
----------------------
HD Video: explains more: http://www.youtube.com/watch?v=ulLBsjBYK4s  
UNImations.com (free prefabs and animations)
shop.UNImations.com (paid prefabs and animations)

I am trying to get a string value into FSMvariables.
Please take a look at this, it should explain everything..

Animation Search page: http://unimations.com/anims.aspx

I have tried www. wwwFor, wwwAction (but do i create a custum string parse action?
I am Sooo Close..

I know playmaker will get the animation string, and play it. that works but, I need 3 more string variables.
I know  I can get Unity/Playmaker to play animation by name gender and action type.

Thanks

Patrick

2
I have a characater riding a bmx bike, I am trying to score total rotation for y and X rotation:

Scenario. when my player enters the air, I am capturing vector3/quaterian/euler's from StartJump State and then again on Land OnCollide State.

SkyRyder http://skyryder.playmerc.com/v0_95.aspx

I need to find the total jump rotation in degrees. [Y sideways rotation / X up-down rotation]

I can see the quaterian displaying the right values in the Y variable..BUT how do I access quaterian.Y ??

My player hits a half pipe, rotates (up/dpwn/left/right).

Things I am scoring against:
Total Air Time with Trick Mulitipliers:
ie.

in air over 2 secs & y rotation > 175 < 185 | 180 ??
in air over 2 secs & y rotation > 185 < 359| 360 ??
in air over 2 secs & X rotation > 350 < 359| BackFlip ??
in air over 2 secs & X rotation > 350 < 359| FrontFlip ??

and when he passes the full rotation I set a new value Total 360's / Total Flips.

I am stuck and could really use some advice!

-p

3
Playmaker Help / I am stuck...running variables / GetScript action
« on: June 13, 2011, 07:34:31 AM »
I am trying to incorporate playmaker into some existing code, I wrote a script to send some vars to FSM...

I can see the values changing at runtime, in the editor...I'm like great, I can store these values, every frame
in an upper level fsm, have that run every frame, and all other sub fsm's can get the values from that.

So I am trying to figure out why this simple concept is not working..
Is this the Global Variables issue??
ie.
I have a healthcontroller.cs running, I added a custom script, to get that value in playmaker.
I see the value, I see it changing when hit. when I assign a new playmaker health float to that value, that new float will never change on every frame, while the GetHealth action health is showing realtime values...like I have to call that script on every state, which I would rather not do.

am I missing something, I have to keep all that in code, but still puzzling..

another question, does displaying all those states, switching, have a major performance issue, while running editor, running your game, and other apps?

4
Share New Actions / AI4Enemies (asset store) GetAIController.cs
« on: June 05, 2011, 06:23:28 AM »
there a better way...DUH!!!!!!!!!!
bad idea from begininng-
there is a much better way.
why do things twice?? two sets of running vars/twice mem/cpu
have that script change state for you..

----------------------------------------------------
using HutongGames.PlayMaker; |------------HERE NEW REFERENCE


    //my NEW VARS-------------------------------------------------
    //Will Allow exact Impact Point on chars, enviroment
    //Bullet hitting wall = Dirt/Dust particle emission
    //Bullet Hitting Player/Enemy = Blood spurt/splatter
    //playmaker auto event handler
    //This will allow me full access in a third party API:auto switch states
    //***see these associated markers

    public PlayMakerFSM behavior;|------------HERE NEW 'behavior'


----------------inside running code------------------------------------


                    if (!isAttaking && !isWalkingToLastPosition)
                    {
                        //Enemy is Currently Following Waypoint Path
                        waypointModus = true;

                        //*** Start secondary AI Event Manager
                        //*** Enter 'Enemy Patrol' State

                        behavior.Fsm.Event("toPatrol"); //-----here is where you change playmaker state
                    }


this is a serious enhancment to that product.
You do not have to grab "All" the stuff I am.
be selective..
This is every frame, think of it as a bridge.
my ongoing WIP on this topic,
http://www.playmerc.com/merc_SciFiCity/

Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.ScriptControl)]
[Tooltip("Grabs the current data of the AIController.")]
public class GetAIcontroller : FsmStateAction
{
[RequiredField]
public AIController getAi;
[UIHint(UIHint.Variable)]

    public FsmBool isfollowingTarget;
    public FsmEvent Following;
    public FsmEvent notFollowing;

    public FsmBool isAttacking;
    public FsmEvent attacking;
    public FsmEvent notAttacking;

    public FsmVector3 lastVisiblePosition;
    public FsmInt currentWaypoint;

    private FsmBool waypointModus;
    public FsmEvent OnWaypoint;
    public FsmEvent notOnWaypoint;

    public FsmBool isShooting;
    public FsmEvent Shooting;
    public FsmEvent notShooting;

    public FsmBool isHit;
    public FsmEvent Hit;
    public FsmEvent notHit;

