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Messages - robmyers67

Pages: [1]
1
Playmaker Help / Re: AddForce 2D Causes Player Sprite To Skip/Jitter?
« on: November 06, 2014, 06:56:43 AM »
Is it interacting with other rigid bodies in your scene. I had an issue where one rigid body was effecting the other

2
Playmaker Help / Re: AddForce 2D Causes Player Sprite To Skip/Jitter?
« on: November 06, 2014, 02:56:35 AM »
just a thought and don't know if it is happening but is every frame checked?

3
Playmaker Help / Re: PlayMakerAnimatorProxy?
« on: November 05, 2014, 05:16:13 PM »
If you look in the editor pull down window on playMaker is a playMaker proxy component hiding in the add ons.

Does that help

4
Playmaker Help / Re: Weird issue with Set Property and Jump
« on: November 05, 2014, 05:10:40 PM »
Sorry mis read slightly,
Have you tried changing the force scale as the gravity may be keeping the character down?

5
Playmaker Help / Re: AddForce 2D Causes Player Sprite To Skip/Jitter?
« on: November 05, 2014, 05:01:29 PM »
This may have something to do with the scale of the sprite. Also you may want to look at the mass scale on the rigidbody combined with gravity.

Think this may help

Cheers

Rob

6
Playmaker Help / Re: Weird issue with Set Property and Jump
« on: November 05, 2014, 04:57:09 PM »
Have you tried setting a force to the object when you press Jump. This will still play the animation but will force the character up in the air.
Make sure h has a rigid body so gravity takes effect and he comes back down.

Cheers

Rob

7
Playmaker Help / Re: Shooting fireball
« on: November 05, 2014, 04:52:55 PM »
IS it a 2d or 3d game,
Either way force would be the right move.
If its 2D you need toadd force 2d and set it in the y. Make sure it has a rigid body either 2D or 3D.

Hope this helps

Rob

8
Playmaker Help / Re: FBX character animation to Playmaker [SOLVED]
« on: October 30, 2014, 06:17:49 PM »
No Problem,
Now get your head around the blending of layers and you will never look back.
Glad it worked

Rob

9
Playmaker Help / Re: FBX character animation to Playmaker
« on: October 28, 2014, 04:54:53 AM »
Hi,
You can do it in playmaker but as I say you need to use mechanim for it to read the animations as individual elements. you also need to use the mechanim playmaker package for you to activate the animations
I noticed on you screen dump you have all the animations pre set.
So it should be straight forward.
The character will need its avatar seeting up with an animator component added.
The screen images attached show the mechanim working with its base animation and another animation added. These can be blended together and do all kind of wonderful things.

all in Playmaker!

Cheers

Rob

10
Playmaker Help / Re: FBX character animation to Playmaker
« on: October 28, 2014, 01:25:29 AM »
sorry spelling error, check out Mixamo for animations etc.

11
Are you working with Unity pro or indie,
If you have pro you can look into the NAV Mesh option which places enemies on paths which they can walk along. etc

Cheers

Rob

12
Playmaker Help / Re: FBX character animation to Playmaker
« on: October 27, 2014, 01:42:59 PM »
Hi, take a look at mechanism and state machines. You also need the animator package for playmaker. Rig your character as humanoid. Open animator window and create a new state. You can assign animations to each state. You won't be playing an animation in the fsm put you will be setting the animator to play the sate you want. Once you get your head round this you can create blends and all sorts of wonderful things. The beauty of mechanism is that you can use animations from different characters. Also check out mix amp for animations and rigging.

Cheers Rob

13
Playmaker Help / Re: Bomb explosion like Bomberman
« on: October 27, 2014, 01:32:36 PM »
Not sure about the game your talking about but have you set the strength as a variable? If so you could assign a global variable so when you pick up it adds the strength. Does that help?

Rob

14
Forum Suggestions / Particle colliders and 2D Physics
« on: May 27, 2014, 04:05:02 PM »
Downloaded the Shuriken Bridge but it doesn't appear to work with a 2d sprite. The sprite has 2d physics circle and rigibody attached. set the particle to mesh etc but not registering the hit in global events. is there a way of making this work?

Cheers

Rob

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