#🏃┃animation

1 messages · Page 1 of 1 (latest)

hybrid tinsel
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Also, while you won't see it mentioned much, there is the 'simple animator' on the unity github which is a legacy like basic animation script with no state machine.

noble pond
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Oh I remembered I also had watched this video, which started me on this path: https://youtu.be/nBkiSJ5z-hE

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0:00 Escape Unity Animator ...

▶ Play video
hybrid tinsel
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Well fuck Lost Relic, frankly.

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Stupid clickbait video.

noble pond
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Lol oh? I've never watched much of his stuff but the video seemed reasonable

hybrid tinsel
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Yeah, no. His video is literally the worst of both worlds- it is still using the animator, but it isn't taking any benefit of the animator's features.

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So no performance gains and it is a mess.

noble pond
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So I'm still using the animator just from having the animations sitting in it? Not using blend trees or connections or anything

hybrid tinsel
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Well, you are still using 'the part that uses up resources'

noble pond
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Sorry I'm not trying to be obtuse, I'm just still new at this and I have a flaw where I spend weeks trying to figure out the "right" way to do things at the expense of actually making progress

hybrid tinsel
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(Also, while this isn't mentioned often playing a state directly from code is marginally slower than setting an animator variable. Not enough to avoid it, but given the penny pinching you're discussing...)

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Anyway, if I understand you correctly, you are trying to make a sustem that supports playing a different animation based on character state, for around 50 characters?

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And these are sprite animations with no transitions?

noble pond
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Correct. Think like 50 grunts all just moving or playing a basic 4 frame attack animation

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2D sprite sheet

hybrid tinsel
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There are several options. You could even put all the flipbook animation in the gpu with a shader. Is it WORTH IT? Probably not.

noble pond
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What's your recommendation? Just using blend trees? And if I have performance issues I deal with it then?

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To be clear the blend tree is mostly being used to... Determine what directional animation to play?

hybrid tinsel
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If you use a single script to animate all the characters you could probably squeeze more performance out, but then again maybe you wouldn't.

noble pond
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I guess I've already coded my version so idk if it's worth me trying to reinvent the wheel again

hybrid tinsel
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It really is up to you; I mostly suggest not jumping on half-baked setups that claim to hold easy answers. If they were easy, then...

noble pond
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Idk shit like this is what makes me want to try out Godot, it was clearly meant for 2D from the start

hybrid tinsel
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There are a lot if reasons to recommend godot, honestly. More every day.

noble pond
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Also I think it has built in 2D pathfinding. I've found some guy's unity version of that but sometimes I worry it'll break/not work properly

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There was a while where one of his scripts was giving me a compiler error

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Well I think I've succeeded in confusing myself if nothing less

hybrid tinsel
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Take a deep breath =p

noble pond
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Do you mind briefly summarizing what the official unity/"normal" way of doing this would be? Think 2D top down four way animation like Zelda LTTP, with some basic attack or magic animations, all frame based with no transitions.

strong hedge
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any way to not care about y position? for example i want my enemy to move left no matter what Y hes on

hybrid tinsel
trim hatch
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but have you tested using the animator controller in the use case that you want yet?

granite kite
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there here in the project inspection window

hybrid tinsel
granite kite
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i figured it out

ornate storm
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can I put cameras in a scene and set up the rotations and angles and motion and everything and switch the display between them and then just render the display to an mp4? Does unity do that?

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if so what's that called

agile solstice
ornate storm
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wew
sounds nice
I'll check it out then thx

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cutscene lol I should have gotten that

agile solstice
ornate storm
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and it has the added benefit of being recent

hybrid tinsel
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Yeah, timeline+cinemachine work well for cutscenes

raven kelp
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is is possible to enable and disable animation layers based off events or parameters ?

calm prism
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am sorry Wat is this error trying to tell me and how do i fix it ??? from what am getting is that the avatar is wrong / invalid but wat does that mean exactly and how do i fix it

latent needle
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Hello

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Anyone knows how to deal with it from script side?

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curve = AnimationCurve.Linear(0.0f, 50.0f, 0.0f, 50.0f);
clip.SetCurve("", typeof(Material), "Left Arm Down-Up", curve);

This doesn't work, idk if because of name ( I changed it to test it ) or because the type. ( IDK what type are that two arrows )

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I try to animate a VRoid character

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|| Maybe someone knows other way to achieve this ||

latent needle
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Okey

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I got this

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When you animate a VRoid character with transform

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Then remove a animator

snow depot
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Transitions happen before OnStateEnter() called?

tidal lance
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For some reason, I can't export an animated camera to Unity with its FOV animations intact.

hybrid tinsel
tidal lance
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Custom properties are quite different iirc.

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And nope, it does not appear on the import settings

raven kelp
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Is there a way to fix mixamo animations without having to import them into blender and exporting them one by one

strange spruce
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Is there any foolproof way of getting a group of particle systems total length of time?

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Say I want to destroy the particle after its finished, is there a good way to, no matter what the group of particles are find the max length of that group possible?

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Or do I have to basically make a custom class with information for each particle animation

agile solstice
strange spruce
agile solstice
strange spruce
agile solstice
strange spruce
raven kelp
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My animations i imported from mixamo look weird when imported straight into unity, for some reason the player stands completely upright and straightens his legs while walking. However, I import the same animations into blender then export them and import them back into unity they look fine. This is quite time consuming so I was wondering if their is a better solution ?

nimble drum
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Hello
I'm absolutely absolute unity beginner and have a question about animation import from blender.
I made some new animations in blender and want to add them to the character in unity.
Is this possible?

cobalt wasp
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Question: Just purchased the modern interiors pack by LimeZu, and was wondering if anyone had suggestions or advice for creating a character customization/generator within the game itself that would work with all of the animations without needing hundreds of separate animations. Basically, there are multiple sprite sheets for each body, hair, accessory, outfit, etc. Each of these sheets has like 60 animations in them which can quickly add up. I understand the process of layering the animations as "body parts" through a game objects children, but wanted to know if there was an easy way to sprite swap each item so I only need 60 animations for all of the bodies, 60 for all of the outfits etc. Any help would be great!

cobalt wasp
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If it helps, I am trying to go for something similar to Stardew Valley's character customization

crystal echo
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A very basic question but I have an attack animation that works just fine in preview but ends at a different rotation in playmode?

cobalt wasp
crystal echo
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Yep works fine now :)

dry kindle
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Is crossfade a better animation tool?

hybrid tinsel
dry kindle
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I've had some with issues with Unitys animation tool with its speed and interaction with other objects.

hybrid tinsel
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Animation.Crossfade is part of unity's animator.

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It isn't a separate system.

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And 'Some random guy said this particular function is a better choice' Better than what? What are the options being considered? What is the use case?

dry kindle
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Although I have another issue with a project where I had to slow down the animation of the object colliding so it didn't go through the other objects

hybrid tinsel
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Ok, you're being way too vague for anyone to draw a useful amount of info; Crossfade is entirely about transitions from one animation to another, and it uses the same process to do so under the hood as any transition.

hybrid tinsel
dry kindle
hybrid tinsel
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I didn't say there's no fix. There are probably multiple fixes. You haven't really described your issue well enough to suggest something though.

raven kelp
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How can I fix a UP and RIGHT animation blend for diagonal movement, the animation looks completely unnatural

dry kindle
# hybrid tinsel I didn't say there's no fix. There are probably multiple fixes. You haven't real...

I'm following a game dev tutorial on how to make a 3d bowling game.

After a hit the ball against the pins I need to clear or set the pins for the next play.

So the tutorial instructs to animate a retangular shaped block gameobject to use as a swiper whenever the game needs to clear the pins that fell.

The real issue is that need to slow the animation speed so the swiper doesn't just move through the pins like their intangible.

Which of course slows down the entire set of animations of clearing and setting the pins for next play

hybrid tinsel
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I wouldn't use an animation for that; I'd just control the swiper with a script that uses physics to move it. But it sounds like what you really need to do it to set the physics to interpolated and perhaps increase the physics steps to make it more accurate. This is getting more into #⚛️┃physics than animation though.

twin musk
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Question, i have in my game alot of interactable tools and every tool has its own animations for example, a spoon that have a clip animation and when the spoon colid with a plate, the animation run, but the problem is, when i use a different size spoon or whatever tool, i need to make new animation for every single tool, even tho 2 spoons with different size could do the same animation, so is there is a way to reuse the animation clips with different sized tools instead of making the same animation over and over ?

misty mantle
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Hello everyone, I don't know where to put this but I want to do a 'climbing up on a ledge' thing for a 2D game. I have the literal animation but how to I move the character up the ledge and actually translate the character so it is up on the ledge when it's done, like have the camera follow it and everything?

hybrid tinsel
hybrid tinsel
misty mantle
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The animation itself works, i just need to literally move the character onto the ledge

hybrid tinsel
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That's something you'd want to do in code probably.

nimble drum
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Hello
I'm absolute unity beginner and have a question about animation import from blender.
I made some new animations in blender and want to add them to the character in unity.
Is this possible?

hybrid tinsel
nimble drum
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@hybrid tinsel I didn't understood the '@'.
Does that mean that I can make changes in Blender and only have to save them into the original FBX.file?

