#🏃┃animation

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safe vault
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nothing

hybrid tinsel
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you need to have the scene object selected

safe vault
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oh shoot wait things are coming togethrr

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@hybrid tinsel as you can see the animator works and the idle animation plays, but it wont play anything other than the idle animation

hybrid tinsel
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And the runnins state has the running animation attached?

safe vault
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yes

hybrid tinsel
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do you have any states or transitions marked solo?

safe vault
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YESSS IT WORKS

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I played around with it and we good

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ive honestly never been more happy

alpine heron
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Hi, for my animation although it's only like 1/10 of a second and my shoot speed is like every second my animation for some reason doesn't play every time I shoot

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It plays like half of the time

hybrid tinsel
alpine heron
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k

normal patio
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Hey guys 🙂
So I finally want to start working with Unity again and create a 2D sidescroller (mobile). I got my hands on a few Charactermodels (example attached) and now I want to learn how to animate them for idle, walking and attack scenarios.
I found this from Brackeys https://www.youtube.com/watch?v=eXIuizGzY2A but it's from 2018 and I am not too sure how up to date this is or if there is a new, better and easier way to animate them. Anyone can help? 🙂

Wanna learn how to make your characters come alive? Then Skeletal Animation is for you!

This video is sponsored by Unity.

You need to use Unity 2018.3 or later to use these tools.

Unity is hosting a 2D Challenge - Check it out: https://ole.unity.com/2dchallenge

● Rigging documentation: https://bit.ly/2S1Xn04
● IK documentation: https://bit.l...

▶ Play video
hybrid tinsel
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My suggestion is to read through the manual, because it covers stuff that the tutorials don't.

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And feel free to ask questions in here UnityChanSalute

proven otter
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quick question, how do I use position movement in my animation without it effecting my players movement if you understand what I mean.

hybrid tinsel
hybrid tinsel
normal patio
stoic zinc
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hey all when I do this little recoil animation it has like a weird bouncing effect it's supposed to just go up and down once. Any idea why this might be?

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when I preview it it looks normal albeit a bit fast

hybrid tinsel
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Could be animation transitions overlapping

shut plover
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guys i how can animation play one when loop?
if i do not put it in loop then animation will play one when i hold button
but when it loop it will be like video

faint fjord
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Hello there

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How can i change the "Red arrow" orientation ?

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I can change the orientation and bake it into pose, but the correction is not working when i use an avatar mask on a second layer

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I exported my animation from Mixamo

sage marlin
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Why im having this error

agile solstice
sage marlin
charred belfry
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Please don't cross-post

sage marlin
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sorry

agile solstice
# sage marlin

The method is called from elsewhere so it needs to be public

main mirage
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can someone help me a bit to animate my character?

frail fern
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im trying to Export this Rube Goldberg animation i made in Blender to Unity

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but everytime i export the Moving Animations are in random Places in Unity

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and not where they should be

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and sometimes they're weirdly Scaled and rotated

hybrid tinsel
rare leaf
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does anyone know how to do a simple animation transition when a animation ends

fallen arch
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Is there a reason i should NOT animate the parameter of my animation controller?

hybrid tinsel
fallen arch
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i have an order of states, first image shows the logic i expected to happen since when "menu state" has no animation, it keeps the 0.4 float value. But when i add an animation that just sets another float from 0 to 1. it makes the previous float back to 0(second image)
All states are Write defaults off

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there is no other layer, i am just trying to set up logic for a future project

raven kelp
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is it possible to prevent animations in a blend tree based off a condition, for example i would like to prevent the forward movement animation when two characters are two close together however would like to still be able to use the sideways movement animations

quick wasp
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Anyone know how to use Skeletal Animations to make wings flap? Like this

hybrid tinsel
quick wasp
hybrid tinsel
quick wasp
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Thanks! That's basic right? No special set up?

hybrid tinsel
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That's it. You can add more bones for special effects of course

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You can do stuff like scale the tip to fake perspective(which is why it is sideways), etc, or add a bone midway between them that can be used for more shape and use a constraint to keep it in position as you move the tip.

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But the basic effect is just like that

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You probably still want it to be a child of the object above it, just rearranged like that to make animating easier

quick wasp
rare leaf
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i just set up my animation transitions and the idle animation works but not m run or walk when i move it just stays on the idle animation

fallen arch
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Depending on the logic, you need a condition

hybrid tinsel
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You need your code to control the animator too

normal patio
# hybrid tinsel As for newer, better, easier ways, unity now supports importing layers as separa...

https://www.youtube.com/watch?v=vLDK0eHwsho

Is this one more up to date?

Using Unity's amazing 2D stack (2D animation, PSD Importer, Sprite Swap), you can streamline your 2D workflow for a huge production boost to your development. We'll use IK (inverse kinematics) to assist us creating life like animations as well as setting up an easy way to swap sprites out, like weapons and armor. Not only that, we will reuse the...

▶ Play video
hybrid tinsel
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I've not watched that one

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A quick look shows that that one is out of date in that he is using 2d animation 5.x so anything about sprite swapping will be inaccurate

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Though I stick to 5.x myself so

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(Because fuck the changes they made)

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Ok, watching it, that tutorial is significantly better than the brackeys one though it still isn't perfect.

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At least he uses a root bone

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I'll admit that I still haven't found a really good tutorial for 2d rigging in unity.

autumn nebula
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Hey, I was wondering if I could ask some general Unity animation questions here?

hybrid tinsel
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That's what the place is for

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Well, that and also specific questions.

fallen arch
autumn nebula
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Just wanted to be polite first I guess

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I'm currently making a train game and animating the wheels in Blender, but when I add the exported FBX into Unity, none of the animations play. I was told they would play automatically at runtime.

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And my goal is to control the speed of the animations based on how fast the train is moving.

fallen arch
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Basically your question is:
"Where is my animation from blender in my unity project?"
my area of expertise is mostly related to VRChat and CVR. When you are exporting an fbx model, there should be an animation checkmark.

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have you allowed that option?

autumn nebula
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I will check it ouy

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out*

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Yes it is

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I'll keep looking into it

hybrid tinsel
autumn nebula
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I found the animations in the object within the inspector

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There are a ton of animations I didn't count on being there and when I imported everything, it came with a couple animation controllers

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I'm trying my best not to be vague. I appreciate the help.

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Disregard me for now, I am in a rabbit hole. I'll come back if I have an actual question or something worth inputting.

silent nacelle
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Is there a way to check the parameter type? Which is float which is int for example

hybrid tinsel
silent nacelle
hybrid tinsel
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I'm not typing those decimal points.

silent nacelle
hybrid tinsel
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2021.1, but it has been like that since at least 2019.x

silent nacelle
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erm, why aren't mine. There might be some setting...

hybrid tinsel
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I agree that it is dumb that it doesn't just give you a mouseover tooltip or a list or something to show the types

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Are you sure it's a float? Can you type a decimal into it?

silent nacelle
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Yeah

hybrid tinsel
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Odd. It won't let me type a decimal into an int and it won't display a float without a decimal, for me.

silent nacelle
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yeah the document have that decimal too :/

hybrid tinsel
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But yeah, either some setting, or something broke UnityChanDown

fallen arch
twin musk
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is what someone can help me to make the animation of moving my character

slim vigil
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anyone know any good videos about how to make animations work in 3d

marble frigate
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but i cant do it without the spine thingy

honest jewel
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Hey guys. I got a character with cameras and lights. The body turns left and right when the camera does so that's good. The only problem is that when I aim up or down, the mesh (arm that holds the light and head) don't turn up and down

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so when I do this I see my light going up and down but my arm just sticks there motionless

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and when I look down I can see trough part of my nose

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I made a armature inside and made a little walking animation

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I was wondering if I could also make a simple animation for looking up and down, that just the head and the arm follow the camera/light?

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Euhm... yes 🙂

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Oh

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Wait me? I mean... I do the best I can I guess

glacial flume
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But it works elsewhere

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I used this one

stoic zinc
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is there a checkbox that's just like "doesn't automatically do transition?" I have this animation that's autoplaying as soon as I press play but I can't figure out why, I'm looking at another animation that seems the same but doesn't autoplay

glacial flume
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Is it set as default animation?

stoic zinc
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yes

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the one before the transition is the default

glacial flume
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Then thats why then?

stoic zinc
glacial flume
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If its the default animaion

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Then its gonna play right away

stoic zinc
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but why is it going to knockout if knockout isnt the default?

