#🏃┃animation

1 messages · Page 7 of 1

amber swallow
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That worked thank you

glad anchor
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it was not it, thanks tho

hollow blade
abstract cradle
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Hello there 🙂 , I am trying to import my model with animation into Unity, but it seems like someone put a grenade inside my model when importing it to Unity. The model is seperated into different collections, and it not one entire mesh, can that be the problem?

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I want to know if that can be the problem, before I remesh the entire thing xd

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It is because they aren't connected... oh no... So much work ; (

covert hull
abstract cradle
covert hull
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ok well you should dupe your collection, apply all modifiers and then look and see the diff (just to test) if its clean in Unity, also, try exporting with no animation and see if its clean (either model) to see if that also has an impact. but I am pretty sure Unity doesn't handle your modifiers and what not anyway and its probably doing a convert to FBX either internally or at some point, so i mean its probably best practice to do the apply transforms 'then' do your modifiers

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and for me... i always dupe my collection. apply all transforms and modifiers, and start combining into 1 mesh anyway just for less draw calls and etc

digital pecan
#

So I noticed that after importing a skinned mesh renderer, I cannot add a leaf to the skeleton (it'll do nothing), but I can add in-between nodes that are functional. Why is that?

random wyvern
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how do i animate the z axis on 2d rigs

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i cant make my walk cycle look like a walk cycle

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it still renders behind

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ok the bone depth how do u animate that

random wyvern
#

i figured it out

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god thats painful

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my rig is 2d

glad anchor
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is this how its should be done

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tf💯 😭 🔥 🗣️

brisk sphinx
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Could anyone tell me if its better to have a 3d model in blender and rig it and animate it then export it to unity or should I just export the model now ands then animate it?

reef sand
brisk sphinx
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Ok thank you

reef sand
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(You can create animation clips in Unity - but it is not a great experience)

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Personally, I use a lot of animation clips created by other people. I then apply them to the characters I have. But it lacks depth of personality (no individualism).

brisk sphinx
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I see, I might do that, I am a complete beginner so maybe I would benefit from that

reef sand
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If a beginner, there are some free assets in the Unity asset store that can move characters around. I think its a good way to learn. Get something going, then tweak to improve bits rather than starting completely from scratch. (At least that is what I am doing! Lol!)

brisk sphinx
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thank you very much

stone cradle
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i have a model and a bunch of animations all in separate files but i need to combine them so i can import them to unity as humanoid animations. anyone know how to do this?

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ive tried importing them all to blender but im not sure how to assign more than the one i have selected in the action editor + there are a lot of animations so anything that includes manually cycling thru each animation will probably take too long unless i can figure out how to do it with python

reef sand
#

Hopefully a Blender expert will answer, but I believe you want to combine (I don't know how to) the model and the animation clips, then export as an FBX file. You then import the FBX file into Unity, and in the Inspector you can mark the FBX as "humanoid" which will convert the animation clip from "generic" to "humanoid" for you (you need an avatar description for this to work - maps your bone names onto the Unity humanoid concepts that the humanoid animation clips rely on).

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I have not had many problems with the FBX import, but I have no experience on the Blender side.

quick crypt
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Any Blender Rigger here? I am tired of figuring out how to make a rig that works with mocaponline.com animations 😩.
I was trying to replace the character of Br200

topaz gazelle
#

greetings all
is it possible to import modifier based animation from blender to Unity ?

  • with fbx format
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modifier based is more like bending tool, wave modifier etc

agile solstice
# stone cradle ive tried importing them all to blender but im not sure how to assign more than ...

I believe by default the fbx exporter is supposed to include all actions in the file, even irrelevant ones
This may not happen due to some vague reasons, such as "enable start/end keying" setting being enabled
Exporting actions may also fail if the animation preview FPS in blender is too low, below 60 or so
It's very finicky, but you have another option which is to combine all the clips into one end to end, and separate them in unity's importer

agile solstice
topaz gazelle
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wait but how to bake animation from wave modifier

agile solstice
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Do note that it's kind of an unusual workflow to try to get blender's modifiers exported into the game engine, usually you'd create similar effects using vertex shaders instead

hybrid tinsel
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Or something like the deform package

woeful vapor
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hey, is there any way in unity's animation editor to manually set the start and end keyframes, and place keyframes before/after those? it's hard to make nice looping animation when you can't do that

jade quartz
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you can copy the keyframes of the start and paste them somewhere then create the keyframes in the middle then adjust their distance for the speed of the animation

woeful vapor
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if I understand correctly that's a lot more tedious than it'd be on say, blender

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all I really want to do is to offset the keyframes on my character's right arm, but I can't since some of them are at the start and end

agile solstice
jade quartz
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I have a question: doest the root motion also works on the Y axis?

sharp blaze
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I saw mutliple videos stating animation transitions are better for 3d games and u should use code based logic to set Animations directly instead of transitions for 2d games. What do you guys think?

agile solstice
# sharp blaze I saw mutliple videos stating animation transitions are better for 3d games and ...

It depends
Sprite animations cannot benefit from transition blends or additive/weighted layering, so most of the features of the Animator will be wasted
However, the Animator is still a good tool for creating a state machine which is useful for controlling when an animation is allowed to start
So in that sense it's better to use the Animator than to put in effort to code a similar state machine again, but you might not need a system like that

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Personally I'd use it because with many animations and conditions you'll usually need some system that determines priority, and you can still use features like layers and transition offsets

sharp blaze
agile solstice
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The orange dot is the object's origin

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I don't know the precise reason for it, but probably something to do with how animations are hierarchically stored transform values, so they're dependent on the parent transforms as well

jade quartz
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Does the root motion also works on the Y axis?

hybrid tinsel
loud nexus
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Hi Everyone! I hope everyone is doing very well.
I am trying to figure out the meaning/use of this curve in the animations window. I asked on the Unity Forum but seems no answer there.

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Some animations have a straight line, while others are like on the ss... Anyone knows what it is? and what it does? and why is it important? : )

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Thanks in advance!

reef sand
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I don't "know", but the documentation page has an example without the graph and instead a warning "Cannot preview transition: source state does not have motion". So I guess its a visual cue of motion to help blend between clips (so the before and after positions line up nicely)

jade quartz
hybrid tinsel
astral sparrow
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When creating a player or enemy in unity, I've learnt that it's best practise to attach the sprite renderer to a child game object so that you can easily reposition the sprite. However, doing this means that the animator also needs to be attached to the child game object, which means you don't have any access to the functions from the parent game object for animation events . Does anyone know a way around this?

hybrid tinsel
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I just took an animation and added a bit of y motion to the root

hybrid tinsel
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That's just a guess based on your screenshot.

tawny torrent
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When rigging a model for Unity, is it problematic to have a root bone from the model origin that's a parent of the hips, like so?

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This is something I've been told to do in the past, but I'm wondering if it's a bad habit, since it seems to complicate using Mixamo etc.

weak ore
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Eye movement animation

void atlas
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Im having a lot of trouble with my pieces working how they should. As you can see the boots, shirt, etc are all stretching way too much and just disconnecting with one another. Im using Rigify and following this tutorial basically by the book https://www.youtube.com/watch?v=mnP54h3x6_Y. He has the precise seeking on the progress bar if you need to see what I was trying to do.

Let's model and rig a low poly Luke Skywalker character from Star Wars in Blender 2.93
Check out my course with a detailed explanation of my workflow and all the tricks: https://polygonrunway.com

Limited early access with 50% discount: https://polygonrunway.com/p/3d-characters-and-illustrations

Human Base Meshes: https://gum.co/bvYzz

Download...

▶ Play video
half kite
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I have a problem with a "StandUp" animation, when it stops playing I transition back to my Idle animation, but that transition causes the character to slide about a meter forward. Any idea why? FYI root motion is disabled on the animator.

jade quartz
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could the problem be that I move the character controller by a vector with the y component on zero?

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Is there a way I can send the code not in the chat here

hybrid tinsel
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@weak oreIf you're using a mecanim humanoid and have the eye bones rigged, it has eye look IK controls built in

hybrid tinsel
hybrid tinsel
jade quartz
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I had it for testing at the beginning but right now the lines that use it are commented

jade quartz
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I’ll send it in 30 mins

jade quartz
hybrid tinsel
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You have a lot of stuff commented out

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You might be better off starting with a clean script that just does the stuff you want

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Also, that's kinda weird to use an int for speed

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And you have gravity turned off on your character controller?

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And I thought you were using root motion

jade quartz
hybrid tinsel
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I mean, for testing purposes I'd just take the script off entirely and see what happens

jade quartz
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I just tried with a script that only has this:

anim = GetComponent<Animator>();

if (Input.GetKeyDown(KeyCode.Space))
{
anim.SetBool("Jump", true);
}

jade quartz
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I can get it to work by disabling the character controller at the beginning of the animation and enable it at the and, but I didnt really want to use this solution since it disables the collider

hybrid tinsel
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I'm not at a computer to experiment

uneven pagoda
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Hi guys

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How do I implement a reload animation?

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Like

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My gun is a separate game object that is instantiated during runtime and you can drop your gun, get new one, etc.

