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 - C.J.Geringer

Pages: 1 [2] 3
16
Playmaker Help / Re: Need Help understanding Itween actions
« on: February 13, 2017, 01:59:19 AM »
Thank you for the reply, Same thing happens, but at different speeds.

I have also tryed changing the "Stop on exit" and "loop don´t finish" checkboxes

17
Playmaker Help / Need Help understanding Itween actions
« on: February 12, 2017, 06:47:32 AM »
i am having trouble understanding how to properly use iTween actions.

I am essentially using two iTween actions: rotate to and rotate by. Rotate to works as I expected.

However rotate by does not. i want it to rotate by a specific number of degrees, (e.g.:180) and I set the vector the same way I set in the "rotate to" Action:180;0;0, and then set the finish event to "Finished" which triggers a state transition

However the object always does multiple revolutions.Why is that?

Thank you for your time.

18
Playmaker Help / Re: 3D Jump with XZ speed conservation
« on: October 30, 2015, 03:02:37 AM »
Apprently "get velocity", needs a rigid body to work, and one shouldnot use a rigid body with a character controller.

Does anyoen know a work around for this, before I try to make my own custom action?

19
Playmaker Tutorials / Re: Official Tutorial Request Thread
« on: October 29, 2015, 03:35:18 PM »
I am having trouble making a jump/falling system where the speed in the XZ plane is concerved with playmaker and mecanim.

A tutorial about that would be nice.

20
Playmaker Help / Re: 3D Jump with XZ speed conservation
« on: October 28, 2015, 05:14:50 PM »
I am trying to "get velocity", disable root motion, adding a y component to the vector gotten, and then "set velocity" to the new vector with added y component.

But even though it´s checked "every frame" Get velocity does not seem to be working, when I run the game the "speed" vector3 variable I created keeps being "0, 0, 0"

any ideas what might be happening?

21
Playmaker Help / 3D Jump with XZ speed conservation
« on: October 27, 2015, 05:27:25 PM »
I have a  3D movimentation system where the player can go forward/backwards and right/left with varying movement modes that have different speeds (animated trough root motion).

I need a system where whenever the character jumps, his  speed in hte X and Z actions is conserved, and his Y speed obeys a parable (he won´t be able to change directions mid-jump, nor control the height of the jump once he leaves ground). Ideally a Y axis force would be applied and gravity would take care of the rest, but this won´t work since character controllers aren´t affected by physics like that.

I intend to use the same behaviour after leaving ground whenever the character is ungrounded (e.g.: walks off a ledge, or is pushed out out of one).

Would someone please advise me on the best way to achieve this?

Thank you for your time.

22
Playmaker Tutorials / Re: Official Tutorial Request Thread
« on: April 16, 2015, 01:32:02 PM »
I woul really appreciate a tutorial on hoew to add an skeletal mesh to a skeleton already on the scene.

For example, let´s say I have a character, and a pair of boots rigged to the same skeleton. What is the best way for me to add the boots on top of the character?

I want something similar to this webplayer example:

https://dl.dropboxusercontent.com/u/6629353/AdvancedInventorySystem.html

23
PM sent

24
Just re-read your last answer and you requested my animator component with "several" Layers. My animator component actually only has 3 layers, one for each arm and another for the rest of the body.

 It is also fairly simple because I haven´t solved this problem yet, and am waiting to have this working smoothly before adding complexity.

Do you still want me to send it?

25
I have a component and will share it tomorrow night when I get home.

If I understood correctly, the "LayerIndex" chooses whch animator layer the component syncs to. My problem is that I haven´t found out how to sync the selected layer to a specific Playmaker FSM in an object with multiple playmaker FSMs

When I tried the component only gave me the option to chose a game object, not which FSM in the object, nor was I able to find documentation on this.

In other words, If I have many FSMs in a given object, how can I choose only one to be sync with?

Am I missing something?

26
As requested, I am bumping this.

Thank you for your time.

27
What is the best way to add an skeletal mesh to a skeleton already on the scene?

For example, let´s say I have acharacter, and a pair of boots rigged to the same skeleton. What is the best way for me to add the boots on top of the character?

I want something similar to this webplayer example:

https://dl.dropboxusercontent.com/u/6629353/AdvancedInventorySystem.html

Thank you for your time.

28
Thank you for the quick reply.

I will bump next week.

29
Thank you for your answer.

is there a way to set which state machine the script sincronizes to? the examples I have found only have one FSM per object. And the component seems to only allow me to select which object it syncrhonizes, but not which FSM in a given Object.

Seems like the "Getcomponents' method only exixsts in Monobehaviour, and since mecanim´s behavious do not extend from mono behaviour, they do not have that capability.

I need at least to be able to synchronize different animator layers with diferent FSMs in a same object.

30
I am currently trying the following code:

Code: [Select]
using UnityEngine;
using System.Collections;
using HutongGames.PlayMaker;

public class MecPMSendEvent : StateMachineBehaviour {


public string TargetFSMName;
public string EventName;
private PlayMakerFSM  TargetFSM;

// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {

PlayMakerFSM[]temp= GetComponents<PlayMakerFSM>();
foreach(PlayMakerFSM fsm in temp){
if (fsm.FsmName==TargetFSMName){
TargetFSM=fsm;
break;
}


}
}


// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}

// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {

TargetFSM.Fsm.Event(EventName);


}

// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}

// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
}

but I get an erro that says "the name 'GetComponents' does not exist in the current context.

Would someone be able to tell me what I am doing wrong?

Pages: 1 [2] 3