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mightve miscommunicated

glacial flume
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Because the transition meats the requirments are met

stoic zinc
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oh!

glacial flume
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On this u set the requirments for it to change animation

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You can see it in the inspector tab

hybrid tinsel
glacial flume
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When u wanna change animation u set in ur script animator.SetFloat("[Floatname]", [value needed to transition])

stoic zinc
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there was a dumb error when I opened unity

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and I just forgot to leave debug mode

glacial flume
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loooool

hybrid tinsel
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It can be useful sometimes but generally it will just get confusing

glacial flume
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I didt think to ask about that 😭

slim zinc
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Hi, I've been working on a multiplayer project recently, and everything has been (mostly) fine. I've figured out almost all my issues with very little help, but I'm completely confused with this one. My animations aren't playing. Basically I have a player prefab that spawns in each player, and there's an animator on top of that. The animations aren't playing though. Not even the idle animation. Please help me. I can link the tutorials I used for networking, but the newest tutorial was for synced movement by dapper dino. I'm quite confused

hybrid tinsel
slim zinc
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mirror is handling the syncing but the animator isn't working

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I don't think

quartz juniper
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Here's an example if it applied successfully

hybrid tinsel
slim zinc
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ok

graceful girder
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Noobie question most likely, is it possible to use Animations to move objects around a gridded map? Movement should be relative to object and the animation should next start where it last left off.

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Kind of like this

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So after four animations the cube would end u pat that final arrow position.

tiny juniper
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Hello, im having issues with using the anystate, it has a very noticable lag when switching between animations, any way to fix this?

hybrid tinsel
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It won't be actually be 'grid motion' but if your animation moves the right distance you should be fine.

graceful girder
hybrid tinsel
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Not black magic at all- it just means that any motion on the root will actually be 'saved.' So if you move forward with root motion, you start from there when the next animation happens.

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You can see here the monster has root motion, the knight does not

clear totem
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pls say how to make running keyframe

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for this

clear totem
hexed quail
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Could anyone tell me why this keeps happening when i try to apply root motions to rigify animations?

hybrid tinsel
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Wrong bone selected as root probably?

quartz ore
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Is it possible to make animations in Unity without add-ons or do you need an outside program?

Dunno how to do it but I need two specific animations for my platformer.

cosmic oyster
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?

cosmic oyster
quartz ore
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I'll have to look into that, i tried googling how to animate in unity and everything says to use Blender

cosmic oyster
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Blender is quite good

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What kind of animation do you need ?

cosmic oyster
cosmic oyster
quartz ore
cosmic oyster
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2d or 3d ?

quartz ore
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3d

cosmic oyster
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Is the charachter riged ?

quartz ore
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Yee, im using a character I found on the asset store

cosmic oyster
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Then you should be able to do it in the animator in unity

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And if your not good at animating you could also get some animations from mixamo

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I think

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For free

quartz ore
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ohhh ill look into them, ive been browing the asset store and just couldnt find these two animations I need :P

cosmic oyster
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Your welcome

devout pumice
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Hi, I'm using the timeline, and I got a little problem: Why I can't see all the view of the lines? like, only with a limited view from 1 to -1?

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nvm, I opened the animation window

main mirage
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I want to add this tail to my dinosaur and wanted to animate it in unity. I rigged it and all, but after applying the changes and dropping it in the hierarchy, it shows up as a regular image, without bones. Why is that?

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(I was following a brackeys tutorial)

hybrid tinsel
hybrid tinsel
hybrid tinsel
quartz ore
hybrid tinsel
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I mostly work in 2d so I never got into that habit, but it is a great resource.

stoic zinc
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this animation plays one time when the game starts up and I was wondering if you had any ideas how to fix that? I added an exit time but it still didn't fix it

hybrid tinsel
stoic zinc
hybrid tinsel
stoic zinc
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oh I mean sorry

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it does the fire animation once

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automatically

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but doesn't loop back

hybrid tinsel
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When you say 'automatically' you mean the transition fires. Is the trigger for it starting active?

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And are the conditions to go back to idle not satisfied?

stoic zinc
hybrid tinsel
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I notice that it is active in your screenshot

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Do you have something SETTING it?

stoic zinc
hybrid tinsel
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Your code that sets the trigger in the animator

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setting it to active

stoic zinc
hybrid tinsel
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Show the animator out of play mode?

hybrid tinsel
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If the game starts with the trigger active, guess what happens

stoic zinc
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on the left?

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her?

hybrid tinsel
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Click that

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Turn it to inactive

stoic zinc
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slay!!!!!!!!!!

slim trail
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So, I'm trying to set up an idle animation situation.
I have 1 'base state'; when in this state, code transitions it to a random one of the other states.

I then have the animation return to that base state with an exit time.

The base state has transitions to other states (move, jump, etc.)

I want to be able to get the animation to transition from "Idle 2" to "move". The idea being that "Idle 2" is transitioning to "base state" (With an exit time), which has a transition to "move". But I can't seem to interrupt "Idle 2 -> base state" with "base state -> move" at all.

"Idle 2 -> base state" transition has "Interruption source: Next State" so I'm not sure what's wrong. I might be badly misinterpreting what interruptions are.

rancid fern
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Good morning, I'm having problems with animations in unity, when I put my model to run another animation, only some bones receive animation

clear totem
cosmic oyster
timber field
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I can't seem to make animations work, when I open the anim file it doesn't make me add any png or anything except events

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feel free to ping me

timber field
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I think I've solved

hybrid tinsel
hybrid tinsel
silk viper
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anyone use the animation rigging package? Just trying to use the chain IK scripts, need to do animate parts individually for something so im just jusing chain IKs. I'll put 2 for the arms and everything is fine, but if i add another 2 for legs then the whole thing just stops working. Anyone know whats up with that?

hybrid tinsel
slim trail
# hybrid tinsel I believe that the interruption can't happen until the exit time, which takes pr...

Got a solution; ended up making a variable that tracked if they were in idle, and set up a single transition from each idle state to 'exit' in the substate (conditional on isIdle being false). Then have another transition back to 'idle Base' (with an exit time) which is when the script allocates a new idle animation.

Then all the other transitions just go directly from the idle sub-state machine to wherever I need them.

This has the animations play in full if uninterrupted, but has them interrupted immediately if anything happens that would make them not-idle.

Now to add more idle animations I just need 2 transitions from the new idle animation. And to add more ways out of idle, I just need to add a single transition.

austere crescent
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I was doing an animation, but now every time I drag and drop something into the scene, it's asking me to create a new animation; how can I put an end to this behaviour?

hybrid tinsel
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Unless I'm misunderstanding

austere crescent
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When I drag my sprite to the scene, it's prompting me to create a new animation instead of inserting the sprite into the scene 🥲

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Ooh nvm

rocky fossil
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Hello I made a elevator using animation, the problem is when I get on the elevator it goes up but my player controller remains at the place where it was standing. Even though my elevator has collider why it just go through me how can I solve this?

rancid fern
clear totem
coral umbra
agile solstice
coral umbra
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@agile solstice I am unable to do thoses two things in blender :
A) Object B is children of Object A. object A moves, object B moves, export only one animation. (without armature)
B) Object B is children of Object A. object A doesn't move. Object B moves. Exported FBX only have keyframe on object B.

Are you able to to that ?

agile solstice
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Works the same in unity as in blender when CubeA|CubeA_move and CubeB|CubeB_move are both on the parent object
Not sure why it also makes a CubeA|CubeB_move and CubeB|CubeA_move

coral umbra
agile solstice
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You can move multiple objects in one action, no?

coral umbra
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I succeeded to do B

agile solstice
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@coral umbra My mistake, you can only animate bone hierarchies within an action, not object hierarchies

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Apparently

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Unity considers bones simply empties when importing
You would use a Child Of constraint to parent whole objects to specific bones, as you can't do that with normal parenting

coral umbra
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succeeded to do B with this option

hybrid tinsel
azure sorrel
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Anyone knows where I can find an animation of a humanoid character walking with a flashlight?

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I have the flashlight... I just want a walking animation with an arm still and in front to hold a flashlight

hybrid tinsel
timber field
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can you blend 2d animations?

hybrid tinsel
timber field
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Bone animations

hybrid tinsel
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Then yes.

timber field
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But I can't find a tutorial

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I saw one for 3D

hybrid tinsel
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It works just like blending 3d animations.

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Exactly the same process.

timber field
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Tomorrow I'll check better, thank you

rocky fossil
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Hello I made a elevator using animation, the problem is when I get on the elevator it goes up but my player controller remains at the place where it was standing. Even though my elevator has collider why it just go through me how can I solve this?

unborn echo
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I'm trying to do a simple circle-wipe transition for moments in one scene. A circle moves from off-screen right to off-screen left, covering the screen for a brief moment inbetween. However, when the transition is called again, the viewport can see the circle moving from end -> start before doing the transition again. Any tips on how to fix this? Anything helps. Thanks!

hybrid tinsel
hollow needle
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From a relativistic standpoint it's the same anyway 🙂

mental badger
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In this image there is a motion time parameter that I am using (its ticked and setup with a float in my actual project) and currently passing in time in seconds but im getting crazy animations. Am I meant to be passing in a normalizedTime (0-1) instead??

mental badger
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okay for anyone interested I went back and rewrote my code to use normalizedTime and it works now, unity docs never specified that it was not a normal time in seconds though

outer anvil
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hello if I have a spine animation but I want to use the unity rigging system is there a way for me to import the rig into unity or do I need to recreate it

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Thanks in advance

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also what is the easiest way to copy a spine animation and use the unity rigging system if that is possible.

tulip beacon
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Hello, can someone help me with an issue I have been having getting my model to animate in unity?

