playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Hayato

Pages: [1]
1
Playmaker Bug Reporting / Re: 1.9.0 Issue
« on: May 31, 2018, 10:01:40 AM »
I got the same problem when getting last version of DataMaker , too .
But it can fix by import "PlayMakerUtils" package in ecosystem or GitHub page.
https://github.com/jeanfabre/PlayMakerCustomActions_U4/blob/master/PlayMaker/Ecosystem/Custom%20Packages/Utils/PlayMakerUtils.unitypackage



Playmaker ver. 1.9.0, Ecosystem 0.6.1 Unity ver. 2018.1.0f2

2
Share New Actions / Re: DataMaker Xml xPath and Json [JANUARY 2018]
« on: March 08, 2018, 06:23:54 AM »
Hi,

OK I know if I setup a variable index and always set it to 0 before the state will make fine after 2nd run , but if I hide Line 117 it will work well even I setup a index or not (also the index can be set to any int will works as well when hind line 117).
That's because you have use "nextItemIndex" to deal with DoGetNextNode() loops , maybe it's not necessary to save back nextItemIndex value to "index" in line 177 , and that will make this action more easy to use .:)

DataMaker is a super powerful tool , but it's some what hard to learn without hints , if you can give a hint in the action tell the RESET is MUST HAVE , that will help a lot .
Thank you for taking time with my questions !




Hi,

Ok, yes, I see. you need to create a variable index that you put in the action, and set that 0 in the same state as you reset, otherwise it starts at the index of this property. And the bug in this action is if index property is not set.

so for now do the step above, while I finish up some pending work, I want to update soon with the Reference browser as well as some new Utils features.

Thanks for pointing that out :)

Bye,

 Jean

3
Share New Actions / Re: DataMaker Xml xPath and Json [JANUARY 2018]
« on: March 06, 2018, 11:11:04 PM »
Hello Jean,

Thank you for removing logs from console .
But in the new version "XmlGetNextListProperties" still go wrong after the 2nd run.

Line 117
Code: [Select]
index.Value = nextItemIndex;When DoGetNextNode() it just set Index to the last "nextItemIndex" value get at the end of 1st run.
It make 2nd run start with the wrong index.

Please check about it , thanks !


Hi,

 new version is out on the ecosystem :)

 Bye,

 Jean

4
Share New Actions / Re: DataMaker Xml xPath and Json [JANUARY 2018]
« on: February 27, 2018, 08:10:46 AM »
Okay finally I find out the reason why , there are 2 things need to do.
1.MUST setup the reset bool variable in "XmlGetNextNodeListProperties" action , and set true evertime before take a new reference.
2.Open "XmlGetNextNodeListProperties" script and hide line 117:
Code: [Select]
index.Value = nextItemIndex;
to fix the index bug.
Hope there will be a update that need not to setup reset veriable and set true everytime .

Although I still don't know how to trun off the mass "good" message in console please help me to stop it .
Thank you.


Hello , I got a problem with "XmlGetNextNodeListProperties" .

I just download DataMaker from ecosystem and using playmaker 1.8.9 and unity 2017.3.0f3.

When I use "XmlSelectNodes" to Query and setup Store Reference then use "XmlGetNextNodeListProperties" to get properties in nodes , it works as well at the 1st time .
Then I change the xPath Query words and do 2nd query again , I can see the Xml Result in "XmlSelectNodes" have changed as what I do , but "XmlGetNextNodeListProperties" still give back the properties as 1st Query , even I chang Store Reference everytime I make query.

By the way , after install DataMaker , I got a lot of "good" message on unity console window when mouse around playmaker editor in editor time and playing time , is that any way totrun off it ?

5
Share New Actions / Re: DataMaker Xml xPath and Json [JANUARY 2018]
« on: February 27, 2018, 05:36:10 AM »
Hello , I got a problem with "XmlGetNextNodeListProperties" .

I just download DataMaker from ecosystem and using playmaker 1.8.9 and unity 2017.3.0f3.

