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Messages - cwmanley

Pages: 1 [2] 3 4 ... 8
16
Playmaker Help / Re: Squarebite Inventory + playmaker
« on: October 16, 2016, 09:08:34 AM »
Hi,

I would not recommend it.

The system uses the legacy gui and it does not "work out of the box" with the latest versions of playmaker and unity.

It has some great examples, but it is not worth $30.

17
Playmaker Help / Re: Help with slider float control
« on: September 26, 2016, 03:23:00 AM »
Hi,

What is the Lerp for?

OnSliderChanged should work instead on everyframe.

Sorry if I am missing something.

Thanks

18
General Discussion / Re: Skinning/Rigging [Asset]
« on: September 26, 2016, 02:43:50 AM »
Hi,

I have added some new tools.

Blend-shape Wrap: Skinned Mesh's Blend-shapes to another Skinned Mesh.

Prefab-maker: For making prefabs with edited meshes, etc.

Thanks

19
Share New Actions / Re: Draw Line 1.1 [last update: 18.05.2015]
« on: September 26, 2016, 02:04:10 AM »
Hello,

I don't think it is a bug.

You might need to edit the DrawLine Action.

Actions that create and destroy can be a pain.

I would prefer a FSM variable so I can handle creating and destroying things myself, but it is not a big deal.

You can learn a lot from tweaking actions, don't be afraid to make things work the way you need them to.

Just make a new FSMGameObject Variable for the LineRenderer.

If you have any problems look at similar actions or pm me.

Thanks

20
Hi,

That is really strange. What version of Unity/Playmaker are you using?

Can you post the errors?

What happens when you start a fresh project with playmaker?

Thanks

21
Share New Actions / Some ConfigurableJoint Actions
« on: September 19, 2016, 09:48:31 PM »
Hi,

SetConfigurableJointLimits
SetConfigurableJointDrives

On the Ecosystem or https://snipt.net/cwmanley/

//TODO

Thanks

Code: [Select]
// License: Attribution 4.0 International (CC BY 4.0)
/*--- __ECO__ __PLAYMAKER__ __ACTION__ ---*/
// Keywords: ConfigurableJoint, Joint

using System;
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Physics)]
[Tooltip("Sets the Drives on a Configurable Joint Component")]
public class SetConfigurableJointDrives : FsmStateAction
{
[RequiredField]
[Tooltip("The Game Object with the ConfigurableJoint component")]
[CheckForComponent(typeof(ConfigurableJoint))]
public FsmOwnerDefault gameObject;

[Tooltip("How the joint's movement will behave along its local axis.")]
public Drives driveType;

[Tooltip("Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position.")]
public FsmFloat positionSpring;

[Tooltip("Resistance strength against the Position Spring. Only used if mode includes Position.")]
public FsmFloat positionDamper ;

[Tooltip("Amount of force applied to push the object toward the defined direction.")]
public FsmFloat maximumForce;

public bool everyFrame;

public enum Drives{
DriveX,
DriveY,
DriveZ,
DriveAngluarX,
DriveAngluarYZ,
DriveSlerp
}

public override void Reset()
{
gameObject = null;
driveType = Drives.DriveX;
maximumForce = 3.402823e+38f;
positionDamper = 0f;
positionSpring = 0f;
everyFrame = false;

}

public override void OnEnter()
{
DoAction();

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

public override void OnUpdate(){
DoAction();
}

void DoAction(){

GameObject go = Fsm.GetOwnerDefaultTarget (gameObject);

if (go == null) {
return;
}

ConfigurableJoint cj = go.GetComponent<ConfigurableJoint> ();

if (cj == null) {
return;
}


JointDrive jd = new JointDrive ();

jd.maximumForce = maximumForce.Value;
jd.positionDamper = positionDamper.Value;
jd.positionSpring = positionSpring.Value;


//
switch (driveType)
{
case Drives.DriveX:
{
cj.xDrive = jd;
}
break;
case Drives.DriveAngluarX:
{
cj.angularXDrive = jd;
}
break;
case Drives.DriveAngluarYZ:
{
cj.angularYZDrive = jd;
}
break;
case Drives.DriveZ:
{
cj.zDrive = jd;
}
break;
case Drives.DriveY:
{
cj.yDrive = jd;
}
break;
case Drives.DriveSlerp:
{
cj.slerpDrive = jd;
}
break;
}
//

