#🏃┃animation
1 messages · Page 97 of 1
Do u need to have every attack and idel and everthing animatible in the same spritesheet
I want to use both of these
No
hot to fix
allright ive tried this but still no luck
the cells are 21 x 34 but unity somhow gets confused
What do you mean by 'confused?' what are you entering in the slicing window?
and get this mess
ok nvm fixed it
just spent a while tweaking it until it fit
Is there a way to create animation events with custom parameters? like, rather than giving it one of each object type, I can give it multiple floats instead?
I am using custom made animations in my project want to add animation events to the clip but the event option is locked.
Is their a way to avoid remaking every animation when adding a animation to the sprite sheet
Is their a way to avoid remaking every animation when adding a animation to the sprite sheet
Is their a way to avoid remaking every animation when adding a animation to the sprite sheet
@drowsy cape Did you mean to post multiple messages?
YES
@drowsy cape Do not spam the channel.
Hey lads, is there no way to make multiple animations fire on one layer?
Blend trees are one way
But layers are usually the most practical
Blend trees? hmmm
I don't know if that would work in my scenario.
I'm trying to get one animation to fire, stay fired, then have another animation fire on top up to 4 @agile solstice
Why not blend trees and why not layers?
I haven't experimented w/ blend trees to see if that is viable for my scenario.
I already have like over 20 layers- it's complicating things 
now I'm curious how many animations do you need playing at once?
4
on 20 layers? 🤣
I have a lot of other things in play
This for a different system on the same FX
Seeing VRChat only allows one FX for an avatar 
That sounds about right
If you want I can DM you to not to clutter this channel
You can make a thread but I don't know what else to say on the topic
Is there a way to keep those four animations all active within a blend tree?
Not additively, I don't think, but you can have 4 active animations have blend them with various weights

How could I transition out of a sub state machine through one transition?
I was trying to use Any state then transition out into my base layer but it doesn't work
you have to link the substate's transition to a transition outside of it
lemme word that better
Yeah I have it transitioning to my Walking/Running Blend tree under specific parameters but it still doesn't work
is that what you meant?
it wont keep all active though
thats what i need
If you copy/paste the animation keys into a new animation, you're able to edit it in the new clip. You can add events there
hi i have made animations for my player and dont know how to play them in unity any helpful videos?
@rigid salmon @mellow zealot The animation asset can be duplicated with ctrl+D to quickly create an editable duplicate of it, as well
Ah, thank you. I could do with that tip
hey i can't find many video about the subject if i make a top down gale in 2d with a 8 directional system do i have to make 8 animation for every weapons everytime?
is posible to alter the alpha when animating a 2d sprite, so It just fades gradually?
I believe you can animate the color/transparency just the same as any other property
I am trying to see what kinds of properties can you move when using the animator to achieve visual effects, and I'm wondering if there's probably a better way
Either that or just rotate your character.
ya but even with that for the weapons i have to Remake everything adding each weapons?
Assuming that you are using the default sprite shader, you can just animate the alpha of the sprite color in the sprite renderer.
I'm not sure what you mean; you can, like, just rotate the entire character with the weapons.
but if i wanna make multiple weapons like dungeons loot and stuff in 3d i just have to put the weapon as child for example but there i should Remake 5 time the weapon + the animations?
or is there an alternative on unity?
I'm not fully sure what you're asking
But if you want the weapon sprite to adapt to directional perspective change, then yes you do need multiple frames for it
Some games like Enter the Gungeon don't bother with that level of detail and it looks kinda okay still
F*** ;~;
you could move the weapon and or arms with code , but why bother?
gonna go like that and dead cells i think yes x3
probably gonna add 1 animation per type of weapon and add vfx depending on the element like fire and stuff it should be enough i guess x3
thx for the help tough 
Dead Cells I believe renders 3D meshes which are then pixelated to look like sprites
That'd would be another way to do it, but it has its own tricks to it
seem so i need to look into it too 🤔
I'd say it shouldn't be your first or second option due to the complexity of it, but it's definitely an interesting technique
yup i saw the eastward dev talk about it but i never really looked into it so 
How can I check in script if the particular animation in blend tree is running?
if (this.animator.GetCurrentAnimatorStateInfo().IsName())
Can work for Base Layer but how to approach the specific animation in blend tree
Hi! I'm trying to insert the animator on this script but I have no clue https://paste.myst.rs/8f5c7ikj Any advices or turorials?
