#🏃┃animation
1 messages · Page 5 of 1
Animations in a fbx are read only. Duplicate them and they turn into an asset you can edit
Okay cool cool. The workflow and process is something I was confused about in Unity.
You have two options I think
You can duplicate the animation clip so you can modify it, and add keyframes for your arm IK right in
Or you can make animation states for the arm IK target motion that reflect the underlying motion on another layer, so the clips don't need to be modified and only select animation states need arm overrides
Both of these are hacks more or less, because what you're doing is not "proper workflow" in the first place
What is proper then?
What is the proper workflow then? The animations are supposed to be retargetable. Like mixamo animations for example.
You shouldn't have to fix these kind of errors in post at all
The "proper" way would be to author the armatures and meshes to fit together starting in the source files
But I understand why we have to take these workarounds in this case
Ah, so create animations for a specific character. Too much work for me lol!
Sometimes similar problems need to be tackled if there's too much body variety to accomodate when animating, or if the anatomy is highly customizable at runtime
In those cases the professional way would be to have a full IK rig in Unity which can be selectively given offsets by scripts
So if the hip is wider, the hand hovers further from it exactly by whatever extra distance there is
The retargeting works reasonable well, but it cannot handle body parts of different sizes to get hands on waists etc. the character dimensions are not in animation clip. So retargeting is approximate, not perfect
I wanted to try recording VR headset controller positions in an animation clip and see how well that worked with IK for custom animations… one day
In my particular case, this body will be used repeatedly, without customization. So I should only have to do retargeting clean ups once per animation.
I'm just trying to learn what's the best way to clean these up
Thx for feedback @agile solstice !
Well I shouldn't say without customization. Theres different clothes and stuff, but the body proportions shouldn't change. There's no blendshapes for it.
There is not much of best way to fix asset problems outside of their authoring software, but if you only need to do it once for this set of anims it's probably not so crazy undertaking that I'd try to stop you
I'd certainly try to avoid the whole process if it were me, though
Fair enough. Thank you for the info!
One more question, if you were in an unavoidable position, which of these two methods would you go for?
I'd probably not try to modify the keyframes in the original animation clips, but make new ones for the IK arms to take over when needed
Gotcha
You might be able to use the same animation states too to avoid having to recreate any parts of the state machine, just by adding the IK weight and target motion to the same state
This may require you to duplicate the clip, but doesn't require changing the baked keyframes
I'm a little hazy on the specifics of that though
I don't quite understand that bit, but I will definitely look into it and see what yields better results.
I kind of hijacked chat for your question, but you want the collider to be a child of the hand bone. Or if the sword has it's own bone, then you want it there.
Yeah i fixed it already exactly like you said, before collider was on sword not hand bone
thank you for your effort tho ❤️
Well, you can set muscle limits to adjust how far limbs can move in a given direction, but that can have other effects on your animations down the line.
In the avatar setup
But there is only so far that the retargeting can account for differently shaped characters.
Humanoid has built in foot IK to account for different leg lengths, but without some sort of way for it to detect hips or bellies or whatever there is always the risk of penetration.
Hips and shoulder width seem to be giving me the most trouble with things
Hey! One question.. I'm aiming with some iks, but, the problem is that is the hand the one aiming
How could I add some position offset to the hand?
Did you rig your model in Blender?
Just asking because I have a rigged model infront of me in Blender and I want to save it and use it in Unity but I'm afraid of making a mistake along the way
What file format do I save it as?
Hi, I got back to working with my animations and making root motion work. I'm trying to understand how to use OnAnimatorMove but seems like there aren't many examples online. The docs use this function just to get a float from the animator and use it as a speed for the transform position movement...
How can I move my player with the OnAnimatorMove function? What I need to do is recreate the root motion, using only position (not rotation), and moving the parent, not the object which has the animator
Calling onanimatormove and updating the parent's position with animator.deltaPosition kinda does what I want, but it completely ignores rotation, and that's not what I meant to do. Rotation should remain local and not rotate the parent object, but it should not be completely ignored by the animation, otherwise the animation is completely broken
Nevermind, I resolved that too. I did via script what the root animation flag does by default in the animator. My problem is again the same: rotation rotates the armature, but when the animation finishes and the player is returning to another animation (e.g. idle), the rotation doesn't get back to the value before like it does with a non-root motion animation. So the player ends turned in weird ways if the animation with the root motion doesn't end back itself back in the starting position (and that's not an option). Isn't there a way to get rotation work like it does without root motion? Using onAnimatorMove and delta values literally goes "all or nothing", changing permanently the rotation or not changing it at all.
Im doing 2d animation I have a quick question, when I make a blend tree with different animations inside and use it in game for like running the animation of the running cycle doesn't play. but when I put the transition duration to a non zero number like 0.4 it starts playing but it has a delay in the starting of the animation. How can I still play the full animation yet still having no delay?
You'll have to show us your graph/transitions to debug them
@stoic cliff Nop. This model was already modelled, its from an asset, but its an humanoid
Any tips? Using root motion for position and using rotation as a non-root motion value?
okay
hello, how can I change the name of the joints I'm moving in my animation? My artist created a new set of animation but she forgot the base name of the joints.
select the line to rename and hit f2
ohhhh I didn't know that, thank you :DDD
How can I get to that with my animation? Do I really have to use blender to import my animation and get it to an fbx?
This seems the solution to enable only position RM and disable rotation RM
but I don't have those settings in my custom animations, only in the imported FBX, and it's read only...
get to what?
place it inside an fbx, like the imported animations
I'm writing that because the animation options in the screen are only available inside the fbx imported settings, not in a normal animation clip
Because in an animation clip all the settings are in the animation file. On an imported clip the settings are on the object they were imported as part of(which is why the clips are read only)
And what if I haven't an animation file? That's my problem
If you create your clip from Unity it doesn't create an animation file...
Hey group! I have an always playing background animation with an event call at the end. It works as intended, but if the game is minimized and returned to - or the camera is far away enough from the gameObject I'm animating, the event is never triggered and my animation logic gets stuck. Is this a known quirk of events? Is there a code workaround?
you could force the object to always animate
its under the Culling Mode option in the animator
usualy the animation is not run when it cant be seen by the camera
as an optimizaton
but for your case you can change that
yes it will create a file its just not a fbx but in the unity asset format
Yeah, and it has only a few options
not all the options that are shown in the screen i sent
These very low poly realistic like style dark angel wings come animated and ready to attach to a character or object. This set is the 6th one of the wings collection assets we are releasing.
Images:
4 Albedos- 2048 x 2048 (gold, pink, dark-blue and dark-yellow) Normal Map - 2048 x 2048 Ambient Occlusion - 2048 x 2048
Vert count - 204 Tri coun...
er, yes it does. It is only if you import that it doesn't.
Those options are only there because you can't edit the animation directly. You can just change that stuff in the animation mostly.
that are the import options how the data that is int he model file should be converted to the animation data that unity can work with
if you create a animation clip in unity there is no importing going going on
if you create a animation by hand it has noting to do with any imported model
Could you be more specific where you are creating the animation then? Eg in a timeline track directly?
Hi mates, I don't know if it's the right channel for this question/problem : is somebody get/got his animations mixed up when export from blender to unity with the NLA editor stack ? the thing is, when I export only one animation with NLA editor stack, the animation is correct on Unity but when I export multiple animations with NLA editor stack they seem to be mixed up with each other.
thanks in advance
How so? I need to enable only XY root motion and disable root motion rotation. That's usually done in the animation file imported, in the settings that I've shown. How would I be able to do so with a new animation created inside Unity?
On the animation tab, open the list of animations, click "Create new animation", that's where I create them
What I need to do is check "Bake into pose" of both Y and Rotation in this screen:
And how would I be able to do so if all the settings that a clip have are the loop time/pose settings?
...you just animate the root motion curves directly.
Can I stop the animation from playing on start? I want it to only play when I change a bool. It works fine between the two states, but in the beginning it always plays once
if you dont want any animation to polay make a empty steate and set that as the default state
Smart
Thank you 🙏 🙏
hey everyone! I'm trying to add a property in unity to add a character animation using multiple images. I need to add playeridle, playerjump.. etcetc but the add property button is greyed out and even though I select the object it doesn't let me add my images in the animator
If there is anyone willing to help me out today or tomorrow I'd really appreciate the help. making a small platformer for a school assignment and I'd really like to be able to learn new things and put the work in to create something fun
Hi! I have this drone asset that I managed to fully animate and I was wondering if there's any way I can merge these animations together to make one idle animation. It would save me a lot of time!
If you are trying to create one animation clip, one approach might be to drop it into a Timeline, then add a Recorder track with a recorder clip. You can tell the recorder to record to an animation clip - so it effectively merges all the other animation clips, blending, etc. Does that sound useful?
Hello! Does anyone have some kind of website they can use to get references for animations? I'm trying to recreate sword moves, but it's tough to find them stable enough
If you want animations to play at the same time within one Animator, you can use animation layers
If the animated gameobjects exist separately in the hierarchy, you could use separate Animators for them, but whether that reduces or adds complexity compared to animation layers kind of depends on the type of hierarchy and the number of animations you end up with, as well as how much script control is required
It's simpler to control just one Animator with a script
@reef sand I would recommend using the Animator's features to their full extent before resorting to Timelines
Merging animation clips together is kind of a brute force method, and makes it harder to loop, layer and transition
Hallo, I have a set of movement anims e.g. walking forwards, forward left, etc. that I'm trying to put together. They are indicated as locomotion anims - I keep searching for how to put together a "locomotion" anim set but can't find anything, is there a different term for tutorials of this?