When I use "XmlSelectNodes" to Query and setup Store Reference then use "XmlGetNextNodeListProperties" to get properties in nodes , it works as well at the 1st time .
Then I change the xPath Query words and do 2nd query again , I can see the Xml Result in "XmlSelectNodes" have changed as what I do , but "XmlGetNextNodeListProperties" still give back the properties as 1st Query , even I chang Store Reference everytime I make query.

By the way , after install DataMaker , I got a lot of "good" message on unity console window when mouse around playmaker editor in editor time and playing time , is that any way totrun off it ?



6
Hello,
Unity 2017.3 is released days ago , and I got the same problem with playmaker in 2017.3.0f3 .
I can use right-click menu to move action to top or bottom , but can no longer drag actions to change their order in state .
Dose anyone meet the same problem ?

7
Oh ! It works to me , thanks a lot !! :D

Hi,
Ecosytem 0.4.9 only works partially (due to a unity bug)
You can find the actions here

8
In 2017.1.0f3 and ecosystem ,I can not find the ParticleSystem Play and Stop actions. (Using ecosystem 0.49 because 0.50 doesn't work with 2017.1)

And it also can not popup "ScriptControl>Call Method" Action when drag particle component into FSM States. Witch can be called by unity trigger event or button event.

Is there any way to trigger Particle Play and Stop function with playmaker now ?

9
[Solved!]

I compare the "SetAnimatorIKGoal.cs" and "SetAnimatorLookAt.cs" files.
And found that SetAnimatorIKGoal have change to use "PlayMakerAnimatorIKProxy" component ,but SetAnimatorLookAt Action still use a old "PlayMakerAnimatorMoveProxy" component .
So I try to exchange some words in SetAnimatorLookAt.cs base on the SetAnimatorIKGoal.cs , somthing like :
Code: [Select]
PlayMakerAnimatorMoveProxy --> PlayMakerAnimatorIKProxyand
Code: [Select]
public void OnAnimatorMoveEvent() --> public void OnAnimatorIKEvent(int layer)
Finally it works well now :)

The modified "SetAnimatorLookAt.cs" as below :
Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2015. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory("Animator")]
[Tooltip("Sets look at position and weights. A GameObject can be set to control the look at position, or it can be manually expressed.")]
[HelpUrl("https://hutonggames.fogbugz.com/default.asp?W1071")]
public class SetAnimatorLookAt: FsmStateAction
{
[RequiredField]
[CheckForComponent(typeof(Animator))]
[CheckForComponent(typeof(PlayMakerAnimatorIKProxy))]
[Tooltip("The target. An Animator component and a PlayMakerAnimatorIKProxy component are required")]
public FsmOwnerDefault gameObject;

[Tooltip("The gameObject to look at")]
public FsmGameObject target;

[Tooltip("The lookat position. If Target GameObject set, targetPosition is used as an offset from Target")]
public FsmVector3 targetPosition;

[HasFloatSlider(0f,1f)]
[Tooltip("The global weight of the LookAt, multiplier for other parameters. Range from 0 to 1")]
public FsmFloat weight;

[HasFloatSlider(0f,1f)]
[Tooltip("determines how much the body is involved in the LookAt. Range from 0 to 1")]
public FsmFloat bodyWeight;

[HasFloatSlider(0f,1f)]
[Tooltip("determines how much the head is involved in the LookAt. Range from 0 to 1")]
public FsmFloat headWeight;

[HasFloatSlider(0f,1f)]
[Tooltip("determines how much the eyes are involved in the LookAt. Range from 0 to 1")]
public FsmFloat eyesWeight;

[HasFloatSlider(0f,1f)]
[Tooltip("0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).")]
public FsmFloat clampWeight;