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Technically, if that state is active then all animations un the blend tree are running. You have to get the blendtree weight and see which is highest.
https://youtu.be/gsmRfd8iYyY
need some help i'm following this game and trying to do something familiar, while looking for a reference for birds png i got an exact types of birds in the game but they are all combined so like how do i use them for animation.
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Needs some hip/body motion but it is servicable
Unfortunately, I didn't use human bones
Just along body
Anyways thanks for the feedback!
I mean, I almost never use humanoid since I mostly animate in 2d
It actually makes it easier to animate the hips since the humanoid rig is terrible for that 😄
Yeah
Personally I like having the spine not parented to the hips, especially for cartoony characters
I rushed my dream game
That's cool
Damn
You can see around 15 sec how the hips work
Welp I forgot to put hips
Though that is a bit more extreme than usual, it is going for a very stretchy, cartoony look
Does anyone know why my camera can’t move in the Y rotation when I have the animation enabled and why the camera only moves in the X rotation.
I'm thinking of hiring an animator to just fix up some animations. To specify, I'm not trying to hire here, I'm just asking for advice on pricing. I've got some animations from mixamo that I really like and would fit well with my game, but I need to add a gun to them, which I already have a model of. Just making the gun fit in the 4 animations I have is all I need. How much would be a fair price for this? I don't want to underpay, but I also don't want to get ripped off
i am making a jump animation and i need a way to stop the jumping animation when i land, any tips?
Why is my 2d animation laggy? How can i fix this?
my animations are on my player but i need to drag them somehow any help
Anyone?
Also how do i fix: 'Player' AnimationEvent has no function name specified!
Its annoying
How do I avoid this Animator hell? I was watching a video by Lost Relic Games that suggests I use a code function to change the animation state instead of doing this thing but how will it have transitions?
I fucking hate that term 'animator hell' that that jackass popularized.
Stupid strawman video.
That animator you have there isn't 'hell' at all.
You either remove your empty AnimationEvent or give it a function
Depends on what is causing the lag. Did you install mathematics and burst packages?
well, I find it hell
because I keep coming across animation artifacts
and I have about 4 or 5 booleans set for each transition
which is less than ideal
by alot
Lost Relic's method is the animation version of this
yeah that's why I didn't watch the whole video
I am pretty sure somebody here has a better method
That seems excessive.
ok question, what does Fixed Duration mean?
Making transitions via code is absolutely valid but you should do it when needed, not just as a 'fuck you' to the very concept of using an animation state machine.
It means that the transition will be based on time rather than percentage of the animation length.
and another unrelated question, how do I run the first few keyframes of an animation and then loop the rest?
Best way is to make two animations; one for the looping part and one for the intro.
but that adds even more animations
so even more spider web connections
also what's interruption source
I feel like you can probably simplify your logic; my game only has seven variables for the player animator and several of them aren't for movement
this is what mine looks like and it's only for movement
Huh. That seems to have a lot of redundancy
I could get rid of "IsWalking"
but I need the rest
and there will be more later, like crouching, firing, mantling, reloading
etc
You have a walk speed, so why do you need 'frontwalking' and 'backwalking'?
Why do you need 'isidle'?
oh yeah why do I need IsIdle
You have grounded AND jumping, so why do you need a falling bool? And why is jumping a bool rather than a trigger?
when I tried it without, it did not let me mirror the keyframes and play the walk animation backwards
said something about recorder mode
What is the difference between trigger and bool?
you can have the 'backwards' STATE without the 'backwalking' bool.
so I need to set the requirements for the falling animation to be not jumping and not grounded?
Just use the negative speed to transition into backwards walking
A trigger is 'used up' once it causes a transition. A bool isn't.
so if I trigger it once it works and if I do it again it reverts?
also to make IsJumping true, I made it look at the rb2D.velocity.y
same for falling
I trigger 'jump' when the player hits the jump button while grounded.
and does it keep looping until I start falling?
actually, how would I detect if I'm falling?
but what if I double jump
And then falling transitions either to landing or crouched landing.
Well, I don't have a double jump.
no you can jump while you're already jumping
I'm not sure you are defining the difference between jumping and falling very well.