I just want to be able to play all these animations as one animation clip if that makes sense
Idk if its possible to do that but if I could I'd be willing to learn how to do it
how would I do that
would you be willing to step into a vc and show me?
Why specifically as one clip?
because transitioning all these animations into a moving animation would be a nightmare
like if I want to control this drone I need to have it transition all these into another animation
Do you?
..
do I?
maybe I'm looking at this wrong
I've dabbled in animations in unity a bit but im no master
In case of rotors specifically it'd be better to have one generic "spin around axis" animation which each of them does individually on their layer or on their own animator, without any regard to how their parent object is moving
Or even better have a "spin around axis" script which you can add to each rotor completely separate from animation states
That has the added benefit of allowing variable spin speeds without the limits of keyframe animation
that sounds uhh complicated
I've never done that before
but im gonna give it a shot
who cen help me whit animation? bcs its playing when he dont have to
Animations usually follow the Animator's state machine
You'd transition to a state with motion, and back into a state without motion as needed
Hallo, trying to compute positions for a blend tree but getting the "not enough data" warning, can't really find any info on this - what data could be missing from the anims/etc?
Any tutorials? bcs first time working whit AI
How? if I change curves the rotation changes, but it doesn't behave as a normal animator rotation
If you have not used Timeline before, I would watch some of the Unity provided videos on Timeline. But from thread it sounds like it is not clear one mega-animation clip is the right thing to do. Animation statemachine is the normal, cascading between states etc - allows you to combine them in different ways. I would only bother with Timeline if you are trying to create a new animation clip that does not exist, and as a last resort. (I am also not on reliably, frequently checking in from iPhone, so generally don't do VCs.)
That's my main animation. As you can see it's a sword slash and the player goes forward, but it goes back to it's original position. Root motion should be the solution
But when I use root motion, rotation keeps the same at the end of the animation, as it should. So the player rotates in a "bad" way. Note that this animation is part of three attacks, so manually resetting the position from the animation is not an option, as it would break the animation sequence
If I use OnAnimationMove to modify only the transform position and ignore rotation, the animation completely breaks because it doesn't rotate anymore the armature, causing the animation to look completely broken with the legs and arms moving as they should in a still body.
I'm really going crazy on this T.T
And since it's not an imported animation I can't even check the bake on pose setting
FYI: There is a glitch where if you try to animate emit color, and it is by default set to black, the emission color will not change in previews or ingame. The workaround is to change the emit color to almost black.
Export to Unity from Blender; Rotation issues:
I have a character with a sword (and I finally got the character rotation working right), but the sword refuses to follow along. I'm using Pierric Picauts weapon slot switch, which in itself does not seem to cause any issue.
What I can see is that DEF-Sword bone do not get any rotations individually, since it controlled by other bones and constrained to the hand through those.
Parenting the bone to anything stops it following at all, as seen in vid 2:
Should Pierric Picauts weapon slot switch mean something to us? If the object is parented to the hand using constraints made in other software, they likely won't import at all(unity only imports a small subset of Maya constraints).
Pierrick is a professional rigger and animator = I did not build the weapon switching part of the rig myself, it was done by a professional by proxy.
I am aware that constraints will not import. But keyed deform bones should, which they do not. Is your assessment that it doesn't work because it's not directly parented to the hand? (which, as shown, when done that way breaks the animation further.)
Is it a humanoid rig?
That is, a mecanim humanoid
It has worked best as a Generic Rig, sadly
Nothing wrong with that; just narrowing down potential issues.
What happens when you import into other software, or back into blender?
still works perfectly fine reimporting the fbx to blender
And you're baking all transforms, constraints, etc?
Does moving the sword bone manually work correctly?
I've tried baking (last time broke the animation completely), disabling/removing constraints etc
What do you mean with moving the sword manually?
No idea if we can share Asset store links in here but here's a preview of the newly released OpenXR VR Motion Capture [R1Tools] : Animate your characters in-engine in VR using Vive Trackers with OpenXR using Mecanim/VRIK. Works with HPTK out the box for realistic animated hands and collisions (for those who reached out to ask where to find - check the #502171717544968212 channel for a link or search on asset store for "OpenXR VR Motion Capture ")
hey guys my rig builder is not leting me move the main transform any ideas?
if I disable the animator or the rig builder the transform move
I am undestanding that is because of these constraints
but not figuring out why
if I remove my Rig_WeaponPose from the rig builder I can move my character again
ok fixed, needed to aply root motion to the animation
Anyone have an idea why my animation has a twitch like this in the previewer?
Things I have tried:
- double checking the imported file, it does not twitch
- setting anim. compression off
- loop time, also loop pose on
- setting Motion to the root bone
The only thing that seems to help is cutting off 2 frames at the start and one at the end. As if Unity is changing some of the frames to have the twitch. But obviously cutting off 3 frames is not a real solution.
hey guys using a multi aim constranit, is it possible that I can mantain the position of the spine
because if I select up axix y the spine gets straight
Hmm even though my animation is 30 FPS, Unity seems to take previous frames into account. I have identified the twitch movement to be that of the frames before and after. Is this normal? How does Unity actually sample animations? I'll try adding similar frames before and after.
Hi is there a way to add a value to a group of keyframes?
Like, adding +90 degrees to a rotation in each frame, so you don't have to do that manually one by one
hey guys how do i make my character hold an object (sword) i tried just making the object a child of the character's hands but its just stuck at the start position at all times
https://media.discordapp.net/attachments/497874004401586176/1031582974535286834/unknown.png
https://cdn.discordapp.com/attachments/497874004401586176/1031582974988263424/unknown.png
character im using:
https://assetstore.unity.com/packages/3d/characters/humanoids/fantasy/free-low-poly-human-rpg-character-219979
You need to make the sword a child of the hand in the armature, not the hand mesh.
alright ty
I mean, when you select it in the scene and move it, does it move as expected?
I was going to ask what frame rate you are playing the animation back at - I assume Unity interpolates if it needs to if the animation clip frame rate does not match the playback rate...
Is there a way to see that somewhere? because I have no idea, I think it's default?
Literally found it a second after hitting send, I suppose it's 30 then. And the imported animation is authored at 30 FPS too
And I did confirm it fixed by adding additional duplicate frames before and after
Only other thing I can think of is if the recording does not have a value per time interval for the important property, it might interpolate the curve between the points - duplicating the value at the front means two identical values in a row, so it might start off "flat"...? Purely a guess though. Good luck!
Is exporting as fbx only way to get multiple actions as separate animations from blender? I was thinking it would be sooo handy to just import the .blend file, but Unity doesn't seem to import the actions that way
i ran into an issue when trying that
🇱🇦 ;'as
so i make my own 2d character for my game and i trying to make a walking animation but i get an errors saying "player" AnimationEvent has no function name specified can someone help me never mind i fixed it
for future reference, that isn't an error, just a warning
It can be safely ignored.
Do you have a separate animator on the sword with root motion on it, or?
My green platform moves but the cubes dont move with it
I used animations to make the platform spin
Hi, I am trying to figure out how to export an armature from Unity to Blender that keeps the constraints
I have a keep volume constraints on bones
I tried baking the animation but the constraints are not passed on to Unity
Any idea how to fix this?
Ok I think I got it
I did bake the animation but I needed to apply the armature modifier on the object first
I have a character model with a staff object. The staff has a Skinned Mesh Renderer to match the character animations. Now I would like to place a GameObject with a particle effect at the top of the staff and make it follow the staffs movement during animations. However, simply setting it as a child object doesn't work, since the staff transform doesn't actually change. Anyone know how I can do that?
Has anyone tried to export a animation from maya to unity that contained a motion path?
Im trying to export it over to unity but the animation is not being exported with it.
P.S - Animation and Baked Animation boxes are ticked.
Hi does anyone knows why when exporting an fbx file in Blender, 2 animations get exported when I only have one?
This happened after I applied the armature modifier
This view only displays the action that's actively selected in action editor, there can very well be more in the blend file
Thank you. How can I check this?
You can switch that view to file view which will reveal everything
Alright
That's the only way to truly delete actions too
Though what actually decides which actions will be included is beyond me
Just the other day had a few supposedly identically created actions and only ever some of them carried over on export
I think I went through every esoteric supposed fix to it too
From now on I'll be going with the workflow of making everything on one track and slicing it in unity
Can someone help me out a little. How should I animate the axle to move with the wheel or does unity have some kind of feature for that? And if I posted this in the wrong place I am sorry :D
oh im an idiot i had a rigidbody on the sword for some reason
is there not a way to add a rigidbody to the weapon without it messing up the positioning?
Rigidbody's "is Kinematic" setting makes it unaffected by physical forces and thus movable by parenting and animation, but allows other objects to collide with it
oh ty alot that works
Hello! I suppose I can post this here but plz tell me if I'm wrong. I have this animation of a character attack with a katana. The sword isn't attached to the armature (it has a "child of" modifier), but the animation still works fine when I play it in Blender. But when I export it to Unity and try to play it, the sword isn't moving at all. Is it needed to rig the sword too and redo the animation?
This is what I want to have vs what I'm getting
both of these animations are single keyframe, why they appear so long and thus delay transitions??
alternatively how do i force animation controller to transition to new state regardless if the current transition has finished or not?
