#🏃┃animation

1 messages · Page 3 of 1

trim lynx
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First and second events Log a phrase, third one destroys the object
I only see the animation and the log from the first one

agile solstice
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There could be a number of things happening outside of this one clip so I can't really give any specific advice

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Other than to try to follow the state machine's logic and see if the clip is interrupted at some point

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If you're using Any State it can be difficult to stop it from taking over

trim lynx
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When isDead becomes true, I suppose speed will still continue to have a value that would trigger Run animation

agile solstice
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I think you never mentioned what actually happens when the events fail to be called

trim lynx
agile solstice
trim lynx
agile solstice
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Funnily enough I was talking about this exact issue right above our discussion

trim lynx
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thanks

agile solstice
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Next time give all the info and symptoms you can up front so the problem can be found sooner ^^

trim lynx
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Thanks again

slim fulcrum
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hello, is the playhash method instantaneous? if not, is there a way to instantaneously play an animation regardless of it's current animation state? can't find anything online and I don't want to waste time doing something if I don't know it will work

humble socket
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hmmm

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uh sooo how do I end a loop

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is it the arrow that points toward exit?

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How do I make the levelanimation go towards exit after game

signal marten
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@humble socket select the animation in the project tab. I the inspector there is a checkbox for looptime

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I'm not sure that will do what you want it to though. You could make a second animation that's just the cut screen without the fade, then transition the fade animation into the solid animation and let the solid one loop.

humble socket
signal marten
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@humble socket my pleasure

hybrid tinsel
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You have an any state transition that is set to transition to self, so it will transition to itself every single frame while the condition is true, restarting.

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Either would work.

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Where are you setting it? The state, or the animator?

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It is there for triggers mostly.

ancient zealot
hybrid tinsel
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Yes. Stuff where you might want to play from the beginning even if it's already in that state

wraith jackal
hybrid tinsel
spring spear
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Hello, I wanted to know if any of you know how to create the effect of the 3D coin that falls to make an animated background

tender tusk
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Hey everyone. I have a character that has 10 different facial animations included within the FBX. When I bring that to Unity as a Generic Rig, the face animation plays correctly. As soon as I change it to Mecanim, only the jaw moves.

I tried creating an animator controller, with the base layer being an idle animation. Then I added another layer below that one and added my looping face animation with Additive and Weight:1. Still I only get the jaw moving.

What am I missing? Thanks!

orchid venture
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can someone help me with an animation?

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i can't switch from the idle to the running animation

twin musk
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downloaded some animation assets, and downloaded the unity chan asset, and i duplicated the animations from the animation assets and am using them on a new animator for the unity chan prefab, but now if i want to edit the animation theres no way to visualize the animation while editing it, probably because it isnt "linked" to the model? is there a way to work this out or should i straight up animate on external software instead?

twin musk
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well i clicked the controller property in the animator component of the prefab within the scene and somehow it made the animation editing work

hybrid tinsel
hybrid tinsel
hybrid tinsel
calm mural
shell gorge
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Does anyone know how to rotate an attack animation in a way that the swing hits where the player's mouse or character's overall rotation is facing

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I have running animations that change the direction in which the armature is facing so only the forward running, backward running and idle animations allow the attack animation to swing at the correct direction

simple siren
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I've got a character with blendshapes, but playing any animation on the character resets them, whether it be via the animator or timeline. Does anyone know how to disable this?

I've tried masking but it doesn't appear to work.

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I've also un-checked Write Defaults.

hybrid tinsel
calm mural
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Gotta be goblins, I tried to find a loop setting but maybe I missed something, ill check in the morning

hybrid tinsel
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It is in the inspector for the clip.

hybrid tinsel
shell gorge
hybrid tinsel
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The animator works after Update, but before LateUpdate.

smoky seal
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Is there a way to do a mask that only affects the face?

When I only select the facial bone transforms, but click the head in the humanoid green/red thing. The whole head is locked into place.

If I unclick the head, none of the facial bones move.

agile solstice
agile solstice
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Perhaps you added another armature onto the gameobject rather than just adding another clip to the animator?
I'm not familiar with the avatar system at all unfortunately

rigid salmon
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Is it possible to copy-pasting the keyframes in the timeline?

agile solstice
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My mistake, for a moment I assumed the menu in the image was on a gameobject

tender tusk
orchid venture
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i don't know why but when i move the idle and the moving animation are mixed

trim hatch
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can you use an animator component without an animator controller?

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I just want the animator to play a certain clip

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seems wastefull to create a whole animator controller

hybrid tinsel
hybrid tinsel
smoky seal
hybrid tinsel
errant plume
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i have a buuunch of animations, all i want to do is automate the process of changing all the target mesh names from Body to Head. Is this possible?

hybrid tinsel
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Or use a script to do it

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(Always backup first just in case)

drifting wave
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For some reason the eyes aren't blinking

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I set up this animation that makes it go from open to closed

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As you can see

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But the sprite never changes to the closed eyes

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it just stays open, even though all the other sprite animation things are working, the stuff under the sprite changing animation is a color changer which works just fine

wraith jackal
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Hey guys my animation plays in my animator but doesnt play visually

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^^ Fixed it, it had to do with the static and Contribute GI

supple crown
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I'm having a hard time figuring out how to add animation to the new input system script.

boreal rain
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Hey!
I'm searching for someone who is experienced in Human animation setups & weapon animations.
I don't want animations done, I simply have questions that would be to long to describe here.
I'll even pay for the informations :))
Shortstory : I'm not sure if I set up my human rig correctly to work with first person weapon animations.
And I'm not sure if my weight painting is correct as when rotating the wrist I get odd deformations.

Generally speaking, please only hit me up (DM) if you're experienced and worked with games already that required human & weapon animations. ❤️

twin musk
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where should i go to make a 3D character for my game that i can also add animations, i was thinking abt blender but just wanted to see if there was a better option

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plz @ me if so

supple crown
twin musk
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what is maya? can u show me rq?

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like a sreenshot

supple crown
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this one

twin musk
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HOLY **** THATS DETAILED

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ur good!

supple crown
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maya for modeling then go to zbrush if you wanna sculpt for more details

uncut salmon
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Blender is the most popular free option. There's no real reason you shouldn't use it.

supple crown
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blender you can make models and sculpt

hybrid tinsel
boreal rain
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well most likely your ground checking isnt properly set up
or you are not taking it into account in your animator

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hard to debug with 0 information

supple crown
boreal rain
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uh there is a lot you should fix

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I guess you are also not good with coding?

supple crown
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the dashing works

boreal rain
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anyways.

  1. I would check if your isGrounded() really works. Try printing out if you are really on the ground or not. If that's not working correctly fix it.
  2. It wouldve helped if you showed us your animator setup with the connections, pretty much you need to check your connection when you want to leave your jump animation, check if the bool is correctly assigned so you leave the animation once ground IS TRUE
frosty mesa
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Hey! I have a weird artifact with my animation when imported into blender. When it moves from frame 16 to frame 0, this happens:

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It seems like the feet move to a centered position at frame 0 for some reason, even though they're keyed to be at the correct position

proper bay
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Does anyone know whats the best way to do this?
I have around 10.000 and each of them have an animator with the same animation for each exact tile, is there a performant friendly way to animate all of those tiles?

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Also im using the regular legacy unity, no URP or HDRP

proper bay
agile solstice
agile solstice
# proper bay frame

There are many different techniques for mass optimization, but it depends on the exact case

proper bay
drowsy field
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Long story Short I'm trying to animate a UV and I can't figure out how the hell I'm supposed to do that

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Isn't there supposed to be a tiling option? So I can move the UV's coordinates around a map?

agile solstice
drowsy field
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Sorry

hybrid tinsel
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Would be better off figuring out how to actually ask in a way that someone can understand the question.

dreamy schooner
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right now i have a bunch of script for movement, but it's with a capsule, i have this default player model i found on mixamo, and i was wondering how i can get actual movement animations for it and what i can do to configure animations with my movement script?

idle moon
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hey guys im animating in unity and im trying to fix some thing with my menu, basically when i click the button in the bottom left i want the image to change to something else to show the button is depressed, currently my menu pop ups and everything like i want but i cant get that to work

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is there an on click trigger for that?

restive scaffold
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anyone have simple way of implementing simple 10< frame, effect like animations?

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i feel instantiating a gameObject just to play 2 frames of animation and destroying is a bit wasteful

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or am I construing 2 different things with each other

frosty mesa
south reef
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Hello everyone! I have a separate animation layer for a syringe item in my project. When the player equips the item, the syringe model gets parented to the right hand of the player. Any animations that are played on that animation layer don't get applied to the syringe itself, but they do still get applied to the player's arms and fingers. I believe this is happening because the syringe model isn't a part of the avatar mask that I'm using on the animation layer, but I couldn't find any way to include it in the mask when I instantiate it. Any help is greatly appreciated.

boreal rain
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is it not possible to seperate a mesh ( like head, chest, arms, legs )
without having those issues when the mesh deforms?