Thank you very much

hybrid tinsel
nimble drum
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@hybrid tinsel
Thanks.
You saved my Sunday 🙂
Have a great day

worthy portal
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guys i have set the running animation as main animation but when i go to lay mode it still show no animation

agile solstice
agile solstice
# worthy portal see the vid

The character in the scene should have the animator component and you should see it playing the animation when you have selected them and are playing the animation in the Animation window

worthy portal
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it have the animator component

agile solstice
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The Animation window likewise should give warnings if the animator component is in the wrong spot in the hierarchy which can stop animation clips from playing

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And it would confirm that you're editing the correct .controller asset

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You probably missed some of those steps which is why I recommend retracing your steps with a guide

gleaming void
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Is there an alternative to Unity's Animation Rigging package? (just need the Damped Transform)

twin musk
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I am at my wits end
How do I make a kart model move with a sphere collider WITHOUT having the model rotate WITH the collider

gleaming void
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Screenshots? This isn't very clear

agile solstice
gleaming void
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My bad - I only need an alternative to Damped Transform

twin musk
gleaming void
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It doesn't work correctly for me, and it seems like a problem with many users on the forum

snow depot
twin musk
# gleaming void Screenshots? This isn't very clear

Its way too stressing to make a gif of it but I mean that the Pivot point of the Kart model is the Pivot point of the Sphere Collider instead of having NO pivot point of the Collider, and that the Car model Rotates with the Pivot of the Sphere Collider

gleaming void
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Is the Kart parented under the Sphere?

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Or is the Sphere Collider just a component on the Kart?

twin musk
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Sphere Collider is Parented OVER the kart Model

gleaming void
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To what?

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See that's why it's confusing. We need a screenshot of the editor, to see the hierarchy and the components.

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At least I do

twin musk
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will do
Edit: BUT FIRST Let me test something related to that

twin musk
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this is the Hierarchy

hybrid tinsel
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Or maybe animation toolkit

twin musk
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I'm semi-sad to say that If I want some things to work I'm going to have to CODE it instead of using the editor

Because I applied a Lock Rotation script and its now on the right track

tight light
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I did a quick search and couldn't really find anything on this so
Can animation clips have multiple layers? For example, I have idle animations for each of the 8 directions the player can be facing; is it possible to have these 8 directions all on one animation clip (to reduce the number of clips), or do they all need to be on separate clips? Since the project I'm working on will have quite a few states such as idling, walking, jumping, etc., the number of clips could grow quite large if each direction was a separate clip

gleaming void
hybrid tinsel
hybrid tinsel
gleaming void
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I kinda found the problem. The Damped transforms keep accumulating over time, resulting in extreme transformations. However Animation Rigging toolkit does not offer any in-house solution to clamp the transforms, and I don't know what values to clamp them to, since they change a lot during runtime...

raven kelp
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Can someone help me with trying to fix or find a solution to something to do with my blending

hybrid tinsel
hybrid tinsel
gleaming void
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I'm not aware of the Animation toolkit. I'm using Animation Rigging toolkit.

hybrid tinsel
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"Animation Rigging toolkit" is unreal. Animation rigging package is unity's. Animation toolkit is a package on the asset store.

frozen shuttle
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Can I move an animation transition to another animation clip in the animator window?

hybrid tinsel
frozen shuttle
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Okay, thanks

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I'm making a football game and I'm trying to make different teams with their own sprites but basically the same animations and it's getting a little cumbersome 😆

Probably best to just for me to tough it out and not get cute

hybrid tinsel
frozen shuttle
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Oh okay that sounds perfect, googling now, thanks again champ

hybrid tinsel
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Champ? That's a new one UnityChanLOL

cobalt wasp
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Question: Looking to create a character customizer similar to Stardew Valley's (pixel art character with many different options for clothes etc). I have an asset list with thousands of sprites and want to make sure all of the animations work correctly. I understand animation layering, but was wondering if there was a way to switch the sprite sheet used for each animation (each sprite sheet has a different accessory for example but they are all set up with the correct and same animation order) without needing to create hundreds of animations for each different item. Any help would be great!

raven kelp
# hybrid tinsel Can you actually post the problem you are attempting to solve?

Im using root motion and using a blending tree to blend my movement animations, UP DOWN LEFT and RIGHT all work fine. (UP and LEFT) and (DOWN and RIGHT) also look natural. However (LEFT and BACK) aswell as (RIGHT and UP) dont work well, the avatar seems to spread out their legs and hover. Is there a solution or temporary fix to this issue ? I understand I Ideally would animate a whole new animation for these actions but I have no experience animating and when attempting to do so Im having issues with rigging aswell as making my animations actually look good. Is there something else I can do or do i have to make a new animation ?

raven kelp
hybrid tinsel
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That sort of artifact is usually caused by animations being out of sync- the 'leg up' motion of one matching up with the 'leg down' of the other, for instance; ideally animations in a blend should match timing wise.

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Without actually examining things it is hard to guess more specifically what might be going on.

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You should test out the animation in the preview window so you can see precisely which states are being blended when you have the issue.

raven kelp
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do you think it could be fixed with another animation layer with a new blend tree where the leg on the conflicting animation is disabled and override it ?

hybrid tinsel
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That seems a lot more complicated(and prone to breaking) than just making sure the animations all sync up

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So I'd probably start with the simpler options. And whatever you do, the first step is to figure out what is actually wrong or you'll just end up adding layers and layers of fixes.

raven kelp
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Yeah your right thanks again

hybrid tinsel
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Given that it doesn't happen the same in all directions, it might be an issue with the script that is controlling your animation variables as well.

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So I'd check your animator at runtime to see that all the floats are what you expect them to be for your inputs.

raven kelp
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the floats are as expected

hybrid tinsel
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Ok, was worth checking since that's the easiest thing to fix. 😄

clever bolt
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How do people turn frames into animation? Like, dool they put the individual frames in a folder

hybrid tinsel
pallid dawn
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Hey,
i have an question i want that this flashlight model is moving with the camera it kinda does but i does not stick to the Top Body it just moves barely with the charakter.
i think its because of the Walk animation.

toxic thorn
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hello, I have a problem with inconsistent animations. I made simple game in wich you destroy things. Walking,running and idle works fine but when im attacking somtimes animation plays a copule of secconds after it should or just straight up doesnt't play and freezes all animations so the player just stays still. How can i fix that? here is my code for animations https://hatebin.com/tviqrjiqos and my animator tab (2 screenshots with transitions in both sides)

pallid dawn
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In your code you go into the Attack method and you set your canAttack to false.
So if you did it once you can never do it again?

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the if is only true when canAttack is true and i think you never set it to true again.

toxic thorn
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so i can't spam attack

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in resetattack function im restoring it to true

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but it was only intended for code so I can't spam. It shouldn't mess with animations because i don't have canAttack bool

pallid dawn
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i think the problem is you never set your animator.SetBool("lightAttack", true); to false to return to your idle

toxic thorn
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i fixed it, it was problem with animations priority

pallid dawn
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where?

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ah i see

toxic thorn
pallid dawn
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sry

toxic thorn
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yeh

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np

celest crag
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@toxic thorn Don't cross-post next time, please.

toxic thorn
raven kelp
# hybrid tinsel Ok, was worth checking since that's the easiest thing to fix. 😄

I believe I know the issue, I believe from a movement perspective It doesnt make sense for you to be able to step back and step to the side at the same time. Atleast it doesnt make sense from the perspective of the type of movement a boxer uses. Thats where the issues arise, i believe the only fix is to make a new animation. If you think there's something else that can be done I would appreciate it, but thanks for the help you gave because its helped me narroow down the issue (atleast i think it has lol)

sturdy halo
twin musk
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can someone help me with an animation, everything is the opposite. the idle is switched with the walking and etc. is anyone possible to call so i can screenshare it?

uncut salmon
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What do you mean everyone is opposite? 🤔

twin musk
uncut salmon
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Nope

twin musk
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so if i press a

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it shows the idle for the left facing

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but if i stop moving it shows a walking animation in the direction im facing in

uncut salmon
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Are you using an animator?

twin musk
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first time ive used animator so i dont how to do it

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this happens for blend trees, workaround is to get the remainder when devided by 1 normlizedTime=normalizedTime%1

twin musk
uncut salmon
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Check how it's hooked up. Maybe you swapped things around 🤷‍♂️

twin musk
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everything is correct

uncut salmon
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Well, animations don't switch randomly unless you're calling them.

