If you are in blender keymap mode (CTRL ALT will not do this in industry keymap set)
Blender keymap top edit menu>Preferences>Keymap>Blender in the top
Hold CTRL and ALT then double click an edge loop.
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If you are in blender keymap mode (CTRL ALT will not do this in industry keymap set)
Blender keymap top edit menu>Preferences>Keymap>Blender in the top
Hold CTRL and ALT then double click an edge loop.
This is without an armature:
(All transforms have been applied to the object already)
Scale: 1
Apply Scalings: set to "FBX Units Scale"
Y up, -Z forward
Apply Units: UNCHECKED
Use Space Transform: CHECKED
Apply Transform: CHECKED
__________
For an FBX with Armature (This is what we used last and it worked for character to be facing the correct direction (01-25-22):
Scale .1 to be the right size in unity
Apply Scalings: set to "FBX Units Scale"
X up, -Z forward
Apply Units: UNCHECKED
Use Space Transform: CHECKED
Apply Transform: CHECKED (On 3-23-22 we successfully overwrote the old mesh and brought in one exported WITHOUT this checked since that was the saved preset - so maybe it should not be checked or it doesn't matter)
ARMATURE and MESH must both be selected before exporting or it won't orient properly once exported and brought into Unity. It doesn't matter which is selected first, you just need both selected.
_________
FBX With an Armature, but don't say Use Space Transform:
Scale .1
Apply Scalings: All Local
Forward: -Y
Up: Z up
Apply Unit: UNCHECKED
Use Space Transform: UNCHECKED
Apply Transform: UNCHECKED
Issue:
A Game Object is getting turned off by a Playmaker FSM somewhere, is there a way to find a reference to the FSM or Action doing it?
Answer:
There are a few ways to track down this kind of info.
If the deactivated gameobject has an FSM that's receiving an event to deactivate itself you can right click on the event in the Debug Log to see who sent the event.
If it's just an FSM deactivating an object it's a little more difficult. It's probably the result of an Activate Game Object action, so I would right click that action in the Action Browser to see everywhere that action is used. Then start using the log or breakpoints to narrow it down further.
You could also pause the game right after the object is deactivated and examine the FSM logs for likely candidates.
This was from: https://hutonggames.com/playmakerforum/index.php?topic=4425.0
Reposting here to be easier for myself to find and maybe could help others too as it took a while of searching to get the right keywords to answer this.
This may look complicated but it's not as bad as it looks, let me break down the pieces it consists of.
1. The realtime Component model script (That contains a string we want to sync to all players)
2.The "sync" script that reads the model string value, updates the realtime model if you or the other player updates it and then communicates that change to the other players.
3.A FSM event script that contains the event we will send to playmaker. We will activate that FROM the sync script.
Let's get started!
We are going to create a way to send an event to a playmaker FSM to tell it when a realtime component string has changed. Normcore sends it's own events but currently I don't know how to get them to talk to playmaker FSM's.
First make the script that will be the model called SelectedResourceModel for the realtime component string. our string is called "selectedResource"
using System.Collections;
Once that is created, you can compile that model script in the right of the inspector when you select that model script.
Now when that is compiled you can create the sync script that will talk to the model to sync the realtime component string. selectedResource. The script is called SelectedResourceScript
So in this script you can see the method private void SelectedResourceDidChange
Inside this method where we can run a method in another script to send the FSM event when it detects that the realtime component did change.
Now we need to create the textmeshproUI text for this script to go onto. The script above will sync the value of the realtime string model and update the text to the value of the model. This will let both players see the same string.
So create a textmeshUI pro gameobect (if it's not UI then you will have to modify the script above for NOT UI textmeshpro)
Now drop the SelectedResourceScript.cs onto that textmeshproUI.
Now we need to create a little script that will actually send an FSM event WHEN the script we just made updates the text. Called ResourceStringUpdatedScript.cs
This will send an event to the FSM called ResourceStringUpdated. Now drop this script onto the text mesh pro game object as well.