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Well essentially this is my issue:

  • I used to have some generic model I found online as my character. It is a humanoid rig and has a bunch of animations from many different sources

  • I made a custom model and have it rigged complying with the humanoid standards in unity. (I can configure the avatar to do the all the different poses in the "Configure Avatar -> Muscle and Settings Menu)

  • When I replace my player model with the new model, assign the new avatar, and use the same animator controller, the model is stuck in a T-pose. Even in the animation preview (in my animator state diagram), it is stuck in the tpose

  • If I manually put a premade animation controller instead of the runtime controller, the animation plays on my custom model. Hence I dont think it is a rigging issue

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you can see in the second pic that when i use the runtime controller, its stuck in the tpose. When I manually set it to be one of the animations, it plays the animation properly, hence I dont think the rig itself is the issue?

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Even in the animation preview the model is stuck in a tpose though

tulip beacon
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^I think I figured it out. When I select "optimize game object", it doesnt seem to import the rig. Any ideas why?

hybrid tinsel
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Yeah, Motion Time documentation is halfassed.

hybrid tinsel
hybrid tinsel
bleak pebble
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Anybody here?

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Why is my character just shrink when I enter a play mode

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I didn't put a script in my character

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Why?

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And also some people suffer from this problem

bleak pebble
bleak pebble
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Sorry pls

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2 months ago my animation is working fine

hybrid tinsel
bleak pebble
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Sorry about that

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Are you gonna help me?

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Welp ok then

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Screw it unity doesn't help me in any way either

azure sorrel
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I am having a problem with the animation positioning.

I have a character that when gets damaged he gets knocked back a couple of steps... and that animation is playing fine. But at the end he was supposed to go back to Idle, which he does. But he does not go to idle a couple of steps back where was pushed, he basically floats back to the position he was before and goes to idle animation there.

Is there a way I can set some sort of position offset for the animations?

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basically I want the character to go into idle where the other animation ended

visual oar
# azure sorrel I am having a problem with the animation positioning. I have a character that w...

I'm having sort of the same problem. I have character who is supposed to move forward while playing the "run" animation. First it did not move at all, now I've enabled "bake into pose" for the "Root Transform Position (XZ)" and he does move, however when the animation ends the character is teleported to his initial position. I've been looking for a solution for a while, if I find anything I'll let you know

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Oh, and if you were to find a solution feel free to text me, I'm new to animations and I don't really know how what to do ^u^'

azure sorrel
zenith pumice
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I have a mesh that needs to be attatched to two different bones but cannot use the Skinned Mesh Renderer component because the program I am exporting it to cannot handle Skinned Mesh Renderer properly, can anyone help?

reef barn
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I forget what to do to make sure my legs still animate if I'm using Animation Rigging on my upper body.

oblique anchor
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Hey so if I have something like a staff that attaches to a hand bone, I know I link that object to that hand bone in unity so the guy is using it. That's all straight forward. But say I want crystals floating around the staff continuously. I'm assuming I can have the staff and crystals as one object with bones to animate it. If it's just a single floating animation do I just have it repeat like it's in idle? Then if I want the crystals to animate during a spell I'm assuming that staff object needs it's own animator controller that triggers it's individual animation on the spell activation trigger? This is all my assumptions lol. Figured I’d ask before I spend the time to find out I’m wrong

hybrid tinsel
nimble drum
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I watched some tutorials about root motion and ask me if I can use it for my attack animation. The player jump's 2m forward and lands. if he collides with an enemy he's playing an hit animation.
Does this work with root motion?

hollow bay
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@cedar ruin for non-skeletal animations I guess my best choice is the anim controller override and just creating clips per sprite sheet?

cedar ruin
hollow bay
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Thanks 🙂

hollow bay
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Found the way to do it - Sprite Libraries and Sprite Resolver (then animating the Sprite Resolver instead of the Sprite Renderer)

zenith aurora
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Fellas

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Animation layers does not work

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i made a layer and the animation is clearly playing in the animator menu

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but when i increase weight it does nothing just the base layer animations

hybrid tinsel
zenith aurora
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Im pretty sure

hybrid tinsel
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Show your setup? The state is definitely playing in play mode?

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You have the avatar mask set up correctly?

nimble drum
# hybrid tinsel Yes.

Thanks
Yesterday I made a lot of new animations in blender.
I hope I'm able to integrate them in unity.
Is it true that if you delete your character model and add the same file again it runs normally?
My biggest problem is still the import from blender

hybrid tinsel
# nimble drum Thanks Yesterday I made a lot of new animations in blender. I hope I'm able to i...

Not entirely sure what you mean by Is it true that if you delete your character model and add the same file again it runs normally? but as long as the .meta file isn't deleted you can replace a file with one of the same name and it will at least attempt to keep references intact. I prefer to move the new version in using the file explorer outside of unity, replacing the original, and then returning to unity to let it reimport.

nimble drum
hybrid tinsel
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It is generally safer to replace the model directly than to delete and then replace.

nimble drum
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I saved the project before I tried but saved the changes automatically 😒

hybrid tinsel
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Yeeeah, the project file doesn't hold any asset data.

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And deleting an onbject from inside the editor will delete the meta file.

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Like I said, anything like that you need to do in the file explorer

twin musk
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Hey guys, got a question. Let's say I make some animations purely for cinematics and not gameplay, should I put all the cinematic animations inside the animator, and just set parameters, or should I do it through code and have it play the Animation clip?

hybrid tinsel
twin musk
hybrid tinsel
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Yeah, sure, but 99% of the times I see peeps attempting it they just keep reinventing the wheel over and over

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So go ahead but...

twin musk
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So besides Timeline, what could I do?

hybrid tinsel
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I mean, you can do whatever you want really. You could write code to control each vertex if you had some deep, abiding urge to.

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Using an animator state machine can work, manually triggering animations can, writing your own playables can work.

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Though I suggest against that last one, having done it, unless you really need to

velvet geyser
#

animationController.GetCurrentAnimatorStateInfo(entryAndExitAnimationLayer).normalizedTime >= 1
According to the stuff I've read on the internet, this bool should act as a way to tell if the animation in the current layer is finished. But I'm using it in a WaitUntil yield and it seems to wait forever.

hybrid tinsel
#

Is the animation moving to the next state(thus setting the normalizedTime to zero) before the WaitUntil is evaluated(It evaluates after the animator each frame, iirc between update and lateupdate)

velvet geyser
#

@hybrid tinsel I think I figured it out

#

@hybrid tinsel That code doesn't run in the WaitUntil, it runs in a property referenced in the WaitUntil. So it's calculated once and stays that value forever

#

wait no

#

@hybrid tinsel because there's a debug message in the property and that's running every frame

hybrid tinsel
#

And the debug is giving the expected value?

velvet geyser
hybrid tinsel
#

And you have your layer correct? And are referencing the correct animator?

velvet geyser
#

If I could find the name of the animation it would be easier

#

as in print the one currently playing

stoic zinc
#

Hey all I have this animation that has been really funky for a while and I can't figure out why

#

it seems like theres some weird overlapping happening and I don't know how to fix it

#

the gun kindof rattles after doing the shooting animation like it's trying to start it again

velvet geyser
#

@hybrid tinsel okay I figured it out, since the animation was optional, none had started playing so there wasn't anything in progress and finishing.

stoic zinc
#

pinball kitty single handedly carrying the animation help channel

velvet geyser
#

thanks @hybrid tinsel

#

@stoic zinc might be because you've got an exit time? The animation is supposed to play immediately right?

stoic zinc
#

thanks tho

velvet geyser
#

@stoic zinc you disabled looping on the clip right?

hybrid tinsel
stoic zinc
hybrid tinsel
#

You can also change the exit time, or use a percentage duration. The important thing is that you don't want the transition still going that long if you have enough movement at the start of the 'fire' clip to still be seen even at that low a weight

stoic zinc
#

now it's doing something else lol

#

when I click it takes such a long time to actually do the animation

hybrid tinsel
keen cloud
#

is it possible to change order in layer during animation

median folio
#

Hello, does anyone know why does this keep happening?

#

the model just snaps down when i click play

#

these are my settings

rich meadow
#

idk if dis is a channel for showin work of animations if so am in the right place, if not pls tel me am wrong xD, in any case, here's smth i am really damn proud of, i usually suck at making animations, like ded ass, but i am in love with this one, opinions would be appriciated :D thx in advance

rich meadow
finite aspen
#

I’ve been dancing around this beginner Q for a while and it’s cost me too much time - generally what’s the easiest way to set a skinned mesh into a pose in-editor without hitting play

smoky cipher
#

Is it possible to offset an animation? Not like a cycle offset, a position one

The sprites of the animation center themselves on my character position, but the sprite of my animation is wider than the idle sprite, which means by centering itself on my player's position, the actual sprite of my player gets more to the left, how could I fix that?