@lilac axle how do you think a unity animator can be set up by a person who never used it?
also the message above
i don't know what causes problems anymore but whatever i try i cant get animations to properly transition
First things first, lay out your states without any transition, and think about whether a transition from a state to another is possible
For example, player_jump_start -> player_idle doesn't seem logical (a jump can't typically be cancelled)
Then to avoid spider webs like these, you can make use of the Any State state to transition from any state to another one
i tried but then the same animation would start over every frame
i even asked if there was a way to forbid any state from transitioning to animation which is currently playing
i thought it might fix the issue
Locate the issue first. While in play mode select the object that has the Animator attached, and it'll show the current state in the graph, as well as the parameter values
Check that everything transitions as expected. If it's not, check the parameter values. If they seem right, one of your conditions is wrong. If they seem wrong, there's an issue with the code that touch the parameters
i think the issue is that the animations are not fast enough, many triggers active at the same time (5/6 peak)
There's also the transitions yeah, they can be set up wrong
the animator shows that animations from 2 transitions ago are still finishing playing
which doesn't make sense as most of them are single keyframes animations
It makes perfect sense if the length of a transition is more than one frame then
If one-frame states is all you have then the transitions should have Exit Time, at 1, with a length of zero (or really small)
only player run and player idle are actual animations with movement
should i do this for all the single keyframe animations?
Anything that goes to a single-frame, or comes from a single-frame yep
Multi-frame to multi-frame, you can reduce the exit time a bit and add some length if you want smoothed out transitions (interpolated)
i want every transition (maybe except run > jump start) to be interpolated
that's the whole point
So anything that goes to a single-frame should have reduced exit time, and an appropriate length so the end of the transition starts on the first frame of the single-frame state
And anything that comes from a single frame should have full exit time and an appropriate length so it interpolates.
If you need the interpolation from a single-frame to a single-frame, well you can't
No you can actually, by offsetting the destination state. There's an Offset parameter for transitions right? Bump that up
I have to go, docs on transitions and what all of their parameters do: https://docs.unity3d.com/Manual/class-Transition.html
i am having problem into exporting animations from blender to unity Can anyone help me pls, cause i am trying to make a mod in a game and i am having problem with it, cause i don't know how to export the animations alone
Hi, I created an animation and now I gave an avatar to my character. The animation is completely broken. Is there a way to convert it?
I can't even create a new animation, can't even record movements for my character
I downloaded some animation online, and I got this error when I am trying to apply the animation to a character. Anyone know how to fix this?
someone told me to match the avatar name with animation name, but I couldn't find something named "Hips"
You'd need to give more info about how your model is set up and how you're turning the wheel in the first place. Generally you'd just set up some sort of constraint to create a relationship between wheel angle and axle position
blender modifiers don't work in unity; you'd need to parent it or constrain it in unity.
why are you copying the avatar from another character instead of defining it from the model?
The fbx is defined from the model
Any Statetransitions are a last resort
but the animation from from some other package
'Copy from other avatar' is only for when you are adding more animations from an identical model.
My player model isn't animating I'm very new to unity so I don't know what to send for more context
also I coded a AnimatorHandler and my Player refuses to animate
it just T poses
I have figured out the solution you have to set your avatar in the Animator component which previously I had it on None but now it is set to my Player model sweet.
The model is basic blender model. Wheels turning is code based:
Hi, how do I make my animation loop?
What you want to do is have a separate object for each wheel that only gets the steering rotation, and then use the position of that to aim the axle
check 'loop time' in the animation's settings
What's the proper way to toggle off an animation once it's done playing including transition back into idle? characterAnimator.SetBool("isGather", true);
Should I add a bone to my sword, parent it, then parent that bone to the main body rig?
when it comes to mechanical objects that don't require any deformation only movement. would it be better to have each object as its own mesh renderer then move them around, or to merge it all into a single mesh and assign bones, and then have each vertex only effected by a single bone?
Example for refrence.
https://gyazo.com/9423e7502f49a50aa3ab7366c5277bc6
You could also just parent the sword object to the hand bone.
Both are entirely workable though I'd probably say the former for this sort of thing, since very large skinned mesh renderers can have culling issues.
Since the bounding box for culling doesn't respect skinned piece movement
I can't see it?
That is the animator. You want the settings for the animation file.
How can i animate a character if he have no bones on Unity, only a simple GameObject represents the character ?
There's not much you can do
You can animate the transform component, and whichever other component values and values of gameobjects in the hierarchy
ok ty.
I have a question that's probably better here than in the code section. I'm instantiating a gameobject with an animation that plays once and then destroys itself. I'm giving this animation a rotation based on the mouse position relative to the character's position. i know the angle i'm passing in is correct because i put a script on the instantiated object itself to tell me its euler angle, and the euler angle it reports over the course of the update loop before it destroys itself is correct.
however, while the animation plays properly at 0 and 180 degrees, it becomes increasingly offset as well as being reversed as it approaches either 90 or 270 degrees. I don't understand how quaternions work well enough to explain why this is happening
as an example, passing in 90 degrees euler causes the animation to play facing 270 degrees, despite the fact that it is definitely supposed to be rotated to 90 degrees
ok, a got a friend to help me figure it out since this is ultimately a math issue. Angles progress counterclockwise rather than clockwise in the engine, so I just needed to multiply my euler Z angle by -1 to get it to animate properly
I decided to return to my unity project and fix the animation, because it was the first issue I noticed after returning.
so the problem is that the falling animation plays when the character goes to the left side (+ another issue is the fact that the guy get's a bit teleported, that's visible on the video)
i got this error "Player" AnimationEvent has no function name specified how do i fix this
can someone please help me
Hi, I want to transition from an animation to another but it looks really bad even when combining them
The only other way I suspect is to have two animation clips that are closer to each other. There is only so much Unity can do!
is there a reason why my animations have this box logo instead of the usual triangle logo?
Those are prefabs
They're model prefabs. If you just want a Unity animation file you can select the sub-asset and duplicate it with CTRL-D
I would generally advise using the @ syntax if you're importing multiple animations associated with one model https://docs.unity3d.com/Manual/Splittinganimations.html#:~:text=Importing animations using multiple model files
what other software should I use?
okay i just wanna know how to remove the excess stuff
i just need the animation file but when i import it it brings the prefab in
👆
Yikes! It is not a small journey. You can do it in Unity but it’s very crude. Blender can do it, as can Maya etc. Then there are tools like cascaduer (spelling might be wrong) and Unity plug-ins. I personally use VR controllers as Mocap , but I only do simple low quality stuff.
Hey guys, is there a simple way to add a delay between the entry and the first state in the animator?
You can add an empty state which automatically transitions to your first state with a delay, the animator is a state machine for that purpose
Entry cannot have transition parameters because it has to start from something
Hi, quick question. I have some characters imported, but i cant seem to rotate any of the smaller parts of the character. When i rotate at the pivot, nothing happens. Even tho the right part of the character is highlighted. What could be the cause of this?
hi i dont know much about unity but i can't keep trent(character shown here)'s frames stay in one place without them stretching how do i do this
also please ignore the audio breaking 💀
anyone
anyone at all
WAIT NVM
How many idle animations do you have 💀
thats just the frame number
its one idle animation
I cant see the animator animation states. I'm very confused
i got this error "Player" AnimationEvent has no function name specified how do i fix this
Is there a way I can edit animations so that the value for one transfers into another parameter
Like a macro for a whole bunch of animations
heyah, in unity how do you turn off the physbone/rigging gizmo? or is it even in gizmos?
I want to see past them and don't really care about where they are, as I know the bones are where they should be owo
click the gizmos tab
Yeppers, but there is no way to specifically remove the lines from the bones/rigging? Or at least none that I can find D:
click the arrow next to the gizmos tab
figure it out
That's why I came here, because I couldn't.
this is the help channel for animations yes?
Not sure if rigging would be under the animations or scripting umbrella.
I think I'm taking crazy pills with this one: I cannot be the only one who is dealing with the constant import disconnect that unity has with animations. I can have a character with avatar and rig set up perfectly in unity, and then when I import the character animations (with the exact settings that it should be), the engine just craps the bed and wont play the animation in the animation preview. Any ideas?
There are so many settings, it can be hard to be sure which one you are referring to. I had a Rigging Animation bone visibility thing - I turn it off by changing the component properties (I did not find the gizmo myself for that one - if you find it, please let me know too! lol!).
Okies thank you for responding. Yea I clicked off all the boxes but to no avail xD
Is the animation a humanoid or generic animation clip? Is it in an FBX file or some other format? (I have not had that exact problem.) Can you open the animation clip in the Animation window? What I would do personally is look at the properties that are in the animation clip to see if they are what I expected.
Are you using Animation Rigging? Or something else?
Human, I usually only use human x. x
(I am trying to understand what bone visibility thingy you are using - screenshot perhaps?)
hmm I'm not sure sorry, I'm very new to the rigging parts. I mostly customize the shaders
Ohhh sure one sec
Animation Rigging is a Unity package which extra features. One of the features is a rendering component for bones. I was wondering if you were using that.
That is... intense! Some look like collider capsules (like on the arms and hands). I assume the character has long hair? Some might be hair bones. But I don't recognize all those symbols!
yep it came with like 5 differnet hairs LOL
This is one of my characters. The spheres are colliders. The bones in the arm is the Bone Renderer. Does not look the same as what you shared though.
I was wondering if all the extra stuff was hair bones (controls how hair bounces etc)
looks like custom components, you probably have to disable something in the gameobject itself
That is probably a matter of finding the component that is doing the rendering. It depends what properties it supports. E.g. here is the Unity bone renderer component. It has some controls (and you can just deactivate the component to remove it completely.)
is there anything like unreal's animation montage in unity? ie the ability to play an animation from code that'll entirely override some animator's current animation for its duration, all without having to set up said animation in the animation controller beforehand
so I can play any arbitrary animation without having to set up 50 different animations in the controller along with corresponding transitions and triggers
"Timeline" is for for this purpose
is it meant for use in gameplay as well though? I thought that was made for cutscenes mainly
You could use it for any purpose that requires overriding animators and syncing motion of multiple gameobjects
Cutscenes are the most typical use case of that
okay, thanks
is there any way to make the animation clip being played a binding or do I have to create a new timeline for every animation?
