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Post by thegod on Jan 25, 2020 11:09:11 GMT
Hi, Pls help me, in my project it don't work Need more information, do you get any errors and stuff like that? So, I did everything like on the video and nothing happened, and if you still work with footstep, the character shakes very hard and all the animations break down.
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Post by Devistute on Jan 25, 2020 18:27:42 GMT
Need more information, do you get any errors and stuff like that? So, I did everything like on the video and nothing happened, and if you still work with footstep, the character shakes very hard and all the animations break down. Alright, sounds like there's something off with the Layers and Collision Matrix since you mentioned shaking. And what do you mean by nothing happening? Its only supposed to do its thing when your character dies. Check these things.. - Layer 30 is Obstacles, Layer 31 is Ragdoll.
- PuppetMaster under the Root Layer is set to Ragdoll, and the actual character rig to BodyPart.
- Check the Collision Matrix, Picture is below. Make sure Character Layer (Player) and Ragdoll Layer are NOT colliding.
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Post by thegod on Jan 25, 2020 19:50:24 GMT
So, I did everything like on the video and nothing happened, and if you still work with footstep, the character shakes very hard and all the animations break down. Alright, sounds like there's something off with the Layers and Collision Matrix since you mentioned shaking. And what do you mean by nothing happening? Its only supposed to do its thing when your character dies. Check these things.. - Layer 30 is Obstacles, Layer 31 is Ragdoll.
- PuppetMaster under the Root Layer is set to Ragdoll, and the actual character rig to BodyPart.
- Check the Collision Matrix, Picture is below. Make sure Character Layer (Player) and Ragdoll Layer are NOT colliding.
I don;t know why it don't work, if you can - pls give me unitypackage with already integration(if you do it, you'll be the best))) )
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Post by deidrereay on Feb 4, 2020 21:35:54 GMT
This puppet master looks really cool. Is it still working with newest updates or???
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Post by resdin on Feb 5, 2020 1:31:44 GMT
Hello, Thank you very much for this integration, it's really quite amazing.
I am having a little bit of problem getting it to work correctly with the Invector Swimming Addon. How do I correctly disable PuppetMaster from code to allow the player to swim with the addon? Definitely having the skating collision issues instead of swimming.
Changing PuppetMaster's mode from Active to Disabled doesn't seem to work. Neither does enabling / disabling the component by script. If you click disable Puppet Master root at runtime you can swim correctly, then once you're done swimming manually click Puppet Master back to active and go back to fun with ragdolls.
Any Ideas? Thanks.
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flow
New vMember
Posts: 21
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Post by flow on Feb 25, 2020 13:48:06 GMT
Hey, maybe someone could help me to figure this problem out what im currently experience with my setup. So basically I was able to make the Holder Items work with the Puppetmaster Prop system which is quite cool. The only issue currently is that it looks like the controller is not using enough force to move the model forward because the props on the slightest collision make the controller stuck. But I don't believe it's depending on the force because the usual muscles of the character does not have this issue only the holder items... Here is a small video maybe im lucky and get a reply As far as I know it's a physics bug because using a Non Friction Physics material fix it to a special point, but I really have no idea what's can causing this EDIT: Solved it, it was a collider active in the target hierarchy of the Holder Prop which was causing this issue
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Post by jimmyvegas on Feb 27, 2020 22:47:17 GMT
Hello everyone, i tried integrating puppetmaster and invector together as it is shown in the video, but i get these errors below: i.paste.pics/84efd8e828e91a5d650c1b485b80b9ac.pngDo you guys have any solution ? i can't find the cause of null reference exception in puppet master script... Im using Puppetmaster v0.9, which is mentioned to work correctly, but for some reason it doesn't. I would appreciate some help. Thank you
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flow
New vMember
Posts: 21
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Post by flow on Feb 28, 2020 23:12:10 GMT
Hello everyone, i tried integrating puppetmaster and invector together as it is shown in the video, but i get these errors below: i.paste.pics/84efd8e828e91a5d650c1b485b80b9ac.pngDo you guys have any solution ? i can't find the cause of null reference exception in puppet master script... Im using Puppetmaster v0.9, which is mentioned to work correctly, but for some reason it doesn't. I would appreciate some help. Thank you Hey, you also can set up puppet master the usual way, no need to use this script, however I did it without this script and it still worked perfect but im also really familiar with PM as im using it for 1 year now... You just need to check if the PM Hierarchy is clean and only the usual muscles in it without any hitboxes or other objects, you can check that easy by flatten the hierarchy in the PM Options menu.