All my researches are doomed because searching for an animation offset always redirects me to the cycle offset

#

Here's the idle sprite

#

Here's the attack sprite

#

So if they center on the same point, the second one will just be offset think3d

smoky cipher
#

Another issue, the gap under the character, but it's pretty much the same issue

tired basin
# smoky cipher Here's the idle sprite

you need to set the pivot point on the two sprites correctly. In the sprite editor (that you're screenshotting here) you can set the pivot point, and it will treat that as the "center" of the sprite for most purposes. Set it in the same place relative to the character in all of them and your animation will line up correctly. I like to use the point right at the base of the character's feet where the sprite "touches the ground" as my pivot. That helps for sorting order issues in a lot of cases.

#

You may need to also toggle some settings to look at the sprite's pivot rather than center. I think SpriteRenderer has that setting for sorting order stuff, but I don't remember what else has that toggle

smoky cipher
smoky cipher
# tired basin You may need to also toggle some settings to look at the sprite's pivot rather t...

Works like a charm! I just don't like the fact that the white particle can switch it's position if I change input too quickly (see at the end), do you know how I could fix that?
Cause I'm making my rigidbody flip when I change direction, so it changes everything that's attached to it, but I don't want that effet to switch, but I guess I'd have to make it a different animation or a particle system for it to not flip with my rigidbody? Or not make my whole rb flip I guess

tired basin
smoky cipher
blissful oar
#

any of you ever run into a problem where your avatar will insist on being upsidedown in unity despite the fact that all your transforms have been applied in blender?

#

Cause this is what my guy is supposed to be doing

#

But anytime I go into play mode or try to animate him in any way he just

#

Hes also like this in the menu where you set up the humanoid rig settings

#

All the origins are set to 0,0,0 and all transforms are applied to both rig and mesh so I’m just A Bit stumped

hybrid tinsel
#

Is it actually a humanoid rig?

blissful oar
blissful oar
marble frigate
#

and are you sure that youre not using humanoid animations made in unity

#

cause unity fucks up the humanoid rig whenever you try to animate it

#

cause it cant handle humanoid animations

blissful oar
#

i import into unity, touch nothing but the rig settings menu aaaaand

#

the humanoid rig is upside down

hybrid tinsel
#

And if you import the file back into blender?

#

Did you bake and apply all transforms?

blissful oar
hybrid tinsel
#

Do you have the right transform set as the root?

blissful oar
#

I fixed it

lone goblet
#

Hi, for some reason, I've had models in my game gradually freezing in their animation poses or cringing in a fetal position in editor. I have no idea why this is happening, I'm just working and then suddenly they're all locked into those poses rather than their normal T-Pose.
The ones that are cringing happened last night when I was adjusting the frame on an animation exclusive to a prefab variant of these and now I can't get them out of it. Many of them share animation controllers, but not all of the ones with the same controllers are affected. Any ideas?

#

They are usually all T-posing in their positions and I have no idea why they aren't anymore

random saddle
#

How would I animate an object's y axis so it follows a sine curve. I want to use the animation editor as doing via script is too laggy for my trash laptop, an I want to try seeing if using animation editor is better.

#

this is the script I have for it rn

#

the top one is for an idle movement for the object

#

and the second one is for when moving

#

also I want it with minimum keyframes

#

if its possible

#

for perfomance

foggy snow
#

Hi there! I'm trying to set up super basic run and walk animation transitions with a movement asset I bought, I had it all working, everything was fine, but now the Walking animation is acting like it has exit time when it very clearly doesn't, and because of the 'exit time' it fails to go into running and skips back to idle, is there somewhere else the animation could be overriding the transition exit times?
https://i.imgur.com/tbToNWp.png

rocky fossil
#

Hello, I have made a cycle of animation using trigger condition , there are two trigger condition in whole cycle, but after completing half of the cycle both the trigger get checked by itself and other half cycle get completed even though I don't want it

#

Is there any setting I have missed?

timber terrace
#

Hi, I'm currently learning to make an fps game and right now I'm kinda stuck at animations for the gun and arms. Is it better to make custom animations or just use IK?

agile solstice
smoky cipher
wheat kraken
#

I was hoping someone experienced with animators could tell me if they see any potential problems with this approach to syncing the animations of two avatars. My intent is to use Any State to select the animation I want to play, with one animator acting as leader, and the other following using this method:

https://forum.unity.com/threads/sync-animations-on-multiple-objects.430114/

        {
            for (int i = 0; i < toAnim.layerCount; i++)
            {
                toAnim.Play(fromAnim.GetCurrentAnimatorStateInfo(i).fullPathHash, i, fromAnim.GetCurrentAnimatorStateInfo(i).normalizedTime);
                toAnim.SetLayerWeight(i, fromAnim.GetLayerWeight(i));
            }
        }

Having used Any State in the past with VRChat, I'm somewhat familiar with it, and it seems like a good way to allow me to both select a sub state to jump into with a series of animations I want to play, and immediately jump out to start a new series of animations without needing a ton of transitions back. I'm aware I'll need to uncheck "can transition to self" to make it work, though I'm concerned there might be some other pitfalls I'm not aware of with this setup. For example, I'm not sure if it's possible for the animator to actually be IN the Any State, and if it ever is, if the above code will still run correctly, or crash.

#

I'm also curious about the Interruption Source option... The docs aren't super clear on what it does.

https://docs.unity3d.com/Manual/class-Transition.html#TransitionInterruption

"The transitions in AnyState are always added first in the queue, then other transitions are queued depending on the value of Interruption Source:"

I don't undestnand what this means at all. What queue are they referring to here? If the conditions are met, it transitions to the next state, right? So what's getting queued up here? And what does it mean to be in a state and queue transitions from the NEXT state? I just don't get it!

wheat kraken
spice rain
#

I have the animator cull mode set to CullCompletely, which works for frustum culling I believe but it doesn't change on LOD culling.

Is there a good way to stop animations when LOD culling?

And / Or is there a way to get the animator to enable disable upon LOD culling? I tried doing a renderer.isVisible but it ALWAYS returns false, even if the players are in the camera or not, or LOD culled or not

split flare
#

I have two states of crouching. Idle and walking. But transition between idle to walking is ignored and i don't understand why. I checked 2 times is speed goes to greater than 0.1 and yes it goes but this transition never happens.

split flare
#

yes

supple grotto
#

hey i want to make an animation that i can start with a c# function and not when i press play how do i do that?

tropic remnant
#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ButtonAnimation : MonoBehaviour
{
    public Animator m_Animator;
    
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(1))
        {
            Debug.Log("yo");
            m_Animator.SetTrigger("test");
        }
    }
}```
#

the animation doesn't work when i right click

#

and i get a message from the debug log

#

what am i doing wrong?

kind sail
#

how can i let an animation play instantly after pressing a button, without a transition time?

agile solstice
tropic remnant
#

WAIT WRONG IMAGE

#

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

public class ButtonAnimation : MonoBehaviour
{
    public Animator m_Animator;
    
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(1))
        {
            Debug.Log("yo");
            m_Animator.SetTrigger("test");
        }
    }
}```
#

now its good

#

but what am i doing wrong

tropic remnant
#

anyone?

agile solstice
# tropic remnant

Is the trigger the transition condition, and can the state transition into itself?

tropic remnant
agile solstice
tropic remnant
#

how do i check

agile solstice
tropic remnant
#

i dont see it?

agile solstice
tropic remnant
agile solstice
#

A lot of these mysteries can be solved just by clicking and inspecting things to see what you find

tropic remnant
#

u mean that?

#

i tried to change everything there but couldn't do nothing

agile solstice
tropic remnant
#

i can't find it anywhere

agile solstice
#

@tropic remnant How about in the transition from any state?

tropic remnant
#

this is the only thing i see there

hybrid tinsel
# split flare yes

Can you show a picture of your animator in play mode while the character's moving?

split flare
#

and put a transition between middle air - exit

hybrid tinsel
#

@restive scaffold can you be more specific about your problem?

restive scaffold
#

the animator sometimes hangs on animations, sometimes some animations end too quick, other play when they shouldn't

#

just buggy all around

alpine moss
#

Hi
how can I change the running animation in the starter asset character?

hybrid tinsel
restive scaffold
#

I'm using 0 any state transitions

hybrid tinsel
hybrid tinsel
restive scaffold
#

well maybe that's the problem that its not just 1 problem

#

I can't ever put my finger on it

hybrid tinsel
#

Well yeah, but you still haven't shown your code or your animator so I still can't do much more than wild guesses.

lavish heart
#

Using a 2D blendtree, how do I freeze the character in place when the XY values are 0, given that a walking animation is taking place when they aren't 0? I don't want it to return to idle (think robot legs)
EDIT: I figured it out, setting the blendtree to "2d freeform directional" and adding an empty Animation to 0,0 gives the preferred effect. It also helps to have 2 sets of Motions, one near zero at relative speed, to maintain the animation motion instead of taking tiny steps

hybrid tinsel
lavish heart
#

I tried that, but it always returned to either the default pose or the separate state's pose

karmic root
#

Im trying to setup a basic animation tree, where my animator can come in, and just use a Animation Override Controller for all of the Enemies.