It’s easiest to create a new timeline per animation sequence you want to play (Eg you can chain and blend clips)
why does the animator goes missing when i play the game?
So relying on variables that update in the FixedUpdate make my transitions very slow. What is the best practice with variables being used in transitions?
Great to notice that after spending an evening trying to figure out why avatar mask is not working properly, the issue was accidently naming left arm bones as right and vice versa 😂
Both the Item and the animation that goes along with it are both generic. The animation uses the proper avatar in line with what I want to animate. The animation was key baked in Maya, and then exported as an FBX file. I'll take a look at the clip in the animation window for now.
Sorry, not sure. But a note that Avatars are for humanoid animations. It is weird if it works in the animation window but not in the inspector...
Ummm. No idea, but just to correct the wording of the question, why is the binding to a game object when playing the game. That slot is a game object to animate. To control it, the game object has to have an Animator object as the middleman. You can reference game objects from the same scene in Editor mode, but I thought it should have the real game object dropped in when you play it.
i see, so i can't animate empty parents?
right now i was using an empty parent for the objects i was animating, i guess i can get rid of the empty
The Animator component can animate from the game object it is attached to downwards (it can control children).
The animation clip would have to specify the child name etc in the property specification in the animation clip.
So you can have an empty parent, but the animation clip has to be applied to a game object with a Animator component, and the properties in the animation clip have to correspond to the game object (like relative path names for files on disk - if you are in the wrong directory, the relative path names won't work).
alright i think i got, im certainly newbie when it comes to animating, if u can recommend any tutorial i'll surely watch it, i've watched a few before. currently using a timeline aswell, unity 2021
i got this error "Player" AnimationEvent has no function name specified can someone please help me
you made an animation event on the Player
I think so but I'll check
Solution: Fixed Duration and Transition duration fixed this. With Has exit time turned off.
No recommendations sorry. I just search for "unity mecanim" on YouTube and lots of tutorials come up
i only see my scripts animator rigidbody and sprite
never mind i fixed it
yeah thanks for helping
how to make animation stop once its finished?
I play the animation through animator.play
You need to have a transition from jumping to something
You can disable looping from the clip in inspector, if that's what you mean
I guess this counts as animation. How do I change the position of the direction tool thing, heard someone call it a root but idk. Anyways, it should be on the far left side because that's where the hinges are, gonna make a door opening animation but I don't think I can unless the move tool is at the hinges position. I'm very new as you can probably tell lol
The transform gizmo is either at the object origin or at the center of any selected objects, depending on chosen pivot mode (toggleable by Z key), I'd do that first to check if the door has its origin at the hinge or not
The origin point for a mesh is set when making the mesh, but you can also manipulate it by parenting gameobjects
If you make a gameobject at the hinge and parent the door to it, you can rotate the door around the hinge by rotating the parent
Thanks a lot, toggling with Z worked 👍
this might be a prefab issue but when i rotate the door by 90 degrees it also becomes shorter for whatever reason
do you happen to know why this is?
Transform values are inherited down the hierarchy, so if one of door's parent objects is squished on one axis, the door will likewise be squished in that direction, regardless of its rotation
I was rotating a door and found adding a Box Collider allowed me to change the "center" point which the animator seemed to use somehow. It allowed me to adjust the "center" without changing the parenting etc.
alright, that explains it, thanks
(So I moved the "center" over to where the hinge was without changing the Position of the door)
This works as it does because when using "center" pivot mode, the offset collider is also accounted for when finding the center of the gameobject
However, when making animations like that the motion will not interpolate properly
As it's not just rotation but translation as well, which functionally will change off sync
I will probably need to read that a few more times for it to sink in. For my simple use it has seemed to work fine however.
I am having problem with hair bounces at the start of a Timeline. My solution has been to delay the animation until a second or two into the Timeline so everything gets to settle down (yuck!).
Might be easier to see as a static frame.
Sometimes I can get Unity to show that right before the first frame, the character is put into the default muscle hunch (all values zero, character down half way through floor) so I think its the bone script the character uses using the jump from that hunch position to the first position in the frame - super fast movement, causing the hair to bounce. But tracing the code etc I have not been able to work out why it is happening. Has anyone seen or solved this?
(I tried printing in the script "sudden movements", larger deltas in X,Y,Z etc, but it did not report any.)
Hey guys! Quick question: I'm creating a dance video with Unity and some of characters are more short than other so when they move forward, the ones with long legs are moving more further than the short ones. Is there a way to fix that to be able to move everybody at the same time/distance?
Are they using the same animation clips or different? Are the animation clips causing the different amounts of movements? E.g. with root motion, the length of the legs does not matter. It might look like ice skating a bit, but they should move the same. If different clips, designed for the characters, you can do little tricks like put the character under an empty game object and animate the position of that game object a bit as well, to make up the shortfall in movement. (There are other things like foot IK that might be useful too to avoid the skating effect.)
it's the same Animation for all the characters and Root Motion is enable. I've noticed that if I increase the size of the small characters, it's a little bit better, this is why I thought that the size matters for this issue
Root motion I would have thought would move the character the same distance. But if the character uses up less space (e.g. legs go less further forward) maybe it visually looks like they are not the same...?
Unless you scaled the character - then the root motion might be being scaled smaller as well
in my example, the small characters are in front and all the other ones are behind them and after few second when everybody move forwards, the ones behind are in front of the small characters (dunno if I'm clear ^^)
@heavy gust The obvious solution is to change the speed of the animation in equal proportion as the armature size is changed
If they must be in sync, the problem got a whole lot trickier as you somehow need to change just the pace length
For that I'd expect you need either
- New animations entirely
- An IK rig for the legs to adjust their motion within Unity
- Something hacky like scaling down just the armature in only the direction of the movement
hum ok I see.. I think it's outside of my skills hehe Well I will check if I can fix that anyway.. Thanks guys !
hey guys,
im using the Unity Starter Asset and im trying to add a pistol idle animation, which is just holding the gun infront of the player.
Im using this with a mix of IK so i can target the hand etc
the issue is this;
i have the base layer and a pistol aim layer in the animator
the base layer has a avatar mask which excludes the upper body
why is it acting so weird?
Because your pistol layer doesn't have IK enabled maybe?
The thing is, whatever i enable, it doesn't change anything 😢 I'll show you when I'm back on the pc
this is what my animation look's like in blender
but in unity
uh
i can't record idk why but obs can't
the body isn't moving
but the eyes moves likes the body is supposed to
Even when its on it still walks weird lol
also my avatar mask, applied to the Base Layer
I mean, just turn him gold and you've got C3P0
It is hard to tell what is going wrong; can you show what each layer is supposed to look like?
Also, I notice that you're using additive blending mode
Usually when you do that you don't mask out that much of the base
oh right!
also
this 
when i preview
so i think thats where the hands come from
😅
Yeah, the 'squatting with bent arms' pose is the 'animation/avatar is broken' pose
Basically all humanoid muscles at 50%
aaah
I suspected that but couldn't really tell without seeing how it was supposed to look
Are you using mecanim IK or something else?
im using the animation rigging pack
from unity
this is what the animation i imported should look like
downloaded with these settings
Ok, the ik settings in the animator are for mecanim IK
If the animation rigging package isn't working there's something else wrong
As for the imported animation, did you use the correct avatar for it?
like i can move the hand with a Target
ehm, sorry i might be missing that
Using the wrong avatar will cause that kind of error
the avatar maps the mixamo bones to the unity humanoid
usually you can just generate directly from the model
what do you mean, the one from unity?
the one imported from Unity Starter Assets
...yeeeeah, that will break things
You need to have an avatar that matches the model
oh no 
using the avatar from another model is like trying to navigate new york with a map of london
You go into the import settings and make an avatar from the model
Or download the avatar from mixamo
But iirc it should be pretty automatic
I haven't used mixamo animations much personally
well ive got this avatar now
but the thing is, this one wouldnt work on the Unity Standard Third Person controller
because of bone names etc
The third person controller shouldn't care about the bone names, should it?
wait
and the entire point of the avatar system is to convert it to a humanoid
You convert whatever layout your model had into a humanoid
i did however set the imported rig to Humanoid
...
...yeah, if your rig wasn't set to humanoid that would be a problem too
haha

well there you have it lol
xD
Thanks ^^
just a bit weird now with how the hands perform 
Looks like you might need to rotate the goal
as in, my rig target? 😮
Well, if you have rotation matching with the goal and the goal is at the wrong rotation, the wrists will get all weird
sorry for the dumb question, but what is the goal
😅
oh the ik goal
When i change the weight from 1 to 0 https://i.gyazo.com/42c6627ca2bd1e554527ea6615f50292.mp4
maybe its the rig tho lol i only have a Multi aim constraint for the head, and one for the right hand
might be missing the one for the arms 👀
or shouldnt they move with 
guys, a little help
my animations didn't work with the player animator, even preview animations. So my character is stuck in the floor for all animations. I tried optimizing transform hierarchy and now unity is stuck...has been doing that for 5 hours without progress
can I kill it? And what should I look at?
The model's foot is acting weird when I use run animations. The foot looks fine when the model is standing or jumping etc.. How should I fix this issue?
I have already tried two different run animations from the asset store and have the same issue
What do you mean 'stuck'? Unity is frozen, or...?
i have a walking animation and i want my character to (un)sheathe his weapon during his walking animation. how can i do that?
