#🏃┃animation

1 messages · Page 97 of 1

harsh ivy
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I'm actually having an issue with the animation updating

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Nevermind. fixed it

drowsy cape
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Do u need to have every attack and idel and everthing animatible in the same spritesheet

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I want to use both of these

drowsy cape
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hot to fix

late birch
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allright ive tried this but still no luck

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the cells are 21 x 34 but unity somhow gets confused

hybrid tinsel
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What do you mean by 'confused?' what are you entering in the slicing window?

late birch
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i got slice by cell size

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and put in the exact size

late birch
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ok nvm fixed it

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just spent a while tweaking it until it fit

mellow zealot
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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?

rigid salmon
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I am using custom made animations in my project want to add animation events to the clip but the event option is locked.

drowsy cape
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Is their a way to avoid remaking every animation when adding a animation to the sprite sheet

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Is their a way to avoid remaking every animation when adding a animation to the sprite sheet

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Is their a way to avoid remaking every animation when adding a animation to the sprite sheet

celest crag
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@drowsy cape Did you mean to post multiple messages?

drowsy cape
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YES

celest crag
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@drowsy cape Do not spam the channel.

twin musk
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Hey lads, is there no way to make multiple animations fire on one layer?

agile solstice
twin musk
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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

agile solstice
twin musk
agile solstice
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now I'm curious how many animations do you need playing at once?

twin musk
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4

agile solstice
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on 20 layers? 🤣

twin musk
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I have a lot of other things in play

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This for a different system on the same FX

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Seeing VRChat only allows one FX for an avatar LOL

agile solstice
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That sounds about right

twin musk
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If you want I can DM you to not to clutter this channel

agile solstice
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You can make a thread but I don't know what else to say on the topic

twin musk
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Is there a way to keep those four animations all active within a blend tree?

agile solstice
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Not additively, I don't think, but you can have 4 active animations have blend them with various weights

nova finch
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How could I transition out of a sub state machine through one transition?

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I was trying to use Any state then transition out into my base layer but it doesn't work

twin musk
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lemme word that better

nova finch
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Yeah I have it transitioning to my Walking/Running Blend tree under specific parameters but it still doesn't work

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is that what you meant?

agile solstice
# twin musk

I assumed you wanted 4, but just one blend tree can have more than that

twin musk
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thats what i need

mellow zealot
granite kite
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hi i have made animations for my player and dont know how to play them in unity any helpful videos?

agile solstice
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@rigid salmon @mellow zealot The animation asset can be duplicated with ctrl+D to quickly create an editable duplicate of it, as well

mellow zealot
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Ah, thank you. I could do with that tip

twin musk
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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?

glacial quiver
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is posible to alter the alpha when animating a 2d sprite, so It just fades gradually?

agile solstice
glacial quiver
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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

hybrid tinsel
twin musk
hybrid tinsel
hybrid tinsel
twin musk
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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?

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or is there an alternative on unity?

agile solstice
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Some games like Enter the Gungeon don't bother with that level of detail and it looks kinda okay still

glacial quiver
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you could move the weapon and or arms with code , but why bother?

twin musk
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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

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thx for the help tough UnityChanwow

agile solstice
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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

twin musk
agile solstice
twin musk
rigid salmon
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How can I check in script if the particular animation in blend tree is running?

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if (this.animator.GetCurrentAnimatorStateInfo().IsName())
Can work for Base Layer but how to approach the specific animation in blend tree

timber rapids
hybrid tinsel
gaunt vortex
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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.

outer minnow
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Is my animation look good?

hybrid tinsel
outer minnow
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Unfortunately, I didn't use human bones

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Just along body

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Anyways thanks for the feedback!

hybrid tinsel
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I mean, I almost never use humanoid since I mostly animate in 2d

