#🏃┃animation

1 messages · Page 5 of 1

harsh patrol
#

Oooh

reef sand
#

Animations in a fbx are read only. Duplicate them and they turn into an asset you can edit

harsh patrol
#

Okay cool cool. The workflow and process is something I was confused about in Unity.

agile solstice
#

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

reef sand
#

What is proper then?

harsh patrol
#

What is the proper workflow then? The animations are supposed to be retargetable. Like mixamo animations for example.

agile solstice
#

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

reef sand
#

Ah, so create animations for a specific character. Too much work for me lol!

agile solstice
#

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

reef sand
#

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

harsh patrol
#

I'm just trying to learn what's the best way to clean these up

reef sand
#

Thx for feedback @agile solstice !

harsh patrol
#

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.

agile solstice
harsh patrol
#

Fair enough. Thank you for the info!

harsh patrol
agile solstice
harsh patrol
#

Gotcha

agile solstice
#

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

harsh patrol
#

I don't quite understand that bit, but I will definitely look into it and see what yields better results.

harsh patrol
#

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.

dawn condor
#

thank you for your effort tho ❤️

hybrid tinsel
#

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.

harsh patrol
rustic pebble
#

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?

stoic cliff
#

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?

marble epoch
#

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.

ancient kernel
#

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?

hybrid tinsel
rustic pebble
#

@stoic cliff Nop. This model was already modelled, its from an asset, but its an humanoid

marble epoch
weak sand
#

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.

hybrid tinsel
weak sand
marble epoch
#

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...

marble epoch
#

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

hybrid tinsel
#

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)

marble epoch
#

If you create your clip from Unity it doesn't create an animation file...

vestal trench
#

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?

hollow blade
#

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

hollow blade
marble epoch
#

Yeah, and it has only a few options

#

not all the options that are shown in the screen i sent

full mesa
hybrid tinsel
hybrid tinsel
hollow blade
#

if you create a animation by hand it has noting to do with any imported model

reef sand
wild lintel
#

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

marble epoch
marble epoch
#

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?

hybrid tinsel
faint orchid
#

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

hollow blade
faint orchid
#

Smart

grim plank
#

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

light crane
#

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!

reef sand
pulsar shoal
#

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

agile solstice
# light crane Hi! I have this drone asset that I managed to fully animate and I was wondering ...

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

pastel gull
#

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?

light crane
#

Idk if its possible to do that but if I could I'd be willing to learn how to do it

light crane
#

would you be willing to step into a vc and show me?

agile solstice
light crane
#

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

agile solstice
#

Do you?

light crane
#

..

#

do I?

#

maybe I'm looking at this wrong

#

I've dabbled in animations in unity a bit but im no master

agile solstice
#

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

light crane
#

I've never done that before

#

but im gonna give it a shot

void turret
#

who cen help me whit animation? bcs its playing when he dont have to

agile solstice
pastel gull
#

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?

void turret
marble epoch
reef sand
# light crane how would I do that

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.)

marble epoch
#

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

lavish heart
#

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.

lunar geode
#

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:

hybrid tinsel
lunar geode
# hybrid tinsel Should `Pierric Picauts weapon slot switch` mean something to us? If the object ...

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.)

hybrid tinsel
#

That is, a mecanim humanoid

lunar geode
hybrid tinsel
#

Nothing wrong with that; just narrowing down potential issues.

#

What happens when you import into other software, or back into blender?

lunar geode
hybrid tinsel
#

And you're baking all transforms, constraints, etc?