[Tooltip("Repeat every frame. Useful for changing over time.")]
public bool everyFrame;

private PlayMakerAnimatorIKProxy _animatorProxy;

private Animator _animator;

private Transform _transform;

public override void Reset()
{
gameObject = null;
target = null;
targetPosition = new FsmVector3() {UseVariable=true};
weight = 1f;
bodyWeight = 0.3f;
headWeight = 0.6f;
eyesWeight = 1f;
clampWeight = 0.5f;

everyFrame = false;
}

public override void OnEnter()
{
// get the animator component
var go = Fsm.GetOwnerDefaultTarget(gameObject);

if (go==null)
{
Finish();
return;
}

_animator = go.GetComponent<Animator>();

if (_animator==null)
{
Finish();
return;
}

_animatorProxy = go.GetComponent<PlayMakerAnimatorIKProxy>();
if (_animatorProxy!=null)
{
_animatorProxy.OnAnimatorIKEvent += OnAnimatorIKEvent;
}else{
Debug.LogWarning("This action requires a PlayMakerAnimatorIKProxy. It may not perform properly if not present.");
}



GameObject _target = target.Value;
if (_target!=null)
{
_transform = _target.transform;
}


DoSetLookAt();

if (!everyFrame)
{
Finish();
}
}

public void OnAnimatorIKEvent(int layer)
{
if (_animatorProxy!=null)
{
DoSetLookAt();
}
}

public override void OnUpdate()
{
if (_animatorProxy==null)
{
DoSetLookAt();
}
}


void DoSetLookAt()
{
if (_animator==null)
{
return;
}

if (_transform!=null)
{
if (targetPosition.IsNone)
{
_animator.SetLookAtPosition(_transform.position);
}else{
_animator.SetLookAtPosition(_transform.position+targetPosition.Value);
}
}else{

if (!targetPosition.IsNone)
{
_animator.SetLookAtPosition(targetPosition.Value);
}
}


if (!clampWeight.IsNone)
{
_animator.SetLookAtWeight(weight.Value,bodyWeight.Value,headWeight.Value,eyesWeight.Value,clampWeight.Value);
}else if (!eyesWeight.IsNone)
{
_animator.SetLookAtWeight(weight.Value,bodyWeight.Value,headWeight.Value,eyesWeight.Value);
}else if (!headWeight.IsNone)
{
_animator.SetLookAtWeight(weight.Value,bodyWeight.Value,headWeight.Value);
}else if (!bodyWeight.IsNone)
{
_animator.SetLookAtWeight(weight.Value,bodyWeight.Value);
}else if (!weight.IsNone)
{
_animator.SetLookAtWeight(weight.Value);
}


}

public override void OnExit()
{
if (_animatorProxy!=null)
{
_animatorProxy.OnAnimatorIKEvent -= OnAnimatorIKEvent;
}
}
}
}


10
Thank you for reply my question.
I have drop the PlayMakerAnimatorIKProxy component into the humanoid charactor.
And can see the "Set Animator IK Goal" work well.
But the "Set Animator Look At" seem didn't work at the same charactor.
Do I miss anything or just use the action in a wrong way ?

I take a screenshot for it.


11
Playmaker Help / Mecanim "Set Animator Look At" can't work in Unity5
« on: April 23, 2015, 08:23:37 AM »
Hello I'm using  Mecanim Animator actions in unity 5 and find the "Set Animator Look At" Action can't work.
It got warning massage below:

Code: [Select]
Setting and getting IK Goals should only be done in OnAnimatorIK or OnStateIK
UnityEngine.Animator:GetIKRotation(AvatarIKGoal)
HutongGames.PlayMaker.Actions.GetAnimatorIKGoal:DoGetIKGoal() (at Assets/PlayMaker Animator/Actions/GetAnimatorIKGoal.cs:109)
HutongGames.PlayMaker.Actions.GetAnimatorIKGoal:OnUpdate() (at Assets/PlayMaker Animator/Actions/GetAnimatorIKGoal.cs:95)
HutongGames.PlayMaker.FsmState:OnUpdate()
HutongGames.PlayMaker.Fsm:UpdateState(FsmState)
HutongGames.PlayMaker.Fsm:Update()
PlayMakerFSM:Update()

The Animator IK Proxy has added and other IK actions like "SetAnimatorIKGoal" can work well.
How can I fix it ?

*Using playmaker 1.7.8.3  and Unity 5.0.0 Mecanim Actions in Unity 5.0.1f1 (https://hutonggames.fogbugz.com/default.asp?W1031)

Pages: [1]