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It actually makes it easier to animate the hips since the humanoid rig is terrible for that 😄

outer minnow
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Yeah

hybrid tinsel
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Personally I like having the spine not parented to the hips, especially for cartoony characters

outer minnow
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I rushed my dream game

hybrid tinsel
outer minnow
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Damn

hybrid tinsel
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You can see around 15 sec how the hips work

outer minnow
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Welp I forgot to put hips

hybrid tinsel
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Though that is a bit more extreme than usual, it is going for a very stretchy, cartoony look

outer minnow
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Oh ok

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Thanks for the tip

broken beacon
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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.

open wadi
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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

twin musk
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i am making a jump animation and i need a way to stop the jumping animation when i land, any tips?

buoyant trellis
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Why is my 2d animation laggy? How can i fix this?

granite kite
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my animations are on my player but i need to drag them somehow any help

buoyant trellis
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Also how do i fix: 'Player' AnimationEvent has no function name specified!

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Its annoying

harsh ivy
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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?

hybrid tinsel
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Stupid strawman video.

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That animator you have there isn't 'hell' at all.

hybrid tinsel
hybrid tinsel
harsh ivy
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because I keep coming across animation artifacts

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and I have about 4 or 5 booleans set for each transition

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which is less than ideal

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by alot

hybrid tinsel
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Lost Relic's method is the animation version of this

harsh ivy
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yeah that's why I didn't watch the whole video

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I am pretty sure somebody here has a better method

hybrid tinsel
harsh ivy
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ok question, what does Fixed Duration mean?

hybrid tinsel
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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.

hybrid tinsel
harsh ivy
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and another unrelated question, how do I run the first few keyframes of an animation and then loop the rest?

hybrid tinsel
harsh ivy
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but that adds even more animations

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so even more spider web connections

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also what's interruption source

hybrid tinsel
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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

harsh ivy
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this is what mine looks like and it's only for movement

hybrid tinsel
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Huh. That seems to have a lot of redundancy

harsh ivy
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I could get rid of "IsWalking"

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but I need the rest

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and there will be more later, like crouching, firing, mantling, reloading

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etc

hybrid tinsel
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You have a walk speed, so why do you need 'frontwalking' and 'backwalking'?

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Why do you need 'isidle'?

harsh ivy
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oh yeah why do I need IsIdle

hybrid tinsel
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You have grounded AND jumping, so why do you need a falling bool? And why is jumping a bool rather than a trigger?

harsh ivy
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said something about recorder mode

harsh ivy
hybrid tinsel
harsh ivy
hybrid tinsel
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Just use the negative speed to transition into backwards walking

harsh ivy
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oh that makes sense

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good tips, let me implement them and come back

hybrid tinsel
harsh ivy
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so if I trigger it once it works and if I do it again it reverts?

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also to make IsJumping true, I made it look at the rb2D.velocity.y

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same for falling

hybrid tinsel
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I trigger 'jump' when the player hits the jump button while grounded.

harsh ivy
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and does it keep looping until I start falling?

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actually, how would I detect if I'm falling?

hybrid tinsel
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No. Jump transitions directly to falling

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Always

harsh ivy
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but what if I double jump

hybrid tinsel
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And then falling transitions either to landing or crouched landing.

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Well, I don't have a double jump.

harsh ivy
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I do, or will have

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I will have to put back in the falling boolean

hybrid tinsel
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Not really.

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To double jump you need to already be in the falling state

harsh ivy
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no you can jump while you're already jumping

hybrid tinsel
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I'm not sure you are defining the difference between jumping and falling very well.

harsh ivy
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Falling is when the player is not moving upwards

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jumping is when the player is moving upwards

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that's why I had it as a boolean

hybrid tinsel
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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?

harsh ivy
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no I do

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so you get a quick high jump

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or a controlled jump

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I set double jump to reset the current y velocity and apply a force

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currently it's broken but it's unrelated to the animation

hybrid tinsel
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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'

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Double jumping complicated things, but not THAT much

harsh ivy
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I can keep jumping as a boolean rather than a trigger

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would simplify it

hybrid tinsel
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That does the opposite of simplifying it, ESPECIALLY for double jumping.

harsh ivy
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or use the velocity as a float to trigger either jumping of falling

hybrid tinsel
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and I don't think you should use velocity for either

harsh ivy
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why? I don't have a separate double jump animation

hybrid tinsel
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That is a very bad idea.

