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Author Topic: mechanim idles blendtree currentLoop error[SOLVED]  (Read 3241 times)

lalamax3d

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mechanim idles blendtree currentLoop error[SOLVED]
« on: August 10, 2013, 04:27:53 PM »
Q. i have 5 idle animations in blendtree controlled with parameter "idleRand" which i want to set from playmaker as each time blendtree is about to finish loop.
my script looks like this (attachment image)

it gives error as
Code: [Select]
Loop count exceeded maximum: 1000 Default is 1000. Override in Fsm Inspector.
UnityEngine.Debug:LogError(Object)
HutongGames.PlayMaker.FsmLog:AddEntry(FsmLogEntry)
bla bla bla...
« Last Edit: August 14, 2013, 05:50:57 AM by jeanfabre »

Red

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Re: mechanim idles blendtree currentLoop error
« Reply #1 on: August 10, 2013, 05:08:14 PM »
My first thought would be that you've got that state using the "Finished" as the exiting transition state.

That's one of the hard-coded events that comes with playmaker... and it's behavior will be that it will fire off the transition as soon as each of the actions is reported as having completed... so, even though you have the "every frame" checked, it's still going "well, this transition is telling me to wrap this all up and go to the next state when these other actions are finished.

suggestion? create a new, custom event and use that as your transition out of that state. that should fix that up...

And that error is part of Playmaker's native error checking. it's meant to fire off when it detects a possible infinite loop (which will completely soak up all your computer's resources in most cases and will slow your computer to a snail's pace.)

lalamax3d

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Re: mechanim idles blendtree currentLoop error
« Reply #2 on: August 11, 2013, 02:19:01 AM »
thanks, it worked with slight tweaking..