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I want to make it partially baked like have a generic pistol animation and use animation rigging to snap the hand to the proper location

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How would I do that

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Do I just like rig up the whole thing in blender, then split the gun and character rig and bake it separately, then use animation rigging in unity to move the hand to the right spot with transforms attached to the gun for the specific location like magazine, side, safety, etc?

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And then when you reload you just have the gun script play the gun half of the animation and the player script play the player half?

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Or am I overthinking it and there's a much simpler and better way to do it

jade quartz
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@hybrid tinsel So I just found out that if you apply root motion and bake the Y into the animation it does apply Physics.Gravity, even if normally gravity is not applied to a character controller.
Also using characterController.SimpleMove() automatically applies gravity, while characterController.Move() doesnt

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I actually tried disabling the character controller while playing the animation. The jump in place works perfectly but the moving jump doesnt (the character makes a smaller jump than the one I animated and then it just falls through the ground

weak ore
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YoungDev2384If you re using a mecanim

finite zealot
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Hey, I'm having trouble figuring out why my animation refuses to run.

Basically I have a melee combat system with left/right, up, and down slashes and animations for right/up/down that work normally. I then have another set of animations for right/up/down slashes in the air and they never seem to show more than a frame of their animation.

I am pretty poor at explaining but this is what my animator looks like right now.

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Since I have 2D frame based animations I think it's better if I should just stop doing this and find another way

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nvm I answered my question and found a video to avoid animator hell by Lost Relic Games

finite zealot
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I'm starting to realize how much of my code was pushed over the edge by it

hybrid tinsel
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Hm?

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And if I were doing it I'd probably combine the air slashes and ground slashes into two substates

finite zealot
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how do I go about doing that?

hybrid tinsel
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And maybe combine each of those into a blend

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Likely not a blend for 2d frame based

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You can just 'create substate' and it is like a mini state machine inside a state

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So you can just have a transition to 'air slashes' and then inside that you can decide which slash to use

raven bolt
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My character avatar seems to be acting weird. When I press play it goes from tpos to this weird pose and it locks movement for all bones so nothing can move . This is from the animator since when I turn it off it goes back to normal. It also seems to be the same pose as the on in muscle mapping tab:

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it also seems to place the camera behind the head for some reason. I have no animations on it and it moves the whole body backwards about 8 units

quasi fable
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SO what are you expecting the character to do exactly, and why?

raven bolt
quasi fable
raven bolt
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what is weird is that while in play mode, turning the animator on and off will move it back and forth between normal and that weird pose.

quasi fable
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presumably the animator is putting it in that pose

raven bolt
quasi fable
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There's nothing in the state machine at all?

raven bolt
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so yeah nothing

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I have it because I will use it for IK but I haven't started that yet

raven bolt
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does IK need to have an avatar? If not then I can just keep that null as a quick fix

reef sand
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The reason for that position is humanoid characters use a "muscle" system where muscles go from -1 to +1. E.g. the lower leg rotates at the knee from straight down to up behind the body (kicking his own butt). The default value of 0 is then half way between the two extremes. If you have an Avatar Description, the animator assumes its humanoid mode, and all muscle values will be zero, which ends up in that particular pose (everything at half way between extremes of movement). Unlike generic bone rotations, with humanoid all muscles always kick in (defaulting to zero). You can use IK to override it, and you can use Avatar Masks to combine different animation clips. But with Humanoid animation, it would just "leave it alone" if you don't change a muscle value (which differs to generic clips where you can adjust only some bones instead of all bones).

weary condor
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How do I add an animation curve to a sprite?

hybrid tinsel
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If you want a t pose as the default, make a single frame animation with a t pose

unreal adder
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yo im trying to change the speed of a animation but i cant, ive been stuck on this for a week
and also transition of animations

nova grotto
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Is there a downside to extracting Animation Clips out of a .fbx file in Unity?

I imported a bunch of animations from Mixamo and they come with an fbx, but i don't need all these models, only the clips.

uncut salmon
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Yep, that's fine

nova grotto
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It's not clear to me what exactly Unity does here tbh.

agile solstice
nova grotto
agile solstice
mint sandal
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i have an animation i downloaded from mixamo, when i open it in blender, or any other viewing program it works fine, but when i put it in unity it just sorta shakes around, can someone help

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heres the animation just in case

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wait nevermind, the animation i chose was just bugged

reef sand
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I get the occasional bad one from Mixamo too. I duplicate the animation clip (a copy is made outside the FBX) and try to fix it sometimes (you cannot modify inside the FBX file).

crisp jungle
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Is there an easy way to play a sprite animation using an image component? I already have it setup so that the image component takes the first frame of the animation as its sprite, and gets the right animation controller. But nothing happens when I try to play the animation - it says 'sprite missing'

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I think you can add an 'image sprite' property to the animation itself, but then I assume you won't be able to use that animation with spriterenderers.

uneven pagoda
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Still have no idea

uneven pagoda
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ive made a slight improvement to the original plan:

have the magazine be a separate gameobject, and when reloading parent the magazine to the hand, eliminating the need for a reload animation just for the gun

hollow shale
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Hello, I was making animations for my character, using Sprite, i don't know why it dissapear for one frame, any idea how to fix it?

hybrid tinsel
hybrid tinsel
hollow shale
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I fixed the issue, thanks for your help though.

lime helm
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When working with additive animation, are there options to change the way the additive solves to the final pose?

I'm looking to apply an additive in mesh space/root space as opposed to local space bone transforms. Does anyone have experience with additives in this way?

reef sand
hollow shale
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Hi, for some reason the red character keeps floating when the sprite animation ends, any idea how to fix?

uneven pagoda
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Destroy object?

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What do you want it to do

lime helm
hybrid tinsel
hollow shale
hybrid tinsel
daring birch
#

Heyyo! I am trying to set up the animations for my project and I have a basic understanding of using the unity animation state machine already. But I wanted to freshed up my knowledge and watch some tutorials. All top tutorials suggest to handle the animation transitions in code, rather than in the unity animation state machine. Why so? I struggle to find the more classic approach of using transitions between the states. I really dont want more code to clogg up and add noise to my scripts. Any advice?

lime helm
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I'm not a programmer, so feel free to disagree here. From what I've seen the trade off is clog up scripts or clog up your animator state machines. Bear in mind I'm still trying to work out my own best practices for work too, but from my experience, having some kind of generic animation handler in your scripts is a good way to ensure things don't get confusing, and can greatly reduce the number of crazy transitions you need to create. Functionality like that has saved me and our programmers a lot of time.

I suppose the thinking here would be, if you need to play a one off animation of say a character opening a chest on button press. Rather than creating a state and a transition and a trigger parameter, you could call the state once in code.

As far as state machine work is concerned, I've found that encapsulating functionality within layers and encapsulating variety within sub-state machines, has helped keep things organised.

daring birch
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Thank you for the advice and taking the time to write it out
I guess I need to learn how to use states in code then, or rather what a good hybrid approach is of using both systems at once

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Ive never used the visual scripting state graph before, is that worth using for this purpose?

lime helm
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There's a moment here (timestamped) that might be a good place to start. This talk also has a lot of good advice for building a reliable and somewhat readable animator controller, that still manages to house a lot of complexity: https://youtu.be/8VgQ5PpTqjc?t=1489

Using real-world examples from Firewatch and Recore, this talk goes through what it takes to make shipping quality animation controllers in Mecanim. It explains how to set up a First-Person character with full body awareness and how the team at Armature set up their AI to work with a variety of body types. It also shows the use of Animation Even...

▶ Play video
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This in particular if you're looking for that hybrid approach:

weary sandal
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this is the transmission @brave storm

brave storm
weary sandal
#

wops

brave storm
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Yeah so your Speed goes momentarily to 0 when you change directions

weary sandal
#

yes

brave storm
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So how are you settings Speed in your code?

weary sandal
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anim.SetFloat("Speed", move_direction.sqrMagnitude);

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this is the only referenece to speed from my code

brave storm
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Yeah you need to apply some smoothing to that move_direction.sqrMagnitude

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Maybe have a private float, speedSmoothed.
Update it like speedSmoothed = Mathf.MoveTowards(speedSmoothed, move_direction.sqrMagnitude, someSpeed * Time.deltaTime);
Then use that as your "Speed" float

weary sandal
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i am gonna try it

brave storm
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someSpeed you can try something like 1 or 2 first.