I have this setup currently for the "Basics"

However, the issue that I'm "running into" is that some Enemies might have 1 Attacks, some might have 5, MAYBE one in the future, has 20. (Highly unlikely) Who knows.

What would be the best way to setup the attack animation portion?

karmic root
#

Would this be the best way to go about it?

Basically, exit states will depend on if they're walking or not, choose attack based on int, then exit?

prime aspen
#

I have a problem.

Root motion on generic (non-humanoid) rig is not working.

On every engine I test root motion it is plugn play working. Unreal and Godot Engine, but not on Unity

hybrid tinsel
hybrid tinsel
oblique anchor
#

Not sure if this is the right channel, I’m curious if there is a good way for something like a 3D bridge to be invisible but shadows can be cast on it. Like a secret path kinda thing. I’m having a hard time figuring out how to make something transparent but the shadows still cast over it.

hybrid tinsel
supple grotto
#

can someone tell me how to disable animations from starting at start

hybrid tinsel
supple grotto
#

ok thx

prime aspen
# hybrid tinsel That's literally a third of the engines you tried where it didn't. Did you set ...

Yes. Its kind of working when activating "reset pose" but than the rotation of the root node is not baked in.

I read as well that on older Unity versions all worked. On new versions its broke and not fixable.

Maybe write a own root motion over c#.

So root motion not for generic rigs like it seems. Only huamanoid rigs.

And try to use it as humanoid rig the skinning is extremely off and looks only weird.

covert hull
#

Can I edit X Y Z curves of a transform at the same time in the animation timeline editor?

#

i select 3, grab a handle, drag and it does X not Y or Z

#

not move, change the bezier handles

wraith jackal
#

hey guys im having trouble with animation

#

everytime i rotate my object when its in the recording button it just snaps back to its original position

fleet forge
#

Hi, when I move my joystick slowly my character does this. any ideas on how to fix this?

hybrid tinsel
#

Do you have the right input system? Is the animator on the right object? Did you set up the transition conditions correctly?

livid plume
near sierra
#

so encountering an issue where the sprite renderer is not changing even when the sprite resolver selects a different sprite. The sprite in question does not have a bone attached so could that be a potential culprit for this?

slim trail
#

transform.position += m_Animator.deltaPosition;

I'm using this to move the character ( in OnAnimatorMove()) while they're isKinematic. It works perfectly fine for most animations. One animation in particular though does not work reliably; sometimes going the right distance, sometimes not at all, or sometimes in the wrong direction (sideways instead of forward).

My guess is that there's a problem somewhere in the animator (Because that code references... nothing else, and still gives this buggy sort of execution), but this animation has the same settings as all the other ones I'm using. The transition to it is just like another similar transition that does work.

None of the other code that changes transform.position is the problem (disabling it all does not prevent the erratic behavior).

Are there some settings in the animation import or transitions or something that might cause this/ I should look into?

The animation moves the character forward while rotating them 180 degrees, then moves them down. Confirmed already that the root bone's doing that motion (it is). That it's so inconsistent is the weird thing.

unique knot
#

in animator, what might be possible reason for two clips having same property preventing each other from editing said property?

#

two clips both edit the same property, only one of them is running at the time but one clip prevents another from editing said property

#

if I remove it from clip A, clip B can then animate the property

#

and it doesn't seem to happen the other way around, editing property in clip B doesn't prevent clip A from playing correctly

agile solstice
unique knot
#

also very simple setup in that there's only one layer

agile solstice
unique knot
#

so flow goes like this - either we start in A and then want to move to B with transition animation in between, or we go immediately to B without A using different transition

#

two animations are in these two transitions

#

"Transition state A to B" plays correctly, "Transition to state B" plays partially correctly, only animating properties that aren't in that first transition

#

if I remove these properties from "Transition state A to B", then they are animated correctly in "Transition to state B"

#

so, State B have two possible entry points from two different transitions

agile solstice
#

And if a transition is in process, it should lerp the modified properties of both states

blazing knoll
#

Hey, very dumb question but I'm trying to play an animation at the start of the game but when I press play, it doesn't start the animation... I've added the code, my animation is real and everything seems right and I've stared at it for a long time and I can't figure out what is missing

#

here is the code (very basic) :

public Animator anim;
    public string animName;

    void Start()
    {
        anim.Play(animName);
    }
#

dm me if you can help me

#

or just here

#

and ping

blazing knoll
#

nvm

analog radish
#

guys, I have 2 problems:

  1. the falling animation after jumping and landing on the higher platform takes its time to stop
  2. the falling animation doesn't start without jumping
twin musk
#

question:
im trying to follow a simple animation tutorial but im missing things,
can someone explain why the animations on the Free Jammo character have no properties in the inspecter for rigging or a method to change type to Humanoid?

granite kite
#

how do you delete transitions

analog radish
hybrid tinsel
twin musk
#

anyways in the time since, ive made my situation just worse so i think im just guna start from scratch,

hybrid tinsel
toxic orbit
#

Can this character be downloaded from somewhere?

#

I would love to use this character for all my animations.

granite kite
analog radish
#

what

granite kite
analog radish
#

then select the transition and click that minus in the inspector

timber badger
#

is there anyway to stop an animation instantly or like restart it, because right now I have 2 states one for pulling an item out and the other for putting it away (no animation for that one it just disables the renderer) but if I quickly switch between taking out the item and switching from the item, it will play the animation part of the way through because on the animator it seems to keep running the animation when I switch off

#

yea when the state changes to put away the item the take out item state continues playing for about half a second and if I switch back in that time it will play the take out item animation part of the way through and then restart it

mint yoke
#

how would i make a toggleable animation for like a lever? so if the lever is up and i press it it goes down and vice versa?

civic citrus
#

Can anyone point me in the right direction on how to change the animations on a prefab clone without changing the animations on all the other instances? I thought it'd be as easy as making a new controller with all the new animations attached to it but that doesnt seem to be working

hybrid tinsel
twilit compass
#

Hello, i'm having a slight issue... i have this sprite spreedsheet that is 49 frames. I would like to splice it and make a sprite animation out of it. Unity is saying something about parameters or something and not letting me splice the 49 frames. Does any one know how i can get this animation to work? pls @ me. i wont hear other wise

twilit compass
#

nvm

ancient zealot
#

Hello, i'm trying to make a simple running left or right animation in 2D, and to use the mirror system to not have to duplicate animations for nothing. However the mirror parameter in the node does not work.

The idle and running animations do play correctly though so it's only the mirroring thing that has issues. Here's how I change the bool:

if (animator.gameObject.activeSelf & animator != null && animator.isActiveAndEnabled)
        {
            if (agent.isStopped)
            {
                animator.SetBool("running", false);
            }
            else
            {
                animator.SetBool("running", true);
                if (name == "Combatant")
                {
                    print(agent.steeringTarget.x < transform.position.x);
                }
                animator.SetBool("mirror", agent.steeringTarget.x < transform.position.x);
            }

        }

Which is correctly read at runtime, see last screenshot
Any idea why this 2D Animation won't mirror ?

civic citrus
hybrid tinsel
#

It doesn't flip the animation, it swaps the movement of the right limbs with the left limbs.

ancient zealot
stark lintel
#

unity ik don`t work

hybrid tinsel
hybrid tinsel
ancient zealot
clever shale
#

How to reset layer state on weight change?

#

Like I have a block animation and it plays, but when I set layer to the 0 it fully reset.

inner folio
#

why when i import my sprite into the scene it doesn't have any bones??

hybrid tinsel
raven kelp
#

Is it possible to set up a IK in such a way where it will start and stop at certain point of a animation. For example, i have a animation for throwing a punch, i want to use IK in the middle of the animation to target the enemy at the correct time and then stop using IK after the animation is completed.

hybrid tinsel
#

The easiest way is usually to animate the IK weight directly; that works for most IK systems.

raven kelp
#

Does anyone know of a way, to make a punch animation target to the head of another character. I’ve tried to implement chain ik constraint on both arms to target the head which does work however the chain IK completely overrides all animations that exist on that arm (the actual punching) regardless of weight which from what I understand is what it’s meant to do so I can’t really complain on that front but I’m not sure of a work around to achieve the results I’m looking for.

hybrid tinsel
#

Just make sure that IK pass is active on your animator layer

agile solstice
hollow vapor
#

If I want to trigger an entire animation, I can use an Animator Controller and use bools/triggers to play the animation. If I didn't want to play an entire animation, but rather just advance/minus some frames of it, would that be possible?

