#šŸƒā”ƒanimation

1 messages Ā· Page 6 of 1

bold mountain
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Note that I don't actually know how I messed this up. The original animations aren't also too low like that, its something I did on my end. For the animations that change their x,y position instead of be stationary, I make them stationary in blender using the timeline editor. This isn't the first time I've made a weird undesirable thing happen after using the timeline editor. Maybe I accidentally deleted the wrong keyframe or dragged something without realizing it. Not sure why or how that would effect all the new animations, but here we are.

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no wait, hold on. Reimporting the animations doesn't make them "too low" but re-importing the original animations and then "attaching" them to the rest of the other animations in the nonlinear animation tab makes them become too low like that. Huh. I guess I'll have to put them in Unity and manually use code to to fix this if the problem isn't magically fixed once I put them in Unity

bold mountain
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i think maybe I fixed my own problem. If I edit the keyframes after attaching it to the "main" armature in the nonlinear animation window, it doesn't have this problem. It's a lot more finicky and doesn't work every time without causing weird issues that don't happen if I restore a backup and do the same thing the same way again. I really need to watch like 2 hours of blender animating just to hopefully learn enough I don't have to restore a backup every time I do one wrong thing that ctrl+z cant fix. Animations are hard to understand if you've never worked with it before.

summer citrus
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Heyo

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uh

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so

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I'm new to 2d unity rigging

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and I have an unorthodox character that is very much not humanoid.

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I can build a bone structure just find

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*fine

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but the IK manager and the built-in structure stuff is throwing me off

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I don't really want my character to be yanked when I rotate my highest bone (being the hip)

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and I don't like that my character melts like paper mâché when I try to rotate it

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not to mention that Ik literally gives my character a seizure and completely breaks it.

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Any potential explanation as to why it is being odd would be very appreciated

reef sand
crisp jungle
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Ah thanks, that helps. I'm glad you said something because I was preparing to do some other nonsense solution. I don't know anything about shaders - any tutorials you'd recommend specific to this kind of use case?

scenic mirage
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I am using Magica Cloth and the model's forearm goes through the clothing. I am using the exact same setting for skirt and forearm clothing, but the skirt doesn't go through the legs. I have collider on the arms.
How should I fix this problem?

hybrid tinsel
hybrid tinsel
plain spade
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Okay I've been scouring the net and I can't find how to do this :

How do I make sure an animation finishes before being interrupted by an Any State node**
I can't for the life of me find out how

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I've been trying things like this even but to no avail

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I just want to make sure my pressed animation completes before transitioning

rancid folio
plain spade
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Yeah I did, at least towards the Exit node

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Because for it to have an exit time, it needs to transition to something.

plain spade
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Correction : I don't want to give all other states exit time so that it waits for pressed

turbid flume
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Heya!

When I Animate my "attack" animation in Unity, I use two different animations, left swing, and right swing.

When my character swings his arm to the left, it goes as expected, but when the swing right animation triggers, It's almost like the hand first snaps back into original position (straight to the right of my character) and animates the arm behind and to the left

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If that makes sense

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I've setup my animator with a bool and trigger, when I hold LMB an "isAttacking" bool is set to true, and my animator jumps into a set of nodes. The trigger is fired every 2 seconds or so, playing the new animation (left or right swing)

karmic socket
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I'm a beginner in blender and rigging, and I'm trying to figure out how to make the player hold items/weapons without having to make a different animation for every single item. Like say I have a rifle, I've been told I can just make an empty GameObject as a child of the hand bone to use as a placeholder, and then make the pistol a child of this placeholder. Then I can animate the player hands to move to the right positions on the rifle for fire/reload animations. However, now say I have a slightly larger rifle. How would I use the same animation but with different points that the players fingers should rest? And then would I need to make a new animation for every kind of item?

hybrid tinsel
agile solstice
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Indeed
Any state transitions will always interrupt everything, so you'd have to make your parameters themselves wait for animations to finish
Or just make a state machine with proper flow without any state

plain spade
bold mountain
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I am a very noobish noob when it comes to animations and Unity. Is there a way to make my walking animations loop other than manually clicking on the animations, clicking on edit and checking the loop time box for every single one every time after I import them from an fbx file?

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I have a lot of animations in my fbx file. I have to change a lot of them to "loop time" all over again when I import the fbx file even to make small changes

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wow I didn't think it was going to let me post that

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anyway

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I'm having a problem where only my crouch backwards animation causes my character's left arm to rotate stupidly. I've tried adding -360 degree rotation keyframes for that arm on the affected local axis and have seen absolutely nothing change, that didn't even make it worse. Any other ideas?

verbal fulcrum
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Please let me know if this belongs somewhere else. Say I want an object to move between points A, B, and C but not in a linear fashion. So instead of just going from point to point, I want the object to sorta mimic a butterflies movement. So it would take more of a winding curve to the path instead of straight path. I tried using a sin wave and a animation curve for each axis but it didn't do it at all.

hybrid tinsel
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Any State will trample all over other considerations.

plain spade
plain spade
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I did end up doing this, it's just unfortunate that Any State ignores the Interruption Source setting

hybrid tinsel
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It does; but Any State is highest priority in the interruption queue

plain spade
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Mhmh, it's fine for animation usually, but with UI stuff it gets tricky

bold mountain
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adding keyframes to counteract the stupid rotation bug I keep having just makes more animations pick up that same bug.. damn. The only thing left I can really think of is to start completely over on my fbx file and try to group similar animations together. Hopefully this will keep that rotation bug from forming

bold mountain
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the left arm on my character rotates whenever I trigger the crouch backwards animation. I posted a 9 second video further up

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I tried adding a keyframe where I rotate it in the opposite direction which did make the crouch backwards animation not do that but then all my non crouching animations except for standing idle gained that same bug.

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I tried adding keyframes for whatever the current rotation for that arm was at the beginning and end of a standing animation in an attempt to counteract this behavior and saw no effect

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I'm kind of out of ideas so im starting over and making a whole new fbx file.. hopefully this was a result of something I did wrong

hybrid tinsel
hybrid tinsel
bold mountain
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I did mix and match rifle running animations from the pro shooter pack and the basic shooter pack on maximo. Maybe the basic shooter pack and pro shooter pack use different rotation values

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im trying it again with only animations from pro shooter pack

solemn egret
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Idk if this is the right place to ask but i made a 2d platformer where i have a player with some animations. I want to create multiple skins with the same animations for my player which would be selected before start playing and i cant find how to achieve this

hybrid tinsel
agile solstice
bold mountain
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Where's the checkbox in Unity to disable the the ability for animations to change the transform position of their parent object? I swear I remember asking this and it's as simple as clicking a single checkbox but I can't find the checkbox and I also can't find where I asked this question before

bold mountain
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OH that's it! Thanks.

agile solstice
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Though changing the parent object's position isn't fundamentally possible

hybrid tinsel
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Sure it is.

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You just tell it to move the parent instead of the transform in OnAnimatorMove()

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That'll override the default root motion behavior

agile solstice
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I guess there's no limit to what you can do by scripts
I didn't know that was standard practice though

hybrid tinsel
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Well, most bigger games don't have the animated object at the root of a character so there needs to be some way for a child to drive things.

bold mountain
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on my idle animation, I'm having a problem where my character's feet move instead of staying stationary on the ground. In blender, the feet stay stationary but when I import it to unity, the feet are no longer stationary.
What are some troubleshooting steps I can try?

crisp jungle
# hybrid tinsel Not specifically, especially since it will depend on the rendering path you're u...

Thanks, I made some secondary texture spritesheets and it works super well. It animates and everything, without any extra work. Only problem is - I can't figure out how to change the secondary texture during runtime. For example, when someone builds a unit, it should get the secondary texture for that unit and change the color to match their team color. It doesn't seem like spriterenderer has any way of getting the secondary texture though, or doing anything with it.

elder helm
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is there a way to wait in a animation untill something happens?

plain spade
# agile solstice Usually you wouldn't animate a UI with animator components As you've noticed UI ...

Yeah I've read that page before. I only use it in control ways, here for the main menu with a special breathing cycle for the buttons. I use tweening the rest of the time, just when I need a specific motion and the canvas isn't present during computer intensive parts (ie the main menu) I may use it for specific motions.
An animator component only refreshes up to the canvas or canvas group I believe, and this "Title screen" fades out whenever you select an option. So I do agree with you, usually I wouldn't, but in this scenario I do prefer using animations instead of tweening.
Hopefully that all makes sense

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So for that one specific canvas, I don't mind that it refreshes constantly because of the animator. It would refresh constantly because of the constant motions in it anyway.

agile solstice
plain spade
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Maybe we'll get a "only refresh as needed" animator parameter for UI one day

agile solstice
plain spade
agile solstice
turbid flume
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Blender: What is your favorite way to organize animations for import to Unity?

turbid flume
# agile solstice Organize?

As in, when you create the run animation, how do you store that animation when importing into blender? Everything in one animation then seperate in Unity? Action Mapping?

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Might be a dumb question x)

agile solstice
# turbid flume Might be a dumb question x)

It's a good question
I hate each way individually
Actions are kind of nice because it's easier to swap between them in blender (though you must still go through a rest pose because un-keyed limbs do not reset), but if you get any setting wrong they randomly disappear at export, and good luck managing them if you need to delete them or move them about

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Having everything as one track is more reliable but having to change start and end times and having to keep track of different clips on the track is a pain

turbid flume
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Oh god, the deleting part, been having issues with that

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But yea, so there's not a "Best way" to do it

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Thank you for the answer!

agile solstice
covert tendon
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Hello, I am currently following a Code Monkey Tutorial on Youtube about Animation Rigging and followed step by step in order to make my idle animation dynamic that follows a target point. But when it comes to testing, my character stays in the Tpose and does not even play the idle animation anymore. Did anyone have a similar issue or have any clue about why it is happening? Thank you!

hybrid tinsel
crisp jungle
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Anyone know how to get a reference to a sprite's secondary texture?

vagrant wedge
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Is there any way to completely disable an animation layer? Because even with a weight of 0, they're still executing transitions and state behaviours

hybrid tinsel
crisp jungle
brisk raven
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Hello, I am learning how to animate a humanoid in Unity, I am trying to make my own animation. Currently I am using animations and models from mixamo as place holders. My problem is when I try to start a new animation file, the character moves to below where it is in every other animation and where it is by default in the scene. Does anyone know how to fix this issue?

devout ember
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how do i make it so it doesnt complete a lap of the animation before reverting back to idle?

devout ember
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thats done it thanks

covert tendon
# hybrid tinsel You really need to give more info than that; there are *so many* ways it could b...