    private FsmBool isWaiting;
    public FsmEvent Waiting;
    public FsmEvent notWaiting;

    private FsmBool isDead;
    public FsmEvent Dead;
    public FsmEvent notDead;

    private FsmBool isAlive;
    public FsmEvent Alive;
    public FsmEvent notAlive;

    private FsmBool isWalkingToLastPosition;
    public FsmEvent ToLastPosition;
    public FsmEvent notToLastPosition;

    public FsmFloat health;


    public bool everyFrame;

        public override void Reset()
        {
            isfollowingTarget = false;
            Following = null;
            notFollowing = null;
            isAttacking = false;
            attacking = null;
            notAttacking = null;
            lastVisiblePosition = null;
            currentWaypoint = 0;
            waypointModus = false;
            OnWaypoint = null;
            notOnWaypoint = null; ;
            isShooting = false;
            Shooting = null;
            notShooting = null;
            isHit = false;
            Hit = null;
            notHit = null;
            isWaiting = false;
            Waiting = null;
            notWaiting = null;
            isDead = false;
            Dead = null;
            notDead = null;
            isAlive = true;
            Alive = null;
            notAlive = null;
            isWalkingToLastPosition = false;
            ToLastPosition = null;
            notToLastPosition = null;
            health = 0;
            everyFrame = false;
        }

        public override void OnEnter()
        {
            isfollowingTarget.Value = getAi.isfollowingTarget;
            Fsm.Event(isfollowingTarget.Value ? Following : notFollowing);

            isAttacking = getAi.isAttaking;
            Fsm.Event(isAttacking.Value ? attacking : notAttacking);
            
            lastVisiblePosition = getAi.lastVisiblePosition;
            currentWaypoint = getAi.currentWaypoint;

            waypointModus = getAi.waypointModus;
            Fsm.Event(waypointModus.Value ? OnWaypoint : notOnWaypoint);
            
            isShooting = getAi.isShooting;
            Fsm.Event(isShooting.Value ? Shooting : notShooting);

            isHit = getAi.isHit;
            Fsm.Event(isHit.Value ? Hit : notHit);

            isWaiting = getAi.isWaiting;
            Fsm.Event(isWaiting.Value ? Waiting : notWaiting);

            isDead = getAi.isDead;
            Fsm.Event(isDead.Value ? Dead : notDead);

            isAlive = getAi.isAlive;
            Fsm.Event(isAlive.Value ? Alive : notAlive);

            isWalkingToLastPosition = getAi.isWalkingToLastPosition;
            Fsm.Event(isWalkingToLastPosition.Value ? ToLastPosition : notToLastPosition);

            health = getAi.health;

            if (!everyFrame)
                Finish();
        }
        
        
        public override void OnUpdate()
{
            isfollowingTarget.Value = getAi.isfollowingTarget;
            Fsm.Event(isfollowingTarget.Value ? Following : notFollowing);

            isAttacking = getAi.isAttaking;
            Fsm.Event(isAttacking.Value ? attacking : notAttacking);

            lastVisiblePosition = getAi.lastVisiblePosition;
            currentWaypoint = getAi.currentWaypoint;

            waypointModus = getAi.waypointModus;
            Fsm.Event(waypointModus.Value ? OnWaypoint : notOnWaypoint);

            isShooting = getAi.isShooting;
            Fsm.Event(isShooting.Value ? Shooting : notShooting);

            isHit = getAi.isHit;
            Fsm.Event(isHit.Value ? Hit : notHit);

            isWaiting = getAi.isWaiting;
            Fsm.Event(isWaiting.Value ? Waiting : notWaiting);

            isDead = getAi.isDead;
            Fsm.Event(isDead.Value ? Dead : notDead);

            isAlive = getAi.isAlive;
            Fsm.Event(isAlive.Value ? Alive : notAlive);

            isWalkingToLastPosition = getAi.isWalkingToLastPosition;
            Fsm.Event(isWalkingToLastPosition.Value ? ToLastPosition : notToLastPosition);

            health = getAi.health;
        }

}
}

5
User Showcase / Enemys4AI and Playmaker
« on: June 04, 2011, 09:56:26 AM »
I am currently fine tunning this level..but if you have Enemys4AI
and want my custom action "GetAIController.cs" let my know!!



no lightmaps, etc, enemies still pretty jittery and no ones is hit or dying.....yet..
Early prototype web player BIG!! 14 MBs
merc_SciFiCity: http://www.playmerc.com/merc_SciFiCity

P-


6
User Showcase / MercMoto: Controlling animation with playmaker
« on: June 04, 2011, 09:49:21 AM »
This is my first attempt at using playmaker.
Simple get key/play animation actions.

http://www.playmerc.com/mercMoto/

do I see a mini game???

P-


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