#

Does moving the sword bone manually work correctly?

lunar geode
#

I've tried baking (last time broke the animation completely), disabling/removing constraints etc
What do you mean with moving the sword manually?

patent rover
#

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 ")

rough quartz
#

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

rough quartz
#

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

solemn blade
#

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.
rough quartz
#

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

solemn blade
marble epoch
#

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

shut trellis
hybrid tinsel
shut trellis
#

alright ty

hybrid tinsel
reef sand
solemn blade
#

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

reef sand
#

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!

viscid moat
#

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

weary ruin
#

🇱🇦 ;'as

arctic vigil
#

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

hybrid tinsel
#

It can be safely ignored.

hybrid tinsel
shrewd gyro
#

I used animations to make the platform spin

brittle citrus
#

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

vale coyote
#

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?

onyx sable
#

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.

brittle citrus
#

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

agile solstice
# brittle citrus

This view only displays the action that's actively selected in action editor, there can very well be more in the blend file

brittle citrus
#

Thank you. How can I check this?

agile solstice
brittle citrus
#

Alright

agile solstice
#

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

brittle citrus
#

That's pretty weird

#

Thanks anyway

agile solstice
#

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

thin sleet
#

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

shut trellis
#

is there not a way to add a rigidbody to the weapon without it messing up the positioning?

agile solstice
shut trellis
#

oh ty alot that works

pulsar shoal
#

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?

twilit swift
#

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?

twilit swift
#

@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

lilac axle
#

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

twilit swift
#

i reduced it as much as i could i think

twilit swift
#

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

lilac axle
#

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

twilit swift
#

i think the issue is that the animations are not fast enough, many triggers active at the same time (5/6 peak)

lilac axle
#

There's also the transitions yeah, they can be set up wrong

twilit swift
#

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

lilac axle
#

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)

twilit swift
#

only player run and player idle are actual animations with movement

twilit swift
lilac axle
#

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)

twilit swift
#

i want every transition (maybe except run > jump start) to be interpolated

#

that's the whole point

lilac axle
#

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

twilit swift
#

but CrossFade() worked almost perfectly...

#

anyways thanks for everything man

grand flicker
#

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

marble epoch
#

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

scenic mirage
#

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"

hybrid tinsel
hybrid tinsel
hybrid tinsel
# scenic mirage

why are you copying the avatar from another character instead of defining it from the model?

scenic mirage
#

The fbx is defined from the model

hybrid tinsel
scenic mirage
#

but the animation from from some other package

hybrid tinsel
muted elk
#

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

muted elk
#

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.

thin sleet
fleet forge
#

Hi, how do I make my animation loop?

hybrid tinsel
#

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

hybrid tinsel
brazen sedge
#

What's the proper way to toggle off an animation once it's done playing including transition back into idle? characterAnimator.SetBool("isGather", true);

pulsar shoal
chrome wind
#

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

hybrid tinsel
hybrid tinsel
#

Since the bounding box for culling doesn't respect skinned piece movement

fleet forge
hybrid tinsel
frosty lava
#

How can i animate a character if he have no bones on Unity, only a simple GameObject represents the character ?

agile solstice
frosty lava
#

ok ty.

shell cipher
#

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

shell cipher
#

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

analog radish
#

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)

arctic vigil
#

i got this error "Player" AnimationEvent has no function name specified how do i fix this

fleet forge
#

Hi, I want to transition from an animation to another but it looks really bad even when combining them

reef sand
muted elk
#

is there a reason why my animations have this box logo instead of the usual triangle logo?

muted elk
#

how can i remove them but keep the anim files

#

just grayed out

charred belfry
#

They're model prefabs. If you just want a Unity animation file you can select the sub-asset and duplicate it with CTRL-D

charred belfry
fleet forge
muted elk
#

i just need the animation file but when i import it it brings the prefab in

muted elk
#

o

#

didnt see that

#

thanks its working now

reef sand
# fleet forge what other software should I use?