Okay, I have a 3d model on my scene and set some basic animations to move forward, backwards, left and right. The issue was i needed the player (right hand) to aim toward a specific target. I followed this tutorial about animation rigging (from min 22) https://www.youtube.com/watch?v=LEwYmFT3xDk&t=1447s&ab_channel=CodeMonkey as it seemed a good solution. My problem is that I set all the parameters correctly (apparently) but the result is a big F.

  1. the Y axis of the hand should point forward and the X up
  2. so it's set in the multiAim Constraint component
  3. target is set in front of the player
  4. the hand of the player points to Australia

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ā–¶ Play video
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here we got some lols

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Does anyone have a solution for that?

brisk raven
hybrid tinsel
brisk raven
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my animation does not have it

velvet geyser
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So I have a very simple animator controlled by an enum. Setting the enum value will activate the animation trigger with the equivalent name, switching to the appropriate state. But when I try to switch to the 'StylisedPose' state, it stays there for one frame and immediately transitions to the 'APose' state. Thoughts on what might be happening?

steep crescent
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there a way to transfer blender animation to unity?

scenic mirage
# brisk raven where can I find that option?
  1. In your assets or wherever you placed your animation, select the animation package.
  2. On the right side you see Model, Rig, Animation, Materials. Select Animation.
  3. Scroll down to root transform position (Y) and change it to feet
twin musk
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is there a way to only show armature bones?

hybrid tinsel
ripe shore
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who is using animation rigging to make snakes and centipedes? i'm wondering if it's possible to have dampened constrained objects offset above ground to avoid collision?

hybrid tinsel
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Snagged it off Empty on AGDG

brisk raven
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Its a animation clip made in unity

remote harness
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Hey people, how do you tackle holding say a gun with hands around it? I dont have the pricey Inverse Kinematics (IK) tools from the asset store. But, i have my hands that i made that is supposed to hold my gun/rifle, i want the hands to grip around it, ofcourse i guess i can just animate it around the gun or so. Whats the best solution?

brisk raven
agile solstice
remote harness
remote harness
agile solstice
brisk raven
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also good for viewing bones

remote harness
agile solstice
remote harness
ripe shore
remote harness
devout ember
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how can i make a plane change colors with the animator component? i plan on making a player object on a plane, which works like a sprite

remote harness
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But in a game where players/characters are seen aiming or so, then i assume IK is the way to go cause moving a torso too much or the whole mesh is not ideal there

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@agile solstice

agile solstice
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(A quad will likely work just as well as a plane but has less polygons)

devout ember
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how would i change the base color?

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do i need a material or

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because i cant see how to do it

agile solstice
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If you use a custom shader you need to make your own property and blend for color

devout ember
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so multiplying by white makes it white?

craggy hound
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when I change the animation type to humanoid in unity, the animations bug out and go crazy. Cant really explain it but the model is no were near center and is spazzing out

hybrid tinsel
devout ember
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sorry actually this is the proper shader

devout ember
agile solstice
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@devout ember You can animate any exposed property of a material asset

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The shader can use the property for anything

brisk raven
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if im using root motion for movement

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should I animate in or out of unity?

agile solstice
devout ember
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okay for some reason

hybrid tinsel
devout ember
keen adder
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Does the name of my Canvas matter when animating?

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Like for example would it be bad to have repeating names.

devout ember
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im tring to make a system and i dont think im doing it right

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its like

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if a gun is equipped

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then it switches from idleblank to idle

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and from runblank to run

devout ember
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never mind i fixed it myself

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why is the animator not updating in playmode?

wraith jackal
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Im having a problem. I disabled Apply Root Motion on my Camera Animator but I can only move Horizontally, not Vertically. To fix this I enabled it and I can move both ways however everytime I Run/Sprint and Jump at the same time my Camera never comes back down, slowly incrementing its position upwards until I am very tall. How do I fix this issue?

shy parrot
wraith jackal
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The camera is a child to the player yes

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@shy parrot

shy parrot
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Could you please send a screen record here

shy parrot
hybrid tinsel
keen adder
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Okay thanks, they were for different scenes but I went ahead and gave them Unique names just to be safe.

hybrid tinsel
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Well, basically, animators take name into account; so if you want to reuse an animation, you'll want reused names

wraith jackal
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I have idle, walking, sprinting and jumping animations. Maybe those animations are interfering with the cameras horizontal movement?

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Heres a video of it.

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@shy parrot As you can see I am able to move horizontally AND vertically, but then I get an issue with my Camera slowing increasing upwards and never coming down.

wraith jackal
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Oh yes, my bad, rotating.

shy parrot
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Yeah yeah! There is a small error

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In the position

wraith jackal
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Hmm so how can I fix my Camera not moving upwards with Root motion enabled

shy parrot
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Or maybe my illusion lol

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I feel like there is an error at one moment and playing it again make me feel like there is no error

wraith jackal
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The rotation is fine with Root Motion enabled but when I jump while walking, my Cameras position slowly moves upwards. After 20ish seconds of repeating this my camera is very high up in air. @shy parrot This problem is fixed when I disable root motion, but then I cant rotate vertically again.

wraith jackal
shy parrot
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Finally! Cheers šŸ„‚

wraith jackal
trim hatch
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becuase you're using any state and you aren't supposed to

ancient niche
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When I apply root motion my object moves but the animation doesnt rotate. When I turn off root motion it doesnt move but the rotation works.

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So how do I make it where both work?

trim hatch
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dont think you can have both

ancient niche
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well... how am I supposed to add an animation?

trim hatch
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?

ancient niche
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so I just cant have it rotate?

trim hatch
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if you have an animation that rotates, it will make the object rotate

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look up what root motion does

ancient niche
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i have a basic sense of what root motion does but it doesnt really help

wraith jackal
wraith jackal
ancient niche
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still doesnt work

wraith jackal
ancient niche
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oh and I dont think this would change anything but Im using SVG sprites

wraith jackal
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unfortunately i dont do 2d game design so im not sure if i'd be able to help you, but there is a chance you might have to animate the moving and rotating part separately (if u havent already)

trim hatch
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yeah root motion is only used for 3d mocap stuff

ancient niche
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well the moving part is done by .MoveTowards

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all thats in the animation is a rotation

wraith jackal
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Hmm, maybe the enemy is still moving but because the animation is playing it might be staying in that position visually

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when its in reality moving towards you

ancient niche
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yeah thats my theory oto

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too

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well I guess ill have to make some walking sprites then :/

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thank you sm tho

wraith jackal
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no problem sorry i couldnt 100% help you but yes moving sprites might have to be done unfortunately

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or you could do this... make the enemy gameobject invisible. then attach another gameobject as a child with the image of the enemy in its properties. from there. animate the rotation but then move the parent gameobject. that way, it gives the illusion that the enemy is moving. not sure if that'll work or if you have already tried that but it might save you some time making walking sprites @ancient niche

ancient niche
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thats a very smart way of thinking, Im definitly going to do that for my main game but im doing a game jam so especially doing it for the first time and im kind of a beginer i guess so

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it might take a lil time

wraith jackal
bold totem
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Why does enabling my Animator prevent the object from being rotated (by script)? The animator shouldn't overwrite it since the animation that's playing doesn't set the local rotation to any value, right?

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Here "Dash" and "DashFlipped" do set the local rotation to something specific, I assume it has something to do with that. But these animations aren't playing

shut plover
whole bone
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how do I go about elbow/knee deform correction for humanoid rig?
Can I just add additional deforming bones while maintaining humanoid hierarchy blueprint?

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I'd rather not do shapekeys for those

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but at the same time I have no idea if it's more standard to do deforming bones or shapekeys or something else at all

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sorry for such a basic question
I'm just not sure what to type in in search bars to receive the answer to what Im looking for
Some tutorials are for animation rigging overall, not taking under consideration game engine restriction, and on top of that unity likes things done differently than unreal
any kind of tutorial/documentation would be sufficient for me

agile solstice
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I'd assume the "standard" is to have such precise topology and weight mapping that you get by without either extra bones or shape keys
When that's not enough then you'd probably resort to one of those two

whole bone
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should I be able to go from the left to right [pic] with only topology?

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I want to achieve somehow realistic deformation
But I'm not sure as for how far I should go with it for the gamedev

agile solstice
whole bone
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the cloted joint would be easier?

agile solstice
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Still, you'll probably need the extra bones or shape keys if you want to get it right so that it holds up under close inspection

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It's a topic that I'd like to know more about too but there aren't that many resources out in the open

whole bone
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Yeah, it came under my notice as well
In normal animation I'd just go with double joints and call it a day
But for game engine it's a different story
It's weird how there's tons of videos on rigging even tho there are few of rigging addons while there's such an shortage on joint matter

viscid moat
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Is there a way to import bone animated objects from blender without skinned mesh? For example some mechanical animation with separate objects parented to bones and after importing they would appear as bone parented gameobjects. I can do the process manually, but it’s pretty tedious.