weary sandal
brave storm
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No, it makes the speed parameter move smoothly... Only the animation transition is affected by that

weary sandal
#

using UnityEngine;

public class player_movement : MonoBehaviour
{
[SerializeField] private Rigidbody2D rb;
[SerializeField] float speed;
Vector2 move_direction;
private Animator anim;
private float facing_ud = -1;
private float facing_rl;
private float speed_smoothed;
public Sprite Facing_up; public Sprite Facing_down; public Sprite Facing_right; public Sprite Facing_left;
private void Awake()
{
anim = GetComponent<Animator>();
}
void Update()
{
speed_smoothed = Mathf.MoveTowards(speed_smoothed, move_direction.sqrMagnitude, speed * Time.deltaTime);
move();
anim.SetFloat("Horizontal", move_direction.x);
anim.SetFloat("Vertical", move_direction.y);
anim.SetFloat("Speed", move_direction.sqrMagnitude);

    anim.SetFloat("Facing_rl", facing_rl);
    anim.SetFloat("Facing_ud", facing_ud);
    if (Input.GetKeyDown(KeyCode.W)) { facing_ud = 1; facing_rl = 0; this.gameObject.GetComponent<SpriteRenderer>().sprite = Facing_up; }
    if (Input.GetKeyDown(KeyCode.S)) { facing_ud = -1; facing_rl = 0; this.gameObject.GetComponent<SpriteRenderer>().sprite = Facing_down; }

    if (Input.GetKeyDown(KeyCode.A)) { facing_rl = -1; facing_ud = 0; this.gameObject.GetComponent<SpriteRenderer>().sprite = Facing_left; }
    if (Input.GetKeyDown(KeyCode.D)) { facing_rl = 1; facing_ud = 0; this.gameObject.GetComponent<SpriteRenderer>().sprite = Facing_right; };
}

private void move()
{
    move_direction = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")).normalized;
    rb.velocity = new Vector2(move_direction.x * speed, move_direction.y * speed);
}

}

this is my code

brave storm
#

It prevents the parameter going to 0 too fast if youre just changing directions

weary sandal
#

if it helps

brave storm
#

You aren't doing anything with speed_smoothed.

weary sandal
#

I tried it

#

it just made my character move slow

brave storm
#

It's supposed to go on this line

anim.SetFloat("Speed", move_direction.sqrMagnitude);

like this

anim.SetFloat("Speed", speed_smoothed);
brave storm
weary sandal
#

ok i havent tried that

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give me sec

brave storm
weary sandal
#

i am new to unity

brave storm
#

This feels like a waste of time

weary sandal
#

so i misunderstood

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@brave storm it still doesnt help

brave storm
#

Provide more info, and the code you used

weary sandal
#

My problem is that it changes into defualt sprite beetween animations

brave storm
#

🤦‍♂️ I know that, youve said that multiple times

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I'm out, good luck

weary sandal
#

@brave storm i fixed it i just needed to set this paramter to zero

tawny comet
#

Can someone please tell me how I can play two different animations in a single scene? All my objects start using the animation that I selected last for a different object

hollow blade
tawny comet
hollow blade
#

the animator controller is the thing linked in the animator component on your object

tawny comet
#

ah i see, so should i manually make one, because the animation doesnt have one, or is it supposed to be there automatically?

lime helm
#

Animator controllers are assets to manage clips and build state machines. You can use them to control which animation is played. You may want different animators per character or object but in some cases you can share functionality across one animator controller and have multiple characters or objects use that one controller. You would have to make these assets manually yes and assign them. https://docs.unity3d.com/Manual/class-AnimatorController.html

gray flower
#

hi i cant figure out why this happen but when i go blender>mixamo>unity the mesh is not showing every other mesh and blender>unity works but no blender>mixamo>unity

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the small window thingy shows the model but when i drag in the scene it just doesnt show up

lime helm
# gray flower hi i cant figure out why this happen but when i go blender>mixamo>unity the mesh...

The assets you're getting out of mixamo, is that purely bone keyframe data? That might explain why you arent seeing a mesh in the scene view because bone data has no rendered preview in the scene. And it could be that when you have been exporting from blender you're exporting the bones and the mesh to one fbx, in which case you would be able to see the animated mesh in scene view ... i think. The inspector window will show you the current mesh that is assigned through the Unity avatar system.

gray flower
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even with no animation imported it still comes from mixamo wrong

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just the character

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i just figured what happened

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when i imported it into blender back it was just super small

lime helm
#

lol the classic

gray flower
#

i scaled it to 100 in unity and now it works good

uncut salmon
uneven pagoda
#

I thought that the red boxes are where unity tries to put the hands

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if the offset was fixed then it wouldnt be too much of a problem

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but I think I did something wrong to have it end up like this

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what I want to do is snap the hands to the grip of the current gun

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and the current gun may change so I have coded up a script to just copy the position of the gun grip transform to TempLHandGrip and TempRHandGrip

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and when gun switches snap to new pos

halcyon ocean
#

is there a way to animate only a sinlge axis of rotation

lime helm
# uneven pagoda

Part of your issue will be because you're using a two bone IK constraint but your arms have four bones in them. Is this a rigify skeleton from Blender?

lime helm
lime helm
#

Okay. The problem with rigify is that it adds bones into the hierarchy of the arms and legs as twist bones. Typically in games if you want those twist bones you would have your standard to bone limb setup and then add the twist bones as leaf bones, so they don't break the hierarchy. This way you can still get your two bone IK calculation, and it will be easier to LOD those leaf bones if you wanted to.

uneven pagoda
lime helm
#

I mean it's not that the cube is acting funny, it's the bones you're trying to control that's acting funny. Essentially you're trying to control four bones using a calculation that is intended to control two bones. But yes if you reduce the number of bones in the arm to two, then your two bone IK should behave more predictably.

uneven pagoda
#

@lime helm
https://www.youtube.com/watch?v=583R9LgRZPA&ab_channel=samyam

I am following this tutorial, and it seems like their rig has 2 bones for the arm but still has the same problem

is this a case of the 2 bone ik incorrectly configured?

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...

▶ Play video
#

the thing is I am using GRT and I am scared of messing with the rig

#

i am going insane

#

this is a clean scene with no networking

#

and the cubes are where the hands are

#

aghhhh

#

I figured it out its the aim rig

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that is throwing everything off

#

please ignore the piss poor weight painting and obvious clipping

#

but uh

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how do I fix this and keep the cubes and hands together while still using the aim rig

reef sand
#

I just wanted to make sure I understood the problem. Is it because the hands are not following your effectors (the cubes)?

uneven pagoda
#

they only dont follow the effectors when the camera is rotated, leading to the aim rig being activated by the aim target gameobject that is attached to the camera

#

and the camera is rotated 99% of the time so yes, the hands are not following the effectors

reef sand
#

My heirarchy is a little different. Note: I set it up once, it worked, so did not touch it afterwards (lol!).

uneven pagoda
#

honestly I would do the same if it worked

reef sand
uneven pagoda
#

do you have an aim rig?

reef sand
#

Hmmm, I use effectors to move the hands around. I might not be using the aim rig though - I am just doing IK.

uneven pagoda
reef sand
#

I was just wondering if your targets being not children was getting all the rotations etc messed up.

#

No, I am not using an aim rig then. I am just using effectors for IK.

#

I am just using a Two Bone IK Constraint. No experience with the aim constraint sorry.

uneven pagoda
#

I think this is messing with the two bone ik constraint

#

yeh

reef sand
#

Maybe both are trying to rotate things at the same time, so colliding?

uneven pagoda
#

honestly the part that throws me off the most is the fact that the cubes move along with the rest of the body when the camera rotates

#

though the degrees they rotate is less than the hands, so then there is a not fixed distance between them depending on camera angle

#

this is when the camera is not rotated, the effectors are where the hands are

#

looking all the way up

#

all the way down

reef sand
#

My effectors are on the Left Arm IK_target nodes, which are children of the Left Arm IK. Yours is off somewhere else if I understand your hierarchy correctly. I was wondering if it was getting confused as a result...??

uneven pagoda
uneven pagoda
reef sand
#

When you use the aim constraint, do you set the two bone IK constraint weight to zero? (I assume you have two sets of constraints?)

uneven pagoda
#

both have their weight set to 1

#

on the rig

reef sand
#

Have you tried setting the IK weight to zero when you use the aim constraint? See if it changes anything?

uneven pagoda
#

but then it just like

#

doesnt work right

reef sand
#

I will try adding a aim constraint to my character and see what happens

uneven pagoda
#

ill set both to half

#

setting both to half just means the arms dont get to where they need to be

#

and moving the target to where hint is just seems to break everythign

#

playing a walking animation seems to throw the cubes off too

#

dont mind the horrendous blend tree that breaks her fingers

#

but even animations seem to throw off the effector cubes

reef sand
#

I think i am seeing the same thing. When I put an aim on the neck, it worked fine. When I put an aim on the spine (which is an ancestor of the arms), the arms are moving and getting offset from the effectors for the hands. I wonder if changing the order of the rigs makes a difference. Going to try and put the aim before the arm IK

#

Yes, I reordered the constraints and it helped in my case.

#

I put the Head Aim constraint (which is really the neck) and Spine Aim before the arm Two Bone constraints and it started working for me. The hands tracked the effectors even though the body was rotating.

#

It must be the Two Bone IK is calculated assuming the spine in its current position, then the Aim constraint rotates the hands.

#

But I am not seeing any change when I move the camera around. Its always the same...

uneven pagoda
#

do you have your aim target parented to the camera?

reef sand
#

Note with the neck and spine both at weight 1, the head rotates too far. I had to set both to 0.5 to get the head pointing the right direction... but maybe the order is a problem again.

#

No, I dropped a sphere into the scene to look at, not the camera.

uneven pagoda
#

k

reef sand
#

I was just using a project I had handy, and its a VR app - the camera is controlled by the headset, so its a bit weird.

uneven pagoda
#

ah

#

im gonna try having the aim rig above the arm

#

no difference

#

did you put the multi aim constraint on the Rig Setup?