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So either the animations themselves swapped, or you're calling the wrong conditions on the animator.

twin musk
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movement.x = Input.GetAxisRaw("Horizontal");
movement.y = Input.GetAxisRaw("Vertical");

    anim.SetFloat("Horizontal", movement.x);
    anim.SetFloat("Vertical", movement.y);
    anim.SetFloat("Speed", movement.sqrMagnitude);
uncut salmon
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Watch the animator when you're moving and see what it's calling.

twin musk
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something really wierd

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dont know how to explain it

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store it in a variable float

twin musk
uncut salmon
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What are all those floats for though? Seems like you only need speed to control movement.

twin musk
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so thats why i need vertical and horizontal to control which animations to play when the character goes up down or left right

uncut salmon
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To be honest, if you're doing a 2D top down style game, you probably just want to call the animations directly in the animator.

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No need to create transitions and such. That's mainly used for blending.

twin musk
twin musk
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wait

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i found the fix

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ty for help either wya

clever bolt
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How do I make a spritesheet

silver musk
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Does anyone experienced with blender know how weight paint works?

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I assumed that if something is painted to 0 weight, then the bone wouldn't affect it, but that clearly isn't the case.

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It's okay, I think that I get it now.

agile solstice
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Setting weight to 0 for one bone doesn't guarantee other bones don't have weight on those vertices

hybrid tinsel
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Normalized time has a slightly misleading name. It normalized the length of a single loop of the animation to 0-1, but then if you keep playing that state after the end you are going past that, so it goes past 1.

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I misstated; it doesn't need to actually loop, but you are still running the state. Normalizedtime is the entire time the state has been running. As AB said, you can use modulo to get a true 0-1

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Or just clamp the time if you don't want it looping.

hybrid tinsel
silver musk
marble frigate
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hey guys how do i make my rig have normal numbers in editor?

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so like, applying transforms in blender but in unity

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these weird ass numbers are diffcult to work with

hybrid tinsel
raven kelp
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Is it possible to add weight to animations in blend tree. for example, having one animation have a stronger effect on the blend then other animations

young kiln
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hello, I've made some basic idle and walk animations for a model in Blender, and am now importing them into Unity; however, in my animation controller state machine, animations won't loop in their respective states, playing just once instead

I know I can, within Unity, enable "editing" in the animations as imported in the .fbx model, and check the "Loop Time" checkbox, but I was hoping to find a way of exporting from Blender with that enabled in the .fbx

in Blender, I've tried selecting all keyframes, pressing shift+e, and clicking "make cyclic" in the popup, but that didn't seem to work, the animations come with Loop Time unchecked

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so, I know this is more of a Blender question than Unity, but what can I do to make animations loop in their state straight from the Blender import? if I change the exported model, I'll have to set those "Loop Time" checkboxes again

hybrid tinsel
hybrid tinsel
hushed socket
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hey my animation going from one animation to another is doing a weird thing where at the end of doing the animation that was transitioned to instead of going back to the original animation in loop it does the same animation a second time which i dont understand

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nevermind

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i got it

twin musk
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I have this AI of a chicken that moves around randomly, he doesn't pause very often and when he does, he'll stay until approach, chasing/atk does work except no atk anim yet, i'd like to get that + sound. haven't gotten it all to work tho i've tried, since this is the anim category well, i'd like a bit of help with the blend space for now maybe, but i might need a better code also, i wanted him to randomly pause and do a crow sound/anim when they haven't detected. (chicken is the enemy)
another thing he is supposed to side step and attack, though he looks the other way even after re-doing the animation on blender

lone smelt
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Anyone know why this isnt working? Im trying to make an idle, running and walking animation

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i made the blend tree and everything, but it only does the idle animation, even when running or walking

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it only plays the idle animation

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any help?

lone smelt
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Its really odd, because the tutorial im following did the same exact thing but theirs worked

lone smelt
pallid dawn
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then your script?

lone smelt
pallid dawn
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yes

lone smelt
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okay

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its 100 lines, can i send a copy of it?

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or hsould i just screenshot

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should*

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@pallid dawn

pallid dawn
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idk why. looks fine to me

lone smelt
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Rip

agile solstice
# marble frigate these weird ass numbers are diffcult to work with

The weird ass-numbers are "scientific notation", you don't really have to "work" with them normally
-2.096214e-17 is the same as
-0.00000000000000002096214
so you can just round it to zero
If the e has a plus or doesn't have a minus, that means the magnitude of the value is bigger by so many decimal points, rather than smaller

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And since you're not working in trillions of units that won't be relevant either

agile solstice
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@lone smelt judging from the warnings in the console I would guess Player has an extra Animator with no controller that you're attempting to control with the script

marble frigate
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in all bones

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like when you press apply all transforms in blender

agile solstice
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Blender's "apply transforms" modifies the geometry data itself so it's a bit different though

lone smelt
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and how do i fix that

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sorry for asking so many quesitons lol

agile solstice
lone smelt
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let me send you a dxcreenshot

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screenshot

agile solstice
lone smelt
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do you see anything wrong here?

agile solstice
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Yes

lone smelt
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what should i change

agile solstice
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Remove the extra animator

lone smelt
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How do I do that

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and under which

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player or Toon

lone smelt
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NVM

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thanks so much

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i spent 4 hours on this

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tryingto see what was wrong

agile solstice
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That's how animations work, they override properties such as position, which is relative to parent object (or the scene if none)

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So, place it under a parent object and move them together

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By move I mean when placing the gameobject around the scene
The animation on the child object will always happen relative to parent object

raven kelp
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Is it possible to add a diagonal movement that is out of sync with my forward and Right movement on my blend tree ??

agile solstice
hybrid tinsel
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blends are for animations that are in sync.

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State transitions are for animations that aren't.

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Don't over complicate things 😄

raven kelp
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Thats a good point but since im using a joystick for movement wont that look very snappy ?

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Ive spent like 5 days trying to figure out something that works lol, The issue is the movement to the right takes a step with the right leg first and my movement forward takes a step with left leg first. I didnt think about adding a new state but wouldnt that make the animations snap into eachother and limit the degree of motion I can achieve ?. The Issue is im using root motion but i may have to stop using it but again another problem is im making a boxing game and i felt root motion would provide a more natural grounded look.

agile solstice
silver musk
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In blender, I was animating, and I added on a bone, but it isn't showing up in the vertex groups for my object, how do I add it?

#

Ok well adding another vertex group and giving it the same name as the bone seems to have worked.

raven kelp
agile solstice
spring ridge
#

Why the hell doesnt my mixamo animation not work on unity

silver musk
#

So in Blender, I just deleted some unwanted animations, and now my armature is displaying wierdly. It goes completely invisible if In Front isn't checked, but it doesn't actually appear in front when it is checked on. Does anyone know why this is happening. (Also I already tried restarting Blender).

fathom kayak
#

how do i link something in my animation to a state in my code? im trying to make a crouch animation happen if i crouch and it isnt working

agile solstice
# silver musk So in Blender, I just deleted some unwanted animations, and now my armature is d...

If you're using Actions, their animation data persists unintuitively
Every time you preview an Action its keyframes are added to previously previewed keyframes
It sounds like the bone scales might've been inverted to turn the mesh inside out, and one such Action was necessary for keeping them the right way
Not sure what the fix is besides to always have preview Actions on top of an idle pose which has a keyframe for every bone

agile solstice
silver musk
#

Alright. I don't understand the animation very well as I just started with it, so I appreciate the information.

agile solstice
#

Hope that clarifies a bit at least
The action editor is a real swamp of strange UX and half-baked features

#

NLA editor even more so if you have the misfortune of using that at some point

marble frigate
#

hi, im looking for a way to make my animation not influence the rotation of my ribcage, during idle animation i want to be able to rotate the ribcage up and down in order to look around but the animation overrides its rotation.

raven kelp
#

Btw that comes off a bit rude but Im actually trying to help 😂

halcyon belfry
#

does anyone know why my animator doesn't show the trigger white circle at the left when I have triggered the animation ?

halcyon belfry
#

like this

raven kelp
#

But what do you do that causes that trigger, a button press, a joystick movement ?

halcyon belfry
#

a becaon compare tag trigger

#

oh its fine alr after a restart, hmm but it doesn't change previously when I have restarted the programme

hybrid tinsel
livid robin
#

Im having a problem where my animator has nothing in it when I have animations for that object can someone help please

crisp hazel
#

Hello

#

before I ask any questions, any etiquettes I need to keep in mind

#

I also did try to search for solutions non stop for 2 days now : " )

trim hatch
#

most people would perfer you just ask your question providing as much detail as possible

#

dont expect an answer either

lean sage
crisp hazel
#

Ok so I have a question regarding integrating animation in Unity

#

now there is the Sprite sheet way which is pretty straight forward and simple

#

and there's the key framing way that well, requires more steps, I animate on after effects and wanted to integrate the animation in Unity using key framing, so I exported my animation as a script

#

is this how am supposed to do it and is there a better way

cyan tulip
#

Hey everyone... I have a really long shape like a worm I build in Blender. I want to animate it so it moves along a path. Important is, that I can import it in unity for my game. Any suggestions what could be a good workflow in blender?

agile solstice
crisp hazel
halcyon jungle
#

Does anyone knows how to play a rotating animation when player is rotating?