We created a method called ResourceUpdateString
We can now RUN this method in the SelectedResourceScript when the text is updated, and it will ALSO send our FSM event upon updating.
Add a playmaker FSM to the textmeshpro object also. What you have should look kind of like this.
MAKE SURE YOU ALSO HAVE A REALTIME VIEW on that textmeshproUI as well or the realtime component WILL NOT WORK PROPERLY.
Drag the FSM into the FSM field on your ResourceStringUpdatedScript slot for MyFSM
Now all that is left is to add the Method called ResourceUpdateString from our ResourceStringUpdatedScript. To get to the method in the other script we just add this line of code.
GetComponent<ResourceStringUpdatedScript>().ResourceUpdateString();
This shows how we add it to the DidChange Method
Now in the FSM that is on that TextmeshProUI game object. You can create and event that will fire.
Add an event with the same name as the event in the script ResourceStringUpdated
That's it! Now when your realtime changes it will automatically also fire the event in your playmaker FSM!
This sale only happens once or twice a year so it's worth grabbing these if you have been interested in them before!
Playmaker is a MUST if you want to learn game development, even if you know some programming it will make your life SOO much easier and can work hand in hand with your programming scripts.
I hit enough issues trying to load external files from the streaming assets folder I thought I would make a little tip about this.
Firstly, I discover that using the "Load From File" action pointing to the file path you are trying to use creates an interesting issue problem.
For example here is the path to a text file
"StreamingAssets/Folder1/Text.txt"
IMPORTANT:
This path WORKS in the unity editor, but NOT in a standalone build. HERE IS THE KICKER though IT WILL work if you do a BUILD AND RUN. Which APPEARS to be your standalone build but it's NOT when it comes to that file path. This is highly confusing and took quite a bit to realize.
Here is the solution:
Instead of creating your file path use the action in the eco system. "Get streaming assets data path" as of this writing you need to modify this action though. ( I might try to ping them and see if they will update it) It currently points to the persistent data path. You need to just tweak the one line in the action script to change it to get to the streaming assets folder instead.
Change this line 30
Change to:
Save and recompile, now do a build but NOT a build and run. Just Run your EXE to test. It should load the file now.
Now for the file to load when using the EDITOR you can use "Runtime Platform event" that will detect if it's a standalone or editorun and if it's the editor you need to just us a path prefix that is this. Then append your folder and file name to that.
Assets/StreamingAssets/
Now you should be able to load files from the streaming resources folder AND the streaming resources folder in the editor at the same time!
So first off, if you are an amateur game designer you probably have no business trying to use normcore to make your game. However, if you are a glutton for punishment and you want the coolest possible tool for creating a game in unity with networking and multiplayer features it does some things VERY well.
Hey everyone who might find yourself in this neck of the woods. This post is to just mention a bit of a change in direction for this blog. We will still be posting Maya tips most likely but because the times they be a changing, there are going to start being a lot more Unity and even Blender info on this blog as well. I know BLENDER? Over the last 3 years blender has become ALOT more like Maya, so this isn't as absurd as it used to be.
So before you break out the tar and feathers let's talk for a moment about why!
So for starters maya costs $200 a month to use now which didn't used to be the case before they switched to a subscription model. So we will also be posting tips about how to use Blender if you are from a maya users standpoint. We are also beginning to slant more into game development instead of Visual effects here at maya zest so that's another reason things will be changing a bit.
Hope you enjoy your day and keep on zesting!
To parent your mesh to bones/armature: in Object Mode, select your Mesh FIRST then shift select the armature/bone you want to connect, right click over the mesh, choose "parent" and either "empty groups" or "auto groups".
After this, to go to weight paint: in Object Mode select armature/bone FIRST then your mesh then go to weight paint mode. Go to the "object data properties" tab (little green triangle) and you will see vertex groups. Select one and paint on it, this is applying weight to that vertex group.
To remove a section from a vertex group: Got to "Edit Mode" select the vertex group you want to remove something from, select the area on the mesh you want to remove from the vertex group by drag selecting. Over in the vertex group green triangle tab, click "remove" button below the vertex group list.