#

i mean the rig

reef sand
#

Try merging the AimRig and ArmRig into one rig? Then putting the aim above the Two Bone constraints? (As an experiment)

uneven pagoda
#

ok

#

like this?

reef sand
#

Yes

uneven pagoda
#

huh

#

seems to have made it much better

reef sand
#

I was scrolling back, the RigSetup you listed two rigs, with the Arm rig first then the Aim rig second - so it was probably alwasy doing arms, then aim was coming along and messed it up

uneven pagoda
#

and even with animations!!

#

rock steady!

#

sweet

#

I really appreciate your help man

reef sand
#

No problem. It was interested to learn about it too. I had written my own "look at" script, so never tried the aim constraint.

#

So it seems with multiple constraints, you have to get the ordering just right.

uneven pagoda
#

I only wanted the arms, but the tutorial I was following then put the multi aim right after so I just said might as well

#

yeah

#

and just stick to one rig

#

hmm

#

haha

reef sand
#

I have a love hate relationship with Animation Rigging. I use Sequences as well, and every so often it breaks (they don't play well together).

uneven pagoda
#

I dont know what I did but my Animator tab is now completely empty bruh

#

oh

#

fixed

reef sand
#

😅

uneven pagoda
#

seemed to be a product of unity crashing

#

just had to hit the play button a couple of times

#

I really appreciate your help man

reef sand
#

Good luck with it! I don't see many people talking about Animation Rigging, so always happy to share learnings. I saved away that video you shared to watch later.

uneven pagoda
#

but id take that with working effectors over the other way around anytime

reef sand
#

I think you can split them out again. I think on the "Rig" component you can just flip the order of the child rigs listed there.

uneven pagoda
#

I will as you said, keep it if it works haha

reef sand
#

Yes, I do that a lot with Unity!!!

lime helm
#

Glad to see you sorted it out

fair siren
#

Hello, i have a very basic question that i cant figure out even searching in internet (im that dumb). How can i updated the character offsets after every animation clip so it does not reset to the starting point?

agile solstice
hybrid moth
#

can't find on any tutorial tbh

hybrid moth
#

also seems we can't record any value from this tree feature ?

agile solstice
#

If you're into coding you make make any kind of procedural geometry generators

hybrid moth
agile solstice
severe sierra
#

Hey so I am making this game where the player can choose from multiple guns (it is 2d) and i have animations for the first gun in his hand for him to run and jump and stuff, but if I want him to have a different gun to I have to remake the same animations just like the other one but with the changed sprites? Or is there an easier way to accomplish that without making a million animations for each gun I want to add?

reef sand
halcyon ocean
#

how do you animate only a sinlge axis of rotation

hybrid moth
safe vault
#

Whenever I make animations, first I make them in blender and then import to unity. For one of my animations, I used shapekeys. For some reason though, it properly plays the shapekeys in the animation preview window for unity but it does not work when the animation occurs in game. Anyone have a way to fix this?

safe vault
#

just an animation for my character

#

its just an attack but I used a shapekey to show his tongue shooting out

hybrid moth
safe vault
#

K

agile solstice
reef sand
# safe vault its just an attack but I used a shapekey to show his tongue shooting out

How do you apply the shape key (BlendShape) in Unity normally? I dont use Blender but instead use VRoid Studio to create characters, then use the UniVRM package to import the characters (available on GitHub). UniVRM includes some extra stuff for supporting shape key animation, but I ended up writing my own component on top to make animation easier - it mixes multiple shape keys more gracefully (I use it for facial expressions, like the 52 ARKit blendshapes for different parts of the face movement). I don't have any experience any other way of animating shape keys sorry, but I certainly animate them all the time (but via my own component).

#

(And that component is built upon UniVRM from GitHub.)

dim nexus
#

is there something like adobe character animator for unity ? i like to use that for unity if there is a way to motion tracking 2d characters just like that simple ?

reef sand
#

I blog at extra-ordinary.tv/blog on bits I am learning along the way for the 3D side if any help. E.g. using VTuber software like VSeeFace to turn webcam into body movements etc..

candid night
#

Are there any asset pack that have animations like when harry potter cast spells from wand?

uncut salmon
#

Look on the asset store and find out 🤷‍♂️

reef sand
#

Also note there are lots of other sites that have animations as well (mixamo, actorcore, etc) so google searches can help too

mild goblet
#

I have a question about animations in unity. I have downloaded two Mixamo animations, a running and a jumping. When the player jumps, I want the jump animation to pause halfway through and then continue when the player touches back down. I'm not seeing a way to do this within animator

agile solstice
#

This way you can make "jumping" transition to "landing" only when the player becomes grounded again after the jump

#

You can also have different mid-air animations in between, based on vertical velocity

mild goblet
#

Thanks

twin musk
#

So I'm animating a wall going down after someone stands next to it how would I do that I can't find conditions

#

so how would I do that?

#

Nevermind

#

I found it

untold lake
#

how do you disable the camera not rendering meshes because it is to close for single meshes?

agile solstice
untold lake
#

I think it s called offace culling, which makes my mesh not render when the camera is too close or in a bad angle

lean sage
#

Near clipping plane makes objects very close to the camera not render

#

if that's not what you mean, maybe show a video

#

and explain how it's related to animation

untold lake
#

I fixed it by adding a skinned mesh renderer

fathom sandal
#

hey guys

#

can anyone tell me why my unit isent playing the annimation correctly ?

forest jay
#

brother & sister I need a hint,
is it true if we already have a motionclip for the meshes,
we no longer be able to use other motionclip for materials ?

agile solstice
hybrid tinsel
hybrid tinsel
fathom sandal
#

@hybrid tinsel its supposed to raise the arm above the shoulder like the annimation in the preview

hybrid tinsel
#

It's like a quarter of the attack animation, so you'll be losing a lot of the initial arm motion there.

fathom sandal
#

@hybrid tinsel ok the transition duration or how do i change that ?

hybrid tinsel
#

Transition duration, yes

fathom sandal
#

@hybrid tinselhm i doont think thats it ill show u

#

like this when im running its kinda ok but not when standing still

#

@hybrid tinsel

agile solstice
hybrid tinsel
#

Either that or your transition for that state is different

#

You also might have a bad avatar mask, or like Spazi said extra layers. You don't show us enough to tell. What happened when you changed the duration?

fathom sandal
#

hmm

#

but its not tho

#

like this is what avatar mask im using for the attack layer

#

what dose the "ik" do ?

mild goblet
#

How do I know if a Mixamo animation is compatible with a model?

hybrid tinsel
reef sand
# fathom sandal what dose the "ik" do ?

IK is "inverse kinematics". You move the target point for the hand or foot, and software works out how to bend the arm joints to achieve that position. It simplifies animation (but it can look less good).

rapid lynx
#

hey guys
which IK constraint is best for a spine
usnig animation rigging
in unity

rapid lynx
#

is there a component that lerps a position of an object betwean 2 poitns?

#

or do i have to make a script for it

rapid lynx
#

strange why the Hint doesnt affect the knee?

#

in animation preview mode

#

only when i select the handler and try to move him

#

then it refreshes and affects the rig

reef sand
# quasi fable PositionConstraint?

Two Bone IK Constraint from Animation Rigging? Not sure what LERP means in this context. The Two Bone IK constraint is for legs and arms with a knee/elbow.

lime helm
# rapid lynx hey guys which IK constraint is best for a spine usnig animation rigging in unit...

There's a good demo of how the Twist Chain Constraint can be used to control the spine of a character in a nice way: https://youtu.be/9IBhQMYYYWs?t=1192

Animators, rigging technical artists and developers can all benefit from the Animation Rigging package. The package provides a library of rig constraints that can be used to procedurally control skeletal animation at runtime. Unity 2019.3 lets you keyframe the rig constraints in Timeline to author new animation clips in the Unity Editor. Learn h...

▶ Play video
#

Otherwise if you want true IK there's the Chain IK Constraint, but you might find you have a little less control over that:

lime helm
rapid lynx
#

ok thanks guys

rapid lynx
calm cargo
#

I'm generating a model on the fly at runtime and adding an animator manually, along with the Rig hierarchy and the skinned objects (cosmetics) into the hierarchy. Despite the hierarchy matching the imported model (left) placed as a prefab into the scene manually, the one created on the fly (right) won't animate the skinned objects - but it does seem to be animating the rig bone objects.

Any ideas? I've tried doing animator.Rebind() after creating the hierarchy but it doesn't seem to do anything. I also tried manually assigning the rootBone of the SkinnedMeshRenderers manually, but no change. If I manually create the objects in the scene and add/setup the animator in the inspector it seems to work fine.

calm cargo
#

Well, this was fun. Turns out the SkinnedMeshRenderer has a Transform[] of bones that are bound to the prefab. Since the prefab bones aren't moving, neither is the mesh. To fix, you can either instantiate the entire hierarchy and strip out the unused cosmetics... Or you can add a new cosmetic and remap the entire Transform[] array of bones that it links to. Animator.Rebind() does not do this automatically.