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I want to seperate certain things to enable/disable at runtime for performance

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like when he is wearing a shirt, I could disable the upper body as its not visible

twin musk
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is some1 able 2 teach me blender?

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i am so confused by it

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im trying to make differnt people, enemys, a ship, 3 different enemy ships, and an ocean with island (which i mght just make in unity)

uncut salmon
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@twin musk Don't crosspost. Asking for someone to help you in this channel "rq", then proceed to ask someone to teach you an entire skill is completely opposite.

If you want to learn Blender, find a course to teach you. This isn't the place.

twin musk
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well... i dont want to go through an entire course for what I am doing, bc its a ship, and a person. theres not much to it either than what I have to code. so do u know of a good youtube tutorial, u dont have to find it, just name of vid or name of creator of vid. its fine if u dont, but @ me if you do know of 1.

uncut salmon
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Grant Abbit is a good person to look up for easy to follow, straight to the point beginner tutorials for Blender.

twin musk
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tyvm

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🙂

boreal rain
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Thanks blender..

twin musk
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i need help animating my charcter, how do i move the limbs?

spiral lily
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What's the best way to have character actions animated with or without the lower part of the body, depending on if the character is using its legs (walking, running, etc.), google seems to think i can't switch avatar mask at runtime 😢 and duplicating a layer with a full body and another with a split body avatar mask in order to tweak the weight at runtime isn't really what i call clean and maintainable.
What's the best practice today for this ?

sharp vigil
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Anyone else find themselves constantly speeding up their animations?
I have recently been checking other games and my animations are almost twice as fast as when I first made them. 😅

frosty mesa
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So that I could clothe my characters and disable any non-visible body parts

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But there's probably a way to do it without separating the mesh

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There's likely a way to create Masks for the Meshes

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If you wanna try to figure it out together, we could DM each other

frosty mesa
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It works now?

boreal rain
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I even figured out how to make the mesh seamless

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so you cannot see that there are seperate parts

frosty mesa
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oh?? How?

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I haven't started trying this so I haven't even begun dabbling, but I'd be interested in knowing

boreal rain
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I'm thinking about doing a tutorial on youtube for that because no one I found could answer that online

boreal rain
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have a look at that article

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I found it on the 6th google page or smth 💀

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If you want the head to be seamless with the body click the head then
add the Data Transfer Modifier
You have to make 4 settings here:

1 Define the Target Mesh (Upper Body here)
2 Enable Face Corner Data
3 Enable Custom Normals
4 Set the Max Distance of influence to a low value

frosty mesa
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does it work with unity btw?

boreal rain
boreal rain
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o

frosty mesa
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oop

frosty mesa
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Oh oh that's the old video

boreal rain
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yeye that was the 'issue'

frosty mesa
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Very cool!

boreal rain
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I can successfully hide all other parts and only make example the legs visible

frosty mesa
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Did you make these animations and model?

boreal rain
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bought the model, used animations from Mixamo
I have to much ahead of me to do everything myself haha

frosty mesa
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oh definitely haha, I was just curious

boreal rain
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I'm actually a programmer, not an animator or anything.

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but I had to figure that stuff out to continue programming

frosty mesa
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I am too, but I'm trying to do it all myself for some reason

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Maybe it's silly

frosty mesa
boreal rain
# frosty mesa Maybe it's silly

depends.
If you're a hobbyist I can see it making sense to learn new skills
but I'm trying to deliver a game xd so time = money

frosty mesa
boreal rain
frosty mesa
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I'm somewhere in the middle, I'm trying to make a finished game sometime in the next half year

frosty mesa
boreal rain
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like the start frame isnt the same as the endframe

frosty mesa
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No matter how I do it in blender, it still exports like that

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I've even re-keyed the feet animations

boreal rain
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so are you trying to export from blender to unity
or export from unity to blender?

frosty mesa
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from blender to unity

boreal rain
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ah

frosty mesa
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The video you see there is in the Unity inspector

boreal rain
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yeah.
Is the animation in blender perfectly looped?

frosty mesa
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Yeah, at least visually

boreal rain
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hmm

frosty mesa
boreal rain
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your animation seems to only have 15 frames in blender

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and 16 in Unity

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you can cut the 16th frame in Unity

frosty mesa
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even when I do that, it looks strange

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it looks stranger even

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I think unity doesn't repeat the first and last frame

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while in blender it does

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Could it have something to do with the IK?

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Cause it only ever happens to the bones controlled with an IK, which doesn't get imported into Unity

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Since I'm only exporting Deform bones

boreal rain
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Ah perhaps

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check your player import settings

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Strip Bones

frosty mesa
boreal rain
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uncheck that

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read what it does

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it might help

frosty mesa
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Still have the issue unchecked, but I'll read up on it

boreal rain
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because I think what it does it doesnt import your IK bones as they don't have weights

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but I'm not sure

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and

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it can have smth to do with your Animation Type you declared.
You have 'Generic'

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but not sure as well

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might as well read that up

frosty mesa
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well I'm also not exporting them in the FBX

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Because whenever I export all the bones, including controls, it makes the model really wonky in unity

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or at least the feet

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get very wonky

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OH! I think I may have found an issue
Nvm, didn't help

cedar quest
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Does anyone know the best way to animate a 2d sprite with the weapon. Should I animate the 2d pixel art styled character with the weapon doing the animations together? Or should I animate the character separately and attach the weapon in unity using animation rigging? I’m trying to get it set up a little like Enter the hinge on if that helps.

wet whale
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I'm trying to check if an animation state in a layer mask is playing but I'm not seeing GetCurrentAnimatorStateInfo working for anything but layer 0, Any ideas?

hybrid tinsel
pure ivy
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This is more of a conceptual question, but i've been having a lot of trouble figuring out how I would even begin to go about it.

So imagine a 2D side-view platformer. I have a character with hand-drawn animations (so not separate joints on a pivot or with bones) that can idle, run, jump, etc. and, at any point during these actions, do a melee attack in multiple possible directions. I want to avoid issues like the leg positions switching because I attacked during a weird frame.

I was thinking I could have the upper body and legs animated separately for each state, but that has some issues beyond just keeping them synchronized. The body would be bobbing up and down during things like the running animation, and since the upper body attack animation could happen at any point it might end up visually separating from the legs because of the height changes...

How do I even approach this?

hybrid tinsel
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There are ways to do some degree of automation- adding metadata for part pivots or the like, but it really depends a lot on what you decide you need.

pure ivy
# hybrid tinsel There's no simple answer there. There is no simple automated solution when it co...

First of all, thanks! It is looking like i'll need some compromise here. Second, about the conditional transitions, what would be a good way to account for the increased time to arrive at the melee attack animation? Since responsiveness is important there.

Or...maybe I could take that idea of frame-dependent animation and just make two sets of animations, of which plays when the left leg is forward, one when the right is forward...

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Either way this is going to be a lot of drawing

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Actually I guess that wouldn't be necessary for idle and jump, just run

hybrid tinsel
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I mean, you are making hand drawn animations, there's gonna be a lot of drawing.

pure ivy
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In animator hell before i've even picked up the pen

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Alright, I should start actually making this thing and worry about one piece at a time

hybrid tinsel
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Funnily enough, this is actually what kinematica was designed to do

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(except for 3d)

pure ivy
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Ah, so it always plays some transition, that could work

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When's some of that AI tech going to be used to automatically fill in blanks between animation states? SMH

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Just wait a minute or two whenever you go between walking and running and bam, its generated an in-between frame!

hybrid tinsel
pure ivy
patent onyx
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So, i have this animation in blender , im not worried about how it looks because its just for testing, so, ignore the weird walk and idle animations.
but when i import the character into unity and try playing it through a blend tree, it becomes weird

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also these error messages

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ping me if u know how to help please

patent onyx
# patent onyx

i seemed to have fixed the normals problem, but not these problems yet,

patent onyx
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and theres also some errors in the animation tab

hybrid tinsel
#

The errors actually explain the problem- your rig has extra bones with animations on them.

patent onyx
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the back of the head is stuck in place is what i mean by weird

hybrid tinsel
#

That aren't used by mecanim.

patent onyx
#

oh

hybrid tinsel
#

oh, I hadn't noticed the head. That might be from missing bone weights on those vertices or you might have an extra bone that is being discarded there.

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Can't tell from your pictures

patent onyx
# patent onyx

if i had any missing bone weights or vertices it would have shown in blender right?

hybrid tinsel
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Not necessarily.

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Though I'm not a blender user.

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I *do *know that sometimes bone weights aren't displayed exactly the same between blender and unity when there are missing weights since it's been mentioned by other folks.