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.

tribal geyser
#

Hey guys, is there a simple way to add a delay between the entry and the first state in the animator?

agile solstice
#

Entry cannot have transition parameters because it has to start from something

tough swan
#

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?

tame jasper
#

anyone

#

anyone at all

tame jasper
#

WAIT NVM

hallow yarrow
tame jasper
#

its one idle animation

woven hawk
#

I cant see the animator animation states. I'm very confused

arctic vigil
#

i got this error "Player" AnimationEvent has no function name specified how do i fix this

hallow yarrow
#

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

twin musk
#

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

twin musk
old kayak
twin musk
#

Yuppers

#

but which box? x)

old kayak
#

figure it out

twin musk
#

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.

glass cloak
#

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?

reef sand
twin musk
reef sand
reef sand
twin musk
#

Human, I usually only use human x. x

reef sand
#

(I am trying to understand what bone visibility thingy you are using - screenshot perhaps?)

twin musk
#

hmm I'm not sure sorry, I'm very new to the rigging parts. I mostly customize the shaders

#

Ohhh sure one sec

reef sand
#

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.

twin musk
#

dang this one (new one) has like a loud of them

#

lot*

reef sand
#

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!

twin musk
#

yep it came with like 5 differnet hairs LOL

reef sand
#

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)

old kayak
twin musk
#

oooh okies

#

thnk you

#

I could just hide the hair right?

reef sand
#

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.)

twin musk
#

oooo okay xD

#

didn't know you could do that

woeful vapor
#

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

agile solstice
woeful vapor
#

is it meant for use in gameplay as well though? I thought that was made for cutscenes mainly

agile solstice
woeful vapor
#

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?

reef sand
stuck dew
#

why does the animator goes missing when i play the game?

trim abyss
#

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?

viscid moat
#

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 😂

glass cloak
reef sand
reef sand
# stuck dew why does the animator goes missing when i play the game?

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.

stuck dew
#

right now i was using an empty parent for the objects i was animating, i guess i can get rid of the empty

reef sand
#

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).

stuck dew
arctic vigil
#

i got this error "Player" AnimationEvent has no function name specified can someone please help me

trim abyss
arctic vigil
trim abyss
#

yes

#

so did you specify what function

#

the eevent will have

trim abyss
reef sand
arctic vigil
arctic vigil
trim abyss
#

😄

arctic vigil
cursive stream
#

how to make animation stop once its finished?
I play the animation through animator.play

vale coyote
agile solstice
red garden
#

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

agile solstice
# red garden I guess this counts as animation. How do I change the position of the direction ...

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

red garden
#

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?

agile solstice
reef sand
#

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.

red garden
reef sand
#

(So I moved the "center" over to where the hinge was without changing the Position of the door)

agile solstice
#

As it's not just rotation but translation as well, which functionally will change off sync

reef sand
#

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.)

heavy gust
#

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?

reef sand
#

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.)

heavy gust
reef sand
#

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

heavy gust
#

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 ^^)

agile solstice
#

@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

  1. New animations entirely
  2. An IK rig for the legs to adjust their motion within Unity
  3. Something hacky like scaling down just the armature in only the direction of the movement
heavy gust
hot sandal
#

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?

hybrid tinsel
hot sandal
#

The thing is, whatever i enable, it doesn't change anything 😢 I'll show you when I'm back on the pc

peak latch
#

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

hot sandal
#

also my avatar mask, applied to the Base Layer

hybrid tinsel
#

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

hot sandal
#

hahaha

#

i think i found A issue ...

hybrid tinsel
#

Usually when you do that you don't mask out that much of the base

hot sandal
#

oh right!

#

also

#

this poop_is_sad

#

when i preview

#

so i think thats where the hands come from

#

😅

hybrid tinsel
#

Yeah, the 'squatting with bent arms' pose is the 'animation/avatar is broken' pose

hot sandal
#

😮

#

mhm

hybrid tinsel
#

Basically all humanoid muscles at 50%

hot sandal
#

aaah

hybrid tinsel
#

I suspected that but couldn't really tell without seeing how it was supposed to look

#

Are you using mecanim IK or something else?

hot sandal
#

im using the animation rigging pack

#

from unity

#

this is what the animation i imported should look like

#

downloaded with these settings

hybrid tinsel
#

Ok, the ik settings in the animator are for mecanim IK

#

If the animation rigging package isn't working there's something else wrong

hot sandal
#

well it is hehe

#

but just

hybrid tinsel
#

As for the imported animation, did you use the correct avatar for it?

hot sandal
#

like i can move the hand with a Target

hot sandal
hybrid tinsel
#

Using the wrong avatar will cause that kind of error

#

the avatar maps the mixamo bones to the unity humanoid

hot sandal
#

oh..