#

(I'm trying to build a system kind of like the one in Heavy Rain, where player inputs control animation progress)

hollow vapor
#

Thank you!

hybrid tinsel
alpine moss
#

how to change clips in the starter assets charcatar

twin musk
#

has anyone tried animation batching with URP skinnedmeshrenderer?

agile solstice
twin musk
#

**they seem to work but it doesn't render colors and transforms the mesh in a weird way

twin musk
#

i think this problem far exceeds my shader skills so i have to give up 💀

mild sleet
#

What's the best practice for pixel spritesheet animations that are relatively simple? Let's say all your characters have a simple blink animation that consists of three frames. Do you:
a) import the three frames and use those to make a blink animation for each character (example: you have 1 second of the eyes open, 1/5 second of eyes half shut, 1/5 second of eyes shut, etc.)
b) create the animation first in your art program as several frames, and import the entire spritesheet that contains all of them? (now you're importing a sprite sheet that contains, say, like 8 frames of the eyes open, 2 of the eyes half shut, 2 of the eyes shut)
Or does none of this matter because the sprite is 64x64 and is super small.

#

I'm just trying to figure out the proper workflow for creating animations. It does seem like it's easier just to use the art program to create the full animation, but it seems like it's creating more frames than necessary, if that makes sense.

agile solstice
mild sleet
#

ok, thanks!

twin musk
#

What did I do wrong here please help?

raven kelp
#

I'm having an issue trying to target a punch to the head of an opponent, I've got a two-bone constraint set up however it completely overrides the jab animation I have set up which you can see playing on the left changing the rig weight or constraint weight seems to do nothing and neither does turning off or on IK pass on the different animation layers. https://imgur.com/a/Ag2wg4y

sly surge
#

hey does anyone know how to animate a humanoid rig for a VRM/VSFavatar i realy dont know how to do it even making the animation in blender wont do the job because i cant aply the rig of the model i want to make move (vrmavatar rig dont want to be put in another model so i cant import animation without it behing buged as hell) thank you

frosty mesa
#

Hi, I've never animated in Unity/Blender before
Basically I'm kind of lost on where to begin creating my own character animations.
But I want to do so in a way that's very compatible with Unity, and that'll let me swap out the models for my own characters whenever I have them.
Is anyone willing to give some tips on how to get started?
I would love to use the Jammo model and rig as a base, but it doesn't seem to have any animation controllers when I import it into unity.

sturdy current
#

trying to make 2 animations work at the same time, and a muzzle flash effect cause im enlarging and descaling a object for the muzle flash

for more context and in very simple terms and short story I have a rotating cylinder for a revolver and a flash but however I can only make 1 of them do 1 thing at once, I would also be wanting to put it on a vrc avatar / vrc ready because im giving the model to a friend

slim trail
#

So I'm trying to get an animation to move the player (Via transform.position += playerState.m_Animator.deltaPosition;). It's supposed to move them forward a ways, then down, and rotate them during this process.

The rotation works fine. (Though is notably not done with m_Animator.deltaRotation).

One of two things happens when I trigger the "climb down" script:

1: It works and puts the character pretty much right where I want them.
2: The character instead shimmies a bit to the left (or right. It's inconsistent), but about 1/3 as far to either side as she should be going forward, then drops 'down' into the ground they were on.

Which of those 2 states happens seems to be random as far as I can tell. I have not found anything that makes one happen more or less frequently. (I can, far as I can tell, get any of these results from going over the same edge, at the same angle, the same speed, and from the same distance.

The animation looks fine in preview... but the transition seems to suggest the character would be ascending (rather than staying level), then descending back to where they were.

Animation was done in blender if that helps.

I'm wondering how can I make (1) happen, and have (2) not happen?

flat cobalt
#

Why my camera keep floating while spamming "Walking forward" button?

#

When i remove animator component. the problem is gone.

slim trail
#

Also, I have a 'climb downwards' animation in the animator which is just Climb up run in reverse. This was working fine in 2019.3, but after updating to 2022.1, at the end of each loop, it puts the character where they'd be if the animation hadn't been reversed. Root motion is on, of course.

I can't find any sort of setting that might have had a value defaulted back or something.

Do I just need to make a separate animation for climbing down?

(both 'climb ups' below result in ascending +1 y units after a loop, while the first one I want to move -1 y units instead. It moves as if it were doing this, so that right before the loop, it's nearly at -1y. it then immediately jumps to +1 y, and starts 'climbing down' from there, until it's almost at 0, then jumps to +2y, etc.)

spare yoke
#

After setting up 5 different characters using mixamo I'm suddenly experiencing an issue.
I download the animation, using the character model from mixamo, but when I place in the animator it's not mapping to my model.
None of my other characters have had this issue. I've tried with multiple animations but had the same problem each time. Any ideas?

sly surge
#

@spare yoke same problem here

spare yoke
median folio
#

Hello, does anyone know why this keeps happening when I try to add animations to my model?

novel ferry
median folio
#

Fixed, for whatever reason the scale factor affected it's position

twin musk
#

how can I read vertex positions for each frame from an AnimationClip, SkinnedMeshRenderer and Animator (not sure if i need the Animator object for this) ?

novel ferry
pastel kraken
#

Greetings all!
I am a 3d animator, but I am at a shop that has a whole new cast and crew.

I am looking for information on rigging characters for Unity.
Base package will be Maya (several cuts), and possibly Blender.

I'm looking for information on getting characters FROM Maya into Unity.

Is there a rigging or advanced animation channel around here?
Anyone wanna answer a few simple questions (in DM is fine)?

novel ferry
crystal python
#

how do i get this scrip to my character?

#

Player platformer controller

#

how do i bring in the script?

hybrid tinsel
hybrid tinsel
hybrid tinsel
spare yoke
hybrid tinsel
#

There is no automatic remapping for non-humanoids

clever shale
#

Any state Animation interrupts by others.

#

How to prevent from this.

hybrid tinsel
rugged mason
#

We have a problem syncing the animation with our serverside (non Unity server) motions. The monster moves a distance in a given time in the client, and we should make the same distance in the same time on the server as well (using root motion). How can we get info about a run animation, how much it moves in the world in a loop cycle (if we can get this info, we can calculate how much it moves by milliseconds).
We tried it with AverageVelocity/duration, but on some monster it works, on some of them not, and if we use scale, it completely screw things up. Any idea, how can we deal with this case?

crystal python
#

when i walking, my walking animation is not activate. why? my script problem ?

main portal
crystal python
main portal
#

but you added a float variable like this?

main portal
#

this parameter has to be set by your script to 2

#

or whatever you want it to be

#

you can test it: if you set this manually to 1 in the input field, your character should run.

crystal python
main portal
#

how do you set the speed?

crystal python
crystal python
crystal python
main portal
#

You change the Value in a script right?

crystal python
main portal
#

If you change it manually, it should switch between the animations.
But if you want it to do it automatically, when you stop moving with your character, you have to change the speed value in a script.

crystal python
crystal python
main portal
#

Nope sorry. There are several tutorials out there that cover this basic stuff.
https://www.youtube.com/watch?v=tveRasxUabo

In this Unity 2021 beginner tutorial I show how to setup an animator controller for a simple model we created with Blender that has skeletal animations. I add two triggers to activate the states for the animation (open and close) and then I write a C# script that uses the attached Animator controller to play the animations when the Keys O or C a...

▶ Play video
crystal python
#

my walking animation working now

#

but

#

hahah

#

when its turn left, its doesn't changing the animation

#

i added this two script that grab from youtube tutorial

#

work when its turn right walking
but when its turn left it's not working

crystal python
ancient zealot
#

Hello, I tried having a 2D death animation stay on the last frame, character down on the ground, forever after the animation play.
For that I set the animation to Wrap Mode: Clamp forever. However, the animation loops on itself anyway. I checked that the trigger is called only once so that's not the issue. Any idea what could be wrong ?

#

(if there's another solution to lock on the last frame instead of looping, I'll take it)

rose pond
#

blend tree is not outputting correctly for (-1,0)... (west state). all other states work fine, so stumped on why that one doesn't.

#

it even works in another tree this one was duplicated from

rugged mason
#

how can I calculate the move speed of a run animation with root motion? So for example I got an animation with 24 frames and it moves 100.0 on Y position in 3ds max. How does this translates in Unity? Without rigidbody or anything like that. Just the base speed without any additional components

#

I see there is an avarageSpeed of the AnimationClip but even if I multiply that with the frame count it doesn't matches

#

how this gets calculated?