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Using the y velocity to trigger jump/fall animations breaks slopes or elevators.

harsh ivy
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nope, because I will make it also dependant on if the player is grounded

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so it doesn't break it

hybrid tinsel
harsh ivy
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also quick question, how do I make something work if a float is at 0? it only says greater or equal

hybrid tinsel
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Use an int

harsh ivy
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ok no I need the IsIdle parameter

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I set the running forward and backward animation to both be dependant on walk speed and being grounded

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and I set the idle animation to be dependent on if it's grounded

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so I need an idle parameter too

hybrid tinsel
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Just use a low float value

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Like for me I use

harsh ivy
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no cause if horizontal is negative

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it will play the animation

hybrid tinsel
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Then add a 'greater than' too

harsh ivy
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isIdle sounds like a better option

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but I will try

hybrid tinsel
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That kind of thinking is why you had a million bools in the first place 😛

harsh ivy
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yeah I will try to cut down and rething after I make it work again and not broken 😅

hybrid tinsel
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So just why can't you play your walk animation backwards?

harsh ivy
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said something about RecorderMode

hybrid tinsel
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Can you be more specific?

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Both about the error and how you attempted to do it?

harsh ivy
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said that the AnimatorRecorderMode should be != AnimatorRecord.offline

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or something

harsh ivy
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and the walk speed was determined by my horizontal input

harsh ivy
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unity crashed wut

hybrid tinsel
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That sounds like a problem with the unity recorder package

harsh ivy
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there's a package for that?

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NO I LOS TMY PROGRESS

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I'm back here 😢

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and that is why you save often

hybrid tinsel
harsh ivy
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but I removed that

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oh yeah it must be that

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definitely

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now my animations don't play at all

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only the idle one plays

hybrid tinsel
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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

harsh ivy
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no I'm pretty sure something as actually bugged

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let me show you

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these are the conditions of going from idle to walking

hybrid tinsel
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I understand what you meant. That is why it is easier to sart fresh; much easier to debug.

harsh ivy
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and this is how the run animation is set up

hybrid tinsel
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Why do you need a grounded condition?

harsh ivy
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a player can't run in the air

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anyway

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walk speed is updating correctly

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it's either 0, -1 or 1 depending on movement

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but the animation never plays

hybrid tinsel
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If the player is in the air, they won't be in idle state

harsh ivy
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the player is grounded

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always

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something is bugged I'm pretty sure

hybrid tinsel
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Might be a script problem, too, if the conditions aren't updating

harsh ivy
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the conditions are updating

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they show in the animator

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with correct values

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but the animations don't play

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hell, I only kept idle and run animations in the animator and it still does not run

hybrid tinsel
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Is the state changing?

harsh ivy
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nope

hybrid tinsel
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Are the transitions lighting up?

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Did you set the animator speed to zero?

harsh ivy
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wait

hybrid tinsel
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Do you have a state soloed

harsh ivy
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the zero part

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hold up

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let me check

hybrid tinsel
harsh ivy
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nope something is still wrong

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ahhhh

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It's 2am

hybrid tinsel
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Ok. Breathe.

harsh ivy
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I am

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But I am frustrated

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the conditions are being met

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but the transition is not happening

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why would that be?

hybrid tinsel
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You have the right instance of the animator? you don't have anything soloed or muted?

harsh ivy
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I have the transition to and from walk and idle soloed

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that's it

hybrid tinsel
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Unsolo everything

harsh ivy
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ok

hybrid tinsel
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That'll just confuse things

harsh ivy
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nope

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doesn't work still

hybrid tinsel
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What happens when you manually transition

harsh ivy
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how do you do that?

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OH I DID IT

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I removed the dependancy on walk speed to do the transition

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eventhough it wasn't broken

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I need to rest

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I can not thank you enough, Pinballkitty

hybrid tinsel
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Hope it helps!

gaunt vortex
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is there anyway to create a common animation regardless of position of object in game space?