I have a jump animation which currently plays frames based on the y-velocity the player has (custom system). Is it possible to achieve this in the native unity animation system, like play frames of an animation based on a variable that is not time? Its in 2D
Unity animation isn't based on frames, so you can't specify a specific frame to jump to. You can adjust the time of the clip from code, though.
One approach is using avatar masks where you can say “this second animation clip should affect upper body only”.
Hey! Is anyone here using a Blender rig imported in Unity & solve the rotation issue? Setting the axes to Min Y Forward / Z up sets correct rotation on root, but leaves the childs rotated (even though the rotation is applied/set to 0 in Blender), changing primary bone axis does something but breaks the mesh rotation.
is it possible to change the duration of a timeline clip during runtime?
I'm trying to make an intro cutscene for a level where it shows each enemy spawning, but some levels will have less enemies, some more.
But if I keep it at the same duration it will be a slow intro for 1 enemy but too fast if there's too many enemies
what's the solution to this problem?
should I even be using timeline for this?
or can I make it so Timeline moves to the start of the clip after it's done whenever there's still another enemy to spawn?
like if there are no other enemies, then continute the timeline
else go to the start of the clip
"The AnimationClip 'chest_gold_full_open' used by the Animation component 'Chest_Gold_Empty' must be marked as Legacy." Found this error...how do I mark an animation as legacy? 2D
Multiple solutions possible, but I would be tempted to create one timeline per level so you can customize them. (You can share between levels if you prefer.) Otherwise you can start playing a timeline a few seconds in (don't start playing from time 0). But personally, I would make separate timelines for each case you need.
For some reason when my character enters the running animation, the sprite position is shifted. Does anyone know how to fix this?
The collider remains where it's supposed to be, but the actual sprite changes position. Is there any tool that allows me to re-position the sprites in the animation?
Unfortunately multiple timelines doesnt work for me because my game is procedual but thanks anyways
And having to manage 20+ timelines isnt ideal
Pivot point probably
You might get what you are doing (changing clip lengths) to work - I just find getting to "clever" often bites you later. Things get cached and not updated etc. Timeline is more for fixed stuff in my opinion. (But I don't write actual games!)
Ok thanks, I'll try that.
Yeah it seems fixed but theres a lot you can do with it programatically, unfortunate thing is the documentation sucks
Where do I find the pivot point?
Spite editor when you click on the asset of the sprite
Ok thanks!
And the sprite renderer has a property for using the center or the pivot point you set
Gotcha. 👍
I set the pivot point to the center for both the idle pose and the running animation, but it seemed to only fix the first frame. And that's really weird because the sprite editor showed all of the frames.
show your sprite editor window
Oh wait, I think I figured it out. Even though the editor shows all of them, I only had 1 selected. 
I fixed it!! Thanks for your help earlier. 😎
Hey Guys!! this is my first time animating, and i don't know where to start, i don't plan on becoming an animator i just want to finish my last animation in my Unity Game, where do i start? i have a lego minifigure model with a rig, and i want to make a running & holding a gun animation.
is there SOMETHING im doing wrong here because clearly the jump animation exists but its not playing AT ALL >:(((((((
I have a blend tree for all the walking animations, but whenever I let go and it returns to idle, it goes to the front facing idle animation, which doesn't look good, whats a way I could go about having my other idle animations (for left, right, etc) play instead of the original idle animation.
use another blend tree for idle
not sure how I would determine when to play which idle animation
When your player is idle
You have a flag for the last input direction and it determines which idle animation to playbin the blend tree
Is this good walking animation?
There is an animation from maya that I imported in unity, is there a way to add a property to it? As the option is greyed out even if it's not read-only anymore
Is there a tutorial somewhere on how to put a 2D animation of blinking eyes on a 3D face?
Is it greyed out for the other layers? I would have assumed the base layer is 100%, then weights for other layers "takes over" that much from the underlying layers. So having the base at anything except 100% does not make sense to me.
Is it in an FBX file? If so, try selecting the clip in the Inspector view and "duplicate" the clip. That will create the animation clip in a separate file that you might be able to do more editing on (such as adding properties).
for the others i can modify it. its exactly as you said. when i increase weight of other layers they take over that much from the base layer. then theres no problem.
I vaguely recall some asset store extension that can animate material textures, but another approach is to use texture tiling if you don't need too many frames. E.g. you put 8 frames stacked vertically in a texture, then set the Y fraction to 0.125 (1/8) and adjust the Y offset from 0, to 0.125 to 0.250 to 0.375 etc and it flicks the offset in the texture to that new position instantly. I used this to create a blush effect. It was okay.
https://extra-ordinary.tv/2021/01/19/tiling-for-expressions-with-vroid-characters/ had some example tiling images
hi, can anyone help me. im new to unity and im not even sure thats the right channel but ok. im trying to make a crosshair and it looks completely garbish. at first i tried to use to images and adjust them. then i tried to use image from the internet, still.
Probably wrong space, but that sounds more like "artistic opinion" rather than a Unity technical question, so you might find a helpful soul, but it might not be relevant to this forum at all (unless its a technical question like "how do I get transparency working on images").
yes i would like to know that pls
it may help
and im pretty sure its not "artisic opinion" because like i said i made 2 images, same width and height but opposite and one looks bigger than the other
I would check out #🔎┃find-a-channel to find a better channel. This channel is on animation, so you are in the wrong place but I don't know which channel is right. (Or google search for terms like "unity alpha-cutoff".)
What property? The usual reason for that kinda problem is attempting to directly animate a transform in a mecanim humanoid.
Hey! I am very new to animating but I have a small problem. I imported an animation in from blender and when I try to play it it states that the parts of the animation are missing. Would it be possible to reassign these parts to the object that I want?
how do i see that one of my bools is actually true or false during the game?
have the animation window open along with your game window
Select the channel you want to change and hit f2.
You can query it with Animator.GetBool() if you need your code to check the state.
For my game I’m trying to make an effect where a building comes out of the ground. I’m not really sure how to do it so if anyone could link a site or give me tips that would be great
so I have parkour animation
and to make it look nice
can I use animation IK to clamp hands to the top point of object?
and how
may be someone saw tutorial on youtube?
i havent found any
Im tryna make all prefabs of x have a floating up down animation but it applies the x position to all and they go inside eachother, how do i just change the heights in their local positions?
i'd say camera shake , some smoke and maybe some particles
Hey, I have a 2d bullet which plays an animation when shot and after the animation is finished it goes back to the first frame since i disabled looping, but i want the animtion to stay on the last frame after the animation is finished, is that possible?
It should stay on the last frame if it's not looping, did you turn it off in the inspector?
can i ask about rigs here?
my rig is only showing the bottom part of my rig in the hierarchy
so when i export and import it to unity it doesnt let me change the upper spine pat of the character
only below
anyone know how to fix this
(dunno where to ask sorry if i cant do that here)
@hallow yarrow yes i turned it off and I double checked after the animation played it went back to frame 1
nvm guys i fixed it ignore my question
I found out that if you set wrap_mode of an animation to clamp forever that your animation should stay on the last frame forever but it does not seem like its working for me does anyone know if i need to set something else too?
Quick question
Is learning the animation system hard?
I mean making animations with it
Note:I have 10 days to finish the game
Lots of videos on YouTube. Creating animations is real work (generally not done in Unity), but you can get animation clips from the asset store and mixamo.com (people walking etc). So it depends what you are trying to do. I would be cautious of recommending it with 10 days left - frankly I would be worried adding anything new so close to the end!
hey so ive been learning blender for 1 month now and im pretty good at rigging animating texturing and all that, but now im trying to put my animated character into unity
i saw someone put the blend files and a psd files to texture his model
can i use a blend file to animate and use the character as my player
without having to export it as an fbx?
Did you use the animator to play it or code
Im having 40 days to learn C# and unity
The 10 days I have
Is 1/4 of the time
So not too late
Kinda
I think "maybe" is the answer. Some high school (I think) kids created this with part time access to a computer (https://extra-ordinary.tv/2022/09/05/an-animated-short-film-created-in-unity-by-students/). It all boils down to quality. Hard to give advice without more information. I would watch some videos on animation to get a feel. If you have human characters moving around, then I cannot imagine a game without animation!
hello, i am trying to get my character to hold a flashlight with two bone ik, and it worked before i added any animations, but after i added animations, the character doesn't hold the flashlight. is there way so i can make the ik constraint overwrite the animation?
(I'm not sure where this question should go) Is anyone here experienced with exporting models (specifically from blender) into unity and having animations work? Currently I have my models in separate parts pre export, including armatures, but I couldn't get animations to play on the bones I have them on. Does anyone know if I have to fully merge the parts into one in blender first? If not, how can I apply the animations correctly?
i may be bad at unity, but this one i may know! did you bake the animations when exporting? my model is in separate parts and its animations work.
I think the animations automatically bake?
yeah sorry i forgot, that option is automatically ticked
How did you get your animations to work?
uhh, drag and drop?
I assume you did something with animator controllers?
alright, I'll try it, thanks
Are there any downsides to making the "Any State" the core of my animation tree for unity 2d game? Right now I have idle basically going to everything, and everything to each other, it's become a hard to work with mess.
Are you using humanoid animation? If so, can you add an avatar mask to layer an animation clip on top for just the hand? Create a hand pose for holding the torch. But not sure how you are doing the IK or parenting the torch…
sorry for seeing your message 12 hours late im wondering how I would animate it its a 2d game so im not sure how to make it look like its coming out of the ground. Right now my idea is to have a layer in front of the building covering it then just having it rise but im not 100% sure how I should make it
It seems animation tree blending is bound to some other update rate (physics/FixedUpdate?) instead of framerate?
