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Author Topic: Mecanim support and demo [New February 2014 Version]  (Read 24525 times)

jeanfabre

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Mecanim support and demo [New February 2014 Version]
« on: February 18, 2013, 08:06:51 AM »
Hi Everyone,

 At last :) I have ported the whole Mecanim Animator api into a set of custom actions ( each properly documented with online help page like the official set of playmaker actions).

 I have also rebuilded two unity example scenes so far, so you can either download the custom actions or download demos if you want to see it in action to learn. Note that the demo will require the Unity mecanim example scene package.

https://hutonggames.fogbugz.com/default.asp?W1031

I will port ALL scenes in the end, but I did not wanted to delay any further the release of the custom actions. some will likely evolve over time as I work out all the samples and redo them in playmaker.

Don't hesitate to fire questions and ideas, findings, etc etc.

Enjoy ( it is indeed incredible what Unitydid with this animator system!

 Jean

 
« Last Edit: February 06, 2014, 07:11:48 AM by jeanfabre »

mickman

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Re: Mecanim support and demo
« Reply #1 on: February 18, 2013, 09:03:59 PM »
WOW !!!  Awesome Job..  I've been reading all the new animator actions available..  that's an entire library right there..   nice one :)   

I've been setting up a scene based around the  Mecanim NAVMESH  Sample scene... it uses finger tap to move the avatar about...  Sure hope this will make a debut. 

Once again  Top Job Jean,   

     PlayMaker absolutely shines   :)



Red

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Re: Mecanim support and demo
« Reply #2 on: February 19, 2013, 01:32:59 PM »
Heheheh, I'm definately going to check it out but it seems that the system that I cobbled together using the legacy system would surely benefit from it.

but hey, being able to use different animations for newer models will surely help my workflow pipeline (since i won't have to animate 9+ different "walk, run" animations (those take me the most time... animating has always been one of my weaker points.)

mrbdrm

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Re: Mecanim support and demo
« Reply #3 on: March 04, 2013, 09:40:14 AM »
Great job
much needed.
keep it up

jeanfabre

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Re: Mecanim support and demo
« Reply #4 on: April 08, 2013, 04:56:42 AM »
Hi,

 I made a new update of the mecanim support, but I want to get feedback first before I update it on the wiki:

http://hutonggames.com/playmakerforum/index.php?topic=3590.msg16555#msg16555

This package is much more reliable and predictable then the current one, and it features a new demo, where you can move around, jump and say hi ( as you run :) )

bye.

 Jean

Maurice

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Re: Mecanim support and demo
« Reply #5 on: April 08, 2013, 03:04:54 PM »
Hello Jean this is much better. Any sign when you have the other demo's ready.

I want to use TeddyBear Bazooka ( IK ) for my game, and the climbing.

Thanx and keep up the good work.

jeanfabre

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Re: Mecanim support and demo
« Reply #6 on: April 09, 2013, 01:32:04 AM »
Hi,

 Will work on it this week hopefully.

bye,

 Jean

mister d

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Re: Mecanim support and demo
« Reply #7 on: April 13, 2013, 06:30:58 AM »
hy jean ,
i want to see how u use the match target action, i cant seem to get it working

jeanfabre

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Re: Mecanim support and demo
« Reply #8 on: April 15, 2013, 06:50:01 AM »
Hi,

 yes, the action should run on everyframe... Please download the latest package from the wiki, I have ported the targetMatch scene into playmaker.

Lots of actions refactoring and bug fixing, so it's a mandatory update anyway :)

https://hutonggames.fogbugz.com/default.asp?W1031

bye,

 Jean

Red

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Re: Mecanim support and demo
« Reply #9 on: May 05, 2013, 12:48:51 PM »
Now i guess i HAVE to update my animation systems.

thank you very much!

Though, one thing that i've not been able to find an answer for so maybe ask here.

the movement system i have... the animated character is nested inside it as a child of the main thing... and it is, technically, not the one moving (though i do have to feed it orientation data, compare that with the direction it's walking/running and calculating a blend to make the legs move properly...) so, i was wondering if the demo files movement systems are tied in more intimately with the mecanim in the demo such that mecanim is working in tandem to control the movement... or if it's only, and i mean only, extracting values and triggering the appropriate animations (and the root object movement script/system is the only thing that handles the movement of the object.)

any thoughts?
« Last Edit: May 05, 2013, 01:02:30 PM by Red »

jeanfabre

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Re: Mecanim support and demo
« Reply #10 on: May 07, 2013, 01:49:35 AM »
Hi,

 you have both possibilities,

If your animations are "in place", then you will have to implement the movement, mecanim will only trigger the animation and since it doesn't move, your character will go nowhere.

in most cases, the actual movement an direction will be handled separatly, that's likely always true for bipeds, but for exotic rigs, you may rely purely on animation own movement and orientation in space to have your character evolve around.

 Does that make sense?

 also, be aware that it's generally driven using physics, so you likely want to always animation in place, and then use the unity physics engine to move your character around to benefit from collisions etc etc.

bye,

 Jean

jeanfabre

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Re: Mecanim support and demo
« Reply #11 on: May 10, 2013, 04:01:55 AM »
Hi,

 More demos available for Mecanim, you know have the following to play with:

-- Turn on the spot,
-- IK.
-- target match
-- animation controller
-- Generic skeleton

 Download the packages from the wiki page: https://hutonggames.fogbugz.com/default.asp?W1031

Bye,

 Jean

andreasng

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Re: Mecanim support and demo
« Reply #12 on: October 08, 2013, 03:27:45 AM »
Hey

I've been very happy with the playmaker "play animation" for testing out the things I make before I hand over the animations to our coders. Now that I've switched to mecanim it seems that that is not possible any longer.
Thrilled to find that there actually is playmaker support for mecanim. However in the package I only see gets and sets, and nothing that has the ability to "play animation". I'm especially happy with the "play random anim" and the "play anim" for legacy.
Does playmaker support superficially playing animations through mecanim without the "fuzz"?
« Last Edit: October 08, 2013, 03:47:31 AM by andreasng »
Sincerely
Andreas NG - animator @ Playdead

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SotaGraphics.com

jeanfabre

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Re: Mecanim support and demo
« Reply #13 on: October 08, 2013, 06:43:21 AM »
Hi,

 I am not sure it's even possible to begin with. If you have a concrete example let me know. Else the likely and only way is to create your mecanim graph, even as simple as it can be.

Bye,

 Jean

Blitztron

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Re: Mecanim support and demo
« Reply #14 on: November 08, 2013, 11:06:41 AM »
I'm experimenting a bit with the Teddybear NavMesh Agent. I'm trying to copy the FSMs and use them on a different character.

So I have added the teddybear and my new character to my scene. I then copied over the scripts and duplicated the Locomition animator and renamed it. I've also, of course, changed the navmesh avatar reference in the Agent control FSM.

And it works. Sort of. They both run to the point given by the mouse button. But it seems as the teddybear controls my characters animator. How do I fix this?