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I was trying to be clever and created minimalist animated enemies without deforming meshes to be able to save tons of drawcalls

whole bone
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just export unmeshed armature from blender

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im not really sure what u want to achieve

viscid moat
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Trying to archieve lots of bone animated mech-esque wich wouldn’t need skinned mesh, so that I could keep drawcalls low.

agile solstice
quick flare
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hey, using the animation rigging package and having some trouble with multi-parent constraints. it appears that, during the internal animation update, the positions of constraints are modified by the animator attached to my avatar. this is causing some extremely strange looking behaviour, and i don't know how to fix it.

what should be happening is that, in Update() i update the positions of my constraints, and then the animation rigging rig aligns the avatar to these constraints.
this is not what is happening. the constraints are altered seemingly before being used by the rig

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adding a Debug.Break() after the constraints are updated to the desired positions, they are definitely moved by something else afterwards

tame jasper
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HOW DO I USE VISUAL SCRIPTING TO WHERE IT ANIMATES WHEN I MOVE

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FFS

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PLEASE

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HELP ME

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IDK WHAT CHANNEL THIS IS FOR BUT I DONT REALLY CARE

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PLEASE

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I AM EXTREMELY UPSET

agile solstice
drifting lantern
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I'm not sure if this is the right channel for this. I'm having trouble getting videos to import into Unity and play without them losing a lot of quality and showing off small artifacts and overall looking pretty bad. I'm not using transcoding on the videos and just trying to play them in the VideoPlayer. I've tried different formats such as webm, mp4, etc. They look bad in both the editor and standalone player.

The videos even look bad in Unity's inspector, in the attached image you can see a video in the inspector without pressing play, where it looks reasonable and what it looks like while playing using other programs. In the second image you can see what it looks like when playing using Unity.

Can anybody help me understand why it looks so bad and if there's anything that can be done to make videos play with quality comparable to other programs?

hearty shore
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I have layers that are animated in the unity animator, and they look completely fine animating. Printer Tray and paper are on different layers.

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As soon as I preview the game, this is what I see -

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The other layers are all blown up. I'm not sure how.

plucky nova
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anyone have any idea if i can use kinect 360 for motion capture?

hearty shore
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Yup.

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Good news? After a restart, it now previews like this at the right size?

Sorting order is messed up somehow. Everything looks perfectly fine in the animator, but preview just is weird like this -

hybrid tinsel
hearty shore
hybrid tinsel
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hm, weird

tight condor
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hey so in my 2d platformer I have a script so that the weapon my character will point towards the mouse, but whenever I try to add an attack animation, in which the character swings the weapon, it causes the weapon to freeze, and not point towards the mouse, even in idle state

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however once i delete the attack animation from the animator, it works perfectly again

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(it freezes the weapon even if there isnt a transition to the attack animation)

devout ember
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is there a way for me to check the current frame playing with the animator tool?

agile solstice
devout ember
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damn

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cause the way i had it set up was that if a certain frame was playing it would make a footstep sound

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im working on 2D animations, and it uses sprite frames

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so i thought it would be

agile solstice
devout ember
dense phoenix
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Don't have access to Unity atm, but was just thinking - what happens to animation copy (duplicated in Unity) if and when that original animation (in the .fbx) is changed or deleted?

fast kelp
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does anybody know how to setup a blend tree for Input.GetAxis("Mouse X") and Input.GetAxis("Mouse Y"); attacks?

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this is what i had before for arrow key input

thick arch
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I have a general animation question since I'm new to blender and not sure what the correct workflow is for unity, I'd really appreciate if someone could help.

So I have a humanoid character that has extra bones for a tail and some animations that also affect the tail. Problem is if I mark the rig as humanoid in the unity import settings, all animations that move the tail work for the body but not the tail, but if I keep it as generic, the imported animations work correctly but animations from other assets don't work on that character.

That is the behavior I expected but would like to know if there's some way to have both kind of animations work on the character. (Also if it's marked as humanoid, animations from other places force the character's mouth open at all time, is there some way to stop that?).

hybrid tinsel
hybrid tinsel
trail perch
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How can i replace a sprite in the Animation tab

hybrid tinsel
trail perch
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My cursor just is an x and nothing happens when i drop the sprite on it (I do have a custom cusour)

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Nvm i got it. I just had to place down the prefab

serene wraith
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does anyone have an idea on how to animate the tracks of this tank to move in an animation? what ive tried all looked clunky and bad

dense phoenix
hybrid tinsel
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Yes, you can even copy the new animation to another project without the original file.

hybrid tinsel
serene wraith
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yea ive found a way to make it decent

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the animation

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but thanks

teal elbow
# tight condor

Sounds like you need to reinitiate the follow mouse weapon script after the animation. The animation overrides it, and now after the animation the script is no longer active. So, add in an on animation exit type command to reinitialize the follow script. Or just reload the script when the animation returns to normal.

dense phoenix
#

@hybrid tinsel Thaaaaat's fantastic, thank you. =)

hybrid tinsel
#

@dense phoenixOne thing to remember- make sure the asset is saved to disk before removing the original file.

#

That should happen automatically if you create the file by duplication but not necessarily if you do it by script or something.

devout ember
#

how do animation evenr works?

dense phoenix
hybrid tinsel
devout ember
#

i meant animation events

dense phoenix
#

(laughs uproariously, falls off chair)

weary panther
#

Hey peeps, I have a strange question: how do you smoothly animate out of a jumping animation state? Right now I have my character in jump mode then I swap back to the walk animation when landing, but it either feels weird (animating back while already grounded) or too snappy based on transition time. I have landing animations but I'm not sure how to incorporate that with my character controller... Any tips?

#

(I have a similar question about starting the jump but I think it looks fine for now if a bit sluggish)

tight condor
teal elbow
tight condor
teal elbow
tight condor
#

its alright, how could I call the script again?

teal elbow
tight condor
devout ember
#

i dont get how this works, does it call the method on that frame?

#

this doesnt do anything

fast kelp
twin musk
#

Has anyone worked with mask maps for animation before?
In our project we have a character in idle animation with a maskmap to always keep his legs in idle, because when a player talks to him he can say a few lines a move his upper body along with it. The problem I'm facing is that most voicelines seem fine except a few.
When those lines/animations get triggered his arms randomly cross clip through his body.
Those animations do look fine in the preview. Maskmap seems the same as previous characters we had.
Where could the problem lay?
Is it some sort of weird animation values override thing?

Thanks in advance

urban root
#

as a general rule, for 3d animation, are FX (like sword slashes) done in-animation software, or in-engine as particle fx?

quaint crane
#

can anyone help me with my code?

#

im trying to create a run and idle animation, and im following a tutorial but idk how to fix ity

uncut salmon
#

Those brackets are wrong

quaint crane
#

yeah.. but how do i fix it?

uncut salmon
#

Not use square brackets? You use curly braces for one thing.

#

You need to configure your IDE so it tells you these errors.

quaint crane
#

Yeah lmao

#

is there a channel for that?

uncut salmon
quaint crane
#

alr

uncut salmon
#

But do yourself a favour and get VS.

quaint crane
#

im confused.. i already have visual studio code

#

ok ok

#

i got the thing working

#

but now it is still giving me an error

#

} expected [OmniSharpMiscellaneousFiles.csproj]csharp(CS1513)

charred belfry
quaint crane
#

Yeah i figured it out, it showed me the errors in red

#

But thanks lol, didn't know about the bracket issue sorry for wasting your time on such a dumb error

quaint crane
#

how do you add multiple animation sprites to an animation

velvet geyser
#

So I'm running into a strange issue where I'm trying to update a SkinnedMeshRenderer's material array.
If I set a bool to true, it should set the materials array to be several different materials at once using a different array (e.g. meshRenderer.materials = activeMaterials;), but if it's false, the entire mesh will be rendered using a single specified material. E.g.

for (int i = 0; i < meshRenderer.materials.Length; i++)
{
    meshRenderer.materials[i] = inactiveMaterial;
}

But when I run my function, it runs properly when set to true, but won't set the single material when set to false.
Thoughts on what's happening?

lean sage
#

Put Debug.Log($"Setting {meshRenderer.materials.Length} materials to {meshRenderer.name}") before that and see if it shows and what it says

dense magnet
#

Hey, I am using mixamo anims and the anims are playing just fine in the preview windows, however when using the animations in the editor, I am getting unwanted results.
eg skewing , character learning to far forward or to far back, arms skewing etc.

Things I have tried :
Setting the Rig to humanoid
Setting the loop where needed
Changing different rigs
Uploading my character to mixamo and downloading with and without skin
Downloading as FBX for Unity

graceful mulch
#

When having an animated 3D character, which can run, walk and stuff, how can I apply weapon holding and equip animations when you can use different weapons which arent in the player object?

fallow tusk
#

Hello! I have a 2D character with bones and meshes. I want to make items attached to the bones and meshes, but I couldn't find any good way to do that.

For example: A shirt's sleeve would move with the character's hand and the mesh (So there'll be no need to split the sleeve into a forearm and upper arm piece).
What I did try is a normal attachment to the hand, which works fine,
But as you can see in the attached gif, when the forearm is moving it doesn't get affected:
https://i.gyazo.com/2512491659eb2c98f334ec5507732f49.gif

I found a tutorial by TwoTen (https://forum.unity.com/threads/tutorial-how-to-make-clothes-animate-along-with-character.475253/) on how to do exactly what I'm searching for but it's only working with 3D objects and I wonder how can I accomplish the same with 2D.

Does someone have any thoughts about what to do?

twin musk
#

anyone use Mixamo?

#

why the heck is root called mixamo:Hips and how do i easily fix this?

#

i'm getting the error when trying to connect the animation 'Transform hierarchy does not match'

#

if anyone knows anything about this @ me pls

hybrid tinsel
#

You can write a script to directly match the bone transforms of one object to those of the other- if they use the same names and hierarchy it should be pretty straightforward.

Make sure the code runs in LateUpdate() so it goes after the animator.

hybrid tinsel
hybrid tinsel
hybrid tinsel
# dense magnet Hey, I am using mixamo anims and the anims are playing just fine in the preview ...

It is hard to be sure, but a few more things to try... make sure the avatar is correctly configured for both animation and the character, make sure you have the right avatar on your animator, make sure there are no import errors in the animation.

It looks like the sort of error you get from having extra non humanoid bones in a humanoid rig(for instance an extra spine bone or an arm twist bone) yhat are beingbignored, causing everything below them in the hierarchy to be messed up.

hybrid tinsel
#

What is straightforward to you is not straightforward to other people. Every game is different.

