Ive just started on PlayMaker so excuse the newb-ness.
Im trying trigger a bunch of different animations in a scene from one MAIN animation. This is for a kind of "fly-Thru" cut scene/intro movie to my game.
I made an animation on the camera as it flys thru a city, at certain points I want to trigger other, seperate animations that should happen at exact moments in the main fly thru.
At these moments I add an Event to the Main animation, and using this page...
https://hutonggames.fogbugz.com/default.asp?W181...I learned to thus send an event to PlayMaker....
But what now??
I set all the animations that are applied to objects in the scene to NOT play automatically, so that they dont play from start of scene.
I add a FSM to the camera object (that contains the Main Animation) and now what..?
The event on the timeline is SendEvent("BlockFall")
What do I add to the FSM to listen for this event and then run a state with the "Play Animation" State.
I have figured out that I can add a Play Animation State and set the game object to a different object, and found the BlockFall animation.
Its the interim state I need, the one thats waiting for the animation event.
I think this is theoretically a very good way to put together an animation, because I can put all the main timing of animations into one clip hat just trigger lots of additional animations. I can even add an event at the end of the cut scene/intro that loads the next Unity scene, which is the scene with the main gameplay.
I hope this made sense, Im not sure Im getting all the correct terminology.
Regards
Mark