#

well

hybrid tinsel
#

usually you can just generate directly from the model

hot sandal
#

the armatureavatar is the one from unity itself

hybrid tinsel
#

what do you mean, the one from unity?

hot sandal
#

the one imported from Unity Starter Assets

hybrid tinsel
#

...yeeeeah, that will break things

#

You need to have an avatar that matches the model

hot sandal
#

oh no poop_is_sad

hybrid tinsel
#

using the avatar from another model is like trying to navigate new york with a map of london

hot sandal
#

xD

#

is there a simple way to convert or..

hybrid tinsel
#

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

hot sandal
#

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

hybrid tinsel
#

The third person controller shouldn't care about the bone names, should it?

hot sandal
#

wait

hybrid tinsel
#

and the entire point of the avatar system is to convert it to a humanoid

hot sandal
#

wat the heck?

#

i didnt change the avatar or anything..

hybrid tinsel
#

You convert whatever layout your model had into a humanoid

hot sandal
#

i did however set the imported rig to Humanoid

hybrid tinsel
#

...

hot sandal
#

o

#

OOOOOOOOOO

hybrid tinsel
#

...yeah, if your rig wasn't set to humanoid that would be a problem too

hot sandal
#

oh god

#

oh lordy

hybrid tinsel
#

haha

hot sandal
#

well there you have it lol

#

xD

#

Thanks ^^

#

just a bit weird now with how the hands perform ThinkEyes

hybrid tinsel
#

Looks like you might need to rotate the goal

hot sandal
#

as in, my rig target? 😮

hybrid tinsel
#

Well, if you have rotation matching with the goal and the goal is at the wrong rotation, the wrists will get all weird

hot sandal
#

sorry for the dumb question, but what is the goal

#

😅

#

oh the ik goal

#

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 thonk

robust perch
#

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?

scenic mirage
#

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

hybrid tinsel
harsh coral
#

i have a walking animation and i want my character to (un)sheathe his weapon during his walking animation. how can i do that?

worldly swallow
#

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

hybrid tinsel
reef sand
rustic musk
#

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.

void maple
#

hey anyone willing to hop on call and help me fix my error

#

its with animation

trim hatch
#

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

wary flame
#

"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

reef sand
mossy stirrup
#

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?

trim hatch
reef sand
mossy stirrup
trim hatch
mossy stirrup
trim hatch
#

Spite editor when you click on the asset of the sprite

mossy stirrup
trim hatch
#

And the sprite renderer has a property for using the center or the pivot point you set

mossy stirrup
#

Gotcha. 👍

mossy stirrup
trim hatch
#

show your sprite editor window

mossy stirrup
#

Oh wait, I think I figured it out. Even though the editor shows all of them, I only had 1 selected. KEKW

#

I fixed it!! Thanks for your help earlier. 😎

gray crater
#

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.

tame jasper
#

is there SOMETHING im doing wrong here because clearly the jump animation exists but its not playing AT ALL >:(((((((

nimble swallow
nimble swallow
trim hatch
#

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

unborn birch
harsh coral
#

why is the weight on the 1st layer greyed out?

tribal geyser
#

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

twin musk
#

Is there a tutorial somewhere on how to put a 2D animation of blinking eyes on a 3D face?

reef sand
# harsh coral

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.

reef sand
harsh coral
reef sand
# twin musk Is there a tutorial somewhere on how to put a 2D animation of blinking eyes on a...