#
    private GameObject AttachCosmetic(GameObject prefab, Transform parent, Transform[] rigBones)
    {
        GameObject cosmetic = Instantiate(prefab, parent);
        cosmetic.name = prefab.name;
        SkinnedMeshRenderer smr = cosmetic.GetComponent<SkinnedMeshRenderer>();
        smr.rootBone = rigBones.First(x => x.name == smr.rootBone.name);
        Transform[] newBones = new Transform[smr.bones.Length];

        for (int i = 0; i < smr.bones.Length; i++)
        {
            newBones[i] = rigBones.First(x => x.name == smr.bones[i].name);
        }

        smr.bones = newBones;
        return cosmetic;
    }```
hybrid tinsel
rapid lynx
#

hey guys, so my hand has a 2bone ik, and the shoulder has a multirotation and a parent constraint and is parented to the shoulder bone

#

the problem is that when i rotate the shoulder it offsets the target for the 2bone ik constraint for the arm

#

i tryed making the target a child of the shoulder but that just moves the arm itself automatically

#

im not sure how to set it up

#

ok parenting the IK itself made it work

hexed gazelle
#

can someone explain to me the criteria of when an animation can be compatible with a model? for example, how is it that humanoid animations can work on a ogre/orc despite they are dis-proportionate, thank you

rapid lynx
#

its not the model

#

but the rig that matters

#

you can share the same rig with any humanoid creature

#

@hexed gazelle

#

in unity you make an avatar out of a rig and share the avatar

#

check tutorials

hexed gazelle
ocean basalt
#

I have an issue with my character's IK legs. For context the small red circles are the positions ik goal position target being applied, one for the right foot and one for the left. The problem is the feet do not go to this position, but stretch out like shown.

Left & Right Foot IK Weight = 1 :

#

Left & Right Foot IK Weight = 0 : (No IK being applied, the feet are still clipping through the ground)

#

The circles adapt as they should and work, but the problem is the feet arent going to these positions

#

Left Foot Pos and Right Foot Pos vector3s are simply debug, so ignore those

ocean basalt
#

Please ping me if anyone knows how to fix this

ocean basalt
#

I just tested my IK script with a model and rig from mixamo and it worked

#

when activating gizmos i could see red and blue debug circles placed where they should be (shoulders, head, feet)

#

But when i look at my rig in play mode the circles are very far away from the rig

#

Spheres are off in the distance

#

and not on the player model

ocean basalt
#

I was able to fix the issue

reef sand
# hexed gazelle can someone explain to me the criteria of when an animation can be compatible wi...

It is not guaranteed to work - it just often does. Humanoid defines a set of standard muscles (with strength -1 to +1) which the AvatarDescription maps on to bones and the rotation of the two extremes. So an animation on a character with really long arms may fail, but you can fiddle with the extremes in the Avatar Description and hopefully get it to work (or fiddle the bone positions etc). It works pretty well 95% of the time I think (but extreme characters can fail).

#

That is, the humanoid animation says "lower leg should be at muscle strength +1" which on a normal character would be straight down from the knee. It is up to the avatar description on your ogre to say what you want that to mean - do you always want buckled legs etc.

rapid lynx
#

what constraints do you guys use for fingers?

#

im trying twist constraint but it doesnt work as well

little sluice
#

Anyone know if it's possible to create a humanoid rig for a character that has some additional animated bones?

hybrid tinsel
#

Yes.

little sluice
crisp jungle
#

For one-off FX, is it more normal to have one FX object prefab with a bunch of different animations for the different FX, or to have an individual prefab and animation controller for each one?

hybrid tinsel
lament vessel
#

Is there a way to change the prites of a frame to frame animation through code? Much like how an animator override works, but then changing sprites instead of animations?

#

I.e. I have an animation set up for the right set of sprites. Is there an easy way make one for the left set of sprites?

agile solstice
lament vessel
#

well fudgenuggets. I'll have to think of something then

#

thx 😄

agile solstice
#

The Animator can animate any exposed component variable, so it's not picky about custom components

lament vessel
#

I was gonna look at the animator api and see if I can change things on runtime

#

so that I can put all the sprites in a scriptable object

#

and then the animation would loop through the sprites of the object

agile solstice
#

But if you swap the sprites reference with a custom component which is controlled by the Animator, it'd skip that hassle

lament vessel
#

yeah, similar to the Animator Override 🙂

lusty pebble
#

I'm having a problem with Animation Rigging. The arms are both on Two Bone IK with hand targets (blue and red boxes in images). But the hands will randomly pop up in the air ignoring the IK. Any ideas where to look for this issue?

sharp blaze
#

why is the first animation event working but not the 2nd one?

#

nvm i fixed it

rapid lynx
tender cedar
#

Hello everyone. I am making a 2d pixel art title screen for my game and there will be a lot of animation and it's pretty extensive and detailed. It has a lot of moving parts. What is the better format for this type of thing for a video game title screen. MP4 or GIF? Can GIF handle a complex animation like that?

agile solstice
tender cedar
#

@agile solstice So you would recommend a sprite sheet then?

#

If it's viable.

agile solstice
tender cedar
#

@agile solstice It's a landscape with clouds, foliage, stationary characters (breathing of course), city in the background with lighting, a firepit in the foreground. So there's a lot of individual moving pieces.

#

So if I'm understanding the best case scenario... have a sprite sheet of each moving piece and then layer them?

#

Within the scene

agile solstice
hybrid tinsel
rapid lynx
#

guys

#

i have an animation rig constraints setup

#

and i want to insert only the bones in the animation

#

not the controllers

#

how to do that

heavy mural
#

how do i stop the cat from jumping up? and instead just doing animation on the ground

lusty pebble
topaz gazelle
#

greetings ....

#

hello is there any chance for me to play those motion clip with animation controller at once ?

topaz gazelle
#

currently I need to play the scene to look the whole clip ..

hybrid tinsel
lapis elk
#

can i import a model with its bone rig from blender to unity and then animate in unity itself? if yes how can i see the rigged bones in unity editor

agile solstice
lapis elk
agile solstice
#

So what's the root of the problem?

#

"kinda won't"?

lapis elk
#

like

#

i have two hands and i rigged it and for the weapon whihc is a knife i added a another bone and connected the hand bone with the knofe bone using constraints child of thingy, so now when i import the whole animation

#

and play in the unity is js played the hands animation

#

the knife wont be attached to the hand it js stays in the air while the stab animation plays

agile solstice
#

"Child of" constraint is not exportable, but you can simply use parenting or parent constraint to replicate its function in Unity

lapis elk
#

or idk how to do it right? 😭

#

ill try it rn

#

@agile solstice it wont stay attached when i parent it 😭

lapis elk
candid night
#

any opninons on plask free mocap?

lapis elk
viral slate
#

Do any of you have a link to a tutorial that’s be useful to me? I’m pretty new and I want to make something from blender like a “lever” interactive and usable in VR unity.

reef sand
reef zodiac
#

hello, as a part of my university program, we have mocap but the software has a small bug where every time you retarget, the skeleton's rest pose gets really messed up, like really. I'm just wondering if there's a way to fix it in Unity. I can try to import it into Blender but when export it to Unity, the animation gets weird, as if it loses keyframes

#

this is the rest mode

#

the first half sounds how the animation is supposed to look like, the second is what happens to it after Blender

#

and this is the t-pose in Blender

reef sand
reef zodiac
hybrid tinsel
reef zodiac
#

What about the Blender issue? I can certainly say that it’s not just mocap animations. Even Mixamo animations get messed up like that

reef sand
reef zodiac
#

Well technically, I can put it into Blender and fix the rest pose and everything but the issue is importing into Unity

reef sand
#

Are you exporting as an FBX file? That is what I see most people doing.

reef zodiac
#

Yes, I am exporting FBX, I have played around with export parameters like NLA and etc. nothing works. The weirdest part is that if I import it back into Blender then everything works fine

hybrid tinsel
reef sand
#

If you double click on the animation clip, can you open it in an Animation window in Unity? Are you seeing a long list of bone names down the left side? If you scrub the timeline are you seeing values for the bone rotations etc change? (My random guess is the bone names different for the model you are using for playback, so only some bones are being moved and the rest ignored.)

reef zodiac
#

I’ll check it tomorrow when I get to work again. I appreciate the help though

reef sand
#

It certainly is weird though. The fact that you can round trip makes me think the animation clip itself is correct, but the bone names are different so its not controlling the character fully.

reef zodiac
#

But, some info on it. If I straight import the animation file from the mocap without putting it through Blender, it works, well, except the rest pose part

#

So I’m not sure if it’s the bone names

reef sand
#

I don't have an explanation for that - maybe someone with more blender experience can come up with theories on that one.

hybrid tinsel
reef zodiac
#

Yeah, this is more Blender than Unity

reef zodiac
hybrid tinsel
#

What is the original mocap format?

reef zodiac
#

Mcp

hybrid tinsel
#

Can you just graft in a reference rest pose for the first frame?

reef zodiac
#

And it was retargeted into fbx in their software

#

Called Vicon

hybrid tinsel
#

Have you tried vicon support?

