PlayMaker Help & Tips > PlayMaker Help

Animator State Sync issue.

(1/3) > >>

Doh:
Hey, I'm having an issue I can't seem to fix using the Animator State Synchronization script.

The setup is pretty straight forward, I have an animator with 4 states that form a simple 4 stage loop. I have an FSM on another object that has 5 states, each named appropriately. The 5th state is a transition between two of the animations.

The whole thing functions correctly in sync for the 1st cycle, then on the second time around the transition state is not synchronized.

Has anybody come across a similar issue recently? Any help on this issue would be greatly appreciated!

djaydino:
Hi,
If you use 4 states does it work as supposed to?
If so maybe you should make the 2 state event in a different fsm and use a send event from the synced fsm

Doh:
Cheers for the suggestion djaydino, I've attached an image of the animator and the FSM to help illustrate the issue.

In the image of the animator I've highlighted the transition that is named "Scan to Scan Shutdown".

The part that baffles me is that it works on the first time round but not any time after that.

As you can see "Scan Off" is the entry state where it stays idle until a different FSM (not pictured here) sets the animation trigger "Scan_Activation", then the animation "Scan Startup" plays and then "Scan" loops until the FSM (the one not shown in the images) sets another animation trigger "Scan_Deactivation" which begins the transition "Scan to Scan Shutdown" then the animation "Scan Shutdown" follows and once complete it returns to the "Scan Off" animation.

As I say this works perfectly on the first cycle, then on the second loop it syncs everything but the "Scan to Scan Shutdown" transition.

Is this normal behavior, that it only works on a single cycle through the animations or have I miss-used it?

And in answer to your question yes with only 4 states it does work as you'd expect, however I have an animation on another object that relies on knowing when the transition begins rather that when the next animation finally begins. Regardless of that though each state currently gives a valuable instruction to elements of the game, so I'd struggle without the transition sync state.

djaydino:
Hi,
I believe that you can achieve this by making a state and name it with the 2 animator states and add 'to' in between (so "state1 to state2")

Doh:
That's what I currently have, in my case it's "Scan to Scan Shutdown" as the transition is from the animation "Scan" into "Scan Shutdown". This is the same method shown in the youtube tutorial made by Jeanfabre. It seems more like I've hit a bug as it functions correctly on the first cycle.

Navigation

[0] Message Index

[#] Next page

Go to full version