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.

twin musk
#

Ill look into it

#

Thanks

reef sand
twin musk
#

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.

reef sand
twin musk
#

it may help

twin musk
reef sand
twin musk
#

ok

#

thx

hybrid tinsel
safe vault
#

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?

prime turtle
#

how do i see that one of my bools is actually true or false during the game?

safe vault
#

have the animation window open along with your game window

hybrid tinsel
hybrid tinsel
halcyon ocean
#

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

cursive stream
#

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?

cursive stream
#

and how
may be someone saw tutorial on youtube?
i havent found any

twin musk
#

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?

twin musk
frail turtle
#

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?

hallow yarrow
#

It should stay on the last frame if it's not looping, did you turn it off in the inspector?

kind sigil
#

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)

frail turtle
#

@hallow yarrow yes i turned it off and I double checked after the animation played it went back to frame 1

kind sigil
#

nvm guys i fixed it ignore my question

frail turtle
#

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?

ionic forge
#

Quick question

#

Is learning the animation system hard?

#

I mean making animations with it

#

Note:I have 10 days to finish the game

reef sand
# ionic forge Is learning the animation system hard?

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!

earnest blade
#

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?

hallow yarrow
ionic forge
#

The 10 days I have

#

Is 1/4 of the time

#

So not too late

#

Kinda

reef sand
#

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!

Some students were asking about using Unity in the Unity Forums for creating a short animated film. Limited access to the computer at school, strict submission deadlines, learning lots of new techn…

jagged cape
#

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?

trim galleon
#

(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?

jagged cape
#

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.

trim galleon
#

I think the animations automatically bake?

jagged cape
#

yeah sorry i forgot, that option is automatically ticked

trim galleon
#

How did you get your animations to work?

jagged cape
#

uhh, drag and drop?

trim galleon
#

I assume you did something with animator controllers?

jagged cape
#

yes

#

there is an animation tab

#

i dropped them there and then added transitions

trim galleon
#

alright, I'll try it, thanks

tender cedar
#

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.

reef sand
halcyon ocean
# twin musk i'd say camera shake , some smoke and maybe some particles

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

oblique jacinth
#

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)

oblique jacinth
#

I could provide a short recording if that would help

oblique jacinth
#

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

jagged cape
earnest blade
#

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?

jagged cape
#

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

earnest blade
#

i dont have to export everytime

jagged cape
#

finalize the model first?

jagged cape
twin musk
#

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?

zenith pollen
sick spindle
sick spindle
#

Have you set the Bool param to activate anywhere in your code?

sick spindle
#

have you assigned it to true or false anywhere in your code?

sick spindle
#

to actually transition to the blend tree

#

so it won't animate

zenith pollen
#

how to pleace fals and true?

sick spindle
#

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

zenith pollen
#

doid update?

sick spindle
#

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

zenith pollen
#

can you type the code

#

i can type what you mean

sick spindle
#

@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

lilac zephyr
#

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

jagged cape
#

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

reef sand
jagged cape
#

i am thinking about turning off the flashlight momentarily. couldn't find any way

twin musk
#

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.

twin musk
#

My export settings if this helps

vale geyser
#

@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?

twin musk
vale geyser
vale geyser
#

Is your animation one action in the blender file?

twin musk
#

Ah yes, when I tried to check all actions, no animation clip was even created

vale geyser
vale geyser
twin musk
#

Model/Rig/Animations/material

vale geyser
#

Animations please 🙂

twin musk
vale geyser
#

Okay, so untick "Resample Curves" and Anim. Compression to none.

#

Then could you please show me the Rig tab?

vale geyser
#

Set the Avatar Definition to "Create from this model".

#

And click apply after all that.

twin musk
vale geyser
#

Did it work?

#

Fixed?

twin musk
vale geyser
#

No problem at all, good luck with your project!

twin musk
#

dear lord

sand shale
#

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)?

hybrid tinsel
arctic glade
#

Hey, does anyone have experience with playable animation scripts?

umbral coyote
#

I cannot drag Avatar into "reloading" 3D model.
What am I missing?

snow depot
umbral coyote
#

it's an avatar mask

twin musk
rustic pebble
#

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?

atomic roost
#

Hey all, anyone have Kinematica working?

rustic pebble
#

@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)

rustic pebble
#

With that what you are doing is setting the boolean if you have a value that it's non zero on horizontal or vertical

rustic pebble
#

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

rustic pebble
#

Sorry I don't understand you

zenith pollen
rustic pebble
#

You don't have to, I was just showing you another way to use if

#

But don't do that here

zenith pollen
#

hwo to aniamte that?