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iirc they might not be completely missing weights but might not be normalized.

patent onyx
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if i dont use the rig generation and just use the metarig, no inverse kinematics, the animations are fine, not even warnings, but animating that way will take an insanely long time

west ore
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Hey! First time Game Dev. Can anyone see what I'm doing incorrectly? I triple checked to make sure that "isAttack" has the right spelling and casing

weary plank
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how can i reverse animation?

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do i just set the speed to -1?

real star
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yo why wont my blend tree work

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it shows this no matter what i do

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i have all of the anims set up

clear bramble
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So does anyone know if it's possible to transfer all animations and settings from one model in unity to another model?

toxic orbit
#

How do i see if loop animation has restarted?

public Animator anim;

// Update is called once per frame
void Update()
{
    if(anim.restarted("animStateParameter")){
        //do something
    }
}
wraith jackal
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hey guys i cant change the loop time bool in my animation

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i grabbed these animations from mixamo btw

smoky seal
#

So, I have two running states, one with the weapon equipped, and one without. However, when I switch between them, they aren't exactly synced up and the foot placement lags/stutters for a step or two.

Is there a way to sync them up with IK? Or like, only switch from frame X5 to Frame Y5?

barren seal
hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
smoky seal
hybrid tinsel
frosty mesa
frosty mesa
frosty mesa
#

(I only just figured it out, and it was a strange reason.)
I had a "Foot Control" which the "IK Target" of my foot was following, which in turn the leg was using as the IK target. So instead of the leg using the "Foot Control" as the target, it was using the "Ik Target" which was in turn using the "Foot Control" to copy transforms. For some reason, the leg being two modifiers removed from the destination position was enough to confuse blender when exporting the keyframes. So the animation would always start with the leg's target, or the feet, planted at their starting positions.
But whenever Blender played the animations it would look like it was acting correctly.

spring tree
#

I've been using

Animator.Play(State[i],0,1);

to get avatar hand positions at the last frame of 20 animation Clips / States one after another without transitions.
But..... Unlike when I use transitions to go clip to clip, Play seems to reset the initial transform each time.
Since in normal play the avatar's final position changes, the saved hand positions end up being all very very wrong.
Is this a bug? How can I get around this?

woven hawk
#

How do I check in an if statement what state im in?

hybrid tinsel
#

You can try syncing with exit times on your transitions but that isn't guaranteed.

smoky seal
#

Ah, so moving the two blend trees into one, and giving it a different float to switch between them? I guess that makes sense. I'll give it a shot. Thanks!

real star
hybrid tinsel
#

So that usually means that either its avatar or the avatar for the animations are set up incorrectly.

#

Or that you haven't actually assigned a clip, but you said you checked that 😛

hybrid tinsel
brazen sedge
#

Yeah I'm not gonna do that.

gritty frost
#

!warn 708156039115178014 No job/collab posting.

dusk valeBOT
#

dynoSuccess code#3761 has been warned.

ancient zealot
#

Hello, I'm looking for a good tutorial to make this kind of effect: https://youtu.be/sRIgMlWUMjY?t=340
So basically how to draw a zone with minimal movements that can be oriented any direction

winged vector
#

hi quest question with unity 2d how can i make my character idle facing the direction i was walking

orchid venture
#

can someone help me with a first person animation?

hybrid tinsel
hybrid tinsel
winged vector
#

if i move left and stop speed will be less than 0.01 and horizontal less than 0 which makes it turn right

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but even if im moving to right and stop it will be the same less than 0.01 speed and horizontal less than 0 its like i was walking left

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it needs a script that knows that i was walking right and it makes me idle at right

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or i was walking left and makes me idle on left

hybrid tinsel
#

Are your different directions different animator states, or are you just flipping the object?

lusty pebble
#

With the Unity Animation Rigging; it is possible to set individual bone constrains with the IK? I'm trying to use the Chain IK but results are poor because bones are rotating in a undesirable way. I'd like to be able to lock some bones completely and other bones rotate only on certain axis etc..
Is it possible?

spring tree
#

Is there a way to get the Preview button in the Animation Window to Play the animation in place?
It moves my transform to 0,0,0 making it a massive pain in the butt to review multiple start and end positions.

rocky valley
orchid venture
#

someone knows why in the end there is an error?

rocky valley
orchid venture
#

ohoh

#

okay

#

thanks

rocky valley
#

(atleast I'm pretty sure it is)

orchid venture
rocky valley
#

Ah, there is no problem then

#

You have my pardon

proper bay
#

is it possible to synchronize specific animators including the disabled or hidden ones?

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i have culling mode set to completely so it wont run animation off screen

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the question is whether its possible to make animators work by the game overall runtime instead of them working individually

fringe crest
#

"Legacy animation clips are not supported" when trying to import an animation I just made to timeline???how tf am I suppose to animate otherwise? also I was able to import a different animation but made earlier and it works fine. Any ideas?

fringe crest
#

I'm not able to create freaking animations anymore

#

I can make them but every animation I make is "Legacy" any other I made before this pop up started appearing works

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and they look exactly the same

#

alright managed to do it, instead of creating the clip and applying it to the animator component I created it in the animator component. now for some reason it has no problem accepting it.

twin musk
#

Where would I do this? I'm likely looking in the wrong place for this, but right now I don't really know what you mean...

#

Or would it be here?

hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
deft spoke
#

is sample rate on animations basically fps?
in that the higher the sample rate the smoother the animation?

hybrid tinsel
#

Unless you're using flipbook animation.

deft spoke
#

if I'm doing fading in and out for text
it will make it fade smoother tho right

hybrid tinsel
#

No

#

There's no reason to mess with it for that kind of animation. It is primarily for matching up imported animations and for flipbook animations.

#

It doesn't affect the interpolation at all, only keyframes.

deft spoke
#

wouldn't text fading in and out be flipbook animation

#

actually better question
if I do sample of 1
and have 2 keyframes
one at 0 and one at 1
vs
sample of 100 with 2 keyframes
one at 0 and one at 100
there's no difference between the two?

^(specifically for fading text in and out)

hybrid tinsel
#

Well, I'd avoid using extremes of either end.

#

If your game's framerate drops lower than the sample rate then you can get dropped frames. If it it too low then other things like events might night fire.

#

But the interpolation between those two examples should be the same for the keyframes.

twin musk
hybrid tinsel
twin musk
brave storm
#

How do I prevent my animator from affecting my character's bone scales? The animations don't have scale keyframes in blender, but the animator is forcing some bones to non-uniform scales like (0.9999998, 1, 1). This causes massive lags since the bones have colliders, and PhysX is apparently slow when calculating non-uniform scale colliders.

rugged shell
#

It has an animator with the respective controller and avatar, and a AI attached to it

#

This is the walk animation

#

And here it is in the script

#

Does someone know why it doesnt play the animation?

brave storm
#

@rugged shell you have no transitions leading to that Walk animation

rugged shell
#

Is that how to make a transition?

brave storm
#

Yes, but you need some parameter like 'IsWalking' that tells that transition to happen

#

Parameters can be found next to Layers on the left.

#

You can create a bool "IsWalking", then in your script call animator.SetBool("IsWalking", true) instead of animator.Play

#

And set the IsWalking bool as a condition for the transition you made. Click on the arrow to show transition settings

#

The way you have it set up now, it plays the idle animation and transitions to Walk, since it has no transition conditions

rugged shell
#

Do I keep the GetComponent part of the line?

#

First time even seeing the animation interface

#

So much at once to be honest

#

gameObject.GetComponent<Animator>().SetBool("IsWalking", true); right?

brave storm
#

but your way should work too

rugged shell
#

I think I still set it up incorrectly.

#

Isn't it supposed to be this way?

hybrid tinsel
hybrid tinsel
#

If it is just some weird precision error, hard to say the best solution

brave storm
brave storm
hybrid tinsel
#

Ah, well, have you tried manually cleaning the file of scale stransforms?

brave storm
hybrid tinsel
#

And transforms are applied on the model?

brave storm
#

What do you mean?

hybrid tinsel
#

Have you tried setting all bone scales to 1 in your software?

#

And 'apply transforms' is usually an option of some sort in your export settings.

brave storm
#

I tried that yes, in the t-pose I added a scale keyframe to each bone.