#

And it isn't that there is no solution, it is that there are a dozen solutions.

patent warren
#

Can anyone tell me why my walk animation is not playing

#

it is always playing the default. If i make the walk default. Then it will play that but never idle

#

I have simple bool to choose between them but it just doesnt make a difference. Only the blue line will start moving but the animation aint playing

#

And when i take exit times off then the animations will play but i need them in a loop

velvet geyser
boreal tiger
#

Bit of a silly question, but

#

Do entities need sprite renderers if they also have animators?

#

Or, do the two work in hand in hand (the latter determines which sprite is displayed, the former is responsible for displaying it)

empty hemlock
wild sleet
#

So I'm looking to use mixamo to add animations to rigged third person characters. Mainly players that will be holding weapons.

In modern games, the third person character will actually take out the magazine, rack the slide etc when reloading. Is this going to require actual custom animations rather than the generic ones inside mixamo?

#

I know unity has support for IK, so I'm wondering if there's some magic that can happen there

hybrid tinsel
hybrid tinsel
hybrid tinsel
cedar edge
#

Hello and thank you in advance. I’m curious if anyone in here has experienced an issue with .Blend to Unity of animated models where position transforms are being read by Unity as rotation transforms.
For some reason Unity is omitting an axis of position transform and replacing it with a rotation transform, and I can’t figure out why. Obviously very difficult to manually correct. Are there Unity settings somewhere that are causing this?
I’m just starting out with Unity and can’t seem to find a mention of this specific issue (vs overall scale and orientation) anywhere

bright ridge
#

Hello guys, I have some simple problem: I create animation to move object down (-0.2Y) but if I try to use same animation on other object, he is moving to X,Z from first object. How to create animation so that change only the height of the object does not change its location?

agile solstice
#

Or scene, if none

bright ridge
#

So, If i have 5 object and I want each one of them to move -0.2Y then I have to create 5 different animations?

agile solstice
devout ember
#

this is how i have my statemachine run, but for some reason when im standing still, it doesnt switch between idle and idleblank?

#

these are the conditions im using

agile solstice
devout ember
#

idk what the problem is with my conditions

agile solstice
devout ember
#

i have no idea what the problem is though

#

how can i show you my issue?

agile solstice
#

There might be a clue in the transition settings, which are minimized in the picture

devout ember
kind sigil
devout ember
#

can i have a string as a parameter?

agile solstice
devout ember
#

also i couldnt find it so im guessing now

smoky cobalt
#

why isnt idle looping?

#

I think I probably clicked something but it wont loop

#

@ me on reply šŸ˜„

reef sand
# cedar edge Anyone have a clue here?

My only experience with blender to Unity is to export as FBX files and load them into Unity. You can then examine the animation clip to prove what is and is not included. Then there is the fun and games of "what is up" being different for different platforms. (But no experience with your actual problem of position transforms being read as rotations transforms!)

twin musk
#

the legs are curling up even with these mask settings

#

shouldn't "idle" override this animation due to the mask?

cedar edge
reef sand
# twin musk shouldn't "idle" override this animation due to the mask?

I don't have much practical experience with the animation state machine and how overrides work there, but certainly adding Override tracks on the top of an idle track works for me. I notice you left the foot IK on however - was that on purpose? (The two green IK dots.) But the leg positions look more like it is the defaults for muscle positions. Are all the clips humanoid clips?

twin musk
#

yes all humanoid clips

#

i'll test without IKs on

reef sand
#

I would guess it is not the foot IK, but good to eliminate. I guess that the layer with the above mask is working, but the underlying idle layer is not being picked up (I assume it does not have an avatar mask? or the idle layer has a "legs only" avatar mask etc?)

#

E.g. If me, I would check I did not accidentally put that same avatar mask on the idle animation! šŸ˜‰

twin musk
#

IK doesn't change anything

twin musk
reef sand
#

(in Timeline)

graceful mulch
#

Should I use Inverse Kinematics for the foots in a FPS game, or are conventional animations better?

twin musk
#

still not working in timeline

#

in timeline it overrides everything

#

ignoring the mask

reef sand
#

If using timeline, you have an animation track with two subtracks - the idle animation, and the other animation with a mask? (Can you share a screenshot?)

#

You cannot mix the animator (statemachine stuff) and timelines - they don't play together for example.

twin musk
#

got it working with animation layers

#

old video but explains it well

#

for anyone with similar issues, keep in mind to use Additive blending in animator layer settings

#

@reef sand also thx for helping

reef sand
#

NP - you solved it yourself!

cedar edge
heady garden
#

hello, im using the new input system + blend tree

#

i want to save the float parameters after i've clicked on them, so if the player is standing and moveX is 1, he'll do the idle_right animation

#

but whenever i stop pressing the keys, my float parameters go back to 0

#

how can i save this information even when i stop pressing any key?

#
void UpdateAnimation()
    {
        if (movement == Vector2.zero)
        {
            animator.Play("Idle_Tree");
        } else
        {
            animator.Play("Movement_Tree");
        }
    }
quaint crane
#
// using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
  private Rigidbody2D rb;
 private Animator anim;
 private SpriteRenderer sprite;

private float dirX = 0f;
 
    //  Start is called before the first frame update
   private void Start()
    
    {
      rb = GetComponent<Rigidbody2D>();
      sprite = GetComponent<SpriteRenderer>();
      anim = GetComponent<Animator>();
    }

    // Update is called once per frame
     private void Update()
   // Player Movement (left and right)
    {
      float dirX = Input.GetAxisRaw("Horizontal");
      rb.velocity = new Vector2(dirX * 7f,rb.velocity.y);

      if (Input.GetButtonDown("Jump"))
      {
        rb.velocity = new Vector2(rb.velocity.x,14f);
      }

     UpdateAnimationUpdate();
     
    }

      private void UpdateAnimationUpdate() 
     {
      if (dirX > 0f)
      {
        anim.SetBool("running", true);
        sprite.flipX = false;
      }
      else if (dirX < 0f)
      {
        anim.SetBool("running", true);
        sprite.flipX = true;
      }
      else
      {
        anim.SetBool("running", false);
      }
       

    }
      
    
}
    
    
#

can anyone tell me why my animation is not switching from the idle animation to a running animation?

#

i don't know what im doing wrong, so im just sending all my code lol

serene igloo
#

Is the transition from idle to running set up based on he "running" boolean?

quaint crane
#

believe so

#

what i want the code to do is that when the player is idle it plays the idle animation which works but when it moves I want it to switch to the running

#

its 2D animation so yeah

quaint crane
nova sable
#

So i added a gun to my FPC,
(unity gun asset)
I wanna know if u like the animations / position ? or if i should change smt

quaint crane
#

Animation looks clean, kinda covers a lot of the screen?

#

but idk much about FPS

tawdry spindle
#

i need to arrange my sprites for animation, i have 3 sprites that need to be placed at certain frames according to guide from sprite artist. how do I reuse a sprite ?.

#

i need to use 2nd sprite again after 3rd, but no option to copy

#

there is add key if I right click but it doesnt mention which one I will add

quaint crane
#

I believe you can manually add a sprite, just delete a key and click and click and hold the sprite back to the position you want

tawdry spindle
#

well, one way is to edit the image source and copy my second sprite so I have 4 sprites. but surely there is a way to reuse my second sprite. I can add new key but

#

which sprite is it that im adding ?

snow vine
#

Tried tampering with exit time and duration time to no luck

tawdry spindle
#

are you already adjust your pivot

snow vine
#

oh i see it

tawdry spindle
#

you made this from set of sprites right ?

snow vine
#

all of the pivot are set to center

#

yes

#

from a set of sprite

#

all the pivot are set to "center"

tawdry spindle
#

the drawing isnt symetrical, you have to adjust the slice and pivot so it has same center of mass

#

try setting it at bottom

snow vine
#

for which one

#

all of them?

tawdry spindle
#

yes all, just try it first. I never worked on isometric game šŸ˜„

snow vine
#

@tawdry spindle it got worse

#

xd

#

the snap is even worse now

tawdry spindle
#

well try and error it is, i assume you dont make the sprite ?

#

yea thats the general idea, allign it yourself with proper pivoting.

#

actually now that i look at it, perhaps you start with another frame to make the transition smooth ?

snow vine
#

new to this thing so im not too sure

#

oh i think i know what youre talking about

#

is it because the starting frame for my walkng animation

tawdry spindle
#

just my guess

snow vine
#

it has the players feet up

#

already

#

i tried and still not helping much 😭

tawdry spindle
#

i think i got it, in walking animation move your pivot up a little from the center.

#

through sprite editor

snow vine
#

ok lemme try

tawdry spindle
#

you can estimate the position from the video. If you put your pointer on character waist, you can see it moved up when it switched from idle to walk

snow vine
#

@tawdry spindle just the x up?

#

or both the x and y

tawdry spindle
#

try only y

snow vine
#

@tawdry spindle

#

i think its better?

#

i cant really tell

#

i think it is better though. my eyes are too strained from staring at it for the past hour

tawdry spindle
#

its better for me, i have no idea how to make it smoother in its transition tho.

snow vine
#

yeah i think its better for me too

#

its not snapping anymore for sure

lofty mica
#

How do you make attack animations? should the first and last frame be the idle position?

green wigeon
#

Depends

#

If you want it to transition into the idle animation you can just use the animation controller for that though

sinful swan
#

Hey, I'm having some problems with root motion, when it is closed root bone acts fine but when i enable root motion, root bone doesn't move all the way and ends up round halfway. So character starts new motion at root bone which creates a back leap glitch.. Anyone experienced something like this before?

#

it looks something like this, when baked into pose or not used it looks alright but when i try to use it, it doesn't move all the way like it should be..

remote harness
#

I have an ai run by navMeshAgent, whats the common practice for animations? Would i start rest/idle animation when velocity is 0?

remote harness
green wigeon
remote harness
#

Think @lofty mica mean the position of the armature / pose being the same (seamless)? Or does unity transitions make this for us?