pliant kite
#

Does anyone know any good first person animation packs? I can't seem to find any anywhere, they need to include some generic stuff to support firearms, melee weapons, interactions etc

hybrid tinsel
#

Have you tried the asset store?

hybrid tinsel
halcyon jungle
#

I have about 3 animations (Forward, Left, Right)

#

How can i know if the player rotating left or right

#

So i can play the animation

hybrid tinsel
#

You can either measure their angular speed(just like you do their move speed) or you can measure the player's input.

twin musk
#

Hey, i have an issue with the character animation, the character keeps looping the move animation when i am not pressing anything, i´ve made an script to try fixing it but it still doesn´t work

trim hatch
#

do you set moving to false?

twin musk
#

yes

#

if moving is false then change the animation to idle, I think it works like that

snow depot
#

@twin musk put a public method that sets the collider to true, nd call it using an animation event

twin musk
#

wow thanks

willow island
#

im trying hard to figure it out but im trying to figure out whats causing this inconsistency with the landing animation

#

sometimes it works perfectly, but other times it will stick in the air for an uncomfortable amount of time

random rain
#

whats a receiver for animation

#

how do I end my animation clip after 1 iteration

hybrid tinsel
# random rain whats a receiver for animation

Your animation has an event(the little white thing on the timeline). A receiver is a script on the same object that has a matching public method to whatever is chosen in the event.

hybrid tinsel
hybrid tinsel
#

Instead of activating it via animation directly, use an animation event to tell the script to activate it.

random rain
hybrid tinsel
#

Go to the inspector for the animation clip and set it to not loop

hybrid tinsel
#

You're using a spherecast for your 'grounded' or a sphere collider or?

willow island
#

spherecast

#

I think that it might be just a small delay between the ground check and when the player is on the ground

hybrid tinsel
#

When are you calling the cast?

#

Before or after animation in the frame?

willow island
#

I have a function set up for casting it, I've tried using the regular bool that I use for the rest of the script and I have also tried calling the function in where you set the bool for the animator

#

the regular bool is on fixedupdate

#

and the anim handler is on regular update

#

but it doesn't change much

hybrid tinsel
#

fixedupdate happens multiple times per frame and can happen after update

silver musk
#

For some reason a whole bunch of my animations got overwritten in Blender, but I still have them saved in Unity. Is there anyone for my to export them back into Blender?

mellow herald
#

How can I make a falling leaves effect in my 2D game?

trim hatch
distant mural
#

a great system for particles that in unity

heady grove
#

Is it possible to have multiple animations for the same parameters in a blend tree?
Say I have a blend tree for locomotion, including everything from "idle" to "running". Can I somehow use a sequence of idles instead of just one animation? Or would I have to make that a separate state?

sturdy bronze
#

None of my animations on my camera work when I build my 3D game on mobile. Another animated object just disappeared. What could cause this?

rocky idol
#

Don't know if this is the section to ask but anyone have any advice/ideas on how to implement a system where different weapons have different "movesets"
I've looked into having a master animator with state machines for each "weapon type" as a separate state machine
and I've also thought of using Override Controllers but I want to have varying amounts of "combo" attacks
C# competent, I also tried saving statemachines as assets but they don't save properly SAD
Highly prefer to create the system due to budget and I want to know how things work owoNod

lucid trench
#

My character can attack out of basically any state (jumping, falling, walking, idle etc) so I made a transition from Any State to the attack animation
However this raises an issue where because Idle and Walking can also be triggered out of any state, I can't force any exit time out of the attack animation and it's immediately interrupted by either Idle or Walking. How should I go about implementing these states so I can force the attack animation to conclude before exiting to any other state?

silver musk
boreal valve
#

If I buy a humanoid animation pack, would it work on a humanoid rig with no finger?

hybrid tinsel
#

Animations are saved as separate files so any edits you made to them should remain unless the crash actually corrupted the animation file.

hybrid tinsel
hybrid tinsel
halcyon schooner
#

hello, I am trying to use avatar mask for each finger of the player and setting the weight of the mask via a controller, mask are working as intended except the one for the thumb (it is the only one that is being set using bool rest were lerped)

#

the weight value is updated in the animator but not in scene

lucid trench
#

Most of my actions are cancelable by other actions

#

Doing it "right" would create an unreadable spider web of transitions

hybrid tinsel
#

So you want it to look pretty rather than having it work?

#

Anystate transitions are, like, meant to be a last resort sort of thing.

agile solstice
#

That is a scenario where the Animator could use some improvement

#

Simply being able to copy-paste transitions or to create reusable generic ones would speed the process up a lot, I image

vocal spade
#

Anyone get this certain pose when you import animations? Is it a problem with the rig not fitting or being compatible?

#

I made sure it was both the same model and rig used, the model was rigged off Mixamo and it even did this on some Mixamo anims

#

Until I turned them into humanoid

hybrid tinsel
#

(It is all humanoid curves at 50%, so the humanoid equivalent of the 'default pose')

vocal spade
#

Yeah adding humanoid gives me an actual animation, but then again some of the movement is p strange when turned into humanoid

#

Legs were never meant to move sideways in this run anim

vocal spade
hybrid tinsel
#

That could mean the wrong number of spine bones in the source animation or some other incompatibility. Did the importer show any errors or warnings when setting it to humanoid?

vocal spade
#

I'll do it again... It might've, that's very helpful

#

Yup!

#

I don't know how to fix this though

#

Isn't there a simple way to avoid these all by turning the model's rig into most of what the animation formats have..?

silver musk
hybrid tinsel
tepid socket
#

is there a way to temporarily change an animation's speed while in-game?

silver musk
#

When texture painting in blender, is there a way for me to not draw soft edges?

slender bobcat
#

Hi all. I am working on adding a delay in my Idle animation in Unity 2D.

I have a blend tree set up for 8 directional movement and a transition between a moving state and an idle state that works perfectly. I am using animator overrides to add more player models without having to recreate the blend tree each time.

Not all player models have the same amount of keyframes in their animations, and I also don't want to have to add key frames for each model I add (since there are 8 directions for each and there are a lot of models to add). Furthermore, the last frame in the animation set is not the same as the first. I want to create a delay where the animation stops on the first frame for 1 second, and then plays the animation. I want this feature to repeat while the player is idle. Can anyone help out? 😄

hollow blade
#

its for overriding animations in a animator so you can reuse it

slender bobcat
#

Yep! I am using that!

hollow blade
slender bobcat
#

its ok 🙂

#

It seems like such a simple thing to accomplish but I have been stuck on this for 2 days now

#

I had tried a coroutine but it didnt stay consistent on when the animation would stop and start.

hollow blade
#

maybe State Machine Behaviours ?

slender bobcat
#

I can try that! I was going to attempt it earlier but could not figure out how to make a function call on the first frame of an animation loop

#

I know you can make a call on the first frame of entering the state, but unsure as to how to make it continuous

#

unless Unity reads a repeated animation as re entering the same state over and over

hollow blade
slender bobcat
#

Yes that is my plan! Do you know how to catch when the animation is on the first frame?

hollow blade
slender bobcat
#

I see. If I add the animation event for each of the 8 directions, will it scale and apply to the overrides as well? I plan on having 100 or so models so doing it 800 times sounds tedious xP

hollow blade
slender bobcat
#

mmmmm

hollow blade
#

give me a minute to look into it

slender bobcat
#

I suppose another solution would be to create a 2nd idle state and have it transition between the first and second idle states where the 1st is just the first frame of the animation and the 2nd is the whole animation. This would require me to assign 8 extra directions for each model though. I would love to figure out some script solution that acts on the single state without having to add key events. Less work the better!

#

I am realizing it may not be possible with my current restrictions.

Restrictions:
I am using animator override controllers
Different models have different numbers of frames
I am using over 100 models with 8 directions of animations for each one
The last frame of each animation set is not the same as the first.

I think the fact alone that I want the ending frame of the loop to be the first frame of requires me to use key events, correct? In this case, I would have to bite the bullet and just add a key frame for each model I import

hollow blade
slender bobcat
#

Nope its a spritesheet that I slice

hollow blade
#

you can select animation clips and rightclick
then select AddAnimationEvent

#

it will add a animation event called "AnimAtStart" at frame 0 to each selected animation
(if one is allready with that name there it will not add one)

slender bobcat
#

or just outside of it

hollow blade
slender bobcat
#

ok

#

it works holy molyyyy

#

that is so cool

#

I didnt know you could add a function like that

#

Thank you. So now I just need to add a behavior to the Idle state that catches the event and returns a IEnumerator yield return wait for x seconds?

hollow blade
slender bobcat
#

@hollow blade It works. Holy crap you are a god. Thank you so much. I have been so frustrated the past 2 days figuring out a good approach to this problem

hollow blade
hollow turret
#

Sorry if this is the wrong place, trying to setup a simple FootIK script that uses Raycasting but for some reason OnAnimatorIK is not firing at all, it's on the same Object as the Animator for the Player and I have IK Pass enabled on the Base Layer, is there something I'm missing?

hybrid tinsel
#

It's a humanoid avatar?

hollow turret
#

User error

sturdy bronze
#

None of my animations play when I build to mobile :(. Happens to any object I put an animation on.

lucid trench
#

for example, very early in development I already have these states and pretty much every single one can precede another one. Am I going to have to make every single transition for every single combination?

sturdy bronze
#

None of my animations play when I build to mobile. Happens to any object I put an animation on.

hybrid tinsel
lucid trench
#

I've read that joining the movement states into a blend tree is massively helpful so I'm going to look into that

hybrid tinsel
#

Well, every game is different so itbis hard to give fully universal advice.