Setting time scale at 0.1, simple animations play at full frame rate, but whenever it would transition between animations (e.g. walking->running), it becomes very apparent that this happens at a much slower rate than the frame rate
Is my observation correct, and can this be worked around?
Oh worth nothing: I'm using non-kinematic rigidbody, the animator is on a child GameObject of that rigidbody, and root-motion is turned off
(Rigidbody velocity drives the animation parameters on the Animator)
I could provide a short recording if that would help
The problem did not occur when I did not have the rigidbody and root-motion was enabled
(I however want animation on a non-kinematic rigidbody)
Oh, maybe I realize what is going on...
rigidbody velocity is not interpolated between FixedUpdates, and I'm using rigidbody velocity to drive the animator blend parameters...
So I should basically do the interpolation of Rigidbody velocity myself
Ok that was it lol. Problem solved
thanks for the response, i just went with the easier approach of manually animating the hand and parenting the hand bone to the flashlight. would be more fun with ik but eh
hey so ive been learning blender for 1 month now and im pretty good at rigging animating texturing and all that, but now im trying to put my animated character into unity
i saw someone put the blend files and a psd files to texture his model
can i use a blend file to animate and use the character as my player
without having to export it as an fbx?
why don't you want to export it as an fbx?
i feel like i have asked a lot of questions in the last two days, but how can i smoothly transition the player to a cutscene? i want to make a first person cutscene but i'd like to learn how to do the transition
if i export it as a blend file the model changes when i change it in blender
i dont have to export everytime
finalize the model first?
i mean, when the cutscene is triggered, move the character to the starting position of the cutscene smoothly, without teleporting
I have a problem where the animations show the character just fine in the preview, but when I play the vr game his arms clip through his body when an animation (voiceline) is being triggered. I'm taking this project over from the previous 3D artist, and never worked with animator masks. My dev suspects the problem might lay there, as if the arm keyframe data is overriding the idle arm keyframe data. or something.
Does anyone know why he's fine in most voice lines, but in some the arms clip through during game even though the animation preview shows everything fine?
my animation is not palying
Can I see a screenshot of your transitions in the animator controller
Have you set the Bool param to activate anywhere in your code?
walk is bool
have you assigned it to true or false anywhere in your code?
nope
how to pleace fals and true?
you need to add something like if ( horizontal != 0 || vertical != 0 ) { anim.SetBool("Walk", true); }
and then else { anim.SetBool("Walk", false) }
that might work
doid update?
yeah put it in the update but after the first if statement
that should be a good start but if it doesn't work after that i'm not sure
?
can you type the code
i can type what you mean
@zenith pollen if(horizontal != 0 || vertical != 0 ) ? anim.SetBool("Walk", true) : anim.SetBool("Walk", false);
that should be all you need
don't use hzInput or vInput because those are your blend tree float params
you should use the Input floats
how to use cross fade?
i want to change animation in animator from script, but with transitions
so how to use crossfade? - if it that what i want
when i use it simple
this.animator.CrossFade(newStateName, 0.2f);
it make transition, but when fade has been ended
animation freezes
back with another question. i made an avatar mask so the players legs do not get affected by flashlight animation. but the mask doesn't work.
alright, i forgot to make my rig humanoid
How to make it flow well? Ever considered cheating and change the camera view so it’s not noticed the character has moved?
i am thinking about turning off the flashlight momentarily. couldn't find any way
Could anyone explain why unity keeps screwing up my animation? It worked perfectly fine for my previous one, but for some reason this one is out of time, goes to different positions and there are way more keyframes than I put in originally. I kept the exact same settings for export, but unity probably did something to it. here's a comparison between my unity animator and my blender animator.
Actually scratch that, it hasn't worked perfectly before, all my previous imported blender files had the same issue. The wrong things are being imported for some reason and it's not the proper animation.
My export settings if this helps
@twin musk Things you could try: Tick "Selected Objects", tick "All Actions" and simplify to zero.
My export settings are nearly identical, just with these added. With these I haven't had an animation issue in my 5 years of Unity.
What about your import settings in Unity?
Where do I find all actions?
I just export the FBX from blender, and import that into blender and use the anims from there.
In the bottom, in the Bake Action tab.
Okay, so could you show me the import tab possibly?
Is your animation one action in the blender file?
What import tab, I just drag it into unity
Ah yes, when I tried to check all actions, no animation clip was even created
So when you click the FBX file in Unity, you should see the import settings in the inspector?
Just untick it then 😄
Oh I see now, which settings would you like to see?
Model/Rig/Animations/material
Animations please 🙂
Okay, so untick "Resample Curves" and Anim. Compression to none.
Then could you please show me the Rig tab?
Set the Avatar Definition to "Create from this model".
And click apply after all that.
Thank youuuuuuuu
Yup ty
No problem at all, good luck with your project!
Now hang on a minute, now my other animation is outta whack LOL
AAAA
dear lord
Can I use an animation parameter as a value in an animation property? So if I want to animate the position of my object from whatever it currently is to (0,0,paramValue)?
Use a script for that, probably.
Hey, does anyone have experience with playable animation scripts?
I cannot drag Avatar into "reloading" 3D model.
What am I missing?
just checking, are you sure its an avatar and not an avatar mask?
it's an avatar mask
Fixed! All I needed to do was increase the max bones count to the max
Hey guys.. one question. How do you go for animations that make 2 characters interact? Like a melee hit, grabbing another character etc.. I know that you have to play both animations at the same time, but you also have to be in the correct position, so how do you start approaching that?
Hey all, anyone have Kinematica working?
@zenith pollen An if doesn't use "?"
You can do it like this tho:
anim.SetBool("Walk", (horizontal != 0 || vertical != 0));
Another thing it's if you want an assigment, like this:
int x = myBoolean ? 1 (value if it's true) : 0 (value if it's false)
?
With that what you are doing is setting the boolean if you have a value that it's non zero on horizontal or vertical
place in?
I see that you have not configured your IDE with Unity, do that first
@zenith pollen Go to #854851968446365696 And check the IDE Configuration. It will show you the errors
i configure
Sorry I don't understand you
i only need how to pleace this
You don't have to, I was just showing you another way to use if
But don't do that here
hwo to aniamte that?
Animate what, explain
Sorry, it's really hard for me to understand what's the problem
Let's try like this:
Maybe it will be more clear
i want to animate
bool isWalking;
if(horizontal != 0 || vertical != 0){
isWalking = true;
}
else{
isWalking = false;
}
anim.SetBool("Walk", isWalking);```
It's the same code, but on more lines
after press wasd, the plaeyr can't back to idle
I don't know your current setup, so it can be 100 different things
the false not working
im pretty sure you can shorthand an if with only a single statement in both the if and the else to if() ? statement1 : statement2;
im pretty sure you can shorthand an if with only a single statement in both the if and the else to the ? but i might have had the syntax wrong, i think its meant to be cs (horizontal != 0 || vertical != 0) ? isWalking = true : isWalking = false;
and then you'd need to do cs anim.SetBool("Walk", isWalking);
but that might not be the case
im looking at https://kodify.net/csharp/if-else/replace-if-operator/ for reference
so i'm having a slight inconvenience and was hoping someone had a fix
every time i import my character i have to always manually set loop time for my animations , and the worst part is that i can't group edit them. does anyone have a solution?
where are you importing from?
blender
@sick spindle I don't think so.. It throws a compilation error. The only one line assigment that I know it the one I said, maybe there are others that I'm not aware of
Well i'll be damned, the more you know i guess 😄
As far as I can see the only way is to go through each animation clip in unity and manually set Loop Time, there isn't anything in the import model settings so I guess you're stuck with the long route.
someone may correct me there if i'm wrong but 👍
If you plan on doing it a lot you can write a asset processer script to automate it
I often write scripts to do these sort of things - add all my customizations to characters after reimporting them.
Why is my rig object stealing one of the bones?
Not sure if I should post this here or in one of the scripting channels, but I got a weird error while trying to refactor my animator into code format.
I watched this video to learn how to do it. And in the video, he uses ChangeAnimationState(), but whenever I use it, it says "The name 'ChangeAnimationState' does not exist in the current context." But when the guy in the video does it, it works perfectly fine. https://www.youtube.com/watch?v=nBkiSJ5z-hE
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0:00 Escape Unity Animator ...
Oh wait, never mind. I'm an idiot.
I re-watched his video and it's a helper function he made in his script.
Hey, everyone
I want to attach an animation from some Unity Asset pack to my model. Animating is done using Avatars and I've created mine for my model. My model and the original model from the pack differ a bit.
Finally, my problem is the hand space. The left hand of my model doesn't grab the weapon in some parts of the animation. What's the best way to fix it?
I sent the video of animation along with the original model and my dwarf model. You can see in the end of the clip the left hand is not grabbing the hammer.
Any help is highly appreciated, been stuck for hours.
Anyone knows why I get this every time I switch from the animator to the inspector tab with a transition line selected?
is there anyway to make the animation faster?
depends on how you scripted it
if it's an animator controller you can change the speed in the animation state window
or you can make the keyframes closer
That video is garbage.
This is a tricky problem since the arm and ength is so different; you might want to use IK to attack one of the hands to the handle instead of strictly relying on the animation.
You mean to attach the hand to the weapon?
Yes.
Thanks 👍
Hey yall, little difficult problem here, I am trying to avoid a complicated animator web, so I want to use this extension method here. I wish to crossfade the animation first to the new animation, and then play it like normal. Don't know how. Any help?
I can't understand the point of that.
Crossfade plays normally after transitioning.
is it supposed to play normally in update as well?
Because after the crossfade the target state is just sort of frozen in its first frame :/
That sounds like you have some additional problem.
Hmm... Any ideas?