Found this! A good showcase https://youtu.be/2_Hn5ZsUIXM

In this Unity game development tutorial we’re going look at how we can easily control when to transition from one animation to another from our scripts.

We’ll see how we can use animation transitions to make a character transition from an idle animation to a running animation when it starts moving.

The project is available here:
ā–ŗ https://www....

ā–¶ Play video
#

Genuinly interested cause im about to set up animations very sooon

marble epoch
#

Hello! Is there any tutorial on how to handle a complex character animation status clean?

#

I'm creating my player's animation controller, and it's getting really messy

#

For example, apart from all the basic animations (walking, idle etc) I've added 5 animations for a sword attack, and I'll need to add about 5-7 animations per weapon, so it will quickly grow up to 40 animations more

#

I fear that the animation controller complexity and readability will go crazy... Any advice/tutorials?

agile solstice
marble epoch
#

Is there any tutorial on how to correctly use them?

#

Last time I used an animation layer to handle the "upper" part body

#

it would overwrite the normal animation layer, for example if the player had a sword the animation layer would have a "holding sword" animation clip that would be placed on top of the normal animation layer, blending the walking animation with the holding sword animation

hybrid tinsel
marble epoch
#

this?

hybrid tinsel
#

I believe so

marble epoch
#

It's a 5 years old video...

#

is it still relevant?

hybrid tinsel
#

People keep asking the same questions, so probably.

#

I'd also look into override controllers for the 'same controller setup, different weapon animations' issue.

vernal yoke
#

Hey there. So I'm doing a quick rail shooter and I'm having an issue with the animation of the player object. The camera / player object are part of an animation (track) Parent object that goes through the level, but the player object is something that has wings that I would like to flap while it's going. It's a prefab I bought on the asset store, so it did come with some animations, but if I turn any of them on then the player object just stops in its tracks and doesn't stay with the Parent object it is a part of. Is there a way that a child object with an animator on it can play an animation while the parent object that also has an animator on it is animated?

#

Never mind, I figured it out. Just had to uncheck "Apply Root Motion"

graceful mulch
#

How can I set a humanoid rig in a scene to T-Pose?

hybrid tinsel
graceful mulch
twin aurora
#

Hey, so I'm having an issue with 3D animations for my game. When I press the shoot key (which triggers the shoot animation) it plays once and then when I press it again, it doesn't play the animation. Any fixes you guys know of?

cedar edge
#

Anyone know how to import a keyframe animated object from Blender to Unity via .Blend without missing frames in the animation? Even with all downscale import settings turns off, the key frames shown in Unity are less than came from Blender and transform animations are somehow occurring between frames in Unity.

cedar edge
#

My Blender animation is 12600 frames, for 7 minutes of animation at 30fps. Unity seems to be only showing the 420 "seconds" even when set to show frames. Does anyone know how to see the other 29 frames/keyframes in each second? I'm trying to see all "frames" of animations. E.g. all 30 keyframes in each second. But the imported animation timeline in Unity is only showing me 420 frames instead of 12600 (but despite this it still seems to animate with all 12600 of the keyframed transforms)

uneven pagoda
#

hi guuys

#

this thing died

#

im trying to do first person arms

#

Learn how to add animations to your characters via Mixamo (free characters and animations) and the Animator component. We will learn how to add pre-existing animations and also add dynamic and procedural animations using Unity's Animation Rigging Package.

First, we'll choose a model and animation in Mixamo, import it into Unity and set up a Hum...

ā–¶ Play video
#

following this tutorial

uneven pagoda
#

it has a really strange conversion

#

I just deal with it since it works

#

if its 0 seconds it breaks

#

you then have to manually adjust the time to like 0.6 or whatever to get it to work

tribal patrol
#

Ive been trying to make a transition between an idle animation and a walking animation and it wont work. There are no errors in the code, everything is configured properly. I dont know why its not working. Ive tested the animations and theyre fine.

#

Ive followed a yt tutorial exactly, triple checked everything, and it still wont work

shrewd spoke
#

Let's say I've set up a rig with animation rigging right, would there possibly be a way for me to somehow play an animation but have IK on-going?

#

So play the normal animation but have the foot still try to position itself correctly instead of clipping into things

#

If you get what I mean

uneven pagoda
#

yes thats the whole point

shrewd spoke
shrewd spoke
# uneven pagoda https://www.youtube.com/watch?v=Htl7ysv10Qs

I've seen that. That's how I learnt it basically. I mean like playing a normal animation and having the animation actually have IK instead of calculating IK target positions in a script. What Brackeys shows their is having IK follow a target not layer it over animations

uneven pagoda
cedar edge
uneven pagoda
#

why is it important

hybrid tinsel
twin aurora
hybrid tinsel
jade niche
#

Hello, how do I use animation layers? I followed a tutorial but it doesn't seem to work.
I'm trying to make an enemy play the attack animation on its upper body with the running animation playing on its lower body.
I setup the Avatar Mask and the second Layer then for testing I made the Attack animation play when ever the enemy is running but the Attack animation plays once (the running animation doesn't play at all), then it just does this

#

This is how my Attack layer is setup

cedar edge
# uneven pagoda why is it important

I need to edit those missing keyframes within unity (using properties that do not exist in Blender) and make corresponding animations within Unity that track to those same missing keyframes. For example, I would like a material transition that corresponds to those movements. If there is no frame/keyframe at that juncture, I have no means of doing that. Seems like it is potentially a .Blend import bug?

hybrid tinsel
tribal patrol
#

Because I already figured it out and instead of you guys assuming the same thing every time i ask the same question yall could actually do something to help :)

hybrid tinsel
tribal patrol
#

I dont need this. Ive already figured it out and the other times when i did show my configuration you guys were no help

#

see ya

hybrid tinsel
hybrid tinsel
#

Which is not what you want, right? You want the base layer to be doing its own thing.

jade niche
hybrid tinsel
#

the Synced layer does not have its own state machine definition at all - instead, it is an instance of the source of the synced layer. Any changes you make to the layout or structure of the state machine in the synced layer view (eg, adding/deleting states or transitions) is done to the source of the synced layer. The only changes that are unique to the synced layer are the selected animations used within each state.

#

You can't trigger states separately on synced layers.

jade niche
#

I am aware, I'm not doing that

#

I moved it to the Attack1 state so this is how each layer looks

#

The Attacking layer animation is working fine, but the Base Layer animation plays for half a second then stops

#

The Attacking layer is also playing the animation for the entire enemy (I assume this is the issue) even though I just have the legs and feet selected on my Avatar Mask

#

@hybrid tinsel

hybrid tinsel
#

I'll have to look closer when I get to a computer

jade niche
#

Alright

hybrid tinsel
#

I'm still very confused by what you're TRYING to do, and why the layers need to be synced.

jade niche
#

And I guess I don't need them to be synced but that doesn't have anything to do with my issue

hybrid tinsel
#

What happens when you disable the attack layer?

jade niche
hybrid tinsel
#

Sounds like you might be having a problem with the layer masking then

twin musk
#

As you can see the Pivot for the Upper Torso bone is NOT where It should be
what caused this to happen?

#

Other information includes the fact that I exported the Rig and The Chibi Unity-Chan model as a Unity Package

hybrid tinsel
hybrid tinsel
latent linden
#

h-hey i am pretty sure this is a dumb question and i was not sure where to put it, so please LMK if this is not the right place. (this is my first unity project btw...) i was following this tutorial and at one point the guy prefab'ed a sprite to add more states to it.

see how he has 'to begin animating marco, create an animation and an animation clip'? yep, that doesnt show up anywhere in my unity animation-related windows. please help, i already feel kind of dumb. thank you in advance!

trim hatch
#

If you have the object selected it should show up

boreal tiger
#

I've encountered a bit of a problem

#

I bought an asset pack, and it has a walk animation and a walk-with-shield animation

#

Sliced up using the sprite editor, the sprites from the walk animation are about 16x20 ish

#

But the walk-with-shield sprites are all 32x32

#

Naturally, it isn't a pretty sight transitioning from one to the other. Is there a way to, within Unity and without having to manually edit the image, add padding to normalize the sprite size?

jade niche
#

How do I change the properties of this maximo character in Animation? When ever I move it, it just goes back. I never had any issues changing the arms properties.

hybrid tinsel
jade niche
#

Oh, okay

jade niche
#

@hybrid tinsel If I do not animate one of the spine objects, am I able to edit the rotation of it with code?

#

I am trying to make it so the hands move with the players camera if they look up and down

#

Or am I able to edit the shoulders rotation in code with the animation still playing on them?

hybrid tinsel
jade niche
hybrid tinsel
#

Yes.

jade niche
#

Okay, I will try

#

Uhhhh

#

I don't think it works..

hybrid tinsel
#

Can you be more specific?

jade niche
#

I wonder if constraints in UMotion is what I need, it looks like I can set body parts as a child object of another object

hybrid tinsel
#

I've not used Umotion

jade niche
#
    private void LateUpdate()
    {
        leftShoulder.transform.rotation = Quaternion.Euler(leftShoulder.transform.rotation.x, yCurrRot, leftShoulder.transform.rotation.z);
        rightShoulder.transform.rotation = Quaternion.Euler(rightShoulder.transform.rotation.x, yCurrRot, rightShoulder.transform.rotation.z);
    }```
spark dove
#

Hey guys, after blender animation is exported to unity, the motion of the animation doesn't match up very well. The amplitude is much smaller

hybrid tinsel
ancient kernel
#

So I'm doing 2d 16x16 pixel art animation and make character is 16x16, so I'm trying to do a slash animation for attacking and sword, so I'm wondering how I should implement it correctly as it can not fit with the character sprite because it is too small to fit in with the player slash/slash trail sprite, so my best guess is to make a seperate slash sprite that shows up and animates when a animator bool is set to true and a regular bool is set to true but I don't know if I'm doing it correctly and I don't know how to pull it off

jade niche
frank stream
#

anyone know why none is showing for avatar, and when i drag and drop my avatar nothing happens
? :)

reef sand
frank stream
ancient kernel
#

How do I make a animation play once? I'm trying to use wrap mode but I can't find it and do not know where it is, I'm trying to play a animation once whilst using animator.play() and it would be helpful if some can tell me how to make animations have "priority" over each other without using transitions as I'm using animator.play(). Thanks! 😁

radiant trench
#

really basic question, how do I get rid of this

#

so my animation does not play as soon as the game starts

agile solstice
hybrid tinsel
#

Just use an empty state, like Spazi said.

hybrid tinsel
sage fiber
#

i have a sprite that changes its scale to a random value when it is created, but i would like to make an animation for it that alters its scale. right now, the animation undoes my random value scaling as soon as it begins to play. is there a way to get around that or make the animation different depending on the scale of the sprite?