#

Like, kinematica is dead or you could look into that.

#

(Unity's attempt at a pose matching animator)

lucid trench
hybrid tinsel
#

In some cases an any state transition is worthwhile.

#

In my game, I handle it by having attacking on a separate layer from locomotion.

lucid trench
#

I should probably read up on layers as well

hybrid tinsel
#

And yes, combining states into blends or sub statemachines can help too.

verbal phoenix
#

Anyone can help me with this? I pretty much made an animation in blender and imported the entire FBX. In unity for the FBX hierarchy, I go to animation tab and the animation plays like normal. However, when I actually go to the animation itself the animation is stuck on the first frame and same goes for when the game plays

azure bay
#

I don't know whether it is appropriate to ask stuff like this here, but,
I have a bunch of Animators, which have only one AnimationClip event in each of their controllers. Do they demand higher performance costs compared to the Legacy Animation component?

random rain
#

please help

#

Live has no receiver

#

Ive been stuck on this for a week

random rain
#

I did all the steps

#

Got it, I just created a blank method for the animation event that was needed

hybrid tinsel
#

You could also have just deleted the event.

hybrid tinsel
#

There is also the simpleanimation component unity released on their github, which is a playables version of the animation component, but I believe that they are no longer updating that.

random rain
#

how do I make my animation play once instead of looping

hybrid tinsel
hybrid tinsel
random rain
#

Im boutta sleep so just finish this last step

twin musk
random rain
#

play the animation once only when it shows up

twin musk
#

Ummmm I cannot understand let me think

random rain
#

ok

hybrid tinsel
# random rain where

First of all, you're not supposed to have 'animator' and 'animation' on the same gameobject- they are mutually exclusive.

Second, that isn't the inspector for the animation clip. You need to find the actual animation file in the project.

halcyon jungle
#

I've a left and right animation for my character any idea how to make them play while rotating ?

hybrid tinsel
halcyon jungle
#

I tried the angular velocity method before and i couldn't control the stop rotating animation

agile solstice
#

Meaning how the character and input work

halcyon jungle
#
    void Update()
    {
        ///////////////--- Anim Values ---///////////////
        animator.SetFloat("AnimX", animationX);

        ///////////////--- Animation On Rotating ---///////////////
        yValue = ((int)((transform.eulerAngles.y + 540) % 360) - 180);

        if(yLateValue > yValue)
        {
            print("left");
            animationX = Mathf.Lerp(animationX, 0, animSpeed * Time.deltaTime);
        }
        if(yLateValue < yValue)
        {
            print("right");
            animationX = Mathf.Lerp(animationX, 2, animSpeed * Time.deltaTime);
        }

        if(yLateValue == yValue)
        {
            print("Stop");
            animationX = Mathf.Lerp(animationX, 1, animSpeed * Time.deltaTime);
        }
    }

    private void LateUpdate()
    {
        
        yLateValue = yValue;
    }

I used this code to control a float in the animator, while i setup the animations in a blend tree on the X axis like this (left : 0 , forward : 1, right : 2)

#

The whole thing starts to get buggy at the end of the stopping the animation, where somehow the

if(yLateValue == yValue)

And

if(yLateValue > yValue)

Play at the same time so the animation don't stop

ocean iris
#

anyone know how to use the animation rigging package? i set it up the way they did it in the official showcase and it just doesnt seem to work

ocean iris
#

nevermind, i forgot to attach an animator component

fallen arch
#

i have a question about Write defaults. For animations with a lot of complexity, should i have them on or off? i feel the explanation on them is vague in unity and i can't seem to decide if i let them on or off
Also, can i have states with layers with just WD on, and others just with WD off?

agile solstice
#

If you have to mix them, keep it uniform within a layer and avoid additive layers, seems to freak out easily in that scenario

#

It kinda seems that when everything has write defaults on, override layers do not override unchanged properties, as if the whole layer had WD off

fallen arch
#

so preferably the layers have all to be the same write defaults state.
I had a package that only worked on projects with WD off, since it was made with WD off

agile solstice
#

Keep it per-animator to avoid a headache

fallen arch
#

i only have 1 animator

#

so uniform inside of the animator

#

got it

#

ty

hybrid tinsel
fluid frigate
#

how to export animation to .fbx without it messing up ? whenever I export the animation it just looks a mess in blender , doing something wrong

agile solstice
fluid frigate
#

@agile solstice yeah I think I tried both -

agile solstice
#

What type of "mess" is it?

fluid frigate
#

Distorted - where is the apply transforms just so I can check

#

I want to open the fbx animation in blender

#

Basically the animation I’m importing has no rig and it works fine in unity - and I am sure Unity rerigs so I want the exported fbx animation rigged

#

in unity

#

blender @agile solstice

#

however it's clearly looking ok here

#

it's bad in fbx viewer also

lucid trench
#

is it possible to force an animation to only loop that last portion, that it initially plays in its entirety and then goes back to the keyframe at 0.2 over and over?

uncut salmon
#

Nope, create two different animations and transition between them, having the second one be a looped animation.

lucid trench
#

alrighty, thanks.

fluid frigate
#

How can I convert this to bones either using Unity and exporting or what ? It’s weird how most animations are like this in fbx format when I buy many Unity asset packs? Why it’s a common theme . And is this bvh really ?

#

I think people are importing bvh in blender and exporting as fbx

#

The only thing is it’s not a bone rigged fbx - it’s weird

#

Empties hmm I don’t know ? Why are almost all animation fbx files like this maybe someone knows

ocean iris
#

There might be blender addons that convert this stuff

misty mantle
#

Hello everyone, I'm not sure how to word this, and I'm not finding anything googling, but I'm making a 2D game and I want to have a character automatically climb up on a ledge

#

when the character climbs up enough I want an automatic animation climbing up.

#

I have the animation, but I don't know how to physically move the character up onto the ledge automatically

#

I tried to key the transform position in the animator but it made the character unplayable

hybrid tinsel
hybrid tinsel
fluid frigate
#

I can even dm you the fbx file

#

I’ve checked 3 packs so far

#

It’s weird it’s like why would anyone strip out the rig bones and I’ve even checked them all out with fbx viewer and no rig or bones

#

Animation via Empties

#

Which indicate to me they used the empties to control the rig ? And then only exported the empties or they converted bvh without a rig to fbx ?

#

Mixamo animations all have a rig / bones

#

So I wouldn’t call this an issue at my end as such more like Unity package creators are doing something weird

#

Or unity stripped the rigs out when importing the package but I find that unlikely

#

Like I said they work fine in unity - unity can load the fbx file and they play normally but they do not contain rig or bones

hybrid tinsel
#

I don't use blender.

#

But most likely the animation packs don't have meshes, because meshes are a waste of data for an animation file.

#

Do the filenames have the @ symbol in them?

#

Like in

fluid frigate
#

@hybrid tinsel I know they don’t contain meshes - that’s standard

#

Yeah they contain @ symbols - some of them not all

#

What I am speaking about specifically is there’s no rig or bones in the animation fbx files - they come up like …

fluid frigate
#

While all mixamo animations contain a rig and bone . All of the unity packs I’ve bought so far contain none . It’s so weird

#

Unity can import it and play normally

hybrid tinsel
#

FBX files with a @ in the name are imported as just transforms and/or humanoid curves.

fluid frigate
#

So no rig or bones ?

hybrid tinsel
#

But why are you exporting from unity instead of just using the original files?

fluid frigate
#

If you open those fbx files in blender what do you see just the empties ?

#

I am loading the original fbx files

#

I am attempting to export form unity to get a rig as a result since those files do not have any

agile solstice
#

I don't think it's practically possible to edit an already exported fbx armature*

hybrid tinsel
#

Anyway, I don't use blender

fluid frigate
#

Either way the rig doesn’t exist

#

Try opening it with fbx viewer

#

From auto desk officially

#

No rig no bones

#

But why did they / the authors go to great lengths to strip the fbx files down and remove the rigs ? Or did they never have rigs to begin with

hybrid tinsel
#

Are you sure they aren't joints? Because that image you linked definitely looked like a humanoid hierarchy.

fluid frigate
#

They are empties

#

Not bones or rig format of any kind that blender can use

hybrid tinsel
#

And you generally want to strip out as much as possible, because that makes for smaller files?

fluid frigate
#

They play as animation but you can’t do anything with them

hybrid tinsel
#

Can you link one of these files? I can take a look at it

fluid frigate
#

They are simply markers per bone

#

Sure I can send you it

hybrid tinsel
#

I'm not sure I understand what you think a bone IS aside from a transform.

fluid frigate
#

But also if you can open one of them @ animations in blender or your software of choice you may see the same issue

agile solstice
#

Unity doesn't differentiate between empties and bones, so I guess it wasn't necessary to export them as anything else
I'm a bit curious why that happens, but I doubt knowing will change much

#

There are addons and scripts to convert empties to bones within Blender, but even if they were bones exporting them again after importing is so tedious and prone to errors that I wouldn't do it to even my own rigs

hybrid tinsel
#

Yeah. Most likely whoever was exporting the files found that more efficient for whatever reason.