Use the state machine normally
I guess
And see if your animation is still bugged
Same issue 😄
Is Crossfade supposed to be used in Update?
This is what happens. Its supposed to go from Equip1 to Idle1, but it stops like this.
And the same happens with every single one.
I think I have added enough collider and bones, but character's arm still go through the head. What causes this issue and how do I fix it?
does anyone know any ways to make animating in unity more efficient?
any cool or great ways?
My only tip is just duplicating any key frames that are the same position (as opposed to recreating them)
Hello. This is a bug in previewing the timeline when using Animation Rigging with Unity. Does anyone know how to solve it? When Rigging is enabled, I can't preview an animation in the timeline.
Any tips? Because this kind of interferes with my workflow.
Hi! anyone know how to move the orange line from entry
If anyone can do 2d design, can they contact me?
I have designs, but they need to be redrawn...
#📖┃code-of-conduct has instructions how to post offers for jobs or collaboration
Is it illegal to ask for anything?
You have been told before that there's no job and collaboration posts allowed on this discord. You can use the forums for that.
Not sure what you mean. Animated objects don't generally care about colliders in that way?.
woops
Wait, the states need to have transitions?
Like the lines connected?
I'm sorry, I am not super good with Unitys animations.
What version of Animation Rigging? I had to upgrade to a fairly recent version to get a combination that all worked together well
1.1.1
@reef sand In 2021.3.5f1.. but from what I'm seeing, this is a persistent bug
https://issuetracker.unity3d.com/issues/animation-is-messed-up-when-rig-builder-is-enabled
Though that issue doesn't have to do with the timeline.
To reproduce: 1. Open the project “BugTest” 2. Enter Play mode 3. Walk around and notice that the player animation is messed up 4. E...
It might not be the same as that particular bug. I had Animation Rigging working in 2022.1 that failed when I upgraded to a 2022.2 beta. In earlier versions (2021.x - dont remember which one) I ended up turning the rigging components off by default, then adding an animation track to turn them on when I needed them. Ugly, but it got around the problem I was having (which was a conflict with the Sequences package). But after I upgraded to 2022.1 it all started playing together well again. I am not recommending upgrading to 2022.1, and I don't have a solution, just saying you are not alone in AnimationRigging playing up at times. Turning it on only when I absolutely needed it was my old workaround.
Oh, it probably was not 2022.1 - it was the versions of the Timeline and AnimationRigging packages. I am using "feature sets" now on the hope to have less problems - so 2022.1 has recommended versions of Timeline, Sequences, AnimationRigging to use together (via the Feature Set definition).
I figured it out later that I need to add bones to the actual bone (not the mesh) and assign child to it. The process is tedious but my collision is working now.
But what do you mean by "Animated objects don't generally care about colliders in that way?" Why wouldn't colliders prevent unit collision?
Right click and make transition to the next state. You can search up "unity finite state machine."
Nevermind, I got it working. Thx anyway!
Tried this today and works like a charm. Thanks again 🙌
my character does this when i use live capture, how can i fix it?
another question, in blender, the models teeth moves with his jaw, but in unity it doesn't move at all
Right Click on an animation clip in the animator window, Set as Layer Default State, that'll move the orange transition from entry to a different clip
okay i want to ask if i can make animations with this app like this:
#backrooms
First found footage of the backrooms neighborhood level, “suburbs”
inspired by Kane pixels
Footage and all rights belong to Luka Coza
I don't know that this is the best there is because you can create a first person character but I don't know how to make a montage and if this content helps me with animations
there are many ways to make loops with codes but I don't know if the application will give me the opportunity to be so realistic
pls help

In this short introductory learning experience, you’ll explore the Cinematic Studio Sample and use some of Unity’s key cinematic features to: Get familiar with a cinematic built on Sequences Create and adjust your own content within the sample Export a video and other data from the sample
This is mainly one long clip with a bit before and after it. Unity Timeline can be used to animate things into segments - the above was mainly the camera moving around, but you could add cars driving by etc. There is also a Recorder track type to record things to a file (MP4 etc). Cinemachine gives you camera movement controls (including options like some human camera movement randomness if you want them). Sequences as pointed out by @twin musk adds a few extras, like being able to chain Timelines - you can have a master timeline that chains other timelines in a row. It helps organize things if you start having a lot of timelines. I normally create shorter video clips in separate timelines (using Sequences) then connect them using a video editing package for the final video.
is there a way to lock an animator into playing only a single animation state?
You can remove/mute all transitions and loop that state
Feature set definition? Never heard of that
trigger in animator
when I call animator.SetTrigger("TriggerName");
is resetting after one frame
or
I have to reset it myself?
I don't think that's viable during runtime
I solved the problem I was having when I asked, but I still want to know if there-l's some built in way to prevent any transitions from occurring during runtime
If I have an override for StateMachineBehavior, how do I integrate that throughout the rest of the code? I can't attach it to game objects.
The override is for the Animator, so when a state exits, I can call additional functionality.
If you want it in runtime, just have a state with no transitions out.
Ah, I thought you meant that you wanted to block the limb motion.
You attach behavior scripts to states
Triggers should be 'used up' and reset when they cause a transition.
Directly in animator?
Yes.
I'm dragging it in but nothing appears to be happening
Oh I see!
And to which state should I attach the script that handle on exit? On the exit state node?
'''State Machine Behaviours can be created and added to states in a very similar way to the way you would create and add scripts to GameObjects. Select a state in your state machine, and then in the inspector
use the “Add Behaviour” button to select an existing StateMachineBehaviour or create a new one.'''
Looks like not clicking any state lets me add the behavior to the base layer
so that's probably what I'm looking for - thanks 🙂
@hybrid tinsel Any idea if I can programmatically acquire this state override from somewhere else in code and register callbacks to its events?
I mean, I've never needed to but since you can create states from code I imagine that you can
weird blender to unity bug , has anyone had this happen?the sword in blender looks fine but in unity it just breaks. i use bones for the sword and scabbard on my char rig and then put a child of constraint on the sword and scabbard.
hi why my animation dont transforms back to idle?
I'm having an issue with my running animations that I'm not sure how to solve. The animations themselves work perfectly fine, but I made a running animation for each individual aim direction. So if I constantly change the aim direction really fast, it'll look like it's stuck on the first frame. What I want to do is make the animation skip to the appropriate frame in the next animation. But I'm not sure how to go about doing it, or if it's even possible.
show what?
the transition from jump to idle
thats... not what i meant
then what
something like this
Click on the actual line and it'll show it.
oh. i didn't notice this earlier , but your "IsJumping" bool never gets set to false
so you need to write some code to do that
when you do , it should work
might just wanna paste your entire script cause that doesnt tell me much
like whole movement script?
there's the problem then
you should do something like this in void update:
if(isGrounded)
{
animator.SetBool("IsJumping", true);
}
else
{
animator.SetBool("IsJumping", false);
}
the problem is that it only updates the animation when you press space bar , not every frame
i mean this button
Oh, not sure what version it was introduced in, but through package manager you can pick a feature set and Unity bundles a set of packages and versions for that release. When you upgrade project, it automatically upgrades all packages together to compatible versions with the platform. Eg there is a feature set with animation rigging, timeline, cinemachine, sequences etc. So more confidence the versions all work together on that platform version
still open to suggestions
I'm trying to figure out how to get the time of one animation, and make the next animation skip to that time. Would Animator.CrossFade() be a good way of doing it? I also tried getting AnimationState.time(), but the compiler wasn't too happy about that, and I can't seem to find a way to convert or get an AnimationState object from an Animation object. Or an Animation object from an Animator object.
TLDR: How do I make an animation not start at the first frame? And how do I keep track of an Animation's time?
||Basically I'm trying to fix an issue where my character's running animation always goes to the first frame upon switching aim directions.||
Here's an example, because I feel like I'm not explaining it properly:
Let's say I run while aiming forward for 3 seconds. We'll call this Run A. Then I aim diagonal up while continuing to run. We'll call this Run B.
What it currently does
Run A duration = 3
Run A -> Run B
Start Run B at 0 seconds (the beginning)
What I want it to do
Run A duration = 3
Run A -> Run B
Start Run B at 3 seconds
I found an API for AnimationState.time, and I tried following it exactly (besides using the debug log), but I'm still running into compiler errors. https://docs.unity3d.com/ScriptReference/AnimationState-time.html
Hello guys, I have been having problems with unity animations for a while now, whilst trying to fix strange jitter effect on animation. I went trough the forums, but did not find answer there, so I try my luck here https://polycount.com/discussion/231582/3ds-max-animation-how-do-i-rig-this#latest
In Blender, is it possible to edit the keyframes in timeline view for an animation like this after you've deleted the armature it originally came from and added it to the main one? It drifts to the left a little (maybe I messed up when removing the movement) and it would be nice if it was possible to fix that without starting all over
I've literally been starting over every time I accidentally do something irreversible such as accidentally add the wrong animation to the armature (and dont have a backup copy). It would be nice if I could learn how to undo some of these mistakes that ctrl+z doesnt work for
i'm basically trying to find out if it's possible to edit an animation's keyframes on the timeline after you've already added them as an action strip
or if it's possible to convert it back from being an "action strip" back to an editable thing and then back to an action strip again without causing any issues that would be harder to fix than starting over
tab
press tab and the strip will turn green, then you can edit the frames on dope sheet
thanks for the suggestion. I've tried that but nothing shows up.
switch to pose mode in the viewport and select the bones you want to change
now it's working. Thanks for the help!
👍
is their a better way to manage animations instead of having a huge mess like this?
The model's head is facing right in an animation and I want it to face front. Should I use IK to fix the rotation, or is there another way to do it (without Blender)?