Falling is when the player is not moving upwards
jumping is when the player is moving upwards
that's why I had it as a boolean
Even if you hit the button to doublejump while moving upwards, you probably don't want it to trigger until they stop rising do you?
no I do
so you get a quick high jump
or a controlled jump
I set double jump to reset the current y velocity and apply a force
currently it's broken but it's unrelated to the animation
We're only discussing the animation, really. How your jumping works doesn't really matter. All that matters is 'what conditions trigger x, y, or z animation'
Double jumping complicated things, but not THAT much
That does the opposite of simplifying it, ESPECIALLY for double jumping.
or use the velocity as a float to trigger either jumping of falling
and I don't think you should use velocity for either
why? I don't have a separate double jump animation
That is a very bad idea.
Using the y velocity to trigger jump/fall animations breaks slopes or elevators.
nope, because I will make it also dependant on if the player is grounded
so it doesn't break it
That is why. With a trigger you can just use the same trigger for jump and doublejump.
also quick question, how do I make something work if a float is at 0? it only says greater or equal
Use an int
ok no I need the IsIdle parameter
I set the running forward and backward animation to both be dependant on walk speed and being grounded
and I set the idle animation to be dependent on if it's grounded
so I need an idle parameter too
Then add a 'greater than' too
That kind of thinking is why you had a million bools in the first place 😛
yeah I will try to cut down and rething after I make it work again and not broken 😅
So just why can't you play your walk animation backwards?
it didn't work
said something about RecorderMode
I believe I set the multiplier to the walk speed float
and the walk speed was determined by my horizontal input
when it was negative, it didn't work and gave me that error
unity crashed wut
That sounds like a problem with the unity recorder package
there's a package for that?
NO I LOS TMY PROGRESS
I'm back here 😢
and that is why you save often
Are you SURE about that? Because that error is usually caused by setting the Animator.Speed
might be that
but I removed that
oh yeah it must be that
definitely
now my animations don't play at all
only the idle one plays
Maybe it is time to tear it all up and start fresh with what you know. Might be easier than trying to retrofit each piece
no I'm pretty sure something as actually bugged
let me show you
these are the conditions of going from idle to walking
I understand what you meant. That is why it is easier to sart fresh; much easier to debug.
and this is how the run animation is set up
kinda is fresh right now
Why do you need a grounded condition?
a player can't run in the air
anyway
walk speed is updating correctly
it's either 0, -1 or 1 depending on movement
but the animation never plays
If the player is in the air, they won't be in idle state
Might be a script problem, too, if the conditions aren't updating
the conditions are updating
they show in the animator
with correct values
but the animations don't play
hell, I only kept idle and run animations in the animator and it still does not run
Is the state changing?
nope
wait
Do you have a state soloed
Ok. Breathe.
I am
But I am frustrated
the conditions are being met
but the transition is not happening
why would that be?
You have the right instance of the animator? you don't have anything soloed or muted?
Unsolo everything
ok
That'll just confuse things
What happens when you manually transition
how do you do that?
OH I DID IT
I removed the dependancy on walk speed to do the transition
eventhough it wasn't broken
I need to rest
I can not thank you enough, Pinballkitty
Hope it helps!
is there anyway to create a common animation regardless of position of object in game space?
i want to animate birds but if i use the same animation on another bird it takes the previous birds location and moves the object there
Don't animate the root.
Leave the root with no keyframes; all animation is spatially relative to the root.
And you aren't animating the position of the gameobject?
not right now but i want to move them too in different directions
Because I can clearly see a row of keyframes aside from the sprites.
currently i'm doing seperate animation according to object podition
The 'root' of an animation is the object with the animator on it.
If that gameobject has animation on it, then the object will snap to that world position.
Show your whole animation window?
okay
Here like this sprit bird i have animated the sprites and position, so when i hit play it will translate forward , but when i use the same animation clip for another bird which is animation at a point that object also translates to this birds position
Please reread what I said
So you either need to have a parent object 'hold' the animator, or have a parent object to use to place it. Either way, you want no keyframes on your root object(the one with the animator component)
i'm sorry it's going above my head
oh okay
lets say the empty object(pos -10) moves in x direction starting from pos 10>20>30>40>50. Okay
so now if i use this same animation clip on different object(pos - -50) so when the animation will play it will immediately animate as -50>10>20 and so on right?
like your character should animate in prefab view ?
for that if the prefab has animator controller then there is a small window right_down in the panel itself so just drop your character there to se the animation attached, yeah but it wont work if the animator has parameters because you can not pass it in the prefab.
also the animation needs to be selected to view the animation
As long as the root object has no transform keyframes, then yes.