#

Unity bones are literally just empty transforms.

#

And unity animations just look for an object with the correct name.

fluid frigate
#

@agile solstice I've been looking for that but i can't seem to find anything, or that works anyway. there is one empties to bone script on github but that fails to load, maybe older blender needed

#

the crazy thing is most animations in unity packs have this issue, from several authors I've tried so far

hybrid tinsel
#

I've literally never seen that, but then I create my own animations mostly

fluid frigate
#

You know the animations with the @ symbol if you want can you send one of them to me as I can load it on my end to see if it has bones/rig or this empties

#

I will probably end up writing an empties reader in my code but It's just weird to see this is common

hybrid tinsel
#

If the animation works in unity why not just apply that animation to a rig that has exportable bones, and then export that

fluid frigate
#

I tried that

#

that's the first thing I tried since I thought that would work

hybrid tinsel
#

Or email the person who published the asset and ask if you can have the original file instead of the optimized one, I guess

#

Worst they can do is say no

fluid frigate
#

I'm just surprised that nobody else has seen this commonly since it's very common in the unity packs I have.

#

walk mixamo, malbers horse rider, rpg animation pack

#

left to right

#

I've even got more packs with these animations, in fact I find no rig/bone animations in anything I've checked

hybrid tinsel
#

Well, most people who buy animation packs for unity are using them in unity.

#

I imagine.

fluid frigate
#

I wonder what is causing this to occur though

hybrid tinsel
#

There are other places to get animation for blender, I'm sure

fluid frigate
#

I'd love to know if it was conscious effort, a mistake in creating animations via unity or some tool, or if these are mocap data being converted to .fbx without rig/bones

#

either way it's so common it's unsettling as rig/bones are common place in the animation world?

hybrid tinsel
#

Like I said, my guess is that it is an optimization to make smaller files.

fluid frigate
#

when creating the unity packs perhaps ? hmm

hybrid tinsel
#

Or maybe it is to stop peeps from turning around and reselling them on the unreal marketplace or something.

agile solstice
#

The process strips all control and helper bones; animating without them is not really worth anyone's time

hybrid tinsel
#

2d artists work in layers but they post flattened images.

#

Character modelers sculpt in high res but publish baked low res models.

agile solstice
#

Indeed
Some artists will give you the source files for extra payment

hexed gazelle
hybrid tinsel
hexed gazelle
#

Ok maybe there is...

#

Anyway, assuming there is, how do I go about making it not overlap?

hybrid tinsel
#

Well, the easiest way would be to just delete anything under the jacket

#

could also fiddle with the weights to try and make the deformation of all the layers match up

fluid frigate
#

@hybrid tinsel used

#

this was the only solution I could find, aside of writing my own code to do it.

#

my issue has been resolved I guess, interesting really, glad there was a very cheap option

hybrid tinsel
#

I mean, the horse rider asset has a whole discord for itself you coulda asked on

fluid frigate
#

@hybrid tinsel it’s a general issue for all animations i have

#

And I wondered to export via Unity at first but that clearly doesn’t work

#

Exporting via unity is very poor it seems

granite kite
#

Hi i am using unity's new input system and am having an issue make certain animations play when i press or don't press any buttons here is my animator and code

hybrid tinsel
tiny quartz
#

I am wondering what the best way to attach models to another model mid animation so that it starts out disconnected then they enter the same space and start moving together

granite kite
hybrid tinsel
tiny quartz
hybrid tinsel
#

Not sure about examples but unity comes with a parent constraint installed.

#

So you can experiment with that

agile solstice
random rain
#

someone tell me how to play 1 iteration of an animation without being vague

uncut salmon
#

Well, assuming you know how to play an animation, you can set your animation to not looped by unticking the loop checkbox on the animation asset.

#

No need to do anything special, outside of that.

random rain
#

its an animator

#

it has a controller

uncut salmon
#

Yes, which you've added your animation to.

#

And turn looping off on that animation asset

hybrid tinsel
#

"Don't be vague when answering my vague question!"

random rain
#

I already figured it out thanks guys

livid ferry
#

I made a character and have them rigged. Can anyone point me to a good video to start learning how to animate it? I've always heard "animating in unity" but the video i found is only showing how to set up animations that were imported, not creating my own

silver musk
#

I just uv mapped and texture painted my object in Blender, but now the animations that I previously had working on it, are affecting the bones, but not the mesh. I checked and nothing seems to have changed with its weight paint. Any ideas?

silver musk
# livid ferry I made a character and have them rigged. Can anyone point me to a good video to ...

I dont know if this would help but this is what I used https://www.youtube.com/watch?v=_C2ClFO3FAY

Learn the fundamentals of Animation in this Beginner Blender Tutorial
The first 1000 people who click the link will get 2 free months of Skillshare Premium: https://skl.sh/cggeek16

CG Geeks Discord! - https://discord.gg/awfcPvG

Patreon: https://www.patreon.com/cggeek

Blender Cloud Characters: https://cloud.blender.org/p/characters/5f04a68bb5...

▶ Play video
stuck sable
#

Should I be using the Animation Component for things like a Windmill turning, or go ahead and use a full on Animator + Animator Controller? I'm unsure how the whole "Legacy Animations" thing works, and if the Animation Component is what I should be using for something like this.

If I should use the Animator + Animator Controller, should I be making a new controller for every object, or is there a way to make one controller that will play one animation, and have a way I can assign that animation in the scene editor, so I can just use one for all the things that just need to play a looping animation?

agile solstice
stuck sable
#

Just making sure I'm not accidentally doing something REALLY inefficient, in terms of having animated objects in my scenes.

stuck sable
#

https://imgur.com/cQmleZk

If I want to add a Mesh Collider to this, should I just split this into two models, (One for the tower, and one for the moving parts) or is there a better way of making the tower have collision while still having the animated parts?

Currently the windmill is animated through an armature, since I assumed that was the way to do it.

agile solstice
#

If all you need is spinning parts, I'd make the rotation purely in code

stuck sable
#

So split the model into three parts for each rotating component, then assign them scripts that rotate them at specific speeds?

agile solstice
#

Yes

#

Not sure if it makes a difference whether it's a generic spin animation clip you can assign to any object, or a generic spin script

stuck sable
#

Seems like an odd way to do it, but I'll look into it. Maybe I could try making them spin in blender as objects, then try to export that as an animation without an armature?

#

That might not work, though. I haven't tried to export non-armature animations from blender yet as FBX files

agile solstice
#

You wouldn't export animations

#

Export with each moving part as its separate object, make a spin script in Unity which you can assign to each part

#

Doing it that way but with a spin animation clip instead works also

#

But I'd prefer the script as it gives you quicker access to modifying individual part speeds or stop conditions
With clips you'd need a script for that on top of the animator

stuck sable
#

Interesting. I assumed all the animation I'd be doing would be in the animator stuff, but I can definitely set up a script and see how that works.

#

Thank you very much for your help.

hybrid tinsel
#

I have a dead simple rotation script I use for a ton of stuff

twin musk
#

So um I got a "scetch" of a character but I have no idea how to animate it's walk

#

I want it to go like sideways

#

the uper things are arms btw

ocean iris
#

is there any good way to animate a 3 bone leg using animation rigging or do i have to write my own IK solver for that?

silver musk
#

I just uv mapped and texture painted my object in Blender, but now the animations that I previously had working on it, are affecting the bones, but not the mesh. I checked and nothing seems to have changed with its weight paint. Any ideas?

fallen arch
#

What is the difference between a parameter in the animation controller.
A Boolean vs a trigger?

hybrid tinsel
#

So you don't need to manually set it to false.

#

Good for stuff like jumping and single attack actions where you want to only 'trigger' it once.

