playMaker

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PlayMaker Help / Link animation to object movement
« on: November 16, 2012, 10:49:20 PM »
What's the best way to link an animation (say, a walk cycle) to an object's movement. I want the animation to play only while the object's transform is moving. I want a different animation to play once the object is no longer moving.

I'm sure this is covered somewhere, and I'm just not finding it. Thanks.

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I've attempted to use the Create Object Action to instantiate a prefab as a child of another game object, and then use that game object to set the prefab's Spawn Point.

Since the prefab is a weapon, and I'm attaching it to the first person controller, I want it to stick out a bit from the body. I set a position and rotation in addition to the Spawn Point to achieve that.

When I hit play, though, things go awry. The prefab is not in the correct location, and the rotation is off. What am I doing wrong?

Thanks.

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PlayMaker Help / Animation Looping Option Missing[SOLVED]
« on: October 19, 2012, 11:33:08 AM »
Hi, I'm new to the board. I apologize if this question has already been answered somewhere. I have looked for several minutes now and have not found a solution.

Problem: I created an animation cycle in Blender and imported the object into Unity as an FBX import. The animation imported into Unity just fine. I imported the object into the scene, added an FSM to it, and selected "Play Animation" as its first action. I found the animation I created in the FSM drop down menu. When I clicked on "Loop Event" in order to set the animation to loop, the only option was "none". When I hit Play, the object completed only one cycle and stopped, failing to loop.

I don't understand why the Loop Event drop down menu will not allow me to set the animation to loop and how to fix it.

Thanks in advance for your help.

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