#

and in OnAnimatorMove the deltaPosition is not a fixed value, it's constantly changing in every tick

#

so this is my average speed:

#

and this is the deltaPosition.z:

#

I spent a day or more trying to calculate how this gets calculated but I still don't have any succes

shell escarp
#

How do I stop entry?

agile solstice
shell escarp
#

yeah, kinda. I wanted it to be empty

#

show no animation at all

agile solstice
#

So make an empty state

shell escarp
#

so I just made a blank square animation lol

#

Is this correct? or is this just dumb?

agile solstice
#

The animator is a state machine for the reason that every possible state can be presented within

shell escarp
#

hm! okay

crystal python
#

hello, if i wanted to do an rigging animation in unity, expected result is when i attacking the effect appear.

or its has to be done in spine software?

hybrid tinsel
crystal python
crystal python
hybrid tinsel
#

Unity can handle that just fine

crystal python
hybrid tinsel
#

Well, you probably need better search terms, since that stuff mostly falls under VFX

crystal python
#

i only can animate the bone

hybrid tinsel
#

You can animate nearly any property that can be serialized.

hybrid tinsel
#

About 1,970,000 results on google for that exact search

crystal python
#

anyway, i'll figure out

hybrid tinsel
#

If you have more specific questions we can definitely try to help but it is hard to cover everything

west perch
#

Hi everybody, I have an idle animation where I choose the position and rotation of my character's ankles and toes

#

But when she wears high heels, I'd like to add an offset to the rotation

#

Like 45 degree for the ankle and -25 degree to the toes

#

It there a way to do that without having to using animation masks?

hybrid tinsel
#

You probably could add in a post-animation offset

#

Do it in lateupdate

west perch
#

Indeed, I tried in LateUpdate and I've been able to add an offset to my bones, nice. Thanks!

rose pond
#

Hiya, im working on a top down 2d game. I'm currently scratching my head at an issue I can't really think of a solution for. I have a "base model" layer, and I've added a "face layer" as a gameobject child of the player, with a sprite renderer and animator. this object holds the face.

#

the problem im having is, i don't really know what layer to put them on? if i put the face on the layer right above the player, it works fine. but that creates a problem. anytime i want to use the transparency axis on the Y, the face doesn't follow the same pivot point settings as the body, because it's on a higher layer. (fence is on layer 1, base is on layer 1, face has to be on layer 2 for example. face always shows above fence).

#

sorting groups!!!!!!

hybrid tinsel
#

Seems you got it already 😄

wet pecan
#

Hello I have a bug, so I'm following a tutorial online and i imported my own custom assets with animation. So in blender the character stays on the ground while moving (https://gyazo.com/5be46d4f91b748a936989cd0bafa5c3a) however once i imported in unity the guy seemingly floats (https://gyazo.com/e5a9ea8c17fa27930197cdd9ef9f9d04 i know its a different animation but the problem is still there) anyone knows whats causing this and possible fix for this?

fiery lichen
#

I have a question

#

im making a fps shooter tpe thing

#

and so i need 2 pair of arms

#

one for everyone else to see

#

and one for the localplayer

#

i just copy pasted the arms

#

and gave them their own animator

#

but they still follow the main arms animations

#

and the spine i assigned them to doesnt seem to work

#

it still follows the original spine

#

how can i fix this

rose pond
#

Hi! So I have a animationcontroller_base for my base character. I also have a animaitoncontroller_face for custom character faces. The best method of swapping faces for a player in-game is probably just accessing that AC_face and changing the Motions in it, correct?

lethal scarab
#

I have a GameObject with one of the animations controlling their position but it locks their position even if its not on that animation is their a way to get around this?

wooden stirrup
#

Question: I am importing animations from Mixamo for use in an existing character, using layer masks, and upon activating these animations , such as aiming a pistol, the arms appear offset, either too far right or too far left, when it should be straight and center. What can I do to resolve this?

hybrid tinsel
austere oyster
#

I am trying to download some animations from Mixamo. It used to work flawlessly before. But now, whatever animation I download plays as a T-Pose when I try to preview it. Any idea on how I can fix this?

#

I didn't set it as humanoid but other animations are working normally.

#

See the running animation is working

gloomy berry
#

when downloading from Mixamo, make sure you choose the FBX for Unity

#

and yeah, YOU MUST set it as humanoid

#

accordingly to the type of the model you download from mixamo

austere oyster
#

Ohh okayy, I'll try that

#

Oh fuck right, I was selecting the wrong Format omg

#

Tysm, Excuse my stupidity 😭

gloomy berry
#

goodluck

austere oyster
#

It's still not working ;-;

#

So I do have to make it Humanoid?

#

How may i do that?

ancient zealot
#

Hello, I'd like to copy an animation until it fills the parent's size, the same way a sprite can be repeated to cover the whole parent. Is that possible ? otherwise how would I go about dynamically covering a plane with enough burning flame animation to fill it, without knowing its size in advance ?

fickle raptor
#

Hello. I have created animation sequence in blender, exported model to fbx; my animation sequence was exported as animation clip in Unity.

#

How do I use it?

fickle raptor
#

Nevermind, I found it.

#

Had to add animation controller, placed my imported animation clip in it to Entry state

#

Then added it to object on scene

hybrid tinsel
fiery lichen
#

I have a question
im making a fps shooter tpe thing
and so i need 2 pair of arms
one for everyone else to see
and one for the localplayer
i just copy pasted the arms
and gave them their own animator
but they still follow the main arms animations
and the spine i assigned them to doesnt seem to work
it still follows the original spine
how can i fix this

mortal brook
#

Quick question guys.. how do I make an instant transition from one animation to another?
The transition condition is a Trigger I set by code

#

for some reason the transition is slow.. like really slow

#

Tried to uncheck "has exit time" but nothing changed

#

also the transition from right to left goes through back first for some reason

#

oh.

#

For some reason the instant I ask a question I just resolve it by myself..

#

I was constantly setting the trigger when changing to the same animation as the one which already was playing

twin musk
#

I'm trying to script a weapon so that it will play an animation when a specific button is pressed.

#

Code:

public class Repulsor : Weapon
{
    private Animator anim;
    // Start is called before the first frame update
    void Start()
    {
        anim = GetComponent<Animator>();
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetButtonDown("Fire2") && anim != null)
        {
            Debug.Log("Repulsor Engaged");
            anim.Play("Scene");
        }
    }
}
#

However, it doesn't play the animation whenever I press Fire2 (though it will log Repulsor Engaged), and for some reason it will play upon Awake.

#

Did I set something up incorrectly?

tired basin
#

and you're using the Animator component instead of the AnimationController component

twin musk
#

🤔

#

Alrighty then, I'll try to set one of those up.

tired basin
twin musk
#

👌

tired basin
#

you should...
On your game object

  • Change your Animator to an AnimationController with the AnimationController asset you've shown in your screenshot as its controller

In your code:

  • Change the Animator to an AnimationController
  • change anim.Play("Scene"); to anim.SetTrigger("Shoot");

In your animation controller asset:

  • Add a parameter of type trigger called "Shoot"
  • Add an empty animation state. Right click on it and set it as your default state.
  • Add a transition from your default state to the Scene state with the "Shoot" trigger as its condition
  • Add a transition from the Scene state back to the default state with no conditions. This one should have "Has Exit Time" checked and set the exit time to the end of the animation (ie 1.0)
#

(not sure what your animation is, choose a name for the trigger that actually describes what's happening if "Shoot" is incorrect)

twin musk
#

"Fire" was a... package? I guess?

#

Errors are popping up 'cuz it doesn't seem to know what an AnimationController is.

#

Anyway, is this the AnimationController component?

tired basin
twin musk
twin musk
#

It doesn't pop up whenever I go for Add Component.

#

AH

#

That's what's missing.

#

You didn't say anything about adding another library.

#
using UnityEditor.Animations;
tired basin
#

you shouldn't need to do that

#

that's gonna be the wrong thing

tired basin
#

if it is in UnityEditor, it wont work in a build

twin musk
#

Ok.

#

I still don't know where to find this AnimationController component, though.

tired basin
#

oh, I'm an idiot. Sorry, sent you on a wild goose chase

#

you want an Animator component

#

(but not Animation component)

#

and the thing you drag into the Animator's Controller slot is the AnimationController (which is the state machine you took a screenshot of)

twin musk
#

Wait I had an Animator component first.

tired basin
#

yeah, sorry

twin musk
#

Ok whatever, lol. 🤣

tired basin
#

but the state machine was set up wrong

#

and you still had to do the trigger thing

twin musk
#

Ok.

twin musk
# tired basin and you still had to do the trigger thing

So I have this:

public class Repulsor : Weapon
{
    private Animator anim;
    // Start is called before the first frame update
    void Start()
    {
        anim = GetComponent<Animator>();
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetButtonDown("Fire2") && anim != null)
        {
            Debug.Log("Repulsor Engaged");
            anim.SetTrigger("Shoot");
        }
    }
}
#

And it doesn't recognize the trigger.

#

I mean, I don't have a Shoot trigger.

#

But I've no idea what I should put in its place.

twin musk
tired basin
#

Everything I said there was correct except the name of the component on the game object

twin musk
#

Thanks for the reminder... 😅

tired basin
#

I'm going to bed now, but good luck! You can figure it out

twin musk
#

👌

#

Thanks for all you've done thus far.

#

I hope I can crack this tonight.

#

...

#

Wait shoot... how do I add parameters to an Animator?

hybrid tinsel
twin musk
#

Thanks. 😄

#

Now how do I get my gun to restart the animation in the midst of the animation?

