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Topics - wetcircuit

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PlayMaker Help / Too many Every Frame actions in a single state?
« on: July 03, 2019, 05:11:02 AM »
I'm using Playmaker to Get blendshape values from one model and Set them on another. There are 50+ blendshapes. My Get/Set actions are all in 1 big FSM state, running every frame.


Is it a problem having so many actions in a single state running every frame?
Should I break up the actions across multiple FSM?

I'm running this in the editor (not a build), would that make a difference, one way or other?

Thank you!  :D

I'm trying to build for WebGL with image textures pulled from an URL – Unity2017.3.0f3

WWWPOST works in Editor but throws "MovieTexture" errors that stop the build. I have to delete the .cs before I can successfully build a WebGL project.

WWWPOSTMobile also works in Editor but fails gracefully in the final WebGL project (texture doesn't load but Is Error event fires correctly).

Is there a different action/method I should use with WebGL? Is there something I have missed? Thank you for advice.

PlayMaker Help / "Record" blendshapes for Offline Rendering?
« on: September 12, 2017, 06:11:50 AM »
I use an audio-reactive tool for lipsync (SALSA), but this doesn't work for offline rendering. I'm looking for a way to "record" blendshape data during a realtime pass, to play back during the frame-by-frame render process. I'm using Unity5.6…

I was thinking I could GET BLENDSHAPE WEIGHT and save to an array during a low-res realtime pass, then PUT BLENDSHAPE WEIGHT during the offline pass…, but I'm at a loss how to make sure the data is recorded at regular intervals (30 or 60fps for instance, but I doubt it actually needs to be that fast). The important thing is to keep the timing consistent across several minutes worth of animation.

Appreciate any advice, or to be steered in a better direction if you have a suggestion...

PlayMaker Help / Set Property dropdown menu: "more…" doesn't open
« on: July 10, 2017, 08:20:22 AM »
I'm trying to use a Set Property action, but the property I need is behind the "more…" option alphabetically. But when I select "more…" (it flashes as selected) nothing seems to happen. I'm expecting to go deeper into the menu or open a new window, but instead the dropdown menu closes with nothing selected.

Hovering doesn't open new options either.

What am I doing wrong?

General Discussion / Recommend video/media plugin? Do I need one?
« on: February 21, 2017, 07:14:05 AM »
I am able to use Playmaker's built-in movie texture actions just fine, but I am looking for a solution that might run a little smoother with HD videos (1080p), and I can't import longer videos because Unity won't import large files. There are too many options on the Asset Store, with a broad range of prices that all more or less claim to do the same thing…. I have been trying demos, but many seem to be problematic on osX, and at least one (AVPro) threw an error when I had Playmaker installed.  ::)

Is there a Playmaker-compatible video plugin for osX and ios that anyone recommends? Hardware acceleration is great, but mostly I need Playmaker compatibility. Thank you for suggestions.

PlayMaker Help / Oops! uninstall ecosystem?
« on: December 20, 2016, 08:06:25 AM »
Hi, I just installed the ecosystem (to track down some actions suggested here on the forums) and my projects has borked and Playmaker isn't loading. I've lost the Playmaker menu options and my editor/action windows couldn't load….

Can I manually uninstall the Ecosystem? Which folders should I remove/delete?

Thanks, and yeah, I should have backed up before loading ANYTHING, but I never had any conflict with the Ecosystem before…. I am getting some errors that block running, but they are very vague (JSON Serializer from another asset).

Thanks to forums I have an idea how to ask the question, but I'm not able to answer on my own.

I have a PlayMaker action supporting a 3rd-party asset, but it does not accept Playmaker variables in the input fields. For instance, the input "Text" uses public string, not public FsmString, another input uses public int, not public FsmInt, etc.

I believe (?) that I need to input the playmaker variable and convert it to a regular variable…. Anyone know a newbie tutorial for non-coders along these lines?

Community Wiki Suggestions / add Blendshape actions to Add-Ons page?
« on: June 24, 2015, 07:48:14 AM »
Maybe add a link to the blendshape actions on the wiki Add-ons page?

General Discussion / recommend multi-player option?
« on: May 29, 2015, 09:36:31 AM »
I'm trying to research the "best" option for a Playmaker-based multi-player solution. But I'm not really sure the right questions to ask.... I'm thinking:

>20 players on a local network (probably >10)

it's a 3D walk-around environment – I understand this is essentially just sending transform and Mechanim data across... Is syncing variables enough?

I haven't had much success getting Playmaker even to retrieve files from my hdd, much less files on my server. Are there any tutorials for the www functions?