#

I might have to try more of those Blender FBX export settings. I think it has 'apply transforms' there

rugged shell
#

I'm still running into my animation issue though. I can't get my wolf to walk

hybrid tinsel
#

And why is the 'rotating' in the conditions?

toxic orbit
#

is this right?
i have the script changing the weight amount from 0 - 1 and restarting the animation when the player is punching. is there a better way to handle melee and weapon animation. i plan to have more?

hybrid tinsel
#

I use an int rather than a float, but otherwise that's a reasonable enough method

brave storm
#

I mean, you probably arent rotating left and right at the same time

brave storm
#

@hybrid tinsel Related to the bone scaling problem: I created a new Unity test project, and a new Blender file with an armature and 3 bones in it. One of the bones has a scale of (1, 0.9999999, 1) when brought to Unity, so the problem wasn't with my export/import settings or project I guess. But how come I can't find anyone else having this problem It's breaking my game and I'm sad

brave storm
#

DUDE I might've found a workaround: Adding 'Limit scale' bone constraints to each bone in blender

brave storm
#

Ok apparently that didn't work with my own armature, but I'm trying Unity's own Scale constraint component now, seems to work.

fringe crest
#

I'm using unity 2021.1.9f1 with HDRP 11

stoic zinc
#

I'm pretty confused right now. One of the objects I added in unity came with an origin point that was out in the middle of nowhere so I added a parent object and animated that which looks right, but it automatically added the same animation to the child object so it looks crazy in the same way.

#

Anyone know what's goin on here?

teal elbow
toxic orbit
hybrid tinsel
#

Is the object you are animated set to have a legacy rig? That's the only time I've seen unity automatically creating legacy clips.

hybrid tinsel
#

Like, all sorts of crazy shit is going on there.

fringe crest
stoic zinc
daring relic
#

Do you guys think this could be a good "first thing that I'll animate" thing?

#

I made it myself

#

the idea is that she's a girl that can clone herself using that backpack

#

but I am thinking of just removing the backpack

hybrid tinsel
fringe crest
#

oh my bad, I didn't go into that, I misread what you said

stoic zinc
#

I'm really confused to

#

and I'm kindof like should I just start over from the beginning

#

just remove everything and start from scratch

hybrid tinsel
#

That seems like a good idea.

#

Don't forget to delete the unused clips/controllers so they don't interfere with the new ones.

stoic zinc
#

I deleted everything

#

or at least I thought I did

#

and it's still doing some crazy shit

#

my setup stuff

#

only one animation I think it's only on the gameobject thing

#

keep in mind I deleted every animation in my project and added one that doesn't look anything like this

hybrid tinsel
stoic zinc
#

is it not supposed to be like that...

hybrid tinsel
#

NO.

stoic zinc
#

herm

hybrid tinsel
#

The two components are mutually exclusive.

#

Having both on one game object will break.

stoic zinc
#

I thought you needed both for it to work lol

#

so I probably need animator cause it lets me do multiple animations?

hybrid tinsel
#

'Animation' is a legacy script that is only there so old projects don't break.

#

It can still be useful but Unity doesn't recommend it.

stoic zinc
hybrid tinsel
#

You have a million scripts and components on there, so who knows?

stoic zinc
#

something strange is afoot

#

thanks, I'll try to get it sorted on my own

balmy flare
#

Hello, haven't been on in a bit, but if you got a modle rigged in blender for animation how hard is it to just drop in unity? For animation, a cartoon?

dreamy schooner
#

is there a certain process anyone here with experience recommends for rigging one's own animations and what you recommend a beginner to do first? i just wanna make basic but custom movement animatoins

hybrid tinsel
granite oracle
#

Is the Unity Animation system still referred to as Mecanim? Or is that considered a legacy term now? Figuring out some resume wording right now.

warped forge
#

Hello, can someone help me with the rigging of this? the red bone will rotate the whole model but the green, orange, pink and purple do nothing

daring relic
#

So ehm.... Blackthornprod has a video about making an animation, and in his video there is a sample button that changes the speed of the animation. How can I do that?

hybrid tinsel
hybrid tinsel
dreamy schooner
#

how do i get started with making player movement animations? im a pure beginner with animations in general

hybrid tinsel
trim hatch
#

First you need a full body motion capture suit

warped forge
hybrid tinsel
#

You'll want to apply your own weights.

warped forge
#

hmm ill have a look

late mica
#

Is it possible to make animations at runtime? (using gltFAST i can import .gltf models with animations) especially transitions?

rigid salmon
#

I have made a pool of objects for enemies and activated the objects one by one in the scene but the animation is not running and got this error. The animator worked fine when there was just one object of the enemy but there is a pool of 20 objects now and animations are not playing. This is a 2D game.

warped forge
#

Hello, I've rigged up this model but when i drag it into my scene the bones dont show up. Can someone help?

mild stirrup
#

Is there a way to create a base animator controller that has no real animations so that all other objects can just use it

uncut salmon
mild stirrup
#

I added empty states, but then the ovveride wouldn't let me replace them with actual animations

uncut salmon
#

Mobile auto correct, but yes, those states.

mild stirrup
#

They don't show up in the override like I said

uncut salmon
#

I haven't used it in a while. You might have to create default animations for the base AC so there's a fall back if you don't override it (since it's optional to only override some animations)

mild stirrup
#

A man can dream, still thanks

dreamy schooner
cosmic oyster
#

how can i make it so the animation only starts playing once the scene is fully loaded, because i have an animation that plays once you enter a scene but the beginning is cutoff sometimes because the scene was still loading but the animation was already playing ?

grim python
#

Anyone knows how to stop an animation being played and play it again ( Like reset the anim )? im using bools to control the anim transitions .

steel ivy
#

any tutorial on basic animation setup in unity?

#

also do unity support IK rigging?

karmic grove
#

Hey.. sorry if this is not the place to ask this .. but how do I turn this type of image into an animation?

hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
late mica
#

Else it would probably throw me an error

cosmic oyster
hybrid tinsel
#

It used to be a lot easier(there used to be a built-in method that was called when the scene was loaded) but they removed that because they hate us.

cosmic oyster
#

Uff

hybrid tinsel
#

They decided that forcing you to do the whole 'subscribe to event' thing was somehow more elegant than just having a single method.

cosmic oyster
hybrid tinsel
#

No. It MIGHT come after scene loaded but it might not.

cosmic oyster
#

Oh okay

hybrid tinsel
#

Things start as THEY Are loaded.

cosmic oyster
#

So i have to use void onsceneloaded

hybrid tinsel
#

You need both.

#

You need to add the delegate in order to be notified when the scene has actually loaded

steel ivy
hybrid tinsel
ripe shore
#

who here is using the animation rigging package?

#

the unity one

warped forge
#

Hey, does anyone know how i can reorder the limbs on my sprite? I want the main body to the the top layer

tall trail
#

I could be wrong but I think that's something you do before importing

hybrid tinsel
hybrid tinsel
hybrid tinsel
steel ivy
steel ivy
hybrid tinsel
hybrid tinsel
# steel ivy would my rig still work if that's the case?

Can you be more specific? Mecanim requires a specific rig to work, and the Animation Rigging package has you build the constraints in unity. If you are using Maya you can import a small number of constraints, but otherwise you have to add and configure IK and constraints in Unity. So IK you set up in, say, Blender would need to be set up again in Unity.

hexed vector
#

i did this in blender but i have no clue how to do it in unity

#

it's an emissionmap with keyframed streangth

lone cradle
#

Hi y'all. I am remaking space invaders in 3D. I made 2 objects for one of my space invader guys and wanted to animate these. However I have just 2 prefabs now. Does anyone know how I can make an animation that rotate between these two prefabs?

hybrid tinsel
hexed vector
#

yeah i animated the material directly

#

i just love how satisfying this became

steel lily
#

does anyone know if its possible to trigger an animation from 2 diffrent rigs using one animation controller? i have one rig for a gun and the other for the viewmodel arms and when i try to play an animation from both using one trigger it only plays one of them

twin sluice
tepid socket
#

So I'm trying to make the player move when doing attack animations. Would I have to code in the player moving forward with the animation, or is there an alternative to this method?
I tried moving the position in the animation but that's just a temporary thing unfortunately and does not actually move the player.

restive scaffold
#

anyone know of a concrete asset with preset animation rigging

#

I've been trying to rig a humanoid for the last couple days and it's driving me insane

gilded fossil
#

guys how to animate first person hands with third person? in short, I need the first-person arms to be animated in the third-person as well, because I'm making a splitscreen game and i need to see animations of the first player from the second player and vice versa

trim hatch
#

idk
But unity made a multiplayer sample project with full models and animations so maybe check that out

agile solstice
restive scaffold
#

unity

agile solstice
restive scaffold
#

yeah, I've been trying that for the last couple days

#

the bones never quite work as I intend

agile solstice
#

Dunno what to say to that other than that I hope you're not trying to make a whole rig within Unity
The package's tools are better suited for controlling parts of an already rigged character

restive scaffold
#

its already rigged

gentle venture
#

Hi, I have a question about animations:
My character has a landing and a take-off animation, which are basically identical, just reversed.
Usually I would apply them in the "normal" way: When falling down, raycast downwards. When the ground gets close, trigger landing animation.
When leaving the ground, trigger take off animation (landing animation reversed).

Problem with this: The falling speed of the character varies. So if the character is coming in hot, the landing animation might play too slowly.

