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76
PlayMaker Bug Reporting / Touch Object parented to armature
« on: June 07, 2012, 08:28:36 AM »
Not sure if this is a bug, an error on my part, or just unsupported.

I am currently trying to setup a rigged character with hit locations (Chest, arms, head, and legs). The hit locations are defined by capsule colliders which are parented to the appropriate bone on the armature. An FSM with a Touch Object Event is then applied to the collider.

These touch events are not registering for some reason. If I unparent them from the mesh, then the touch will register, which led me to believe these touch objects don't like being parented; but then I did a test by parenting a couple of cubes and they seem to work just fine.

Could it have something to do with being parented to the armature mesh? I've been mucking around on this for hours trying to get it to work but it won't budge.

77
PlayMaker Help / Re: Invert Accelerometer
« on: June 06, 2012, 03:57:29 AM »
Awesome! That did the job.

Thanks Jean!

78
PlayMaker Help / [SOLVED] Invert Accelerometer
« on: June 06, 2012, 02:57:27 AM »
Hey!

I'm trying to apply what I learned in the Acceleration video tutorial to a camera view so I can look around using the accelerometer on my device. Tilt to the left should rotate the object clockwise, right for anti-clockwise.

This works fine for rotating an object that you are looking at, but if you are the object being rotated then tilting to the left will make you look right and vise versa.

I'm guessing I have to convert the Y float variable from the device to a negative equivalent and update it every frame? I've tried creating an additional variable, setting its Y value to the value of the global variable taken from the device and then using an Abs to convert it every frame. That didn't work, though... the result is probably being stomped every time the device updates.

Any ideas as to how I should go about this? I know I'm going to punch myself when I hear the answer!

79
PlayMaker Help / Animation blend not working.
« on: June 04, 2012, 07:38:34 PM »
Hey, this is my first post here. I've only been using Playmaker for a day but I'm already impressed by what it can do without me having to write a single line of code!

Anyway, I've been setting up a very basic enemy that moves directly towards the player. When it gets to a certain range it stops and plays a random attack animation. When the animation is complete it checks to make sure the player is still in range - if it is, it plays another attack; if not, it will start moving towards the player again.

The problem is that some of my animations don't seem to be blending at all. The walk cycle to attack animation blends fine, but attack to walk or attack1 to attack2 does not. I've tried playing with the blend time and experimenting with different setups but I can't work out why it works in some parts of the FSM and not in others  :-\ Any ideas?

Cheers!

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