#

nevermind, i fixed it by adding a parent object to the sprite and scaling the parent separately from the random scaling of the child sprite

magic zephyr
#

My animation runs based off a trigger, but never seems to ever run a second time

#

how do i fix that

hybrid tinsel
magic zephyr
#

Repeatedly

#

it just doesnt go

#

At very least, I think I do

#

but there is no visual way that i know of to tell

hybrid tinsel
#

Sure there is. Keep the animator open while doing it and see what happens.

magic zephyr
#

?

#

Its just a bluebar

#

that doesnt tell me anything besides progress

hybrid tinsel
#

You can see whether the trigger is being triggered

magic zephyr
#

I dont

#

It doesnt show me anything

#

It must not be working in code

#

Is there any way to completely not use the animator component

#

This visual thing hurts my brain

#

It shows the animation going off but there is no visual ;-;

hybrid tinsel
#

I mean, nobody is forcing you to use it

#

You can also post your code and pictures of your animator and we can try debugging it.

frank stream
#

any animation pros around? for some reason a bool variable that i have made in the animator isnt setting to false when it should :)

magic zephyr
#

If someone could save me from the nothing ive become

#

Id greatly appreciate it

#

Sorry its not to clean, im very tired

#

basically its never transitioning

stone cradle
#

so im using a blend tree to blend between different variants of running animations- some for different stages of speed and some for leaning the character in the direction its turning.

the run animation is kind of exaggerated so when it interpolates between one of the leaning animations and the base run animation for the current speed it sometimes bends the wrong way. is there anything i could do about this?

hybrid tinsel
#

Using inverse kinematics to control parts of the body can also avoid 'broken' poses, though that is also a pretty complicated option.

hybrid tinsel
hybrid tinsel
charred belfry
mint pelican
#

could any one tell me why his right calf thing goes that far?

hybrid tinsel
#

I meant 'whyyyyyy' more than 'whaaaaat'

hybrid tinsel
mint pelican
#

ima just try to reload it

sharp blaze
#

guys what does this error mean

hybrid tinsel
# sharp blaze guys what does this error mean

There are a few possible causes. Most common is with a clip with zero length(you can't divide a length of zero to get a transition duration) or when one clip is massively long and the other really short.

sharp blaze
magic zephyr
#

As it stands every other thing about it works

frank stream
#

Meaning that the only code that actually executed is the first if statement in OnClick

#

Sorry I replied late but if you can help whenever it will be appreciated :)

hybrid tinsel
# frank stream Sorry I replied late but if you can help whenever it will be appreciated :)

There's a lot there, and I'm kinda confused about the logic behind what you're doing. It might be that .7 is too late and a transition is already taking place and/or the state has been left by the time it would register? I'd personally just use a state machine behavior on these states, or even better use triggers which automatically disable themselves after being used.

little sluice
#

If I want to just play a single animation clip, should I use the Animation component? From what I hear, using the Animator component for playing a single clip is overkill and has more overhead than is necessary, however, when I try playing an animation clip via the Animation component, the object just teleports to 0,0,0 in World Space and doesn't actually play the animation.

The animation clips are marked as Legacy.

hybrid tinsel
little sluice
hybrid tinsel
little sluice
frank stream
uncut salmon
#

@twin musk Don't crosspost please

twin musk
graceful mulch
#

Is there any way to apply the changes from an animation clip as dafault values?

twin musk
#

Hello, I'm trying to read the docs about the animation system and there is something I'm not really sure I understand
As far as I'm aware, animations may move the object's Transform by applying root animation motion. Does this mean that I should either use Physics with Rigidbody or animations, but not both on the same GameObject? Because if I try to use both then they will fight over the control over Transform?

restive scaffold
#

how can I reset the orientation of bones to default?

#

I found out that some of my procedural animations aren't working because my bones are directed as Z up and Y forward

#

I've explicitly done the settings in the FBX blender output, but it stills comes out as is

tulip wharf
#

I havent touched animation in unity yet. What should i start with if i want to animate this tree? i want it to sway and move. I can also take it apart as this is made of puzzle pieces and is not a solid image

#

How can i avoid performance issues if many trees are animated?

silver nest
#

Hello, anybody knows why activation tracks are being ignored when skipping to a specific frame in the timeline?

hybrid tinsel
hybrid tinsel
tulip wharf
hybrid tinsel
#

Root motion is compatible with physics but it depends on the specifics of what you're trying to do.

hybrid tinsel
hybrid tinsel
tulip wharf
#

Is burst a plugin?

hybrid tinsel
#

It is a package in the package manager that the 2d animation system uses to GREATLY improve performance.

magic zephyr
#

So is my project just a lost cause ;-; I gave all the info I could

#

Nvm i fixed it

trim hatch
#

lmao

magic zephyr
#

Immediately realized what I did wrong

faint arch
#

If I want to offset a bone's rotation constantly by say 10 degrees in one axis (post animation), do I have to create a script for it or is there some built in function that accomplishes that?

hybrid tinsel
novel skiff
#

I want to animate this beast into my 2d game and I know how to do it with procreate and with the layers etc etc. I have a question tho.
Because this is the first time I use a tail for a beast and I want it to have bones as well. Should I have a different starting pose for the bones to be applied better?
This is a 2048x2048 image and the game is mobile. Should I make the whole character smaller inside the 2048x2048 and let the tail have some more space?

agile solstice
#

It's a tradeoff

novel skiff
#

I was thinking of making something like the image, maybe a little more straight like maximum 2 curves and work with that . The beast will be kinda hairy so when I make the nodes of the bones it wont have a problem when it bents. I hope I was clear with the explanation haha

#

Because for instance the straight arms of my main character made pointy elbows when bent

twin musk
#

IDK if I asked this already
but how do I make an Inverse Kinematic Rig for a Model?

indigo laurel
#

Is there a way to automate setting up basic things like sample rate of an animation when you create new animations?

reef sand
#

Also there is better humanoid support than octopus with 8 legs. They made common stuff easier, advanced cases possible

mossy stirrup
#

Does anyone know how to edit the speed of a 3D animation? I tried clicking on the animation itself and editing the samples value, but unfortunately it's Read-Only, so I can't do that. Is there any other way to adjust the speed?

Edit: I figured it out. You need to do it in the animator. There's a speed setting for each animation state.

civic kiln
#

Hello everyone, i was wondering how i could export my blender model with rig to unity and animate it like this: (7:26) https://www.youtube.com/watch?v=rb0EhmyQ0aM&t=446s&ab_channel=Dani

#

because somehow i cant rotate the bones in the rig like in blender or i cant move them in general like i do in pose mode in blender

reef sand
# civic kiln Hello everyone, i was wondering how i could export my blender model with rig to ...

Are you exporting it as a FBX file? Can you import the character into Unity at all? If you adjust bone rotations etc manually in Unity, does it move? Or is it only when you do animation clips it does not move? You have not provided much information about which steps you have taken, and there are multiple paths with multiple things that can go wrong. (Certainly lots of people export characters from Blender and load into Unity.)

graceful mulch
#

I am using the 2BoneIkConstraint for aligning arms to a weapon, but sometimes the arms cant reach the weapon since the arm is to short. Is there any way to force the arms reaching the 2BoneIkConstraint target?

civic kiln
# reef sand Are you exporting it as a FBX file? Can you import the character into Unity at a...

Hey @reef sand , sorry for the lack of info. So i exported the model as fbx with the armature into unity. As you can see in Blender.PNG, i can move the body parts with the rig. but in unity (Unity1.PNG) i can only rotate them like this, and the armature is not even visible(if thats normal). In unity2.png you can see how the fbx was exported and in unity3.png you can see the rig configuration. As i already mentioned, id like to move the rig with the body parts in unity, like i do in blender

reef sand
# civic kiln Hey <@476556722018844688> , sorry for the lack of info. So i exported the model ...

Unity does not show the bones by default. You can add a component from the Animation Rigging package to show bones if you want to. But if you have an Avatar, then you imported your character using Humanoid animation rather than Generic (which is probably what you want). Generic does everything through rotating bones - but an animation clip has to use the exact names, so its hard to reuse the clip on other models. Humanoid uses a "muscle" system instead, which controls the bones, via the Animator component (I may have some details wrong, so buyer beware! ;-). So instead, find a humanoid animation clip (e.g. free assets from the Unity asset store) and preview it. Then select the model to override the default for previewing, and you should see the model move. Or, create a Timeline with an animation track, drop the character into it, and drop the animation clip into the timeline. (And yes, that last sentence is too terse - I would look for a YouTube video or similar.) Or you can set up a Animation State machine (normal for games). Again, lots of videos. But the idea of "muscles" is they abstract the names away from the actual bone names. The "Avatar Description" maps the muscle names to bones for a specific character, allowing a humanoid animation clip to be applied to different characters more easily. (Its not perfect, but it generally works well.) So I think you are on the right track - just get a humanoid animation clip and try that.

#

(In the Animation window, if you "open" an animation clip, you will see humanoid animation clips manipulate properties of the Animator component on the model. A Generic animation clip lists the bone names in the model directly, with nested hierarchy like the bone structure.)

civic kiln
#

I will definitely give it a try thanks for taking the time ^^

subtle turret
#

How does one make sure an animation hits a target? For instance, using root motion that takes a step forward and then stabs with a sword šŸ¤·ā€ā™‚ļø

reef sand
# subtle turret How does one make sure an animation hits a target? For instance, using root moti...