My potential solution:
Instead of triggering animations, I measure the distance from the character to the ground and set the animation frame each update accordingly. For example (on a 30 frame animation):

=1m above ground: Frame 30
0m above ground: Frame 1
0-1m above ground: Frame 1-30

Is this a valid way to animate or are there any pitfalls I'm missing? Is it a bad idea performance wise?
Also I feel like re-inventing IK a bit...

agile solstice
# gentle venture Hi, I have a question about animations: My character has a landing and a take-of...

It's generally difficult to create a system that predicts player character movement, so usually it's enough to settle for just having a quick landing animation upon ground impact
There's no right or wrong way to go about it though, but it can be tricky to control animations directly from scripts, especially considering that you can't set animation frames, only clip time/normalized time, and the system can get messy if you skip the animator state machine that way

gentle venture
agile solstice
gentle venture
bleak field
#

guys where can i edit animation sample

#

i don't see it in animatino panel

paper drum
#

one of my first time rigging anything, so don't judge me. - anyways i am rigging a simple rope, and i did all the bones and stuff, but it doesnt do anything when i put the rigged sprite in the scene, it just stayes like a sprite without bones

paper drum
#

that the player can interact with

agile solstice
paper drum
#

No i mean the problem is that the bones do not get imported into the scene

agile solstice
hybrid tinsel
hybrid tinsel
bleak field
#

hello guys how can i solve this bug

#

'player' AnimationEvent has no function name specified!

agile solstice
lethal bramble
#

how do I fix this issue? the TP_Dash trigger doesnt work properly while TP_Forward is true, it seemingly just plays a single frame of the animation

hybrid tinsel
lethal bramble
#

everything has can transition to self unchecked

stuck elm
#

And is dash immediately transitioning to idle, which is THEN transitioning right back to dash?

round stag
#

What is the most performant way to play a one shot animation right now? As we know animators are always dirtied on the background unless they're disabled, and Animation component is legacy. I tried using Playables, but it had the same issue after playing one animation, it gets stuck in an "always playing" state.

hollow grove
#

I have an issue where my animation transitions into a state it doesn't fulfill the trigger for

#
    {
        if (animator != null)
        {
            
            if (enemy.transform.position.y >= 2)
            {
                animator.SetTrigger("JumpTrigger");
            }
        }
    }
#

It goes from running to jumping without the transform.y being 2 or higher

#

Idk what more info you'd need to help, I just started with animation this evening

#

It like, does the running animation for a second, then it transfers to jumping, then to running

#

And so on

#

I figured out most of it, I had forgotten to add the triggers as conditions between jumping and running

#

But it still does the jumping animation when I spawn the enemy even though they spawn on the ground

hybrid tinsel
hollow grove
#

I didn't understand what it meant for the trigger to be set to true at first sorry

#

Turning it to false made it work, thank you

humble elm
#

Can someone help me? I want to use an animation pack from the asset store but I can't use it on my character at all

#

gives a sequence of errors

hybrid tinsel
agile solstice
round stag
strong hedge
#

i downloaded some running animations from mixamo, ive set the rig of the animations as humanoid and they work, i can see my characters playing them. But theres something happening with their feet, its glitching a bit. Does anyone know why?

azure sorrel
#

I have an walking animation, but I want to change and constraint the position of the arm. For example, holding a flashlight.

#

I am trying to do it with Animation Rigging. Is that the right way?

rigid salmon
#

animation events are properly setup. still got this error

sage horizon
#

anyone know why once i add an animation to a humanoid model, whenever i go into play more they switch to a strange curled pose rather than t-pose? and how to prevent this?

azure sorrel
twin musk
#

Hello. I reimport my char, just in maya chagen UV and after import in new char old animation stop work. Can somebody tell me please what happen and how to fix this?

#

First anim broken anim second char without animation

strong hedge
#

does this somehow make the medium run faster or something? I have fast run set to speed 1. But is this making the animations more smooth somehow?

lone goblet
#

Hi all,
My game has had a big issue where, suddenly, project wide, characters are glitching into getting stuck various non-T-poses in the editor (not in play mode) and having various big and small animation issues. It affects every character, but how it does so is random. We have no idea what is going on and something is overwriting the position of character rigs constantly.

One my my team members and I are currently trying to dissect the issue in a Unity Forum post to figure things out. I've explained the issue there in far better detail than I have space for on Discord. If anyone wants to help, feel free to check over this thread.
https://forum.unity.com/threads/models-suddenly-stuck-in-poses-in-editor-and-animations-messed-up-across-project.1334213/

regal coyote
#

hey I tired to import my animation sfrom blender into unity and when I did, it only loaded one of my animations, my idle animation, and on top of that, it called it "Scene" instead of idle

#

I'm following a tutorial by sebastian Lauge and Brackeys

regal coyote
#

is anyone here

hybrid tinsel
#

It won't batch with regular sprites but you can use the same flipbook shader for all animated objects using it so those will all batch.

hybrid tinsel
hybrid tinsel
hybrid tinsel
lone goblet
hybrid tinsel
#

Was just trying to narrow down possibilities.

solid sail
#

i cant get it to work :/

lone goblet
hybrid tinsel
solid sail
solid sail
#

when using dodge roll movement and mouse looking is disabled btw

solid sail
#

i added avatar for animator and now he clips into the ground XD

#

cant mixamo animations work with humanoid rig?

light rover
#

I have a character with about 25 different animations and this leads to super huge bundle for it even though I only use say 10 of them in any given scene and others are scene specific. Is there a way to split these into their own bundles so I can have a scene-specific bundle setup that only has the animations required for it?

earnest trail
#

How do i animate objects which have parent constraint component

gilded fossil
#

hi, i have an animated character and i need to attach arms to weapons, but weapons only appear in game mode (because they spawn via prefab). How can I attach a character's arms to weapons?

shell escarp
#

How would I get animations to play one after another? I don't want them to all play at the same time. I have a list of gameobjects each with animations. I want them to play 1 animation each.

private void BattleStateEnemyTurn(){
        Debug.Log("EnemyTurn!");

        //Go through every enemy checking if enemy has attacked, if not, attack!
        StartCoroutine(PlayAttackAnimation());
        currentState = BattleState.playerTurn;
    }

    IEnumerator PlayAttackAnimation(){

        for(int i = 0; i < enemiesSpawned.Count; i++ ){
             //int attackNum = Random.Range(0, enemy.numberOfAttackAnimations); //gather a random attack number
            enemiesSpawned[i].enemyAttack.SetActive(true);
            AnimationFinished AnimationFinishedSript = enemiesSpawned[i].enemyAttack.gameObject.GetComponent<AnimationFinished>();
            animator = enemiesSpawned[i].enemyAttack.GetComponent<Animator>(); 
            
            animator.SetTrigger("AttackTrig" + 1);

            yield return new WaitUntil(() => AnimationFinishedSript.animationFinished == true);
            Debug.Log("Animation Finished");
        }
        
    }```

Currently, I Think what is happening is that the coroutine is being done multiple times. and the trigger keeps getting triggered. How would I make it so, that the trigger is only triggered if the previous animation in the list has been finished?
proper bay
#

Hey again, would appreciate if someone could help me out
so im doing something rather unconventional, im using legacy built in renderer and im trying to make animated tiles
the tiles have animator with a single goal to swap material as if animating.
the reason im swapping materials instead of only texture is because the materials contain also normal and occlusion maps
The issue this leads to is constant load of materials without releasing it... how do i release it?

hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
#

But swapping materials is one of the worst things you can do for performance, so you generally want to avoid it.

proper bay
#

do i use animator?

hybrid tinsel
#

Yes. Totally normal sprite animation.

#

If you animate the sprite the secondary textures will animate with it

proper bay
#

ok you lost me there..

#

so whats the role of the secondary textures? they hold normal map and such? or they hold the next frame?

hybrid tinsel
#

They hold secondary textures.

