Playmaker Forum
PlayMaker Help & Tips => PlayMaker Help => Topic started by: SeriousRPG on April 19, 2015, 10:11:17 AM
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Hi,
I am using Playmaker and Photon. I use Photon Network Instantiate to load my player. For animation I am using an animator and human mecanim.
The player has a hierarchy like this:
Player
HumanName
Skin_1
Head,etc.
Hip_Bone (plus nested rest of bone structure)
Skin_2
Head,etc.
Hip_Bone (plus nested rest of bone structure)
Skin_3
Head,etc.
Hip_Bone (plus nested rest of bone structure)
Camera
I start with all "skins" disable but one. If I want a different character I deactivate the "active" one and enable another one. I noticed that the player's animator only appears to work so the player is not stuck in t-pose when the enabled one is the first one (top most one). When the player is stuck in t-pose the actual animator is showing that animator states are active. I also have a playmaker mecanim sync FSM on it and it too shows the correct "active" state - the player just stands in t-pose. The topmost skin works fine.
What am I doing wrong - or how do I otherwise manage the potential for the player to chose the "skin" they want?
Thanks,
Sandi
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Hi,
I figured it out. I have to create all the "skins" with the animator components (so that the "Player" only acts as a parent and does not contain the animator, bones or animator script. Now when I swap out a "skin" it is really swapping out the whole character render plus animator controls. I googled "retarget mecanim" and found what I was looking for as a guide.