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Messages - tankun

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Nope, sorry they're working. I forgot to enable the IK pass in the Animator Layer. I'll mark this solved and leave it just in case someone else bumps into this problem.


I've actually posted this into an earlier thread, then thought it would be a good idea to post it here.

These features are not working as of Unity 2017.1p2.

I've added the Playmaker Animator IK Proxy as well, just so you know.

In runtime they're giving yellow warnings:

Setting and getting Body Position/Rotation, IK Goals, Lookat and BoneLocalRotation should only be done in OnAnimatorIK or OnStateIK
HutongGames.PlayMaker.Actions.SetAnimatorLookAt:DoSetLookAt() (at Assets/PlayMaker/Actions/Animator/SetAnimatorLookAt.cs:141)
HutongGames.PlayMaker.Actions.SetAnimatorLookAt:OnEnter() (at Assets/PlayMaker/Actions/Animator/SetAnimatorLookAt.cs:105)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:199)
HutongGames.PlayMaker.FsmState:OnEnter() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:169)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2670)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2628)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2556)
HutongGames.PlayMaker.Fsm:Start() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1851)
PlayMakerFSM:Start() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:501)



PlayMaker Help / Re: Mecanim "Set Animator Look At" can't work in Unity5
« on: August 14, 2017, 12:00:10 PM »

SetAnimatorLookAt is still not working with Unity 2017.1p2 even with the animator proxy.

Playmaker version is 1.8.5

It's not giving any errors, it's just not working.



Share New Actions / Re: Itween move to with exisiting paths
« on: August 06, 2017, 12:06:37 PM »
Hi, sorry if I missed it but the speed seems to be based on the distance between the nodes?
Can I change this to be a constant speed? or control the speed myself?
I've tried the time option and the speed option but both slow down if the nodes are closer together

It's an old issue I'm aware but I'm curious about the answer to this question too. Is there a way to make the speed constant between path nodes?

PlayMaker Bug Reporting / Re: Ecosystem 0.5.1 bug (SOLVED)
« on: August 03, 2017, 12:03:18 PM »
Oh all of the actions were failing to import but now with the new update (0.5.2) the problem is gone. Thank you Jean.

PlayMaker Bug Reporting / Re: Ecosystem 0.5.1 bug
« on: July 29, 2017, 02:35:57 PM »
Hi Jean,

This time Ecosystem won't download or install the actions giving this error:

NullReferenceException: Object reference not set to an instance of an object
System.IO.File.WriteAllBytes (System.String path, System.Byte[] bytes) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:595)
Net.FabreJean.PlayMaker.Ecosystem.EcosystemBrowser+<ProceedWithImport>c__Iterator0.MoveNext () (at Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/EcosystemBrowser.cs:2893)
Net.FabreJean.UnityEditor.EditorCoroutine.update () (at Assets/net.fabrejean/Editor/Plugins/EditorCoroutine.cs:53)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:109)

Searching works though. I've already disabled the beta fatures.


Edit: Interestingly the downloaded scripts are where they should be but they are 0 bytes.

PlayMaker Bug Reporting / Re: Ecosystem 0.5.1 bug
« on: July 29, 2017, 04:11:04 AM »
Thanks Jean,

It worked yet with a trick. Since beacuse of the error, you can't run even the Ecosystem Browser; install 0.5.0 previous version. Disable Ecosystem's Beta Features. Delete net.fabrejean folder, then install Ecosystem 0.5.1.

Voila, the new version will have the Beta Features Disabled.

PlayMaker Bug Reporting / Ecosystem 0.5.1 bug (SOLVED)
« on: July 27, 2017, 06:16:17 AM »

Just installed the new ecosystem Browser.

Got this fatal error;

Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/EcosystemBrowser.cs(2361,16): error CS0029: Cannot implicitly convert type `UnityEngine.WWW' to `HutongGames.PlayMaker.Ecosystem.Utils.WWW'

Using Unity 2017.1.0f3


PlayMaker Help / Re: Mecanim "Set Animator Look At" can't work in Unity5
« on: December 02, 2016, 11:00:52 AM »

Any news or updates on this topic?

Look At still doesn't work. Even with the updated PlayMakerAnimatorIKProxy.


PlayMaker Help / Re: Setting the anchor property on an NGUI Widget?
« on: September 03, 2014, 04:39:28 AM »

I'm trying to achieve the exact same thing. Have you found the Set Property value for Anchor values? I'm looking for the Bottom Override (the value you set next to the bottom tab under the Anchor widget) specifically.

PlayMaker Help / Re: Set Animator Body (Weight)?
« on: January 14, 2014, 07:21:58 AM »
Just as I suspected :) Ok, I'll try

PlayMaker Help / Set Animator Body (Weight)?
« on: January 14, 2014, 06:06:03 AM »
It would have been great if "Set Animator Body" had position and rotation weight settings, such as in "Set Animator IK Goal" action. Or adding the Body option  into the "Set Animator IK Goal" action itself would solve this issue.

This would make life much easier especially when sitting characters down. Especially when you want to lock them down into movable objects (such as cars, boats). This way you can use eg. Hotween to ease their sitting down motion and lock their position smoothly after.

Or is it technically impossible to do this I wonder, possibly because of Unity limitations?


PlayMaker Help / Re: Support for Unity 4.3?
« on: November 13, 2013, 01:24:14 PM »
My mecanim based characters are not being animated anymore, they are walking around in T-Pose . This must because of the huge change with the mecanim system in 4.3. I also had the GetAnimatorIsControlled.cs error as well. I also wonder if there are going to be any actions supporting the new blend shape system. Nevertheless I'm very excited about this feature.

PlayMaker Help / Re: Bool Animation - How to stop looping [SOLVED]
« on: October 16, 2013, 03:16:45 AM »
Ah, yes. Got it, thank you very much.

PlayMaker Help / Re: Bool Animation - How to stop looping [SOLVED]
« on: October 15, 2013, 06:22:05 AM »
Hi Intrikit,

I'm trying to do the same thing. What is this STOP event are you talking about? It's not a system event right? Can you share a picture of your state machine if it's not too much trouble?


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