#

Bools stay at whatever you set them until you set it to something else.

fallen arch
#

OH

#

This is helpful

toxic orbit
buoyant trellis
#

is there any tutorial where i can see how to animate a button when i hover over it like animation for button hover

toxic orbit
hybrid tinsel
hybrid tinsel
hybrid tinsel
#

You can have it create empty animations all set up in an animator for you; and as long as you use the same gameobject names you can use the same animator for all your buttons if you want.

toxic orbit
#

@hybrid tinsel thanks

toxic orbit
#

Is there a way I can fix diagonal movement animation?
the legs and feet don't move right. don't worry about the top part I need to learn how to use IK's to aim the gun.

hybrid tinsel
#

If you are blending between two animations where the feet are rising at different times it will try half-raising both feet for instance

toxic orbit
#

They should all be the same, ill check it out.

hybrid tinsel
#

Well, if you are mirroring your sideways movement then one of them will be out of sync because it will reverse which leg is lifted

granite kite
hybrid tinsel
#

Then you did something else wrong I guess

#

But I'm not going to blindly guess.

hybrid tinsel
#

Can you show your updated setup?

granite kite
granite kite
#

the code

hybrid tinsel
#

You want it to go to walk when walk is true, and go to idle when walk is false.

hybrid tinsel
#

You have your input set up correctly?

granite kite
spring gust
#

When I set my animator type to humanoid, my animation looks kinda wonky and not the same as the actual animation which I've made on blender, also if I change the animator type my character no longer play jump or dodge or roll animations, please help me

hybrid tinsel
cosmic oyster
#

for somereason my animator window in unity 2020.3.32f1 is brocken and i cant create any new transitions nor move arround the animations

#

and if i click on an animatioon my inspector just looks like this

agile solstice
cosmic oyster
#

okay

cosmic oyster
#

i should have made a safety copy

#

this is how it looked before

agile solstice
cosmic oyster
#

no

#

ups im dumb

#

i hate myself

cosmic oyster
agile solstice
#

That's what happens

elfin tiger
#

can anyone tell me how to turn off this smoothing in unity editor? (explenation: when i want a animation of a object moving, there is like acceleration and it slows down at the last frame)

agile solstice
cosmic oyster
#

waaaaaaaa

elfin tiger
#

okay thanks

elfin tiger
agile solstice
elfin tiger
#

okay thanks

sharp ruin
#

is there a way to use frames per second in the 2d animator

hybrid tinsel
sharp ruin
#

im using the sprite sheet kind

#

can i use frames per second on that?

hybrid tinsel
#

You can set the sample rate; click the three dots in the top right corner of the animation panel to find it

sharp ruin
#

tysm

#

btw is there a way to set this sample rate in a script

hybrid tinsel
#

Yes.

sharp ruin
#

ok good

steady cliff
#

Is there a way to change the pivot point of a game object aside from making it a child of another game object, or changing the pivot point via the mesh with ProBuilder?

agile solstice
steady cliff
#

Ok

silver musk
#

I just uv mapped and texture painted my object in Blender, but now the animations that I previously had working on it, are affecting the bones, but not the mesh. I checked and nothing seems to have changed with its weight paint. Any ideas?

silver musk
#

Please help, this is the third time that I've asked with no response.

#

If more information is needed, please let me know.

hybrid tinsel
#

That's a pretty software specific question; have you tried askin' on the blender discord/forums?

#

(Not saying it doesn't belong here but that might get you an actual answer)

#

Though if you mean that it has stopped working in unity, I'd check the skinnedmeshrenderer's bone list to make sure it is correct

bold vector
#

does anyone know how to fix animation rigging package making arms not bend at all? just a hand moving, nothing else

bold vector
#

i need to for the game

modern tendon
#

does anyone know good tutorials on how to start learning FPS type animations in unity?

#

ive looked but can't find one that im really looking for

hybrid tinsel
sage marlin
#

Why my animation stops at some point, i have 0 0 0 rotation at the end of the animation and its not going into 0 0 0 rotation but stops at some time

sage marlin
#

in animation?

sage marlin
twin musk
sage marlin
sage marlin
twin musk
#

im not sure what that is

#

im not really familiar with animations

sterile kestrel
#

Hey guys! I am stuck with some problem regarding the animation... can anyone help?

snow depot
#

making changes to the transform in the animation will override everything else

#

so if you try to change the transform via scripting it won't do anything

sterile kestrel
#

But I want to change the transform right after the animation ends. So I assume animation event is not the way to do this

#

I should somehow detect the end of animation

#

do you have any ideas?

sick crow
#

Hi, I'm making top down shooter 3d game. I would like to make the weapon of the player to follow the hands. I have idle and aiming animations from:
https://mocaponline.com/
How should I approach that issue? Everywhere I look the aiming animation is being done with the Animation Rigging package or final IK. What's the correct approach? Should I use those to make aiming animation or is there a way to make the object held in hands to follow the hand position when you're using the animation pack like mocap? Or do you somehow combine those two approaches?

acoustic roost
stray obsidian
#

Hello, character is a human but I can't add animation to the character because there is no bone structure. How can I fix this?

white coral
#

I'm having this issue where the Two Bone IK Constraint won't align to the actual target but instead to the side for some reason. The Multi-Aim Constraint on a few separate bones but the two-bone ik constraint just is misaligned. The multi-aim constraint is turned off and I'm not sure what could be causing this... anyone not sure what's going on?

#

Oh yeah; I should mention that I'm talking about the animation rigging package.

granite kite
white coral
hybrid tinsel
hybrid tinsel
white coral
hybrid tinsel
white coral
#

I am so dumb. Thanks, I thought that was for what the target was being tracked for. My bad (; -v-)

hybrid tinsel
calm prism
#

wat is another solution for IK because animation rig Gives me this burst error that apparently no one has figure it out yet

hybrid tinsel
calm prism
#

any other solutions

#

those two dont work for me i think

harsh flame
#

how do I offset animations on the x and z? I can change the offset on the y but not the x and z.

velvet dagger
#

Hi, I am really new to this. I want to animate an Image when clicking a button and then make it go back when clicking another button. I am using LeanTweening to animate this.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class OptionsAnimation : MonoBehaviour
{
    public void OptionsAnimationIn() {
        LeanTween.scale(gameObject.GetComponent<RectTransform>(), scaleTarget, 1.2f);
    }

    public void OptionsAnimationOut() {
        LeanTween.scale(gameObject.GetComponent<RectTransform>(), scaleTarget, 1.0f);
    }

}
warped crystal
warped crystal
# hybrid tinsel Neat.

I want to animate an Image when clicking a button and then make it go back when clicking another button

hybrid tinsel
#

No idea. I don't use leantween.

warped crystal
hybrid tinsel
#

You set up your animator and then use events on the buttons to trigger the animations.

wet whale
#

Lesson of the day, having an animator on the player model and one on the root gameobject holding the player model will stop all animation transitions from firing. You'd think it would animate twice, not just fail to work. No errors or warnings either. Found that and removed the extra animator (not sure how it got there!) and things work again.

hybrid tinsel
wet whale
#

Yeah, we had someone reimport models and we got an extra animator somewhere in the process, spent an hour figuring out why things stopped animating in game finally when we found the culprit.

hybrid tinsel
#

I mean, the lowest-in-the-hierarchy animator will have precedence over objects it contains, but that shouldn't affect the parent otherwise.

#

Unless I'm misunderstanding your setup...?

#

Though I'm glad you got it working 😄

wet whale
#

Yup, thats how we had it:

#

We somehow ended up with another animator on the "Player New" empty object that just holds everything and by having that extra animator both animators don't work.

#

Not sure if its a bug in that the lowest animator stopped working, going to try to recreate the issue in a smaller project/scene and try to bug report it.

quartz ore
#

Can anyone recommend a tutorial or something for how to take something you downloaded from the Unity store and use it? Ive been looking at tutorials for animating but am running into problems none of them talk about.

Ive been testing using a plain cube as the player model, I deleted the mesh renderer, copied the skinned mesh renderer and the animator from the prefab to my Player, but the model is being rendered way over there, and doesnt move with the player or react to anything I press at all.

hybrid tinsel
#

It is probably easier to just have the rigged model be a child of the character controller object, and make the character controller invisible

quartz ore
#

I copy/pasted the whole thing from the prefab so its got its bones and such. Think I tried doing that invisible controller idea last night and the model just wouldnt move, but imma try again real quick

#

oh ok i dunno what i did last night then but that does work for making him move

storm crest
#

anyone here who could help me with an error

storm crest
bold vector
storm crest
#

fish

hybrid tinsel
hybrid tinsel
bold vector
#

how

twin musk
#

is there a way to easily reassign the path of objects within animations?

#

say i move it under a gameobject

hybrid tinsel
twin musk
storm crest
storm crest
hybrid tinsel
#

You select the (Missing!) path and hit f2

#

And fix the path

twin musk
#

I did that, the scaling is all sorts of wack

#

I'm using an imported animation

#

That came w/ the items im editing

hybrid tinsel
# storm crest

That means you need to go into the avatar configuration and manually find the right bone. Usually caused by a mismatched name or a break in the hierarchy.

hybrid tinsel
storm crest
#

so the problem is that the foot isnt a child of the left foot but whennn i open config and move it to a child of the leg and hit save it says saved then it reverts back to not working

hybrid tinsel
#

Maybe try fixing it in your 3d rigging software?

storm crest
#

i didnt rig it its a downloaded fbx

twin musk
#

Can I do something like this?
@hybrid tinsel

storm crest
# hybrid tinsel That means you need to go into the avatar configuration and manually find the ri...

i founnd an articale with my problem but it doesnt say how to fix i can send it to you so u get more of an idea of my problem https://answers.unity.com/questions/1443785/transform-not-a-child.html its got some pictures set as links wihcih show my problem

hybrid tinsel
# twin musk

No, you can't animate the activation of an animator in itself.