#

Could be anything. Normals, occlusion, emission, flowmaps, whatever

#

You just have to make sure that the name matches the slot in the shader you want it to go into.

proper bay
tiny quartz
shell escarp
hybrid tinsel
#

Feels like the entire thing is somewhat overcomplicated.

solid sail
#

Guys maybe im dumb but i want to use animation layer just for attacks animations, upper body only. How to make my second layer not play anything until atacking?

tiny quartz
#

I have a transition set to a trigger condition but when I trigger it in a script using that anim.SetTrigger(); it just goes back to the entry state instead of to the next state

hybrid tinsel
tiny quartz
#

I do and its not actually making a transition just replaying the entry animation. This is coming as a result of setting a new animation curve in script

#

the transitions were working when I set the new curve in Start() but not when in another function

hybrid tinsel
#

I'm not sure about the effects of editing the animation curves while the animator is running.

tiny quartz
#

hmmm

#

how do you reset the animator/would reseting it work after I edit the curves?

hybrid tinsel
#
 anim.Rebind();
 anim.Update(0f);```
#

Not sure if that will fix it, since I've not experimented with editing the animation curves at runtime

brave storm
solid sail
#

yess, i figured it out allready, thanks a lot ❤️

brave storm
#

Would be something like this var animator = GetComponent<Animator>(); animator.SetLayerWeight(animator.GetLayerIndex("YourLayerName"), targetValue);

#

ok good :)

solid sail
#

theoretical question, is it hard to learn blender on "i will make my own attack and dodge animation" level?

brave storm
#

Theres a massive amount of tutorials on that subject, I'd say go for it.

tiny quartz
tiny quartz
tranquil glade
#

I just realized, if you wanted to set individual poses to interpolate between for a blend tree, you would create them as animation clips with only a single frame, apply them to the motion parameter of an animation state, and remember to control the transition time between poses. Am I correct in this understanding? It's something I was concerned for, but I haven't had to use yet. I genuinely wasn't sure how to set just the pose for a blend tree.

tiny quartz
warped kiln
#

how do i make an animator just refresh its values?

#

something like rebind but dont know how to stop the last animation

#

or if rebind doesnt call onstateexit maybe

hybrid tinsel
tiny quartz
#

That was not it it was a bunch of annoying "set a new animation in a script" bullshit

#

but i figured it out!

hybrid tinsel
#

Cool

velvet geyser
#

Any idea why my FBX file with a model, materials and animation is 5983KB, but when I copy the animation data to a new file (so I can edit bits of it) the size is 41,491 KB?

pulsar tundra
#

I think Unity isnt detecting my keyframes properly

#

this animation goes from 0-40, but in Unity it shows up as this

#

(i cant enter a number higher than 1.3 for the range)

#

also why the heck does it say "1 fps"? the FBX clearly uses 30 fps

hybrid tinsel
hybrid tinsel
#

Unity animation is in seconds, not in frames.

pulsar tundra
#

huh

#

but why does it show the length in frames there then?

#

the seconds are on the timeline

#

like with every other animation in this project

velvet geyser
hybrid tinsel
hybrid tinsel
pulsar tundra
#

what unity version are you on?

#

hey for you it shows the length in frames too

#

but my issue is that Unity thinks the animations only consists of 2 frames

hybrid tinsel
onyx quail
#

When I click the Controller section of an Animator component to choose a controller, it lists every single controller in the project, most of which aren't relevant to the current character. Is there an easy way to filter these, for example based on the Avatar?

#

Similar question - if I'm picking a Motion when editing a Controller, it lists every clip for every character in the game, which makes it really hard to find which ones are the matching ones. Any way to filter this list?

harsh delta
#

Hi, can someone point me in the right direction? I have an animator with 9 positions to run forward/backward/strafe etc. But I also now added so the character I'm moving will look at the mouse by rotation around its Y-axis. So therefore the animator must someone rotate as well.

agile solstice
harsh delta
# agile solstice You would use IK to override the upper body rotation to point at the cursor Or h...

Having an IK to override the upper body would make his torso turn basically while moving in one direction?
What I want to accomplish is that if I hold mouse on top of screen and run with W (up) I want to have full sprint there. If I change my mouse position to left of character and press A (left) I want to have the same animation but right now he's running in the right direction but animation is strafing left.

warped forge
#

Hello, im struggling to import SVG files into unity. I've been looking in the package manager but anytime i try add com.unity.vectorgraphics i just get an error.
Can anyone help?

warped forge
#

nvrm i unbroke it

manic sable
#

hello, I have a character with animations, it has idle walk run etc animation, I want to add a weapon like a sword or a gun, but I want it to move along with the current animation, how could I achieve that? I child it to the hand bone, but it remains static not following the bone movement but rather the space position

brave storm
manic sable
#

it follows the position of the character's hand, but not the "swinging" of the hand sort to say

brave storm
#

Oh so it follows position but not rotation

manic sable
#

yeah

brave storm
#

Weird, does the weapon have any scripts attached to it?

#

That would maybe alter its rotation

manic sable
#

no, it's just a mesh

brave storm
#

Or does it have an animator in it

manic sable
#

it doesnt have any animator component on it

brave storm
#

A child always follows its parents rotation and position, there must be some script or animation resetting its rotation

#

Can you screenshot your bone hierarchy and the weapon?

#

In hierarchy

manic sable
#

I used animation rigging package, and created a rig builder, the rig asks me to constrain an object (the weapon in this case) and the source objects (the bones that it must follow) in this case the hand

brave storm
#

So its not a child of the hand

#

Its just a constraint?

manic sable
#

Its a constraint atm, because when I tried to child it to the hand, the weapon would offset its position when moving the character

brave storm
#

Well you shouldve said that first, instead of saying that it is parented to the hand

manic sable
#

my bad

brave storm
#

I havent used anim rigging yet, hope someone else can help you

#

Wherever you set up the constraints, try to see if you can constrain the rotation too

#

@manic sable would help if you screenshot your rig settings and constraint settings.

wet whale
#

Anyone know how to get the animation speed of a specific animation clip in script? I want to find the speed for "Attack Right 2" in code. The clip may or may not be currently playing, I just want to get the value.

agile solstice
#

Post only once, on the relevant channel

hexed vector
#

sorry, didn't know which channel it fit best in

agile solstice
# hexed vector sorry, didn't know which channel it fit best in

Also, anything you can tell or point to in the asset would help give clues how to solve the problem, what you tried, what the scripts do, etc
Having to download and install an asset and still have no clues what might've gone wrong in your end is a super tough troubleshoot

hexed vector
#

yeah, the only way i got it to work is by manually keyframing the x offset on the lava texture, which is what the scrolling UVs is supposed to do

hybrid tinsel
#

Alternatively, you can just get it from the script that is setting the float.

wet whale
#

@hybrid tinsel I set a modifier that I'm accessing for the cooldown speed but I need to affect the overall animation speed to match the attack speed of the weapon now. I can't seem to access that property through a script.

#

I cant find any script examples of reading the speed of a clip from an animator. Thats what I'm currently looking for.

hybrid tinsel
#

AnimationState.speed doesn't work?

wet whale
#

I'm not currently playing the animation is the problem. The math I'm doing to convert my weapon cooldown to speed up / slow down the animation is hardcoded off the animation speed, it works but then I have to change code when my animator makes changes.

#

I just want to get the speed of the clip before I play it, change the speed according to my weapon, and then play it.

#

Was hoping for some super simple "GetCurrentAnimatorStateInfo(1).IsName("Attack1").speed" property, but can't seem to find anything usable.

velvet geyser
manic sable
hybrid tinsel
velvet geyser
#

@hybrid tinsel huh TIL

#

yeah just fixed it thanks mate

wraith jackal
median pulsar
#

if i do like this, it is like "AND" or "OR"?
(&& or ||)

hybrid tinsel
# median pulsar

That is AND. If you want to do OR, make two transitions with different conditions.

frosty dove
#

when renaming child game object of animted character, it becomes missing and i have to animate it again, is there is a way to assign that missing part again?

gilded fossil
#

guys how to animate humanoid?\

iron kettle
#

Anyone have an idea how to animate tank tracks? I could make it using UV animation but I think actually revolving tracks would look better

brave storm
bright chasm
#

How do you guys handle death animations for enemies that are killed in-air? I thought I could play the animation and have the rigidbodies drop to the ground by activating their gravity. Unfortunately the colliders wont work while the animator is still enabled, so they will fall through the floor. The only way I can think of would be not to use physics at all or disable the animator when the body is very close to the floor

bright chasm
# gilded fossil try using ragdoll

Currently looking for a freelancer to help me set that up as i just can’t make my joints stable. So I was thinking about a possible workaround

gilded fossil
# bright chasm Currently looking for a freelancer to help me set that up as i just can’t make m...

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harsh ruin
#

How could i make it so my 2d character would have for example a seperate "layer" of animation that could like make them link or something independentyl of their walk cycle

silver pawn
#

Not an expert but I blended blinking and walking somehow. The blinking is too fast but having two animations on the same weight in animator is how I did it

rotund blade
#

hey all,
I have downloaded a character with animations. I'm trying to add an event (walking audio event) but the animation is readonly. I've been googling for the past hour and can't work out how to make it editable.

any tips?

rotund blade
#

ah. i worked it out. instead of using the "animation tab" I can go to the animation directly and click the "edit" button and place the event there. seems a bit disjointed, but i guess someone smarter would know why it's the way it is

agile solstice
severe harbor
#

would anyone know why an animation with 1 second in length would only play for a split second ?
it doesn't even have an outgoing transition

bright chasm
#

Is it expected behavior for joints to start glitching when an animation was played & stopped? Or is it necessary to manually stop/deactivate all physics before starting an animation and then re-enable physics afterwards?

ripe skiff
#

does anyone know how to make my character not go into the facing camera animation when i'm not moving but instead keep it's direction

#

thank you!

harsh ruin
harsh ruin
#

np

trim hatch
remote scroll
#

so what does linear mean @brave storm

brave storm
#

im not google

remote scroll
#

ok ive made both tangents into linear

#

nothing has changed

#

still stops

brave storm
#

explain your issue here again and maybe someone can help you

remote scroll
#

this is my issue, why doesnt it rotate infinitely

#

why does it stop at the end

#

and then start again

brave storm
# remote scroll

you are changing only position tangents in that video, not rotation tangents

hybrid tinsel
hybrid tinsel
hybrid tinsel
#

Or, if using analog controls, greater than some tiny amount.

brittle raft
#

When I chance the "end" frame here it keeps snapping back to 1, why is that?