Hello, I exported my model and animations from Blender in FBX format, got this error when import to Unity and my animation looked silly. How can I fix this ?
Blend trees, animation layers, sub-state machines
In that scenario I'd have running animations in a blend tree and jumping animations on another layer, or on a sub-state machine entirely if there are many sequential jumping phases
You can set 'transition time'
You can almost certainly combine all those running states into a single state(or maybe two) which should help a lot.
Does anyone know a possible reason why this trigger is always active if this is the only implementation of ac.SetTrigger and the conditions aren't currently met
okay something isn't right because I put in a Debug.Log() when the conditions are met and it literally never prints to the console
so I have no idea how this trigger is being activated
Did you accidentally use a bool instead of a trigger?
nah, i think the way my triggers are all set up is just shit
Does anyone have any tips on how to properly set up an Animator for complex 3D movement, as well as the method they'd use to set all the triggers in scripts?
my animator looks like this atm and a lot of the states interrupt each other
its not ideal
Learn to use blend trees, animation layers and sub-state machines
Never use Any State, as a rule of thumb
Will do
There's rarely any "standard" solution for animation systems, but knowing all the options at your disposal is key to crafting the ideal state machines
I prefer to have movement animations in a blend tree, since they occupy the same "state" in character behaviour and as a bonus you get to blend between them seamlessly
States which are often sequential (such as jumping-flying-falling-landing) are handy to have in a sub-state machine, and it simplifies transitions from and to the jumping state from other states and keeps things organized
Layers I'd use for states which should be
- additive (such as upper body gestures like gun aiming)
- reflecting the base layer state machine (e.g. all the same states but underwater) or
- temporarily replace all animation without interrupting the base layer state machine, so you can seamlessly blend back at will to any state (perhaps a dedicated layer for idle animations)
If the state machine is already complicated, Any State transition I would maybe use for one or two states at most which absolutely must take priority, such as a death animation state
Thanks for the Tips! I'll definitely work these into a new Animator Controller in the next few days
It seems like that would just make it wait until switching to that animation. In my example, I meant when Run B starts, skip directly to Run B’s 3rd second.
Basically I’m trying to do a time skip so it starts in the middle of the animation rather than the beginning.
But thanks tho. 🙂
Ah, I misunderstood what you were attempting to do. Use Transition Offset in the transition for that.
Awesome, thanks! 😃
Is it not possible to animate sprite renderers "Mask Interaction" property? When I record changes, nothing happens if I change that value, and there doesn't seem to be anything if I try to add that property to the animation manually
Can I combine animations with root movement and animations w/o root movement on a single game object ?
I want movement animations to not affect character's position, and at the same time I want skill animations to be able to control character's movement
Can you stack blend trees?
Question about a 2d pixel game: If you have all the animations for a character unit, but that unit can belong to different teams and part of its sprite will have a different color depending on the team (orange uniform for orange team, red uniform for red team, etc), how do you do it so all the animation frames reflect the unit's color?
I think you're supposed to cut the sprite up into two parts - the part that never changes color and the part that changes color depending on team. Then parent one sprite to the other. But then, how do animation frames work if the 'sprite' is really a composite of two different sprites?
So I don't know if that's the right approach
As i was trying to make an animation to an character, the base layer tab just stop showing the layers, and shows an error.
I get similar errors in this version but I don't think they should be breaking any functionality
Double check that the gameobject with the animator is selected, and that the states are in focus (by pressing A with mouse over the animator grid)
Also, restarting the editor fixes a lot of vague internal problems
@shy gyro Please stop crossposting. Ask your actual question in the future.
i don't see any channel for plugins
where should i post then ?
Not sure; there are a few properties that can't be animated, though you might be able to get around it by using a helper script as an intermediary; I do that for controlling the zoom of a ortho camera, which also can't be controlled by animation.
Yes.
The usual way is to use a shader that changes the specific areas you want- either by changing specific colors, or by using a mask.
I played around with it, and I made it work by switching applyRootMotion on and off in scripts. But is this a common pattern in Unity ? It seems like that option is not exposed on a per-state / per-animation basis. Which makes me think that that is probably an anti-pattern and you should stick with in-place or root-motion. Still unsure how to proceed.
maybe I just didn't find the applyRootMotion override for states / animations
is there such a thing ?
You can use an avatar mask to remove the root(it is represented by a circular shadow under the 'character' in the mask tool), use a script like you said, or simple use animations with no root motion.
(including by baking the root motion for that clip)
You can also use a custom logic in the OnAnimatorMove() function that distinguishes between states by tag.
Using AnimatorStateInfo.IsTag()
This particular aspect isn't entirely well documented so don't feel bad.
If you have a large number of animations on the same layer that fit into broad categories, I'd suggest the custom logic just because it is the hardest to break and the easiest to set up. (That is, for one or two states it is easier to edit the clips, but for mass editing just adding tags is easiest)
as long as mixing both types is a normal thing I'll manage, I was just unsure and thought maybe I'm doing something silly
I wouldn't call it silly.
Hi!
I'm working on Animations right now, and I'm looking for a way to animate upper/lower body seperatly, I've tried the Avatar Masking, but that didn't work, could anyone push me in the right direction? 🙂
Thanks for the suggestion! This is ultimately what I did. It works, but it's a pain since you can't preview it in the animation window.
You can, either by running the script in editor or using OnValidate(). Probably not ideal.
Can you explain what you mean by it not working, and more information about what you are SPECIFICALLY attempting to do?
I'm looking to animate the lower part (legs) and upper part (body, arms, etc) seperatly, I found my way to Avatar Masking, but doing this didn't work, but I found another tutorial where they use another form of rigging my character, so I'm testing that now to see if that could fix the issue, and i suspect it will 🙂
So gonna test that out, I'll ask here again if that doesn't work
I might aswell ask now, on the character i already rigged i started with a Single Bone, do i need to a basic Meta-Rig?
If you want to use mecanim humanoid rigging in unity, you'll need a rig that matches the mecanim humanoid(unity has suitable ones available). Otherwise, you don't need any particular method, as long as the data fits what unity wants.
Could this be the naming of the bones?
As an example, my left and right shoulder is named "Shoulder.r" and "Shoulder.l"
Does this need to match a specific name?
IF you want to use mecanim humanoid, there is a preferred naming scheme but it isn't required- it just makes it easier for unity to automatically detect which bone is which and set it up.
Though they do need to be in the correct hierarchy.
Got it, is there a better way I might now know about?
When it comes to animating upper/lower body seperatly
If you want to use a generic rig in unity, you can do whatever pretty much as long as all your transforms are baked.
Well, the most common way is by using two layers with masks. You can also use pose matching or inverse kinematics. It all depends on your specific needs.
I see, thanks! I'll look into it and see if I can figure it out!
Wait, you can? Can you say more about this? Currently I have an event on the timeline that calls a function SetMaskInteractionMode(...), which then sets the mask interaction mode on some child sprite renderers. Are you saying I could get that change to somehow propagate into the animation window, so that the masking would happen properly during animation previewing?
I'm saying that there are multiple ways to do that.
or maybe you are saying I should animate some other value, maybe an int, and then in onvalidate, if 'should mask == 1' enable masking, if shouldMask == 0, disable masking?
You can even make a class that only shows such changescwhile in animation preview mode(like the animation rigging package does)
Yeah. I'm not at a computer to give examples at the moment
interesting. What's crazy to me, is if I have a public SpriteMaskInteraction variable in the root script, I can animate that as you would expect in the animation window. Why it doesn't work that way for a built in component is just beyond me.
hm, it appears that OnValidate does not get called on scripts if they are changed during the animation preview
ah ha, ok, so looks like I can implement the IAnimationWindowPreview interface, which will then give me some helpful callbacks like: StartPreview, StopPreview, and UpdatePreviewGraph
Thanks for nudging me in the right direction @hybrid tinsel
Is there a correct way to do the Animator?
I got a simple setup with a single idle animation, an actionPose where character is "ready", a run and two strafe (left and right)
Which is only a few things, but i feel like the way i set it up is very wrong
That's not super unusual of a graph, imo. You might be able to tidy some things up by making use of the 'Any State' node though
Great, that was my main question, but if this is what a node could look like, then it's fine!
Need to get a prototype setup by tomorrow evening, so I'm throwing some things together, then tidy up later
Thank you!
you're welcome!
When it comes to Animation with layers, should I have 3 layers? Base, UpperBody and LowerBody?
I've tried googling, but people have so many different answers x)
Every use case has its specific needs
Your state machine above is fine, but it could be just one blend tree
I'd recommend that if it grows beyond that in complexity, since having a loose state for everything and transitions between them all gets messy as you build up
My use case would be: Lower part = Everything related to legs (strafe, walk, run), Upper part would be things like: attack, block, cast, etc
Yea, I'll look more into how to set up a proper any-state
Never use any state unless you know exactly what you're doing
@turbid flume #🏃┃animation message
I actually just got the layer's to work the way I wanted, but thanks 😄
Appreciate the help!
Another one!
I got an attack animation I wanna loop, I got the bool "isAttacking", when true it should loop the attack animation, It loops fine, but the initial "startup" is delayed by half a second.
does the transition between states has unchecked the 'has exit time' box?
Yes, but I moved the animations around a bit and that somehow fixed it
But thanks!
I did something dumb. In Blender, I imported a bunch of animations to the fbx file I use to store all my humanoid animations in and somehow I made all the new ones lower than they are supposed to be. Now since I only added 8 of them before realizing my mistake and because it's really easy to permanently mess stuff up, I have lots of backups and I could just restore a backup, But is there a way to fix this without reverting to a backup from before I did this?