Thank you. I'm a bit confused.  :-[

I volunteered to help teach Unity at an afterschool girl's club, and I've almost got them convinced to switch to Playmaker since C# coding is not going over so great (one girl announced she would rather kill herself than use C#  ::) lol). So before I try to push it through the budget-approval process, I have some questions since I am likely the one who would be installing, etc.

1. Can a non-profit (501(c)3) qualify for the PlayMaker student discount? What paperwork would they need to provide? (they are a .org not a .edu)

2. They'll need 6-8 seats of Playmaker that would all live on the same network. The computers are iMacs with Unity Personal installed (which don't need a Unity3D account).... Does this effect PlayMaker at all?

3. Will the computers need to be logged in to a Unity acct to use PlayMaker..., or can I login just to install, then log out...? Errrr, I don't actually know how/if Playmaker "phones home"..., or Unity for that matter....

4. They are talking about building an epic "group project" (later, sometime next fall). I understand there are limits to how projects can be shared/merged.... I also read (somewhere) there is a way to export a "play-only" scene/bundle of a playmaker project.... It's probably ridiculously ambitious, but (for instance) if one group animates a character using PM, can that be imported to a later "group project", or would we be rebuilding it? This would most likely be like a "movie" to show parents, not a released game – so the goal would be to have everyone directly contribute some aspect, even if it is not terribly efficient or logical to do so....

Sorry if these are a dumb questions. Multiple seats of Unity/Playmaker is all new to me so basic advice is appreciated.


PlayMaker Help / Look Away?
« on: March 10, 2015, 03:22:01 PM »
Ok, I am stuck so turning to community for help.

I need to "Smooth Look Away" from an object. Just like "Smooth Look At" but the opposite... I've gone round and round and I am just not getting it. I think I don't understand the math?

my "player" and the object are both Y=0. I think I need to get the angle by tan(x/z)... I honestly did not take trigonometry, lol. I don't know if this is correct.

How would you go about this? I am feeling very mathdumb and frustrated at the moment. Maybe I am overthinking it, and there is an another way?

Work In Progress... / Random dialog with SALSA
« on: February 24, 2015, 02:44:19 PM »
With help from the developer of SALSA and RandomEyes, I made a simple "dialog tree" where a character says one of 5 different quotes at random when you click on the screen (with a variable check so it won't repeat the last one used).

Each branch sets the audioclip and triggers a specific expression.... then plays the SALSA audio.

Thanks for looking. SALSA Playmaker info is here:

Work In Progress... / Animation project
« on: January 18, 2015, 12:58:33 PM »
short test video (1min) of an animation I'm working on using Playmaker. It's 3D, not 2D, because I wanted to use an asset called Dynamic Bone to get the tails to wiggle....

Here's some of my FSM's:
The sperm move towards the egg.
Egg shakes position on collision (this solved a problem where the sperm could collide gently and start pushing the egg without reaction).
When the sperm collide (with the egg or each other) they turn to look at one of four random vector corners before moving towards the egg again. This gets the tail to wiggle for a few seconds. It's not "realistic" movement but after the first collision they look pretty good, I think....

I'm trying to figure out FSMs that will get each to (sloppily) look towards the egg, move "forward" while wiggle the tail in bursts, then repeat.... I haven't figured it out yet (so advice is appreciated).

Thank you for looking!

PlayMaker Help / newbie Q - FSM interferes with another FSM?
« on: December 18, 2014, 12:22:14 PM »
first day with Playmaker, sorry for newbie question ??? Simple scene just to learn. I have a conflict(?) between 2 FSM controlling the same object.

FSM 1: GUI Vertical Slider with Set Rotation to set the X rotation of a Directional Light. (I'm using a local Float variable to get and set the value)

FSM 2: ROTATE to spin the light on the Y axis. (local Float variable to set the value)

In play mode, before I adjust the slider the light spins on its Y axis as expected, but once I adjust the slider the light stops spinning (as if the FSM 2 float variable is counting down to zero over a few seconds, in other words it doesn't abruptly stop, it winds down with momentum and stops).

If I drag the slider to the top and then bring it back down, the light will again rotate briefly before winding down to a stop.... If I don't touch the slider at all, the light rotates forever as expected.

I uploaded a webbuild here (sorry for the amateur test scene)

I've tried setting up the slider FSM on the light itself, and also on the camera, but eitherway the behavior is the same... Adjusting the slider seems to interfere with the other FSM, but I don't know why.

Am I going about this the wrong way? Is there any "rule" about which game object GUI items should reside...? Or a "rule" about multiple FSMs controlling different aspects of the same object?

Thank you in advance.  :-[

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