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Messages - wetcircuit

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Playmaker Help / Re: Help with Mecanim
« on: February 10, 2015, 06:16:32 AM »
try ANIMATOR CROSS FADE and call the Mechanim states by name.

Playmaker Help / Re: Ignore Collision
« on: February 07, 2015, 06:41:13 AM »
Assign your objects to different layers. In your project physics settings use the collision matrix:

(I apologize if I have misunderstood the question)

Work In Progress... / Re: Animation project
« on: February 06, 2015, 04:21:01 PM »
 ??? a shader issue was preventing me posting the actual "game". Solved now.... There's no interactivity (and it will make any bell sounds forever, LOL) but I've cleaned up the FSMs and separated the collision FSM from the movement FSM, and that has made everything run smoother.

I think the "transition duration" of Animator Cross Fade is a percentage of the animation length, not an actual real world time.... I could be wrong.

There are a few actions where the "time" setting seems to be relative measurement, not a game constant. In this case, I think the transition setting is analogous to the transition fade time that you can set within a Mechanim transition. (0.25 would be 1/4 the length of the animation, 0.1 would be 1/10th)... again, I might be wrong.

So in your video, I am assuming the longer setting is blending the jump animation for so long that it is smothering the jump (why he seems to only jump a little, it is being blended with the idle). Try setting it to 0 which is basically no transition time at all and you will see the full jump...

Has anyone tried this product? The demo is not really showing it's potential in a 2D situation.... No reviews.!/content/14630

Feature Requests / Re: LeanTween Support
« on: February 05, 2015, 08:13:03 AM »
 8) Thank you! I definitely will!

Feature Requests / Re: LeanTween Support
« on: February 05, 2015, 07:32:42 AM »
I bought the Flying Robot LeanTween actions but I had a lot of confusion with it... At one point LeanTween closed down my project because it ran out of (something or other). It does seem faster, but I am still learning so I am probably not ready for the advanced class... (and yesterday I learned I had some basic playmaker concepts backwards)

I'm sure I'll come back to it later, but for now I dropped back to Itween.  :-\

Playmaker Help / Re: When Does a Loop Count Start ?
« on: February 04, 2015, 09:45:00 AM »
Ahh thank you! I was actually thinking that run every frame would do the opposite (make it happen MORE often, not less)....

Playmaker Tutorials / Re: How I used the playMaker Animator addon
« on: February 04, 2015, 08:56:41 AM »
Try Animator Cross Fade. This is maybe the simplest way to start since you don't have to do anything outside of Playmaker.... It treats each mechanim state as a global transition so just call it by name.

Work In Progress... / Re: Animation project
« on: February 04, 2015, 08:33:41 AM »
 :D Still just a beginner, but now I am controlling different mechanim states with the FSMs and the swim movement is much better, more intentional.... There's still a few who are dropping out of their Itween/FSM (the "drifters" that slide sideways) moving on to the next FSM while still performing the tween (or vice-versa, not sure which), but I'm kinda happy with this. Now I feel they are showing a little "character" rather than just moving around the screen.... This is my first Unity project that is 100% me, so it's simple but still feels like a milestone. YAY!

This animation is for a major theatrical company (video projection that opens Act 1) so there's no interactivity. This isn't the actual music - it was just handy on my itunes, and the screen capture worked out timing-wise... the final version will be under a minute, and it is intended to have some humor (not realistic).

For people frustrated with "How do I make my <thing> move..." problems, keep at it. ;) I was going nowhere in Unity for months, now I feel like I've taken my first step... Just keep trying all the actions until you understand what they do. And don't be too clever, do one thing at a time until it behaves exactly as you think it should.... And expect to rebuild it 100 times, which will help streamline it with each iteration.

Thanks for looking.

Playmaker Help / Re: MoveTowards a DIRECTION, solution ?
« on: January 29, 2015, 07:58:59 AM »
I don't think it's Ok to do this. I still wait for someone who knows how to solve this.
You're welcome.  ::)

Playmaker Help / Re: MoveTowards a DIRECTION, solution ?
« on: January 27, 2015, 01:48:58 PM »
Try ADD FORCE... for turns try ADD TORQUE.... I have the same requirement and found an earlier discussion on this.... I haven't tried it yet so I do not know the pitfalls....

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 / Re: newbie Q - FSM interferes with another FSM?
« on: December 19, 2014, 10:33:03 AM »
Well, workaround is simple enough, simply move one of the FSM to a parent gameobject....

is that the "normal" workaround?

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