}
}
}


Code: [Select]
// License: Attribution 4.0 International (CC BY 4.0)
/*--- __ECO__ __PLAYMAKER__ __ACTION__ ---*/
// Keywords: ConfigurableJoint, Joint

using System;
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Physics)]
[Tooltip("Sets the Drives on a Configurable Joint Component")]
public class SetConfigurableJointDrives : FsmStateAction
{
[RequiredField]
[Tooltip("The Game Object with the ConfigurableJoint component")]
[CheckForComponent(typeof(ConfigurableJoint))]
public FsmOwnerDefault gameObject;

[Tooltip("How the joint's movement will behave along its local axis.")]
public Drives driveType;

[Tooltip("Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position.")]
public FsmFloat positionSpring;

[Tooltip("Resistance strength against the Position Spring. Only used if mode includes Position.")]
public FsmFloat positionDamper ;

[Tooltip("Amount of force applied to push the object toward the defined direction.")]
public FsmFloat maximumForce;

public bool everyFrame;

public enum Drives{
DriveX,
DriveY,
DriveZ,
DriveAngluarX,
DriveAngluarYZ,
DriveSlerp
}

public override void Reset()
{
gameObject = null;
driveType = Drives.DriveX;
maximumForce = 3.402823e+38f;
positionDamper = 0f;
positionSpring = 0f;
everyFrame = false;

}

public override void OnEnter()
{
DoAction();

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

public override void OnUpdate(){
DoAction();
}

void DoAction(){

GameObject go = Fsm.GetOwnerDefaultTarget (gameObject);

if (go == null) {
return;
}

ConfigurableJoint cj = go.GetComponent<ConfigurableJoint> ();

if (cj == null) {
return;
}


JointDrive jd = new JointDrive ();

jd.maximumForce = maximumForce.Value;
jd.positionDamper = positionDamper.Value;
jd.positionSpring = positionSpring.Value;


//
switch (driveType)
{
case Drives.DriveX:
{
cj.xDrive = jd;
}
break;
case Drives.DriveAngluarX:
{
cj.angularXDrive = jd;
}
break;
case Drives.DriveAngluarYZ:
{
cj.angularYZDrive = jd;
}
break;
case Drives.DriveZ:
{
cj.zDrive = jd;
}
break;
case Drives.DriveY:
{
cj.yDrive = jd;
}
break;
case Drives.DriveSlerp:
{
cj.slerpDrive = jd;
}
break;
}
//

}
}
}

22
Share New Actions / Re: RandomName
« on: September 19, 2016, 09:38:46 PM »
Sorry Jean,

I just saw your comment on snipt.

RandomName

On the Ecosystem or https://snipt.net/cwmanley/

Thanks

23
Share New Actions / RandomName
« on: September 12, 2016, 10:45:25 PM »
Hi,

I converted a tutorial to a action for another playmaker user.

Quick Tip: How to Code a Simple Character Name Generator
http://gamedevelopment.tutsplus.com/tutorials/quick-tip-how-to-code-a-simple-character-name-generator--gamedev-14308

I would like to add more syllables.

If anyone wants to contribute, that would be great.

Thanks

24
Playmaker Help / Re: Multiple Slider problem
« on: September 03, 2016, 03:48:01 PM »
Hello,

Is there any ui object blocking it with raycast target checked?

What happens when you switch the sliders places in the hierarchy?

25
General Discussion / Re: Skinning/Rigging [Asset]
« on: September 03, 2016, 03:30:39 PM »
Thanks,

I added custom handles for the bones  :)



26
Share New Actions / DrawLineGL
« on: August 26, 2016, 10:47:02 PM »
Hi,

DrawLineGL draws a mesh line in world space.

On the Ecosystem or https://snipt.net/cwmanley/

//TODO

Thanks

28
Playmaker Help / Re: Magic Carpet controls.
« on: August 25, 2016, 08:08:25 PM »
That is some crazy game-play!

Will the carpet move parallel to the surface in front of it, if the surface is within a range?


29
General Discussion / Re: Skinning/Rigging [Asset]
« on: August 25, 2016, 02:38:43 AM »
Hi,

I am getting closer to a final design for the Weight Painter Window.

Is anyone is interested in beta testing?

I am curious about what issues people have with skinning characters in other programs.

My biggest issues are with 3ds Max.

Thanks

30
Playmaker Help / Re: Get Raycast All info to Vector 3 variables
« on: August 24, 2016, 11:04:29 PM »
Hi,

This might help?


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