rustic pebble
#

Animate what, explain

zenith pollen
#

thats not have fals and true

rustic pebble
#

Sorry, it's really hard for me to understand what's the problem

#

Let's try like this:

#

Maybe it will be more clear

zenith pollen
#

i want to animate

rustic pebble
#
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

zenith pollen
rustic pebble
#

I don't know your current setup, so it can be 100 different things

zenith pollen
#

the false not working

sick spindle
#

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

twin musk
#

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?

sick spindle
twin musk
#

blender

rustic pebble
#

@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

sick spindle
sick spindle
# twin musk blender

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.

twin musk
#

guess so

#

thanks anyway

sick spindle
#

someone may correct me there if i'm wrong but 👍

hybrid tinsel
#

If you plan on doing it a lot you can write a asset processer script to automate it

reef sand
heady flax
#

Why is my rig object stealing one of the bones?

mossy stirrup
#

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

► ​Easily make Platformers using my Unity Asset - http://u3d.as/2eYe
➤ Ultimate 2D CarGame Kit [ON SALE] - http://u3d.as/1HFX
➤ Wishlist my game - https://store.steampowered.com/app/1081830/Blood_And_Mead/
➤ Join the community - https://discord.gg/yeTuU53
➤ Support on Patreon - https://www.patreon.com/lostrelicgames

0:00 Escape Unity Animator ...

▶ Play video
mossy stirrup
#

Oh wait, never mind. I'm an idiot. KEKW I re-watched his video and it's a helper function he made in his script.

visual perch
#

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.

spiral herald
#

Anyone knows why I get this every time I switch from the animator to the inspector tab with a transition line selected?

twin musk
trim hatch
#

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

hybrid tinsel
visual perch
hybrid tinsel
#

Yes.

visual perch
vale geyser
#

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?

hybrid tinsel
#

Crossfade plays normally after transitioning.

vale geyser
#

is it supposed to play normally in update as well?

vale geyser
hybrid tinsel
#

That sounds like you have some additional problem.

vale geyser
hybrid tinsel
#

Use the state machine normally

#

I guess

#

And see if your animation is still bugged

vale geyser
#

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.

hybrid tinsel
#

There is no transition, so why would it go anywhere?

#

I'm even more confused now

scenic mirage
#

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?

tribal patrol
#

does anyone know any ways to make animating in unity more efficient?

#

any cool or great ways?

sick spindle
#

My only tip is just duplicating any key frames that are the same position (as opposed to recreating them)

native kettle
#

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.

indigo raven
#

Hi! anyone know how to move the orange line from entry

winter fog
#

If anyone can do 2d design, can they contact me?

#

I have designs, but they need to be redrawn...

agile solstice
winter fog
uncut salmon
hybrid tinsel
twin musk
#

woops

vale geyser
#

Like the lines connected?

#

I'm sorry, I am not super good with Unitys animations.

reef sand
native kettle
reef sand
# native kettle <@476556722018844688> In 2021.3.5f1.. but from what I'm seeing, this is a persis...

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).

scenic mirage
scenic mirage
vale geyser
visual perch
jagged cape
#

my character does this when i use live capture, how can i fix it?

jagged cape
#

another question, in blender, the models teeth moves with his jaw, but in unity it doesn't move at all

sick spindle
eternal sable
#

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

twin musk
reef sand
# eternal sable okay i want to ask if i can make animations with this app like this: https://ww...