#

and/or documentation?

reef zodiac
#

I haven’t actually. It’s mainly because we only have that class once a week so getting access to Vicon software is quite challenging. I will try though. Although the teachers that lead the course know themselves that the rest pose gets corrupted but they said that UE can fix it but never tried with Unity

#

And no, I’m not that person who’s gonna go “well if you can do it in UE then you can do it in Unity”. This is my whole reason for this research: to find out

strange wedge
#

hello, trying to understand what I should be doing, I made my model in Blender then using riggify I created the rig then exported as FBX with only deform bones and removed leaf bones but in unity I still have like 300+bones with the MCH bones and all that which I don't care about.
What am I supposed to do? Not used riggify? Remake a rig on top of riggify and just export that somehow? Like I am so confused why this is so complicated.

#

Thanks

agile solstice
hallow yarrow
#

Is it possible to animate directly inside unity instead of baking it in blender?

agile solstice
hybrid tinsel
#

Like how both blender and mixamo have specific unity compatible rigs

twin trail
#

hey im working on a 2d animation for a character and after I drag in the first frame into the animator it does not let me drag in another one

#

anyone know a way to fix this?

#

nvm I think I figured it out

twin musk
#

i have an animator with two layers, one where i want to animate the sprite and have that on constantly, another where i want to animate a movement under a condition
the sprite animation doesn't play on the second layer by default even though it's the layer default state, what am i doing wrong here?

delicate sun
#

Hello, I have "Running" set at "AnyState" but "Running" doesn't start animating until "Walking" has finished, does anyone know why this happens..?

#

Afaik, "Any state" makes the animations transition right away and interrupt each other, correct me if I'm wrong

fervent gazelle
#

Am I capable of just, for animation, doing something like putting a spritesheet in the renderer sprite component and do something like player.getComponent<SpriteRenderer>().sprite.frame = 2 in a script?
I feel like that whole animator mess is a bit much for literally "Your frame count changes if you are moving"
And especially so since I'll have to put that on every enemy and particle.

delicate sun
#

@fervent gazelleYou want multiple sprites to have the same animation?

fervent gazelle
#

Ye I guess I will want that at some point

#

For now I just have one thing that needs it's frames to tick up as it moves

delicate sun
#

Not sure I'm following

fervent gazelle
#

I wasn't following what you said either TBH
But Imma put it simple

I have a character, and I want to be able to change it's sprite in a script instead of having to learn that whole animation screen mess.

#

Or do you think it would be better to just get into that animation system for something as simple as making a character display a short walk cycle as they walk, as that's about the most complicated thing I plan to animate in my game.

delicate sun
#

It's a whole sprite sheet? I think it'd be simpler to just animate it

fervent gazelle
#

3 images total

delicate sun
#

You literally drag and drop the sprite sheet and do other simple stuff

#

Yeah

fervent gazelle
#

I see

#

Well, I'll see if I can figure this out

#

Danke

delicate sun
fervent gazelle
#

Ah, thanks

delicate sun
#

Yw

hybrid tinsel
pale aurora
#

I need help viewing some game animations

odd mango
#

what do you mean

#

just play your animation while viewing the gameobject in scene view

fervent gazelle
#

aaaaaaaaAAAAA A A A A A A A A A Help me I don't know what I'm doing

pale aurora
#

wait im gonna get a pic

#

this kind of animation file

#

I know this animation file here

#

is linked to this cutscene prefab thing

pale aurora
#

I get these errors tho

fervent gazelle
pale aurora
#

is there any way to fix these compilation errors?

odd mango
fervent gazelle
#

In the scripts? No.
It's defined in and purely restricted to the animator

#

For now

odd mango
#

then how is it supposed to change or anything

fervent gazelle
#

It's not yet

#

I just want my game to load for now

#

But the compile error stops that

pale aurora
#

how to fix

#

?

fervent gazelle
#

I see
That breaks things
I misunderstood how everything worked.

odd mango
pale aurora
odd mango
pale aurora
odd mango
#

you'll see a button with animation names and a little down arrow

#

if you're on the right model it'll have the animation you want to see

pale aurora
odd mango
#

thats the animator not animation

#

go to window > animation > animation

pale aurora
pale aurora
odd mango
#

you should just be able to click on the animation and it'll appear there

#

or double click, sorry

pale aurora
#

its done this

odd mango
#

okay now click on the model that animation belongs to

pale aurora
#

normaly they both belong to this cutscene and are both selected like this

#

but rn when i click on them they individually get selected like this

odd mango
#

then click on the parent gameobject

#

sorry thought they were diff models

#

the parent should be the one that says cutscenecontext

pale aurora
#

found it

#

do i drag the animation into here?

odd mango
#

hmm

#

that gameobject doesnt have an animator

#

you'll need to find which one has the animator

#

when you do the animation tab wont be greyed out

#

it'll look like this

pale aurora
#

this one has an animator component i think

odd mango
pale aurora
#

these 3 are related to it

odd mango
#

then drag em in and see what works

pale aurora
#

I drag them into the controller?

#

when i click play to test them it always brings me here

#

where its just no models there

odd mango
pale aurora
#

yeah

#

oh ok

pale aurora
# odd mango

so after i drag those in do i need to add the animation file as well or am I meant to press play game?

#

like this

odd mango
#

i recommend looking at a video on the animation in unity

pale aurora
#

I have looked at quite a few

#

all of them are generally on creating game animations wich didnt help me much

pale aurora
odd mango
#

is your animation tab greyed out or not

#

if not itll have the animation name and you will be able to press the play button next to it

pale aurora
agile solstice
pale aurora
#

i dragged into the animator component and it did this

odd mango
#

then its the wrong one

#

if you just downloaded this stuff without knowing how any of it connects or works

#

thats your problem

pale aurora
#

i mean all im trying to do is playing an animation it should be easy enough

#

I think Ive jus been looking at a lot of the worng videos

odd mango
#

yeah well if you dont know what animator is connected to what model then you wont be able to play those animations dude

#

the animations dont just play

pale aurora
#

i know the animator is linked to the cutscene models

#

they have matching names so its easy to find them

#

basically theres this set of models

#

this controller (and 2 other ones that are the same name but numbered)

#

and these two

pale aurora
#

oh yeah this too

odd mango
#

you need the first one or one that isnt numbered i would assume

#

it says all the bones or whatever are missing

pale aurora
#

what do the bones look like

pale aurora
odd mango
#

i have no idea

pale aurora
#

hmm

#

ok

odd mango
#

wait it might

#

be

#

it says you're also missing the avatar

#

so drag avatar into the avatar slot

pale aurora
#

I found the right avatar

#

what does this mean?

odd mango
#

you seriously need to watch tutorials or look at documentation

pale aurora
#

I added an animation to cutscene content and one of the models started animating sideways 😳

#

this is as far as ive gotten

pale aurora
restive herald
#

Hello I'm having some issues, my enemy animations are not playing i don't know why the model just stands still during play mode but animation is working properly in preview

#

And when I assign avatars to animator controllers of my enemy models it sinks half through the plane the waist downwards would be below the plane

shut plover
hybrid tinsel
pale aurora
#

im not ripping anything

agile solstice
#

Ripped and distributed by someone else doesn't mean "public" exactly

pale aurora
# agile solstice Ripped and distributed by someone else doesn't mean "public" exactly

it wasn't by someone else it was on the official site for fan use they uploaded an assets folder for the community with the animations models all that, and literally what does that have to do with viewing them, there is no ripping process here, I never mentioned how to rip them or asked, that's just pointless to bring up, like Ive just spent days trying to figure this out and bro wants to talk about something completely unrelated, to clarify what im asking here is there are a set of models, they have a set of animation files belonging to each, im trying to get the animations to sucessfully play with the models

#

thats literally it

hybrid tinsel
#

I'm not your fucking bro, and explaining politely will get you a lot further than whiny aggression.

pale aurora
#

what 😭

#

why u so agressive for literally no reason

agile solstice
#

If they really are officially distributed, then it's fine

pale aurora
#

yeah i already cleared that up before idk why that guy wanted to attack me all of a sudden

#

its all good tho not that deep tbf

agile solstice
pale aurora
#

yeah thats completely fine I undestand why you'd want to make sure

#

thanks for being understanding

hybrid tinsel
#

I mean, you did previously ask about using unity explorer with that same game.

pale aurora
#

why are you bringing this up exactly?

agile solstice
#

In any case it's incredibly tedious (and mostly pointless for us) to hunt down problems in complex character setups which none of us here made or has any familiarity with, compounded by any possible problems left over from failed attempts to make it work

#

My advice still is to learn to know Unity's animation system better, so you know all the necessary steps to make it function

pale aurora
#

yep thats what im doing rn, I realise that will probably help what im trying to do

hybrid tinsel
#

can anyone help me with extracting and viewing bendy and the ink machine game animations with characters? is pretty clear cut.

Just where did they make this public release?

shut plover
novel skiff
#

I made this one for my endless runner bossfight. But i am wondering whether I am putting a lot of efford for such a simple boss fight. I mean should I keep my monsters designs simpler? Cause all the animation is going to take a while..

agile solstice
# shut plover help pls

I can't spot any problems, but I would verify that the correct character's correct bone is being constrained, and that no other constraints are overriding its motion
Beyond that you could download the Animation Rigging's sample scenes from the package manager for an example of multi-aim constraint to compare your implementation with to find the problem

shut plover
#

ok thank you im gonna try that

agile solstice
novel skiff
#

True that. So let me explain it to you.

