#Question on warning given by debug log.
1 messages · Page 1 of 1 (latest)
Thank you, haha.
Ok, so basically now, the left hand doesn't seem to follow any kind of IK...
It stays in an awkward pose, but when I go and mess with the alpha blending of the lefthandIK layer it does move a little, surprisingly though, it locks to the same pose wether I set it on 1 or 0, while if I keep the slider more around the middle then it does start moving, still not following its correct placement, though.
Okay, do you use a humanoid or generic animation? Do you have any scaling applied to the character head/neck bones?
Alright, does the problem happen to all guns or your custom ones?
I'll try right now, happens with any gun, if I remember correctly
Hey there Samson!
Sorry for the abrupt messages the other day.
I was really scratching my head off on trying to get things working. xD
I also wasn't able to reply further, so sorry for that.
I now have re-made my player from scratch and updated the framework to the latest version.
I like the new changes!
Very intuitive.
I was wondering though, I seem to be getting some kind of error.
Nothing's animating properly, and I'm getting this parameter '' does not exist warning in the debug log.
seems to be calling this from the InitWeapon part of the code
I will send you a screenshot later in the day.
Question on warning given by debug log.
Hey, usually this is a sign of a missing animator parameter. Did you download the latest demo files?
I may have not...
I've downloaded the ones from the documentation, but I've read this morning that those might not be up to date?
but are the demo files required?
I suggest downloading it again, the demo was updated several days ago
Will do!
I was wondering though: I am using my own custom controller, so how could the demo have influence on what works or what doesn't?
I might've been using something from the demo accidentally...
I suggest checking out the #1151105494895820903 thread, I explained that update and new changes to the system
Thank you, I will read that.
Alright, I've fixed some of my issues now, but the main one prevails: there seems to be something wrong with my... look layer?
I think?
Fact of the matter is that I can't look up or down!
It's weird.
If I go and test the "look up/look left" sliders, they work perfectly
but I can't seem to get them to move properly myself.
Plus, the camera's all very wiggly.
I had managed to get it working in the past iterations of trying to integrate the framework to my player
but not this one; still, that might be related to the warning I'm getting, maybe it's some kind of exception that stops that layer from working altogether, I can't really tell though.
This is what I get!
Seems like it's breaking in the update layers part of the code...
any idea on why that might be?
also, congrats on the whole unreal thing 🙏
Hey, it looks like there's no CrouchWeight float parameter in your animator
Huhh, why might that be?
Is it something I gotta set?
I'm using the animator you get when you set up your character as humanoid in unity
Hmm, do you have that float in the Animator?
Have you specified it in the AdsLayer?
I'm using IKRigAnimator_Humanoid
omg yeah.
that was it.
xDD
thank you so much.
No problem)
xD heyy don't pin it!!!
the pin of shame
since you're here already...
you know why the camera "stabilization" might not work?
Did you assign a Unity Action in the FPS Animator?
I mean, it can be many reasons, I'm guessing...
There're callbacks for pre update and post update
Ah! ok ok
I forgot: I needed to do that
but!
for some reason, my camera update function is not showing up in those I can select in post update...
I think it's because the function itself has some input parameters, since I'm using another framework for the movement...
That's right. Then, you need to separate the logic for the camera via a standalone method
Works perfectly, thank you.
Another thing I was wondering: the player seems to stutter while I rotate him around, might that be because of needing to do some kind of lerping when rotating it?
I cannot confirm it is something related to the fps framework, it might be something else entirely.
I'll send a small clip for clarity.
Ignore the weirdly bent arms and messed up fingers... I'm... working on that. xD
I know what that is though, just messed up parameters.
what I'm referring is that shivering of the animation and sort of "lagging behind" when rotating.