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.

snow depot
#

is there a way to lock an animator into playing only a single animation state?

scenic mirage
native kettle
lilac zephyr
#

trigger in animator
when I call animator.SetTrigger("TriggerName");
is resetting after one frame
or
I have to reset it myself?

snow depot
#

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

graceful girder
#

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.

hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
graceful girder
#

Directly in animator?

hybrid tinsel
graceful girder
#

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?

hybrid tinsel
#

'''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.'''

graceful girder
#

Looks like not clicking any state lets me add the behavior to the base layer

graceful girder
#

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?

hybrid tinsel
#

I mean, I've never needed to but since you can create states from code I imagine that you can

twin musk
#

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.

void turret
twin musk
#

the transition from jump to idle is probably the problem

#

can you show it?

mossy stirrup
#

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.

void turret
#

show what?

twin musk
#

the transition from jump to idle

void turret
twin musk
#

thats... not what i meant

void turret
#

then what

twin musk
#

something like this

mossy stirrup
void turret
twin musk
#

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

void turret
twin musk
#

might just wanna paste your entire script cause that doesnt tell me much

void turret
#

like whole movement script?

twin musk
#

that or find the issue yourself

#

when do you call void jump()? in update?

void turret
#

when i press button

#

Jump button

twin musk
#

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

void turret
#

i mean this button

twin musk
#

yeah exactly

#

you should do animator.SetBool in update , not when you press jump

void turret
#

ok fixed

#

thanks

reef sand
# native kettle Feature set definition? Never heard of that

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

mossy stirrup
#

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.||

mossy stirrup
#

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

jade eagle
bold mountain
#

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

astral valley
#

press tab and the strip will turn green, then you can edit the frames on dope sheet

bold mountain
#

thanks for the suggestion. I've tried that but nothing shows up.

astral valley
#

switch to pose mode in the viewport and select the bones you want to change

bold mountain
#

now it's working. Thanks for the help!

astral valley
#

👍

blazing plume
#

is their a better way to manage animations instead of having a huge mess like this?

scenic mirage
#

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)?

sly magnet
#

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 ?

agile solstice
#

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

hybrid tinsel
hybrid tinsel
sick spindle
#

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

hybrid tinsel
#

Did you accidentally use a bool instead of a trigger?

sick spindle
#

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

agile solstice
sick spindle
#

Will do

agile solstice
# sick spindle 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

  1. additive (such as upper body gestures like gun aiming)
  2. reflecting the base layer state machine (e.g. all the same states but underwater) or
  3. 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

sick spindle
mossy stirrup
# hybrid tinsel You can set 'transition time'

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. 🙂

hybrid tinsel
mossy stirrup
zinc blade
#

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

quaint osprey
#

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

sick spindle
#

Can you stack blend trees?

crisp jungle
#

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

meager whale
#

As i was trying to make an animation to an character, the base layer tab just stop showing the layers, and shows an error.

agile solstice
#

Also, restarting the editor fixes a lot of vague internal problems

uncut salmon
#

@shy gyro Please stop crossposting. Ask your actual question in the future.

shy gyro
#

where should i post then ?

hybrid tinsel
hybrid tinsel
quaint osprey
# hybrid tinsel Yes.

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 ?

hybrid tinsel
#

(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()

quaint osprey
#

I see, thank you for explaining ♥️

#

I'm very new to animations

hybrid tinsel
#

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)

quaint osprey
#

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

hybrid tinsel
#

I wouldn't call it silly.

turbid flume
#

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? 🙂

zinc blade
hybrid tinsel
hybrid tinsel
turbid flume
#

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?

hybrid tinsel
#

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.

turbid flume
#

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?

hybrid tinsel
#

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.

turbid flume
#

Got it, is there a better way I might now know about?

#

When it comes to animating upper/lower body seperatly

hybrid tinsel
#

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.

turbid flume
zinc blade
hybrid tinsel
#

I'm saying that there are multiple ways to do that.

zinc blade
#

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?

hybrid tinsel
#

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

zinc blade
#

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

turbid flume
#

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

zinc blade
#

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

turbid flume
#

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

zinc blade
#

you're welcome!

turbid flume
#

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)

agile solstice
#

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

turbid flume
#

My use case would be: Lower part = Everything related to legs (strafe, walk, run), Upper part would be things like: attack, block, cast, etc

turbid flume
agile solstice
turbid flume
#

Appreciate the help!

turbid flume
#

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.

rancid folio
turbid flume
#

But thanks!

bold mountain
#

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?