#

'Cuz it won't restart if it's in the middle of the animation.

hybrid tinsel
peak hawk
#

hey guys, everyone in beginner code said my coding was correct, but there seems to be an issue in my transition and i need help

#

essentially, im trying to add an attack animation

#

when i check the animation trigger in the animation window, the animation plays fine in the game window

#

the issue is, when playing the game the animation wont play

#

it seems my code wont trigger the animation, despite everything checking out

#

can anyone help?

hybrid tinsel
peak hawk
#

the damage is working

#

but the animation isnt

hybrid tinsel
#

Show your animator?

peak hawk
#

oh woops wait i did something

#

now im getting an error

#

the variable animator of player has not been assigned

hybrid tinsel
#

I'll admit, naming your Animator animator throws me for a loop every time I see it. It isn't wrong per se, but definitely awkward 😄

peak hawk
#

haha yeah sorry about that. if it makes it easier i can change it!

hybrid tinsel
#

So, show your animator window?

peak hawk
#

wait! i think i fixed it!

#

it was a stupid mistake, my prefab was being edited but my relative model wasnt

#

sorry guys lol

hybrid tinsel
#

Hah, it happens to everyone

wraith jackal
#

hey guys when i click record to animate my character

#

it goes into a sitting position and everytime i move a limb it just snaps back to default position

#

how do i fix this?

#

hello?

hybrid tinsel
wraith jackal
#

hello

#

are u able to help me

hybrid tinsel
#

It sounds like you're trying to animate a mecanim humanoid with an improperly set up avatar?

wraith jackal
#

hmm

#

idk what that means 🤣

#

ive had this issue before with an older game of mine and i fixed it but have forgotten how

#

do u want to see a visual demonstration of it?

hybrid tinsel
#

I have a pretty good idea of what you mean.

#

Anyway, editing animations for humanoids inside unity is a real pain in the ass, sadly.

#

Their official answer on 'how to do it' is 'don't do it.' You can in fact do it by editing the muscles rather than the transforms, but that is of course not very convenient.

#

I personally disagree with them, but that's literally the guy who coded mecanim so it doesn't matter what I think 😛

wraith jackal
#

hmm

#

true

#

well lukcily

#

i think i just fixed it

#

my animator had an Avatar

#

so i just removed the avatar (set it to none) and now its fixed

#

why did it fix

hybrid tinsel
#

Because without an avatar it is treated as generic and not humanoid

wraith jackal
#

Ohh

#

Do i even need an avatar?

hybrid tinsel
#

For a humanoid you need an avatar. For generic you don't.

wraith jackal
#

He says to create a copy with a generic rig

#

So not a humanoid rig, but yet im still getting the same result

hybrid tinsel
#

I'm not sure, then.

#

You're heading into untested and specifically counter-to-design waters so...

pure stratus
#

how to make an animation without applying transfrom

median folio
#

Hello, is there a reason why the sphere collider is not following the animations?

uncut salmon
median folio
#

i put it here

#

on the head

acoustic roost
median folio
#

yep got it, thanks!

#

awesome stuff thanks

pure stratus
#

how do i add an animation without rotating

#

it still add rotating even i dont add

hybrid tinsel
pure stratus
#

i sloved it

#

but

#

how do i make an animation wait till finish

#

if (onDoor == true)
{
if (Input.GetKeyDown(KeyCode.B))
{
animator.Play("back_d2");
onDoor = false;
cams.enabled = true;

        }
    }
hybrid tinsel
#

Again, could use more detail of what you want to happen

pure stratus
#

i want to,

#

first play the animation back-d2

#

then do other

graceful girder
#

I have a prefab with an Animator and three animations.

  • It's a piece on a puzzle board.
  • It can animate by going forward, turning left or turning right.

How can I programmatically acquire the prefab's animator and trigger any of these actions? Should I be asking in scripting?

keen owl
#

I have a problem wtih importing my animation into Blender, i want to export two objects each with animation into unity. One is the weapon the other is the hands.
In Blender everything looks fine:

#

But if i export those two objects with the animations the animations get off-sync:

#

Does somebody know what the problem is i really dont know

agile solstice
#

Play() method skips the animator's state machine so you'd have to implement your own wait checks if you don't want to use animator conditions for some reason

hybrid tinsel
spice coral
#

Hello! I'm very new to development and I just have a quick question. I have a 2D box player character and when he jumps, I want him to do a spin (a la Geometry Dash). Can anyone help me with this?

civic citrus
#

Not sure if this goes here, I'm trying to get an animation event to change a scene when the animation finishes playing, but the scene doesn't change for some reason, any ideas?

#

nevermind I got it

keen owl
cyan mauve
#

might be a dumb question, but does anyone know how I can swap a character's animations into new ones without having to redo everything?

agile solstice
#

Maybe Animation Rigging has also got some updates regarding that since the last time I checked

cyan mauve
#

is something like manually replacing the fbx file with an identical one that has different animations feasible?

#

the new animations are also the exact same length

agile solstice
cyan mauve
#

guess I'll try

near sierra
#

dunno if this is the place to ask but, will ,in the foreseeable future, Unity support file formats that have layers like .csp, .kra, .xcf, etc?

twin musk
#

animator.GetCurrentAnimatorClipInfo(0); only gives the the first Idle animation clip
is there any secret unity trick that would get me both

#

i totally dont expect a solution

crystal python
#

Issue below:
MissingComponentException: There is no 'Animator' attached to the "ComboHits" game object, but a script is trying to access it.
You probably need to add a Animator to the game object "ComboHits".

my script :
https://gdl.space/qemehuxoko.cpp

Expected result combo hit

I aldy put combohit script on the character

crystal python
#

anyone know how to resolve?

agile solstice
#

For starters you must have selected the correct gameobject with the animator component to edit the animation clip, it must have a sprite renderer component and the images need to be of type sprite

#

(and have hit the red record button iirc)

#

Most likely you missed one step or another in the tutorial

hybrid tinsel
near sierra
#

asset processor?

hybrid tinsel
hybrid fractal
#

i currently have an animation that works in every instance except for the game view itself

#

it plays in the game view when i run it from the animation tab, it runs in the preview model

#

and it runs on que in the animator

#

the object just doesn't update and i cannot figure out why

#

the animation runs on a seperate layer and changes the sprite of a child object

hybrid tinsel
#

Or with your conditions

hybrid fractal
#

conditions work, same with the script.

#

or at least i think

#

i play the animator and the game at the same time and the animation runs in the animator

#

but nothing happens in the preview

wraith jackal
#

Set as default but when my game starts it doesnt play the animation

hybrid tinsel
wraith jackal
#

Oh no problem i fixed the issue

wraith jackal
#

Hey guys i cant change speed of my animation

#

No matter what value i set it wont change

trim lynx
#

Hi,
How is it possible that only 0:00 gets shown but not 0:01 and 0:02? What could be wrong?
I put an event for each one of them and only the first the one gets called

round dust
#

Well I think maybe 0:02 won’t be called out since the animation ends just there

#

Add a key into 0:02 to make sure it is triggered

trim lynx
round dust
#

Well then how did you set up calling the events?

#

Did you try using Debug.Log to see if they get called correctly?

trim lynx
ancient zealot
#

Any idea why my simple 2D animation is stuck on the first frame ? The other ones work correctly. I activate it this way

gameObject.GetComponent<Animator>().SetBool("blazingField", true);

And you can see it at runtime in the last screenshot

#

seems to work during the preview too

hollow lark
#

I could use someone with experience in Unity Playables API to consult with my animation contractor and help us with some lacking documentation. We're doing some novel things and Unity just absolutely doesn't document. Looked at alternatives like Mechanim and Animancer but they don't solve the underlying issues with Playables either.

One issue is that Playables doesn't support layering weighted animations that also have avatar masks. Figuring out how to blend animations with our framework we built on playables while sorting sprites has been a nightmare thanks in part to the lack of documentation.

#

If anyone out there is or knows an expert, I'd love to talk to them.

agile solstice
ancient zealot
#

what is the point of the Can transition to self option then ? If it just loop on itself

agile solstice
#

It's adviced to not use Any State overly zealously precisely because how easy it is to get stuck in loops and ignore the state machine with it

old pond
#

where do i see the animations on an object?

agile solstice
# trim lynx <:UnityChanHuh:885169594711539842>

Are you totally sure only the first one is called? What do the events do? Do you have transitions that interrupt the state? Do the events fire if you space them out further out in the clip?

trim lynx
fiery lichen
#

Question:
im making a fps shooter tpe thing
and so i need 2 pair of arms
one for everyone else to see
and one for the localplayer
i just copy pasted the arms
and gave them their own animator
but they still follow the main arms animations
and the spine i assigned them to doesnt seem to work
it still follows the original spine
how can i fix this

twin musk
#

i made animation of fps arms and use child of constraint to the arms keep position of the gun, someone know why when i export it to the unity there are two independent animations in one only the weapon moves and in the second only the arms

hexed vector
#

Okay so theoretically, if i have a mesh that is distorted with shapekeys in blender, and i want it to change when a value changes in unity, could i do that? Or should I put looping sections on a timeline and set the frame ranges based on a value?

trim lynx
agile solstice