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Post by freakystudios on May 16, 2020 20:29:37 GMT
PuppetMaster & Invector Integration *Updated 06.01.20 *European Master Race Calendar
Works with PuppetMaster 0.9! *Tested by User AND ME. You should enable "IK Pass" on every Animator Layer for this to work the best.
Click here to Download Partel's Fixed Integration.
- Import the PuppetMaster Integration.
- Create new Layers, 30 as Obstacles and 31 as Ragdoll.
- Add "InvectorPuppetCreator.cs" to your Controller and fill in the required "Collission Layer" and "Ragdoll Layer" fields.
Go to "Plugins -> RootMotion -> PuppetMaster -> Prefabs" and drag "Puppet (with fall)" to the "Behaviour Puppet" field. - Right click the Script Header, and select "Create Puppet".
- Your Puppet is now created, and you will notice that your Character and Puppet itself are under new "Root".
Select the PuppetMaster, and add "Default Humanoid Puppet" to Humanoid Config slot. - Use the Search Tool on Project Tab, and find "Humanoid Puppet" Animator. Copy the Sub-State Machines called "Behaviour Puppet" & "BehaviourFall", and paste them to your Characters Animator under ACTIONS on BASE Layer. Create Exit Transitions, add "CustomAction" Tags to getting up animations.
Active PuppetsBefore going to edit the settings of PuppetMaster itself, you need to make few changes to ThirdPersonAnimator.csOpen the said script in Visual Studio or whatever you use and change line 95 to..
if (animator == null) return; Make Puppet Die when Player dies. Send Event via the Controllers "On Dead" and tell PuppetMaster to Kill. Footsteps System in PuppetMaster Rig for more Accurate Triggers If your Footsteps skip steps, or don't work correctly all together you need to add the FootStep Script under PuppetMaster and manually assign the Triggers.- Copy the vFootStep Script from the Controller, and paste it to "PuppetMaster".
- Delete the Original Script in Controller.
- Find and Copy & Paste both FootStep_Triggers under the Main Rig and move them to
- same location under PuppetMaster Rig.
- Delete the Original FootStep_Triggers.
- Open the Footstep Script now under PuppetMaster, set the Inspector to Debug and fill the corresponding slots for the FootStep_Triggers.
I got a problem with this
I did it as you shown in the video still ...
And also saw the animator video still the same..
Can Anyone Help PLease..
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Post by Devistute on May 23, 2020 16:52:01 GMT
Last time i took booze 2 weeks straight my life after looked something like this. Jokes aside, how are your Layers set-up? It looks like the Puppet and something else is colliding with each other. That and the fact, that if the cubes are set to Obstacles there is something really of with Collission Matrix and the Layers. Player layer and Ragdoll layer can't collide with each other, so check that first.
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lx
New vMember
Posts: 2
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Post by lx on Sept 11, 2020 20:04:39 GMT
This was an absolute GEM! That you for doing this - absolutely amazing!
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eldv
Junior vMember
Posts: 47
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Post by eldv on Oct 6, 2020 6:17:39 GMT
“European Master Race Calendar...” uhhh, what...?
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Post by Devistute on Oct 22, 2020 16:41:15 GMT
I will be updating this tutorial following week. Some users have said that there are errors on console, and i shall look in to them.
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Post by Devistute on Oct 22, 2020 16:44:07 GMT
“European Master Race Calendar...” uhhh, what...? To European Calendar. Thats the point.
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Post by rh4invector on Feb 16, 2021 2:13:54 GMT
I'm using Invector version 2.5.6a, PuppetMaster version 0.9, and Unity version 2019.4.10f1I tried integrating in PuppetMaster following your tutorial video. I can see that something is happening, because I'm getting errors when I run the player into the "obstacle." But, I'm getting no results - my character doesn't fall over or anything. Does it have something to do with the new file structure of the Investor player?: I was using root motion enabled with my character. I tried turning that off (back to the normal setting) - that didn't change anything. Also, I'm using a Mac, and my project is set to OS. I saw some kind of error at the beginning of importing PM and your integration... something about script(s) having windows and Mac endings (?) Somebody's post mentioned checking that certain object layers are "Ragdoll" while others should be "Bodypart" - I tried playing around with that, but still no fix. Any ideas???
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