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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

hybrid tinsel
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Leave the root with no keyframes; all animation is spatially relative to the root.

gaunt vortex
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it does not have a root motion, those sprites i'm trying to animate

hybrid tinsel
gaunt vortex
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not right now but i want to move them too in different directions

hybrid tinsel
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Because I can clearly see a row of keyframes aside from the sprites.

gaunt vortex
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currently i'm doing seperate animation according to object podition

hybrid tinsel
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The 'root' of an animation is the object with the animator on it.

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If that gameobject has animation on it, then the object will snap to that world position.

gaunt vortex
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no the object does not have an animation

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it was just a sprite which i'm animating

hybrid tinsel
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Show your whole animation window?

gaunt vortex
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okay

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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

gaunt vortex
hybrid tinsel
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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)

gaunt vortex
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i'm sorry it's going above my head

hybrid tinsel
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Use the empty object as the 'origin'

gaunt vortex
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oh okay

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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?

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like your character should animate in prefab view ?

gaunt vortex
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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.

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also the animation needs to be selected to view the animation

hybrid tinsel
visual saddle
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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

frosty delta
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is this wrong? the only thing that plays is the run animation

hybrid tinsel
frosty delta
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what

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just click it

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that image is fine there no resolution issue??

hybrid tinsel
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Seriously though, that is one really fucked up animator.

frosty delta
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well i got that much figured out

hybrid tinsel
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Not even sure where to begin, since it seems like the answer to 'what is wrong' might actually be 'everything in it'

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I really can't tell what is supposed to be happening there.

frosty delta
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well first i linked everything to any state

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then i linked everything to entry

hybrid tinsel
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Yes, I can see that. Which means that either you don't understand how state machines work or you are trolling me very successfully.

frosty delta
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bro i spent the last 20hours downloading this

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im the biggest beginner possible

hybrid tinsel
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Have you looked at any of the documentation or tutorials that explain how to set up an animator?

frosty delta
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yes but they dont got nearly as many animations as this does

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so it gets set up different

hybrid tinsel
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Start small, build up.

frosty delta
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like, why does this one work but when i put a two way transition between idle and run it just goes back and forth

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and i cant set mine up like that cause i dont have a land or spawn animation

hybrid tinsel
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AnyState is meant to be used VERY SPARINGLY.

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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.

frosty delta
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wait why? shouldnt it mean you can go from any animation to the on linked

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i thought thats what anystate meant??? you link it an you can go from any animation to whatever is linked

hybrid tinsel
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Yes. Overwriting the normal flow of states.

frosty delta
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so then why doesnt the first one work

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couldnt it just overwrite the run and go into like jump

hybrid tinsel
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There is no logic to it at all that I can tell. It'll be based on the transition conditions.

frosty delta
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the wha- theres conditions...? oh no...

hybrid tinsel
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Yeah. You're gonna wanna peek at the manual. UnityChanLoom

granite kite
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Hi i have made animations in blender and now want to attach them to my animator however i dont know how to access them

hybrid tinsel
noble pond
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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.

hybrid tinsel
# granite kite 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.

hybrid tinsel
open wadi
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i'll repost because i don't think anyone saw it

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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

hybrid tinsel
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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.

granite kite
hybrid tinsel
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It seems like you have something setup incorrectly somewhere along the process. Hard to really guess where.

turbid quail
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Can someone tell me this is a unity problem with depthTest?

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I don't remember but I think I saw this normal in previous versions...

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using Unity 2022.1.10f1

white coral
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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.

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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.

hybrid tinsel
white coral
hybrid tinsel
noble pond
noble pond
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At the crowded end there'll probably be like 50+ entities on the screen at once, it's kinda like an RTS

hybrid tinsel
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@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.

hybrid tinsel
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You are, instead of skipping functionality you don't need, remaking the animator yourself from scratch.

noble pond
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That reply is from 2021

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Oh well, learned some shit along the way