#

This is the other boss of the game so I wanted a gorilla based one now. But in comparison with other tutorials I fee that putting bones and all is so much extra work.

#

https://youtu.be/cXefXSD2SM0 this one is the one I am referring to.

In this unity and C# tutorial we will create a boss battle using animation transitions and state machine behaviors !

By the end of the video you'll know how to make a boss character with multiple stages of difficulty, random attack patterns, health bars and you'll also have a stronger understanding of how to use State Machine Behaviors and Unit...

▶ Play video
hybrid tinsel
novel skiff
#

Okay let me rephrase it. Should I got for simpler ideas in the first place?

#

Like the one in the vid

hybrid tinsel
novel skiff
#

You mean the fact that it walks back?

hybrid tinsel
#

I dunno; it is hard say what works best; you are already using very limited animation and at some point there's just not much more you can remove

hybrid tinsel
#

Like he's not attached to the ground

novel skiff
#

Yeah cause he technically deaccelerates

#

He is still moving with the map but slower to go a bit to the back

#

Haha ill work on it then

#

Alright ill proceed with that monster

oak mantle
#

can someone help me please

#

i dont know what to do

sturdy topaz
#

Hello, do DOTween animations belong in this channel?

How to properly change a gameobject's parent while it is performing a dotween animation?
Because if I do it, the animation just stops and the object teleports to 0,0,0 coordinates (setparent's keep world position is set to true so it shouldn't do this).

restive herald
#

How can I stop my ai from looping it's using root motion and unity's navmesh it walks and loops back to the starting point if I disable root motion in the animator controller it moves but still loops not in the same position

agile solstice
hybrid tinsel
#

Unless you actually have an animation issue and neon pink is just your aesthetic

marble epoch
#

Hi, is there a way to turn a mesh transparent via the animator?

#

like in 2d, where you just animate the alpha of a spirte

gloomy haven
#

Is there any way i can get more than 60 frames here?

#

I imported this animation from blender but unity is cutting off a big chunk of it

gloomy haven
#

I really need this done tonight so if anyone could hit me up it would be appreciated

hybrid tinsel
gloomy haven
#

I was able to figure it out eventually!

#

but thank you

graceful trout
#

hi its just a little issue, how can i make a shoot animation when i click the mouse button instead of it still playing the idle with the muzzle flash

hybrid tinsel
noble marsh
#

Hi everyone. I've been trying to animate a 2d sprite and what I do in one clip seems to be affecting a completely different clip in the same sprite.
Would really appreciate if anyone could shed some light on how to stop this from happening and the reason why its happening?

noble marsh
#

literally trying to make different idle animations for one sprite/character and they seem to be affecting each other.

For example if I move a leg in one animation clip i go to the next clip and that leg has been affected by the change I made in the other animation clip

noble marsh
#

?

#

It's been driving me crazy for days. Would really appreciate the help

humble orbit
#

Anyone an blender animator looking for work?

#

Dm me and reply to me here so I know to accept your message request

queen mortar
#

i have an animation of a door closing and the animation works fine when scrubbing through it but when it plays with the animator they are waaay off from where they should be

they worked before and ive tried re making the controller & animations

queen mortar
delicate sun
#

I want the character to hold the gun, I know I could do that by making the gun a child of the hand(Bone), but how can I change the gun's layer compared to the other body parts of the character? Is it even possible?

trim hatch
#

sprite render sorting layer

delicate sun
#

If it isn't even possible through unity, I'll try something else

trim hatch
#

then you would have to have done it inside photoshop or whatever it is you use

#

or have it included in the sprite sheet if you use one

delicate sun
#

Yeah that was my "2nd" solution to the problem, but I would've preferred something else other than messing with the sprite

queen mortar
queen mortar
#

(update)
tried again and that happened when i played the animation

proper spoke
little sluice
#

I'm just scratching my head at this. Trying to use Multi Aim Constraint for this zombie's head and for some reason, it just spazzes out like this

lone chasm
#

Question, and I don't know if this has been answered already, but if you're using Aim Constraint on the Animation Rig for an NPC to get them to look at the player when they approach or interact with them, you obviously don't want the head to rotate a full 180 degrees to see the player behind them. Is there a way I can tell Unity that if a character is behind the NPC, the animation has to physically turn the NPC around to face the player?

little sluice
#

From there you can say that if the Dot product is less than 0 (meaning the player is behind the enemy), then do the logic to rotate the enemy towards the player

lone chasm
#

It's a little advanced topic right now, but I'll keep that in mind. Thanks!

#

So basically, I can associate a float variable to say that if a player is behind an NPC (but not directly behind), the head rig rotates to a maximum distance so that the NPC is "looking at the player"

#

I'm assuming with Aim Constraint you can set a maximum amount the head rotates right?

little sluice
reef sand
agile solstice
little sluice
#

I think it has to do with this ragdoll animator component I have attached. It also later led to a StreamHandle error

glass cloak
#

Okay I got a tricky problem: I am doing a full body awareness FPS and have the main character set up. He has an IK system attached to him and has the proper masking to separate the lower body in movement and upper body movement. However there is a problem with this set up: if the upper body mask includes the root node in being masked, the leg animations are kind of broken and sort of suspend in air. However, if the root node is not masked, the upper body is not stabilized and the IK system goes out of whack when the character strafes either left or right. How do I get the best of both worlds in this situation?

graceful trout
hybrid tinsel
proven abyss
#

For some reason the additive layer doesnt show on the character ingame. The animation does get called and runs but it doesnt show ingame.
I've done this many times before but somehow it just wont work now. Any Ideas?

proven abyss
#

The trigger gets called too (which calls the animation) and the animation runs all the way through but it doesnt show during runtime.
It does in the editor

earnest kestrel
#

I have animations for 8 movements (forward, forward&left, left, left&back, etc...). I have animator parameters for all the necessary animations (horizontal speed, vertical speed). How the hell do I prevent having a super messy animator controller state machine? Since you can transition from all the states to all others I would need 8! (36) transitions at least.

earnest kestrel
#

got the answer, blend trees. oh yeah baby

twin musk
#

is it possible to export from blender having Z forward on each bone? (not the root object)

bleak ember
#

Hey guys, I'm having a problem using Two Bone IK for 2021.3.14f1 as it seems my animator is overriding this as when I remove my animation controller from my animator it works

#

Does anyone know why the animator might be overriding it

#

I do have IK Pass selected

#

I want to say its due to this issue:

hybrid tinsel
bleak ember
#

Does that mean Two Bone IK is using animation clips?

bleak ember
hybrid tinsel
#

That's what I usually do. I haven't done much with the animation rigging package so I dunno what's causing the problem.

spice sandal
#

Hello everyone, I added a simple trail to the bullets using line renderer, but sometimes it creates a weird glitchy effect especially when moving, like shown in the pic

shut plover
agile solstice
shut plover
#

no result on google xd

agile solstice
# shut plover nah i checked its the same

Could be conflicting constraints then
Note that the hierarchy order determines the evaluation order of constraint components, which can make or break it
I would try to copy the relevant parts of the armature and recreate the constriants in isolation to rule out conflicts

lusty pebble
#

I'm having trouble modifying some mixamo animations in Unity. I've imported some animations. But i wanted to add a custom animation; so I picked an animation that has the initial pose I want. I then deleted all the other keyframes (except first frame). I then copied the frame 0 keys to the end of the animation and customized the values. This worked fine and I've got my custom animation. The problem is I now want to make another custom animation which starts with the last frame from my previous animation. I duplicate the previous animation clip; and copy the end keyframe to the keyframe 0; but the pose has now changed. The position of the character no longer makes the end of the previous animation.

#

Then problem seems to be from the Root Q and Root T values which don't seem to like being copied/pasted?

lusty pebble
#

Nevermind i found that i needs to have the animation clip "Bank Into Pose" set to Center of mass for the root transform

median mortar
#

I tried adding override track but i am also not change translate rotate along with animation clip any fix for this. And character moves back to original position if i play timeline, How can i bake the positionand rotation on timeline in editor. plze mention me in solution

whole bone
#

I am not able to use 4joint arm in humanoid rig, am I?