Anyone know why my model's blendshape list isn't showing in unity? I've had this issue before and all I had to do is untick "relative" in blender but that's not working
is this wrong? the only thing that plays is the run animation
What the actual fuck is that? I'd ask to see it in a resolution that would make it readable but that would probably hurt even more.
Seriously though, that is one really fucked up animator.
well i got that much figured out
Not even sure where to begin, since it seems like the answer to 'what is wrong' might actually be 'everything in it'
I really can't tell what is supposed to be happening there.
Yes, I can see that. Which means that either you don't understand how state machines work or you are trolling me very successfully.
Have you looked at any of the documentation or tutorials that explain how to set up an animator?
yes but they dont got nearly as many animations as this does
so it gets set up different
Start small, build up.
like, why does this one work but when i put a two way transition between idle and run it just goes back and forth
and i cant set mine up like that cause i dont have a land or spawn animation
AnyState is meant to be used VERY SPARINGLY.
And unity will always take a transition that fits the criteria, in order of precedence. So if you just have a connection each way it will take them back and forth.
wait why? shouldnt it mean you can go from any animation to the on linked
i thought thats what anystate meant??? you link it an you can go from any animation to whatever is linked
Yes. Overwriting the normal flow of states.
so then why doesnt the first one work
couldnt it just overwrite the run and go into like jump
There is no logic to it at all that I can tell. It'll be based on the transition conditions.
the wha- theres conditions...? oh no...
Yeah. You're gonna wanna peek at the manual. 
Hi i have made animations in blender and now want to attach them to my animator however i dont know how to access them
Drag the animations from the project inspector to the animator window
Posting this here instead of the general thread: I've spent a long time getting an animation controller script working for my top down 2D game. Was this really silly? Should I just use blend trees like a normal person? My movement script basically pings a cardinal direction script which sets the direction parameter of the character, the animation script then gets the direction and plays the right animation.
how
Assuming you have it imported correctly, the animations will show up as children of the animated object file you imported. They can be dragged into the animator window.
Without seeing your exact use-case I won't call it really silly. It was PROBABLY really silly, though.
i'll repost because i don't think anyone saw it
I'm thinking of hiring an animator to just fix up some animations. To specify, I'm not trying to hire here, I'm just asking for advice on pricing. I've got some animations from mixamo that I really like and would fit well with my game, but I need to add a gun to them, which I already have a model of. Just making the gun fit in the 4 animations I have is all I need. How much would be a fair price for this? I don't want to underpay, but I also don't want to get ripped off
That's a good question; I'm not really sure, honestly, since when I do work for hire it tends to be fairly small things and pricing is always tricky.
Yeah the only thing I have is the cube and armature there is animations on the player but it isn’t a child I’m not at my computer rn
It seems like you have something setup incorrectly somewhere along the process. Hard to really guess where.
Can someone tell me this is a unity problem with depthTest?
I don't remember but I think I saw this normal in previous versions...
using Unity 2022.1.10f1
Hey! I'm wondering how you would make it so that a hand could be moved to the grip of a gun using ik instead of extremely precisely animating the aim animation to be directly forwards like I have been doing so far. This is how it currently looks but this took me an hour to get right and I'm gonna have multiple rigs with multiple weapons so I'd really not like to do that again. I was thinking I could just aim the weapon with code like I normally would then use ik to get the arm to properly place the hand on the gun, but I don't know how to do that.
One thing that makes this even more annoying is the animation is slightly off while pausing or before running the game so I have no adjust it, export from blender, run the game, see what I need to adjust further, and then repeat.
Yes, that is a very good use for inverse kinematics
I've used IK in other engines and procgen projects but never in 3d on a rigged, animated character :P
If you are using a mecanim humanoid then there is IK built into the animator. You can also use other IK tools like Animation Rigging package, of course.
Well I remember reading a unity forum thread about the animator being relatively resource intense, with some people having FPS issues in their 2D game with a lot of entities. I'll try to find it. The gist was that these tools were made for 3D and it's dumb to use them for 2D frame based animation.
I think this is the thread I'm thinking of: https://forum.unity.com/threads/we-removed-all-our-animators-and-gained-30-fps-alternatives-to-mechanim.540162/
At the crowded end there'll probably be like 50+ entities on the screen at once, it's kinda like an RTS
@noble pond first of all, that is a four year own thread from before they added burst support to speed up the animator. It was also from someone who was making literally hundreds of 'no logic' animations- that is, simple loops with no states or anything.
You are, instead of skipping functionality you don't need, remaking the animator yourself from scratch.