If a game, I assume you have to code it up - rotate the character so its facing the target, adjust the distance from the target object to line up with the other character so the final position is correct (e.g. push red character back based on distance from white character to hide that you had to sneakily adjust distances). Or... there is the Animation Rigging package that can override some things, but you probably don't need to go that path. I find it useful to make a hand grab a door knob for example (and follow the door as it swings).

lean anchor
#

Any1 here able to help me?

#

I do not know why

#

but my animations wont play

#

and i think i dont understand what im doing wrong

hybrid tinsel
#

Need more info.

hybrid tinsel
#

You let it know where the character needs to be at the moment of impact.

empty hemlock
#

it's not perfect but it's a start for sure

#

can't wait to finish so i can add good looking graphics

hybrid tinsel
novel skiff
twin musk
#

i've got my sword and scabbard attached to my character's rig and it works fine but whenever i blend 2 animations together using blend trees the sword clips through the scabbard. what would be the best way to fix this?

hybrid tinsel
hybrid tinsel
twin musk
#

i thought of that much , but i'm not sure how

novel skiff
#

As I am thiinking of it . I think I am going to remove the tail. Because it is a gorrilla/Werewolf beast and I need t focus on the arms for the fight.

trim hatch
#

how to make it so timeline plays after everything is loaded
when I check the play on awake property timeline jumps from frame 0 to around frame 50 after unity stutters from loading the scene

twin musk
#

does ANYONE Know If I can use Inverse Kinematic Rigs with the Animation Timeline?

reef sand
twin musk
reef sand
#

It’s the little man icon in the left side bar near the track mute button

twin musk
reef sand
# twin musk I see the avatar option I think I know what you mean/what I have to do

Cheap and Nasty video I created some time ago if helpful https://youtu.be/NutXINkYL9M

By creating multiple levels of override tracks in Unity, with avatar masks to limit what he overrides affect, you can build up more complex scenes with simple drag and drop of animation clips, making scene creation more expressive and faster to do.

ā–¶ Play video
fallow tusk
nimble stream
#

Hello all, new to unity and the discord, needing some help with a problem. Doing a test project where I create a character using gameobjects + sprite renderers for all the different body parts, in preparation for character customization so that all styles can share a set of animations. I was planning on adding bones to the newly created character gameobject in order to later animate them, but I'm unable to do so. Is this something that is even possible - can I add bones to a gameobject via rigging? Or am I limited to modifying position/scale/rotation on the gameobjects themselves in the animations? I can’t figure out how to open the skinning editor for to accomplish this for the gameobject rather than the psb

hybrid tinsel
shrewd spoke
#

Is there a way to have IK active even when animations are playing when it comes to animation rigging? Say when this dude stops he kind of uses his feet to stop him from moving forwards then takes a step back to get to the right position which is all default animation. But they're running IK with the animation too so when he's taking a step back the IK puts his foot over the pipe and back onto the ground instead of making it go straight through

#

It might be easier if I record a video hold on

still moss
#

Hi all, I've gotta go to sleep now, but this question's been bugging me today -
Is there a way to allow modders to create animations outside of Unity's editor tools?
I've been looking up how to work with modding and I don't really want the modders to have download the Editor and learn it just to create assets for my game
Are there any solutions to (or examples of) modding-suitable animation that I could look into?
I've gtg but would be grateful for any responses :)

reef sand
reef sand
shrewd spoke
hybrid tinsel
oak mantle
#

i need help my 2d jump animation

#

none of the videos are working

#

all of them have differnt code than mine and it dosent work

#

@hybrid tinsel

#

@shrewd spoke @reef sand

#

pls

hybrid tinsel
#

Do you need a tutorial video about how to ask for help, too?

oak mantle
#

yes

reef sand
#

I have no 2d or game development experience sorry. I only really do cut scenes (kinda - I use Unity for animated cartoons, not game development)

oak mantle
#

oh ok

toxic geode
#

Hi, there's any way to export an .anim file back to FBX? I tried to use the FBX exporter selecting the model and the .anim but it only exports the model without the animation :\

subtle turret
#

I'm using strafing root motion animation. The preview strafes in the correct direction, but the game strafes in some weird almost 45 degree angle.

Any ideas? šŸ¤·ā€ā™‚ļø

vocal spade
#

how does stop run animation work? as of now our project used mixamo's pause movement and it goes far to slide back in where it was placed... its problematic and not dynamic, what is the trick behind pause walk/ stop movement?

#

or just strafe as its also called i guess!

hybrid tinsel
hybrid tinsel
vocal spade
hybrid tinsel
#

Well, that depends on your specific needs.

royal brook
#

So I currently am trying to animate a gate and it has parent of the frame with 2 children being the right and left gate but trying to have an animation where if the player interacts and press's "F" the door will open and then it will then close but I am having trouble trying to figure it all out.

hybrid tinsel
royal brook
#

Basically just linking it all up since I have animations for each specific door just not too sure how to make them both open and close when pressing F

#

Should this be more under scripting?

hybrid tinsel
#

This is a reasonable place for it.

#

When you mean 'each specific door' you mean the separate pieces of the same door object?

#

If you have a specific separate opening and closing animation, I'd just set it up with an open and closed state, along with the opening and closing animation and just have the triggered transitions on the open and closed states.

#

Then you'd just need a single trigger to toggle to either end state

royal brook
#

ye so it has a parent object for the door frame with the child objects as the separate doors but I am also not too sure on how to trigger it either

hybrid tinsel
#

Use a SetTrigger() in whatever script you're controlling it with

#

And have that trigger used for the transition from open to closing and closed to opening.

#

Have the rest of the transitions just be exit time.

royal brook
#

so for the object you would have a new layer in the animator which it has entry>open>close? and the setTrigger will just do the transitions?

steady wolf
#

Excuse me

#

em

#

can someone tell me how

#

i make a collider, follow an object that is animated?

#

i have an atticc staircaise with it“s animations that i exported from blender

#

but if i add a collider, the collider stays on the initial position of the stairs

#

instead of moving with them

#

how can i make the collider follow them?

trim hatch
#

where is the collider?

#

is it attatched to anything that's animated?

steady wolf
#

yes

#

the segments of the stairs

trim hatch
#

should work then

steady wolf
#

yes but, it doesn“t

#

and i don“t know why

#

the stairs also kinda, don“t render properly i“ve noticed

#

unlike the rest of the objects, unless i am looking directly at them, they fadde

#

fade*

trim hatch
#

doesn't even seem like something that needs blender animation but idk

steady wolf
#

it does, because it builds itself

#

and it seemed, easier to just build that animation in blender

nova fulcrum
#

Hello i used an animation that make my elavator going up whenever i press the button. The problem is whenever my character is in the elavator, the elevator model will be shaken.How do i fix it

trim hatch
#

probably has to do with physics

frank stream
#

hey guys anyone know about animator showing empty even though there is stuff in it

#

?

#

it happened when i duplicated a animator_controller

#

as you can see to the left when i click the blend tree and other stuff is still there i just cannot see it

#

animations all still work properly just cant view them

#

i also get this error message which is due to this animator bug

#

if anyone knows any info on this it would be appreciated :)

honest rover
#

Hello, I was wondering how you would be able to match mesh colliders to animations? Micro Jackson gave me a kick in the right direction but I'm not sure that I fully understood what he meant as I am very new to unity...

#

this is what it looks like at the moment

#

I would rather not go through 300+ frames manually while fixing colliders, that seems horrible, there has to be a better way

patent rover
#

Saw some people asking about mo-cap in editor using Vive Trackers, I may be able to help with that!

pastel vale
#

hi, i want to import an animation and a model from maya but, when i do the fbx export, the model becomes a flat disc. i used bake skin and ik handle. when i delet the history of the bake skin, i have the model but no animation. does anyone know why it does that?

pastel vale
#

i have found a way to import the animation, but now unity doesn't play it in game and scene view, the animation does work in the preview on the prefab

frank stream
#

nvm, i restart and it all just appeared... so weird when i restarted earlier it didnt...

sand meadow
#

Hello everyone! We are looking for the best approach to integrate customizations for our characters (3D). The problem is that our characters are constantly deforming their bodies, so we are struggling with things like adding necklaces, bow ties... Do you know how can we achieve this? We have been thinking about incorporating shape keys to these objects in order to synchronize them with the animations of the characters within Unity and Blender. Thanks in advance ā¤ļø

#

Is there a way to transfer bone weight within the same object? Another idea could be transferring weights at some points of the animation. (Just ideas)

reef sand
sand meadow
onyx plinth
#

anyone know what the problem is, first day in unity

#

i turned off has exit time and transition duration

reef sand
# sand meadow Yes, we decided all of the additions some time ago! But I don't understand what ...

I use 3D characters created with VRoid Studio (free software!). What you can do to make the neck tie disappear is you design it into the original character (so the mesh of little triangles exists for it), but you erase the bitmap texture for that part of the character. So you can change the clothes by replacing the materials assigned to the character. Because it was all designed as part of the original character, all the bone weights are in place. Necessary for say a jacket which has to exactly move with the arms.

#

(There may be better ways - this is just what I saw one product do. Its for creating avatars for VR Chat etc.)

#

Adding other things, like handbags, which were not a part of the original mesh is a completely different problem (needs a different solution).

sand meadow
reef sand
# sand meadow And how do you think this can be achieved?

I might not be the best person for that. If the object has to warp with the bones of the character, its really hard. E.g. do you create a second bone structure and animate them both? I have no idea how to do this for something like Jackets. Designing it into the original character sounds so much easier. What I did for a bag, which is carried (does not deform with the character) is I added it as a child of the hand bone so the bag moved with the hand. I added a cheap little script so it always fell down with gravity - but there must be better approaches that take collisions etc into account (I have not got that far in learning stuff yet myself!)