#

nvm, had the wrong 'source take'

steel ivy
#

if I have an IK rigged character in blender, can I still use the IK in unity? mostly for dynamic foot placement

#

someone told me that I had to rig it again in unity with a downloaded package

steel ivy
#

do I rig the entire thing or just the IK?

#

just the IK I hope

#

and for blender animation with IK, the animation will be baked right?

agile solstice
primal rain
#

Hello ! Would it be possible to change rigs of a skinned mesh renderer at runtime ? To use a different set of animations

agile solstice
#

If the other set of animations is nonmatching but similar, retargeting may be an option

primal rain
#

@agile solstice Thank you ! Retargeting means converting an animation from a previous rig to a new one ?

primal rain
#

thanks, I'll look into this !

plain pumice
#

so i got my animation done but why does it flip like that?

#

idk whats happening

#

i think its the flip sprite depends on direction thing

steel ivy
#

your sprite origin is the problem

#

I think.

agile kernel
#

Hello is it possible to disable and re-enable animation for parts of a humanoid rig without having an animation layer & avatar mask for each part?

agile kernel
#

Oh now I've got another problem. How do you disable just part of the rig for the animator such that it's limp, floppy, physics engine hanging? If I disable the whole animator, the ragdoll collapses on the ground correctly. But I want just one arm to be limp. All I've done with avatar masks is make the arm stay frozen still, not animated but also not ragdoll floppy. (I think I might have got this to work in the past with a generic rig?)

agile kernel
hybrid tinsel
#

You don't need to do it 30-60 times per frame, you're only rendering it once.

agile kernel
#

:o

hybrid tinsel
#

(Especially since most of those fixedupdates will be run before the animator is)

stuck elm
wraith jackal
#

mecanim vs crossfade and play()?

hollow portal
#

Why is my arrow slightly tilted when it tries to rotate 90 degrees?

hybrid tinsel
wraith jackal
#

What one is better to use

hybrid tinsel
wraith jackal
#

Hmm

#

What about player movement animation

#

Im assuming crossfade or mecanim

hybrid tinsel
#

Mecanim is the entire animation system.

#

Crossfade and play are parts of mecanim

keen hawk
#

guys , i m exporting a character and some animations from blender to unity
the fbx file if i open it with the 3d viewr has all the keyframes and plays smoothly
But inside unity i only have 1 keyframe per second
I m so stuck i need help i m going crazy

agile kernel
brave storm
short ginkgo
#

it doesn't seem to follow the model's animation

#

and this is with alembic

twin musk
#

I got a question, so I am trying to make an animated light source using point light.
However, no matter what light I use. My animations tab is grey and I can't select or do anything with it. Anyone knows why?

#

It happened with my main project (A VRC world) however, I just crated another clean project to test this out but it turns out to be just the same. Am I using this wrong or is it not working?

jade tendon
#

Hey All,

I have bit of a lengthy question so please don't rip me a new one.

I have a animator I have created assigned a model you see in the Player.png (black character).

This animator works fine. However, the trouble comes attempt to add the top half of a pistol idle animation as a layer to the base animation which also works fine with the exception of the top half being rotated and not centered like it looks before I drag it on as a layer animation. It's centered and forward before but crooked off to the left after.

I have applied root motion on the animation and root motion on the animator and that breaks it in a whole different way, but in theory I think this should solve my issue.

Any help with this would be so greatly appreciated. It's so tricky!

Images attached for reference

#

I can't understand why the animation looks fine then twists so much left

#

I have tried to mess with the offset but doesn't affect it properly.

hybrid tinsel
#

Should look like

hybrid tinsel
jade tendon
#

@hybrid tinsel Okay so I see where I can twist the spine of the pistol animation, so before applying the mask do I just align his legs with the same position as my character (or as close as possible)?

jade tendon
#

Maximize to see movement. Sorry for the small screen

#

TEST animation with arms out and slight shoulder movement applied as layer mask excluding the legs and only supposed to show arms on top or character.

hybrid tinsel
#

Not sure; personally I'd handle the aiming with IK

#

I'm on mobile now so can't see very well

stoic zinc
#

I copied and pasted an object a few times

#

and for some reason when one object's animation is triggered they all play

#
    public string LogCollisionEnter;

    public void KnockoutAnimation()
    {
        anim.SetTrigger(AnimationTags.DIE_TRIGGER);
    }

    void Start()
    {
    anim = GetComponent<Animator>();
    }

    private void OnCollisionEnter(Collision collision)
    {
        anim.Play("KO");
        
    }```
#

when it says anim.Play KO does that trigger every KO in the scene?

#

and I guess how would I change that

open plume
#

#region Animation void DoAnimation() { float animationSpeedPercent = ((running) ? 5 : .5f); animator.SetFloat ("speedPercent", animationSpeedPercent/*, Time.deltaTime*/); }

jade tendon
open plume
autumn meteor
#

Hello, I'm a complete beginner, I'm trying to add a script to my character but it says "can't add script" ... ?

#

It's a brand new script I just created, I don't understand

#

I want the player to be able to simply press a button so that the character go from idle to crouch idle

lean sage
#

Show the full error

frail thistle
#

Hey there, I'm working on a tutorial project and have a bit of an odd issue. I have a circular object falling from the sky in a straight line. I've animated it to spin around, and made sure that I've set the center point of the sprite to be in the actual center of the circle. It works fine when standing still, but as soon as I make it fall, it seemingly spins around a different point slightly off to the left.

autumn meteor
shut tusk
#

show the code

autumn meteor
lean sage
#

The error message tells what's wrong

autumn meteor
lean sage
autumn meteor
# lean sage

I searched for that on the internet, people say that the class name and file name are the same thing......

lean sage
#

They must be the same. But yours aren't.

autumn meteor
# lean sage

Woaw I didn't see that, okay so I changed it but I have the same error ?

#

I did something wrong here ?

lean sage
#

you didn't save the file

autumn meteor
glad idol
#

Is there any way to keyframe blendshapes (morph targets) on a bone/curve and then have those bones/curves keyframe exported and the data drive the blends/morphs in engine?

#

or do I always need to bake blendshape animations to a mesh :<?

#

I'm trying to share a rig on multiple models and all of the models use similar blends. I don't want to save those keyframes directly on the mesh and be forced to reanimate those blendshape keys on each model.

white snow
#

Hey, sorry for the bother, does anyone know if it would be better to animate STRAIGHT IN unity, or animate in blender and export to unity then tweak slightly if needed.

glad idol
#

depends on the animation you're trying to achieve. do you have more context @white snow

white snow
#

Mostly single and multiple character animations in the settings of a fighter, building a move list, aswell as general grapples, which require me to animate both the grabber, and a one fits all "Grabbed" animation

glad idol
#

Base animations in Blender, export, any blending of the animations in engine by influencing where the bones point to. I imagine it's similar to having an idle animation for a character and then influencing the neck bone to look at the player bone as they move around.

#

just with more steps

#

ideally your rigs are all similar and you can just animate to one rig size/position and you don't have to do that latter step of influencing the bones

hybrid tinsel
#

Or link them via code

glad idol
#

What would I save the keyframes on? is it better to save them on a custom attribute on a bone or group in the rig hierarchy?

#

and then how woudl I look up that information from the rig? is there a special function to call keyframe data off rigs?

#

my google foo to search this kinda scenario is weak. I'm not sure how i'd phrase this

jade tendon
#

Hey all, I imported a Mixamo animation and it's just a blue block and if you drag it into the scene there is nothing.

#

ideas?

trim hatch
#

you need to look at some tutorials

hybrid tinsel
#

Though I'd suggest just importing the blendshape animation as is and then you can copy those curves.

#

And of course, if all your models use the same blendshapes and use the same naming scheme you should be able to adapt them

glad idol
#

ty pinball \o/

jade tendon
#

@trim hatch Thanks.

autumn meteor
#

Hello, do you guys see an error in this ?

