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Messages - wetcircuit

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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?

User Showcase / Re: Playmaker Word Game Kit
« on: June 16, 2015, 08:28:51 AM »
 ;) I'm all for it.... No specific thoughts, but lots of encouragement.

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.


General Discussion / Re: Drawing Tablet
« on: April 20, 2015, 08:38:51 AM »
I am not trying to make you buy a wacom, lol. I use my iPad waaaaaay more than my Cintinq, but I was very disappointed where it came to graphic apps.

Here's a recent article with alternatives to Wacom... Presumably cheaper:

General Discussion / Re: Drawing Tablet
« on: April 20, 2015, 08:28:54 AM »
Ipad "pen" is more like a smudge sponge tip on a stick (You can buy them in any drug store along with colored usb cables...). it is kind of the practical opposite of a wacom-type pen which has "hard" replaceable nubs. Again it is very difficult to have any sort of pixel accuracy with iPad. It is for use with your finger. These ipad "pens" have a soft material that registers as "skin" by spreading over and connecting several contact points at the surface the way your finger does. Very difficult (if not impossible) to accurately define a single or specific pixel....

Another advantage of a wacom is that the pen does not need to make contact with the surface to be detected. You can hover very near the surface and use one of the pen's buttons for "airbrush" control, blending, erasing, etc. You can also rest your hand on the tablet without registering a "touch". There are even alternate "pens" you can buy that are designed to feel like other art tools (chisel nib, etc.)

Wacoms also use "pressure" sensitivity to control (for instance) brush thickness, line width, calligraphy strokes, etc. On an iPad you have to go to a menu (usually some gui buttons) to select line width, every time.... It makes drawing about as accurate as a wide felt tip marker on a napkin...

General Discussion / Re: Drawing Tablet
« on: April 16, 2015, 09:51:31 AM »
Well, Galaxy is much more than "just" a drawing tablet.... Also you should maybe look into apps that allow the Galaxy to be a controller.... I have an iPad which I love for some creative uses (music, writing) but not others... imho they are not great for visual art. I never feel like I have pixel level control. and technical menus kinda suck on a touch screen. lovely high res displays but the touch is usually much lower resolution.... I haven't tried Galaxy, so I can't say specifically.

For professional drawing and artwork a "real" purposed pen tablet can't really be compared. The Cintiq is way superior. It is an investment in a dedicated art tool, so if it is a major part of your art you can justify the price.... Is there maybe a computer or camera store where you could try a demo model? I'm sure you would know almost right away if you test it.

General Discussion / Re: Drawing Tablet
« on: April 14, 2015, 12:18:40 PM »
I think it is good. It feels solid and it was easy to program with functions where the side buttons and pen clicks replace keyboard shortcuts for individual programs.... It is expensive though. It has a comfortable border of "not screen". software text can look pretty small to my eyes - Sharp and readable, but fonts end up small and that can be a bit of eyestrain.... For drawing and pen stuff it is very smooth.

General Discussion / Re: Drawing Tablet
« on: April 11, 2015, 12:04:56 PM »
my .02¢

It's a large surface but not high-res by today's standards.
VGA 1440 x 900  :-\

for that money I would consider getting a Surface3 (or even iPad) - higher resolution and more functionality (but smaller drawing area in inches) for roughly the same price. Probably lots of ways to use them as input device for your computer including just being a 2nd screen (ymmv)

I bought a Wacom Cintinq which was more expensive but is full HD and has a standard hdmi input so it can be used as a screen for any modern video device...

Share New Actions / Re: Set Multi Value
« on: April 05, 2015, 08:18:53 AM »
Very helpful!!! Thank you!

PlayMaker Help / Re: [How] create a quiztable
« on: April 02, 2015, 09:32:17 AM »
I have been thinking about this too... trying to break it down.
Store the questions and answers as strings, and create an action loop where:
1. display the Question text string
2. Answer strings displayed with UI buttons
3. get/compare/record the answer
4. give feedback, review answers...

try an INT SWITCH (LOGIC) action to progress through the variables in your loop. and maybe BOOL COMPARE to control each button's logic based on if it is the right answer.

Many many ways to skin a cat, ymmv

I think I see it.... in your 3rd picture... don't "Finish" or "Loop Finish" the animation - leave it blank. The FSM will run the action then move to the next action in the stack, it should automatically do the FINISH transition when it reaches the end.

Android Help / Re: Store the game object when touched
« on: March 22, 2015, 11:38:13 AM »
it's a multi-part process.

1 listen for a screen touch
2 get the touch coordinates in X Y
3 raycast into the scene to get the object
4 do stuff based on the object

probably lots of ways to do it, but try the action SCREEN PICK for step 3.

Hope that helps.  :)

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?

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