Actually, someone in another section of the forum asked a similar question, so I glommed-on, and Alex provided the info -- it's actually pretty easy, just a matter of knowing the syntax (as it usually is when learning new tools!). But yes, FSM variables (in the "Variables" tab).
You may be right about scripting, and this solution of using variables is most likely a "stepping stone" so as not to impede my progress with actually finishing my app. It was the only way I could figure to get the data in and make it available the iTween MoveTo action for defining a path. But since you asked, I explain.
I've currently hardcoded a set of six variables on the FSM to act as containers for the set of six Vector3 coordinates that I'm using to set up my spline, following the techique described here (in the second code block):
http://hutonggames.com/playmakerforum/index.php?topic=1733.msg7631#msg7631My Vector3 coordinates are randomly generated from a script that I'd been using with Vectrosity. Now, aside from the randomly-generated path (which could have used any number of points, I just chose six for a test case) I actually have a library of paths - some hardcoded, some generated from the Superformula:
http://bl.ocks.org/mbostock/1021103and
http://www.procato.com/superformula/ (check out the examples toward the bottom, great stuff!)
I want to be able to arbitrarily select a curve type and use it not just for paths, but also to generate shapes with Vectrosity and manipulate them with iTween.
So to draw any one of these at any given time will require "N" number of points, which will have to be reciprocated on the FSM side with the same number of variables. And I will undoubtedly (because of how the app is designed) have multiple splines/shapes in any given scene.
I found it fairly easy to transfer the script-generated values to the FSM and have it accessible to the objects that I'm animating along the splines; and now it appears to be fairly easy to create new variables, so I'm going to continue along this trajectory for now, until my knowledge/understanding of PlayMaker gets to the next level, the "aha" moment comes, and I have to rewrite everything!
Cheers,
==rr