#

I'm just trying to follow a tutorial on how to blend 2 animations together with the input of the player

#

and apparently there is an error in my script, that the guy in the tutorial doesn't have, exept I'm pretty sure we wrote the same thing

lean sage
#

Visual Studio is easier to set up than VSCode.

autumn meteor
# hybrid tinsel

I thought it was this too but it didn't work either, I'm currently trying what Nitku said

hybrid tinsel
#

You're also missing a bracket

#

Your IDE is already hilighting it

neat mist
#

I am trying to get models/animations from mixamo, but when i put them in my project they have to texture: how to fix ?

fallow eagle
#

what is the problem?

#
using UnityEngine;
using System.Collections;

public class zombieScript : MonoBehaviour {

  private Transform goal;
  private NavMeshAgent agent;


  void Start () {
  

    goal = Camera.main.transform;
    agent = GetComponent<NavMeshAgent>();

    agent.destination = goal.position;

    GetComponent<Animation>().Play ("Z_Run");
  }


  //for this to work both need colliders, one must have rigid body, and the zombie must have is trigger checked.
  void OnTriggerEnter (Collider col)
  {

    GetComponent<CapsuleCollider>().enabled = false;

    Destroy(col.gameObject);

    agent.destination = gameObject.transform.position;

    GetComponent<Animation>().Stop ();
    GetComponent<Animation>().Play ("Z_FallingBack");

    Destroy (gameObject, 6);

    GameObject zombie = Instantiate(Resources.Load("Zombie1", typeof(GameObject))) as GameObject;


    float randomX = UnityEngine.Random.Range (-12f,12f);
    float constantY = .01f;
    float randomZ = UnityEngine.Random.Range (-13f,13f);

    zombie.transform.position = new Vector3 (randomX, constantY, randomZ);
    while (Vector3.Distance (zombie.transform.position, Camera.main.transform.position) <= 3) {
      randomX = UnityEngine.Random.Range (-12f,12f);
      randomZ = UnityEngine.Random.Range (-13f,13f);
      zombie.transform.position = new Vector3 (randomX, constantY, randomZ);
    }
  }
}
autumn meteor
#

Hello, how do I change the transition speed between 2 animations ?

fallow eagle
#

the animation i think the zombie when the animation start it go back then contiune to front

grizzled eagle
#

Why does my prefab removed animator come back when I create a build?

agile kernel
#

Hello I am wondering if this is a common problem I am having, with Unity's "Animation Rigging". The tip bone does not actually go where the target transform is, it is instead offset. This is with both the 2 bone, and the chain IK constraints.
It's not offset by the same amount in every position so I can't simply adjust the target position by that amount. Offset examples when the target was in different places:
Vector3(0.0666987896,-0.0212202072,-0.0188022256)
Vector3(0.0411155224,-0.0251646042,-0.0190845132)
Vector3(0.0289028734,-0.0264058113,-0.01510638)
"Maintain Target Offset" does not change this. Changing which bone is the tip does not change it.

fathom sandal
#

hey guys "first time animating in unity"

so i made a annimationscript with statements bools etc,

how do i ge them into the code like my "run" bool set true ?

#

Animator.SetBool("Run", true);

like how do i set game object ?

jade tendon
#

Hi I have a very specific question that I'm having trouble answering and came across your post and was hoping to gain some insight. Into best practices.

When games like Call of Duty, Battlefield, and other AAA shooters model their characters do they create let's say a running animation with a rifle in their hand with no rifle in hand and then in the scene view lock the rile in place and march it's transform with the animation OR is everything (gun and character) all part of the animation itself?

Does anyone have any best practices or resources to review for things like this or professional experience to answer this?

Thanks all!

fathom sandal
#

how do i make it so it playes the "full annimation without hinderence ?

hybrid tinsel
fathom sandal
#

ok and the exit time how long should that be ?

#

@hybrid tinsel

hybrid tinsel
#

Both transitions should be very short; just long enough for a smooth transition. And the ending time should be near the end of the clip.

fathom sandal
#

ok but it looks like its waiting for the "idle annim to complete" before doing the attack annim

#

or now it works better

hybrid tinsel
#

You want the delay on leaving the attack, not on entering it.

paper cloak
#

hello, i have a run animation and an idle animation. however when the player changes horizonal input direction quickly (i.e. releasing a and pressing d to switch from left to right), the idle animation plays for a few frames before transitioning to the run animation which looks janky. what can i do to solve this? thank you

agile solstice
paper cloak
#

I’m not familiar with blend trees, I’ll look into them

#

And the transition duration is already 0, sadly

craggy grail
#

how do I make an animation out of multiple images

harsh coral
#

how do i make a pose for my character? i want it to be stored as an animation clip

glass cove
glass cove
harsh coral
glass cove
#

you can do it inside the prefab itself, whatever u want

harsh coral
#

not too sure how can i put him to a pose. this is my scene hierarchy, animator is on PlayerArmature along with previous animations

cunning whale
#

Hi guys I have a problem when I try to rig animations. Basically I have two characters, the first imported from Mixamo and the second made by a 3d artist. I imported one animation from Mixamo (without the skin just the animation) when I use this animation on the Mixamo character I haven't problems while if I use the same animation to the second character he stands in the T-pose. So I made the humanoid avatar for both the characters and when I try to rig the animation using as avatar one of the two avatars I get errors like this : " Transform hierarchy does not match: Transform 'mixamorig:LeftEye' for human bone 'LeftEye' not found ". How can I let these 2 characters play the same animation correctly?

white coral
#

I need to make an avatar mask for a Spriter animated character, the Spriter importer doesn't make avatar's for the skeletal mesh and I seemingly can't figure out how to make an avatar from transforms or such. I have the animations, I have the skeleton, I just need the mask.

#

Using the Spriter2UnityDX importer for Spriter to Unity btw.

neat mist
#

i have a hint attached to my two bone IK, but when i move it the arm doenst move

#

only when i move the target

#

why ?

#

it makes the arm look weird

lyric rover
#

Can someone tell why this happens??

#

Some parts of my animations dont fit in unity

#

They split or are out of place like this??

#

I hate it.. why cant it be like in blender... wtf im i doing wrong

sweet pendant
#

Does anyone know why I have this message in the animation clips of a humanoid rig?

Detail: I reimported the model and set it to humanoid. I managed to configure some clips with "bake into position". When I applied the changes, the bake options disappeared and this appeared.

harsh ruin
exotic orbit
#

i have this VFX property variable that I want to manipulate with an animation clip. but how do i get it there ? i cant seem to figure out how to expose it so i can add it as a property in an animation clip

lyric rover
#

Hi there... who here does know alot of unity animstion.. i mean who here is a senior

#

I need really some profesional help

unreal oyster
#

oy
does anyone know how to export mixamo animations from blender to unity without errors cause i haven't been able to do it yet

jade pollen
#

i am making a automatic door i have the script and the animation and it all works but the door closed to fast for me to be able to get into it

reef sand
unreal oyster
still vector
#

Hey people I have a noob animation question.
There is a game I'm developing which goes well, but I have problem with animations.
I'm trying to add a "pickup, hold and throw" animations with chairs (Yeah chairs).
The problem is that I don't have any idea how to make the character hands hold the chair in a proper way...

#

Any suggestions?

hybrid tinsel
still vector
# hybrid tinsel Inverse kinematics is the usual solution.

Yeah I've made a research but haven't got solid understandment how and why to implement it. Do you have any suggestions for a method to use IK? I saw Unity has official package but don't know if its any good, also saw multiple asset store assets on that...

hybrid tinsel
still vector
hybrid tinsel
#

What I usually do personally is set up a basic IK script that assigns weights and targets to each limb/head and then control that rather than controlling the IK in each script.

still vector
jade pollen
#

i have a swinging arm animation but i was wondering if it could hit objects and they would like move back like collision and idk if this would be a code or animation question

hybrid tinsel
#

More #⚛️┃physics probably but I suppose it is a complicated issue with a lot of elements to it.

royal radish
#

Question if you have the answer, I made a jumping animation that squats first then jumps, but in the game he floats (i think because of the Character controller?) does anyone know about this or have any input that would help?

reef sand
# unreal oyster from mixamo to unity they work fine but if i wanted to take them to blender to m...

My shaky understanding is "Humanoid" is a Unity concept. So if you take a Mixamo animation to blender, it just animates bones. You can edit it in blender, or leave it alone. When you export from Blender it would be a generic animation however. So you would have to convert to a Humanoid animation clip again when you import it into Unity - which requires things like an Avatar definition for the character (so it knows what bones to map to which muscles etc). Could you share the error message you are seeing and when it is coming up?

hybrid tinsel
#

Mixamo's unity setting knows exactly what unity's importer is looking for and setup is pretty much automatic.

#

But if you modify things you might need to fiddle with settings to make sure it's all correct.

#

You also need to make sure that you don't change the naming of the bones, if you want it to find them

true osprey
#

I have a character hand animation, and I want to move the gun together. But I don't know what to do.

agile solstice