#

It will break.

twin musk
#

Well how could I get it do what I want?

hybrid tinsel
#

I don't know what you want it to do

rich whale
#

how should i go about animating somethings thats made up of a bunch of smaller objects that are seprate

rich whale
#

oops, cant show gifs apprently

hybrid tinsel
#

You should be able to.

#

Just upload it to imgur and post the link

#

Alternatively, use words. You'll probably need to describe to some degree anyways.

rich whale
hybrid tinsel
#

You could use an animation, or you could do it with shader tricks

#

Or a combination of both

#

Or even a particle system/vfx system

#

Lots of options

fair fern
#

so this is the pain of doing the bone based animation as opposed to sprite based animation

#

to flip the bone based animation (e.g. make the character to face left), you have to redo everything from the start but only for facing left

white coral
#

Rotate the character instead. One pi around and it’s effectively the same as flipping it, no need to reanimate. Either have the character mesh and armature a child of the character object and only rotate that or rotate the whole thing.

#

Unless you want symmetry in which case, I’m sure there’s a way I’m just not sure of it myself.

fair fern
#

wait

#

does it even work

white coral
#

The model is 2d or the dimension is 2d?

fair fern
white coral
#

what are you using for the model?

#

as in; program

fair fern
#

does it matter?

#

||gimp + photopea (i need the .psb file to work on the models)||

hybrid tinsel
fair fern
covert thicket
#

Hey I need some help with Root Motion. I am using a generic character model and I have apply Root Motion checked in the animator tab. But the character keeps sliding back as soon as the animation is over. I tried changing root node in the motion tab for the animation but it didnt work.

nimble granite
#

I'm trying to work through the official tutorials, but hit a problem. In the Junior Programmer mission, Lesson 3.3, step 3, I'm using the provided character and animations to add the jump animation. The animation controller is correctly going to that state, but the character it controls is still just in the run animation. I have a warning under import messages: "Clip 'Take 001' has import animation warnings that might lower retargeting quality. 'Body_jnt' has translation animation that will be discarded."

covert thicket
covert thicket
nimble granite
#

I suspect the order of the layers, but mine matches the tutorials. I tried swapping the running_jump animation with another (idle_dance), but it didn't appear.

covert thicket
nimble granite
#

Yes, for all the layers. I tried messing with additive, and with reordering, but nothing good came of it.

#

One thing I might try (going off the tutorial) is consolidating the Movement and Jumping layers. I'm not 100% sure on how the layering behaves.

granite kite
hybrid tinsel
#

But really this isn't the channel to dig deep into the input system

proven otter
#

Hello I am just looking for tips to animate a stiff character (Like a rock). Currently I just tilt the character a little in the given direction and add a little squash and stretch for jumping but I was wondering if there are better techniques to use to give it more personality.

hybrid tinsel
stoic flax
#

guys i am not a good artist yet i am good at everything except for art

#

like everything that has to do with game dev

#

what can i do ?

hybrid tinsel
#

Make an ugly game?

#

Like, make a functional prototype.

#

Because no artist is going to want to join a project that they do a bunch of art assets for and then the game doesn't happen. Unless you offer cash up front, of course.

safe vault
#

sorry for this very stupid question, but what is supposed to go in the avatar space in the animator tab?
I finished all the coding for animations and set up the animator controller yet nothing with my character is happening in terms of animation and Im wondering if that is the issue

#

could someone just @ me in the response, I won't be on till tomorrow

hybrid tinsel
safe vault
#

?

hybrid tinsel
#

It might be the issue, or it might not.

#

Hard to say without more info.

safe vault
#

Would you like more info?

#

I can send a video

hybrid tinsel
#

Entirely up to you if you want if fixed. 😛

safe vault
#

Ok

#

Sorry I am very new to everything, whether it be coding or animating or modeling

hybrid tinsel
#

Everyone starts out new, and there are a lot of weird things that can go wrong with setting up an animator.

#

I just don't want to rule anything out without seeing more. 😄

safe vault
#

also heres what the component looks like

hybrid tinsel
#

Ok, none of that seems wrong, though you didn't show the conditions on your animation transitions.

#

When in play mode, does the animator show any response? The bool being enabled/disabled, transitions triggering?

#

Does your movement work fine?

#

Do you have any errors?

safe vault
#

no

#

my movement is good

#

the window does show animations being triggered and bools turning on and off

#

I just find it strange because everything seems like its supposed to work yet It doesnt

#

here is the transition things btw

hybrid tinsel
#

And you actually have the clips assigned to the states?

#

What happens if you play the animations in edit mode, from the animation window? (NOT the preview window)

safe vault
#

I will get back to you in the morning

covert thicket
#

Is there any place I can get sword attack animations ?

#

Also where I can make animations? Blender?

trim hatch
#

3D or 2D?

#

you can get 3d sword animations from mixamo

covert thicket
proven otter
amber orchid
#

Hey all, quick question that I hope has a simple answer: I'm working on a fighting game at the moment, and I'm in the process of adding a second player object to the scene to act as player 2. Since it's a fighter, the characters need to be mirrored so they are both facing the screen, and this means that if a character on the left side of the screen kicks with their left leg, then they should use their right leg if they're on the right side of the screen (if you've played like any 2D fighter you know what I mean).
So right now I am able to mirror the player by setting their X axis scale to -1 and rotating them 180 degrees, and this also mirrors the animation like I want, but the issue is that the motion of the animation isn't mirrored. So if they do a kick that moves their body forward and then back into position, they will do the animation correctly, but they'll slide backwards instead. Is there an easy way to fix this? I tried messing with the "Mirror" and "Motion" settings in the animation inspector but neither have the outcome I'm looking for.
EDIT: Looks like it's easier to leave the model's scale the same but mirror every animation, I should be able to do that in a script after checking what player the object is 👍

nimble granite
#

Fighting with the animation controller here. I have a simple state machine with just Run_Static and Running_Jump, and it behaves correctly in the animator, but in the scene, the running animation is always the only animation. I tried putting other obvious animations in place of the Running_Jump one, (e.g. throwing a grenade), but I never saw them play, despite supposedly being in the Running_Jump state. What am I missing?

agile solstice
#

(Or they're working overzealously)

hybrid tinsel
hybrid tinsel
nimble granite
#

The transitions to and from the Running_Jump appear to fire.

hybrid tinsel
#

Does the animation work properly in scene view when played from the animation window(not the little preview window)

#

Are you mixin humanoid and non humanoid animation?

nimble granite
#

The Scene and Game windows both fail to show the Running_Jump animation. Character is humanoid.

tawny mirage
#

hello! i just followed this tutorial and the animation looks good when i go left but doesnt flip when i go right
https://www.youtube.com/watch?v=hkaysu1Z-N8

Let’s animate our character!

● Check out Skillshare: https://skl.sh/brackeys8

● Watch Player Movement: https://youtu.be/dwcT-Dch0bA

● Download the Project: https://bit.ly/2KK5AG8
● Character Controller: https://bit.ly/2MQAkmu
● Get the 2D Sprites: https://bit.ly/2KOkwjt

♥ Support Brackeys on Patreon: http://patreon.com/brackeys/

···········...

▶ Play video
#

what could i have missed?

hybrid tinsel
#

I hate that tutorial so much

#

You included the flipping code? you assigned the correct sprite renderer to the script?

tawny mirage
#

flipping code? there is no such thing in the video

hybrid tinsel
#

One more reason to hate the tutorial

tawny mirage
#

but how does it work for him

hybrid tinsel
#

No idea; his tutorials are always incomplete

#

And I really don't wanna watch the whole thing to debug his tutorial >.>

tawny mirage
#

i understand

#

but it still seems like there might be a code-free way to achieve the effect

hybrid tinsel
#

If you want it to happen in response to your character controller, you'll need at least a little code.

tawny mirage
#

yeah ik

tawny mirage
#

i did it in 2 lines of code

#
if(movement.x > 0) { gameObject.transform.localScale = new Vector3(-1, 1, 1); }
if(movement.x < 0) { gameObject.transform.localScale = new Vector3(1, 1, 1); }
#

in Update in player controller

safe vault
#

@hybrid tinsel alright new day new issues

hybrid tinsel
#

My telepathic powers aren't working well at the moment, so you'll need to be more specific.

safe vault
#

as for conditions, if IsRunning is false then it plays the idle and if IsRunning is true then it plays the running animation

hybrid tinsel
#

Er, show your animator?

safe vault
#

animator or animation

#

heres the animation window

#

heres animator with conditions

hybrid tinsel
safe vault
#

yeah the play button is greyed out

hybrid tinsel