#

That is, I would like to know good solutions for this as well! šŸ˜‰

onyx plinth
#

followed a code flow tutorial

hybrid tinsel
hybrid tinsel
#

You need either a condition or an exit time.

onyx plinth
#

no clue what this warning means

hybrid tinsel
onyx plinth
#

in the script?

#

i wrote intger

#

oops

hybrid tinsel
onyx plinth
#

i got another error lol

hybrid tinsel
onyx plinth
#

yeah it worked before

#

the tutorial was adding fall and jump animation

#

In this part, we will add more animations to our animation state machine and toggle between them using an enum.

Github repository:
https://github.com/codinginflow/2DPlatformerBeginner


šŸŽ“ Learn how to build a 2D game in Unity (beginner): https://www.youtube.com/playlist?list=PLrnPJCHvNZuCVTz6lvhR81nnaf1a-b67U
šŸŽ“ Learn how to ...

ā–¶ Play video
hybrid tinsel
#

Capital S, capital I

onyx plinth
#

oh i wrote it like this

#

program didnt tell me

#

works now thank you alot!

honest rover
honest rover
manic garden
#

Hello, does anyone know why these are greyed out? It's only letting me move them around in the animation window instead of the timeline window. This started to happen after I pressed the button to the left of the record button.

boreal tiger
#

My objects are getting blurry when animations occur. They look fine otherwise

#

Any ideas?

charred belfry
manic garden
#

Yes.

balmy crow
#

Guys got a question. I use rigify on Blender and it works well with unity humanoid. Everything detected and assigned instantly on Unity but that's only for basic humanoid body alone.

What if I want to add more secondary rigs on to it, like hair or cloth bones, what would be the best approach for it?

Since humanoid won't be able to use them. Should I separate the animation for the secondaries?

hybrid tinsel
graceful mulch
#

Is there any way to apply a humanoid avatar to a skeleton which only has arms?

sand meadow
reef sand
# sand meadow That approach for the bag is great, and for some objects may work well for us......

Yes, exactly. Only things I have heard of for clothes that needs to warp with main body is design extra meshes for the clothes in the first place (but say have a transparent texture when you don't want it visible), have a second bone setup and try to keep the two in sync (sounds like a pain!), or maybe use colliders to keep a dangling tie or necklace from going through the body. Hopefully someone knows of a better solution!

reef sand
# balmy crow Guys got a question. I use rigify on Blender and it works well with unity humano...

I used characters created by VRoid Studio (free software!). It has the main body and hair and cloth bones (all done for me - I am not a blender expert!). I use humanoid clips for the main bones, then generic clips for anything else I want to animate (e.g. facial expressions). I mainly use Timeline - I put them all on the same animation track, with avatar masks for humanoid clips I am layering (e.g. I might start with a walk clip, then add a hand wave clip with an avatar mask of upper body), and extra override tracks for the generic facial expressions clips. I found it more reliable putting them all in the one animation track as overrides as they all control the same Animator component on the character. I don't use animation state machines, but I assume the same is true there as well. They all share the one Animator component.

balmy crow
# reef sand I used characters created by VRoid Studio (free software!). It has the main body...

Thanks. So main body still use humanoid on unity yeah? šŸ¤”

And the secondaries (cloth, hair, etc) need to use second track on timeline, no other way around seems.

Dunno much about the programming side of it since I'm the exact opposite of you; I do 3D.

But the unity engineer I work with seems to complain to have multiple animation files for one animation, for one character. Probably just lazy mf lol.

#

Also thanks for mentioning VRoid Studio what

this look cool af weirdEyes

most likely would be very useful for making game animation portfolio or something PES_ThumbsUp

quick crypt
#

I was trying to use a Mixamo Rig with animations from MocapOnline.....inside the Br200 template
Idk why its not working with any other rig apart from the existing rig in that template

balmy crow
#

mixamo is bad.... baaaaadddd

quick crypt
#

I used a different mesh with same rig 😦 still its giving me the T pose

balmy crow
#

have a look at rigify on blender instead Hmmmm

#

more work than mixamo but at least it's consistent

#

or autorig pro; paid plugin, works like mixamo and it got unity export

quick crypt
#

yeah with rigify....also idk how they get to export the Rig without the Armature parent from blender

reef sand
quick crypt
#

Can I manage to make the animation to work with Humanoid idk?

reef sand
reef sand
#

The above screenshot is from a Timeline where I have a few humanoid clips and a generic one added.

balmy crow
reef sand
#

There is a blender extension to load them up as well.

balmy crow
#

cool

balmy crow
reef sand
#

LazyCat or something like that. Blender scares me! šŸ˜‰

balmy crow
#

nah once you get used to the workflow it's not that hard

#

I even preferred pre blender 3x workflow

#

faster than autodesk IMO

reef sand
reef sand
balmy crow
#

everyone have their own specialization

#

I know a bit of unity here and there

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but not that deep pepeShrug

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the engineer I work with sounds very stupid when talking about 3D characters

reef sand
balmy crow
#

but he's really good in unity programming

reef sand
#

Yes, I don't build games. I am just trying to create an animated cartoon. Not very good, but lots of fun learning how!

#

So lots I don't touch in Unity.

balmy crow
hybrid tinsel
#

You'll need at least the heirachy leading back from the lowest piece in your structure(probably the fingertips in this case) to the root.

#

Ideally, you'd use a full skeleton. No reason not to since it will still be calculating the full thing.

#

So you can avoid any weird behaviors that way

graceful mulch
hybrid tinsel
#

Just rotation.

reef sand
# balmy crow have you heard of this tho https://www.unrealengine.com/en-US/metahuman

Some of the Unreal stuff looks really good. But I have lots of Unity assets and some knowledge now, so just not willing to take the hit to explore what they are doing. Most things I hear is some areas better, some worse. There are other avatar creation tools like Ready Play Me, iClone, etc. I was after an anime feel (not realistic), so VRoid Studio suits me fine.

reef sand
graceful mulch
balmy crow
main portal
#

Hello.
I have a Layer in my animation controller for an humanoid Character i made.
It moves the Character into the ground when it dies.

Now i bought a nice asset with 60 Characters and all of them have a own Animation controller.
Is there a way to copy a layer and paste it into other Animation controllers?
Or do i have to copy&paste the clips one by one?

frozen shuttle
#

Can I animate tilemap tiles like I can with a normal sprite?

I have a background with an ocean that shimmers, I have four "reflection" tiles with four sprites of animation each. Is there a way to tackle this without having to make a gameobject with a sprite animation and try to layer it in there 'manually'?

midnight gyro
#

In my script I need position of left arm in a specific time of an animation. I was able to achieve that with Animation Events. But I have problem. Even though animations are played properly transform of left arm bone stays same for the whole time. And I don't know why, but assume that could be some beginners mistake with how I set up animation. (I'm using Mixamo animations over Synthy models) Do You know how to reflect proper position of bones during animations?

hybrid tinsel
young oyster
#

its not letting apply what would otherwise be a perfectly functional animation, because "no human bone found"

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but the human bones are literally there

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im a bit new to 3d so

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if anyone can help that would be great

sand meadow
hearty yacht
#

is it humanoid compatible?

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you don't want like a complex rig, it needs to be a pretty simple bare bones armature

#

kinda like this

weary forum
#

Is there a way to lock the layer view of the animator so that way it doesn't keep scrolling all the way to the top after each change I make in the graph?

brisk shadow
#
  • Any alternative to the current animator? It doesn't let me set behaviours i want, instead narrows it down to "play this, then play this", and also does blending which is uh, unnecessary for sprite animation? It's just, i have 5 overall states and 2 of them are actually animated, so maybe by the chance i can play clips without sticking into the animator?
young oyster
heavy mural
#

hi im new to animation, does anybody know why the animation doesnt play?

loud nexus
heavy mural
#

I managed to get the animation working with some help

hearty yacht
young oyster
#

its basically human with some extra bones

hearty yacht
#

can you screenshot the armature?

#

i get that its human, but it has to be setup in the right way to work with humanoid in unity

hybrid tinsel
covert hull
#

if i wanted to animate multiple objects on a character and have the ability to mix and blend them or trigger individual animations on a char while another one is running, what should I research? I am also using procedural IK on a spider robot and would like to mix in additional animations on top (radar spinning, or certain weapons opening and closing etc). I am already using finalIK and i own puppetmaster, but is there anything else I should look at or built in unity stuff I should research? Unity 2021

stray shoal
#

is there any way to get the current animator controller states name? from all@the research i have done , i cant find a way to get the current controllers state name that it is in at runtime.

steel sun
#

Anyone have advice for how to handle a cloaked character? A guide or just a general set of recommendations? I'm modeling/rigging/animating in blender and importing into unity. Tried wiggle bones but they seem a little odd. I also havent imported anything into unity yet nor have I ever imported a cloaked character into unity. Any tips lol?

hybrid tinsel
hybrid tinsel
#

And I'd research how animator layers work.

dull hollow
#

I'm in need of some help. I have this particle that grows and once its done growing it dissolves, and i just want the particle to just grow then stay the way it is, lol sorry if it doesn’t make sense, anyone know how to stop the dissolve at the end, (doesnt have an animation and the loop is on)

stray shoal
#

and extract the name

hybrid tinsel
#

Well, you can get the name of the animator clip from that

amber swallow
#

Hi I'm looking for some guidance. I need to make finger curling animations for a humanoid avatar (I am using the animator muscles) but when i try and use it it overrides my walking animation with the muscle test post

amber swallow
hybrid tinsel
#

Make it additive

reef sand
#

The reason for the "test pose" is all the muscles are set to zero by your override animation. I think the only way you can update some muscles is using avatar masks.

amber swallow
#

K ill look into that

amber swallow
glad anchor
#

does anyone know the reason why it is just stuck in that animation that contains nothing

#

im clicking this to activate the thing. i am doing it right, right?

digital pecan
#

How do I access and change these values in code? I'm trying to create a variant of an existing .anim, and it's not feasible to edit all the numbers manually since there are too many of them. I'd like to write a simple script to change the values according to some logic and save the result as a new .anim

amber swallow