#

if so then how are you ppl dealing with candy wrapper on wrists?

hybrid tinsel
#

Candy wrapper?

fair rover
#

I'm sure this is asked a lot but anyway, is there no way so use an animator to fade an image out and keep the color changes after the animation is done?
I tried adding an event at the end of the animation to hopefully change the fade color directly in the game object's image but that didn't work

    public void setPersistentTransparency(float alpha)
    {
        Color newC = Color.black;
        newC.a = alpha;
        gameObject.GetComponent<Image>().color = newC;
    }
#

placing the event at the end of the timeline didn't work either

whole bone
hybrid tinsel
#

If you're going to twist the wrist bone, you should probably adjust the skin weights so that it is affecting more of the forearm.

hybrid tinsel
agile solstice
#

I haven't tried it yet but I think Animation Rigging lets you skip bones in the hierarchy with a two-bone IK, and use some kind of copy rotation for the additional bones instead
Don't know about how it is in Avatar system

hybrid tinsel
#

The problem is that the mocap formats mecanim is built to work with don't use an extra twist bone there

hybrid tinsel
#

I've HEARD that you can use twist bone rigs with mecanim with some additional setup, but most people just adjust things using HumanDescription.lowerArmTwist

abstract cradle
#

It dosen't accept sprites

covert heath
#

I was working on a 3 hit combo for my game with a countdown that lets you still activate the next attack if you press again within 3 seconds, though now my Animator starts the animation, gets stuck on frame 1 until the counter is on 0 and then plays the animation. I tried excluding all the combo code and just have the first attack animation play on the button press without any countdown code (just commented it out) but this makes it get stuck infinitely on the first frame. does anyone know what the issue is? it seems to me like it's a problem with either the Animator or the animation itself but I can't figure it out

daring silo
#

Is there anything like: on unity avatar system?

#

from unreal

#

I need this

abstract cradle
vernal wind
#

Hi! when I assign an animation to my character the character legs suddenly look all weird. I tried various things nothing works. I am using 2019.4.4f version. I know there were some bugs in older Unity versions. Any suggestions for workarounds?

hybrid tinsel
vernal wind
hybrid tinsel
# daring silo Is there anything like: on unity avatar system?

When using a humanoid avatar definition for humanoid animation clips, blending us is 'pose space' (that is, using 'muscle' values rather than bone rotations.)
For generic animations, they are blended in object space.

I'm not certain what 'mesh space' refers to specifically in unreal.

vernal wind
#

I also did play around with this though per Unity forum and no luck

hybrid tinsel
vernal wind
#

the avatar seems fine but not sure to check for specifically:

hybrid tinsel
#

Well, you can test the parameters to see if you get weird results

#

Your screenshot looks like the avatar or a larger character was applied to it

hybrid tinsel
#

The wacky pose

vernal wind
# hybrid tinsel The wacky pose

Is there a way to adjust scale perhaps? Cause this avatar seems to be the one that came with the asset. and you are referring to the wacky pose in the avatar detail? It looks fine to me...but I don't know what I am looking at ;]

reef sand
# vernal wind Is there a way to adjust scale perhaps? Cause this avatar seems to be the one th...

You could try another idle or walk animation - e.g. download a free one from mixamo.com. You can then compare to the standard characters there. I wonder about if Foot IK is on (overriding the animation), whether you have an avatar mask on (e.g. masking out the bottom half of the character), or the avatar definition is not correct for the legs (the two extremes of muscles are not set correctly). But easiest thing is to start with another animation clip that is known to work, eg in the preview window. Select the animation clip and drag the character model into the animation preview window and watch it - does it work properly there? Less work.

hybrid tinsel
#

Yeah, those are all good suggestions. The first think I'd check is the import settings, to make sure that the avatar is based on that object and not imported.

#

Foot IK usually would have such a big difference only when the character has very odd proportions, rather than just size- but it is certainly worth checking anyway.

#

The 'use an animation that works' suggestion is good, but only if you have a known working animation 😄

vernal wind
sand parcel
#

Anyone know how to downgrade 2D Animation? Current version im using has a bug and the newer versions arent available in my unity version

hybrid tinsel
reef sand
#

Although it usually turns out to be my fault

hybrid tinsel
#

You might be able to get an older version from the github repository, not sure if it will be compatible though

brisk edge
#

Anyone that can help me figure out Blendshapes for a VTube avatar ?

#

I am stuck at the VRM BlendShape Proxy part

#

Basically the part when you need to double click on that to open the blendshape expressions part i can't click it, it's not letting me

hybrid tinsel
vernal wind
brisk edge
hybrid tinsel
#

Yes. A discord for people using the addons you need help with

brisk edge
#

Can you give me the name of the discord?

#

or where i can find it?

brisk edge
hybrid tinsel
#

Google

sand parcel
# hybrid tinsel Unfortunately, I am pretty sure that you can't downgrade below version... 6? wit...

My version is 6.07, ** https://forum.arongranberg.com/t/installed-from-package-manager-get-older-version-instead/8250** This person is having the same issue as me. The Unity dev there said they released a patch for 2021.1 which im current using but I dont have access to the updated version to get the fix. https://issuetracker.unity3d.com/issues/animations-look-different-in-preview Here it says its fixed for 2022 as well. I guess I have to update to 2022 to get this fixed then unless you know of any work arounds

hybrid tinsel
sand parcel
#

Have you seen any similar issue? The keyframes are fine and it seems perfect until I actually click play

#

@hybrid tinsel

reef sand
hybrid tinsel
sand parcel
vernal wind
daring silo
gentle meadow
#

Hi all, I'm trying to make a character grab a joystick with IK (this is because the joystick moves with player input so I'm using IK to make the hand follow the joystick). Is there some way to automatically IK the fingers so they grab a mesh?

small latch
#

Hi, so I draw using inkscape as my main art program. And I have to export every single part and rearrange everything once it's in unity just so I can animate it, which gets very tedious very quickly. I was wondering it there is any easy way of converting a svg file to psd/psb and keeping all of the layers intact for animation. I tried importing an svg file into the art program Krita but the layers are lost and become one. I wanted to know if there is any free and easy solution to fix this problem. Any help is appreciated. 🙂

sharp blaze
#

what does this error mean

storm orchid
#

Hi I have a space background for my 2d game and I want to make an animation clip of astroids falling in the background can someone explain how I can do this?

twin musk
uncut salmon
#

Don't crosspost, have some patience please.

When you animate something's position, it has final say of the position. You need to child your artwork to an empty and animate the child instead. This will require you remake the animation so that the positions you're animating are local to the parent.

ebon holly
#

https://gyazo.com/0c729b312b46c612ae740d285df01754.mp4

I would love to start adding gear to my game! I am wondering what the best way to do this will be. As you can see I have a hat on my character now, but it's not animated. Just for show.

Am I supposed to separate the body into 3 pieces (hat, head, and body), and animate each piece of gear, layering it on top of the other one? Is that the general way to do it? If so, I'm concerned about how I'm supposed to sync up all the animations with each other. If I equip a piece of gear in the middle of my idle animation, won't the new idle animation for the body armor for example be out of sync until a movement command is made? I guess I could reset all character animations whenever a piece of gear is equipped?

#

There's also sprite swapping, but I'm not sure what to do.

twin musk
ebon holly
#

I think what I'm going to end up doing is creating an animator controller for each piece of gear and pairing that with what you just said, sorting the new animating piece of gear on top of the body of the player.

twin musk
#

That way you can have hats / weapons fly off and such if they get hit also

#

you could even make it an achievement!

Achievement Unlocked: Never Leave Your Hat Behind

When you pick it back up 🙂

ebon holly
#

The robe needs some work though.

heavy mural
#

is there a way to not change my character position during animation from the animation?

#

stop the animation from movingg my character, i want to move character myself

uncut salmon
burnt magnet
#

hello how would I stop the rest of the code from executing until a animation is done

green wigeon
#

If im modeling and rigging my character in blender, would most people suggest animating it in blender as well? Or is it recommended to animate in Unity

crisp verge
# burnt magnet hello how would I stop the rest of the code from executing until a animation is ...

I also came here to ask the same thing today, I am wondering if I must create different methods that are executed by the clip timeline instead?

For instance I am playing the animation for shooting a projectile, then spawning the projectile. But of course the animation is started playing at the same time as spawning the projectile. Do I start the animation, and then wait for the specified time for the right frame? I dislike having lots of timers

green wigeon
#

if im not mistaken there are ways to trigger methods and actions from animations

crisp verge
#

My controller has a single integer parameter called animation, with each clip having a condition that checks the value. Is this the correct way to use it?

#

Everything loops back to 'idle' which is annoying but I'm not sure how else to make it work

twin musk
hybrid tinsel
twin musk
# hybrid tinsel Have you tried upgrading your unity version?

Yeah I upgraded to 2022.2 and it's still giving me the error.

Someone had a smiliar issue in another thread and said they solved it by changing what root object the rigs were in, but i cant seem to get it working no matter where they are...still testing

heavy mural
#

Any way to make so that my character is doing the animation on the ground instead of in the air?

compact sorrel
#

how can i move this animation line?

green wigeon
#

Can you change the curve applied to an animation which is imported into your game?

#

In one of the animations ive imported, id like to disable interpolation between keyframes, can this be done in the import settings or do i need to duplicate and modify the animation in unity to accomplish this

lone chasm
#

I’m not really getting a clear answer on this, but is it possible to have a rigged character in Unity and animate that character in engine instead of animating in an external app before importing it?

burnt cairn
#

Hey! Does anybody know how i can get a animation made for another gameobject apply on a different game object with their original position being the same?

burnt cairn
green wigeon
#

it really just depends on context

#

Is there any simple way to limit the framerate of an animator without limiting the framerate of the entire game?

#

I want the animator to interpolate between frames at a lower framerate than the rest of the game

#

this can be done manually by defining shitloads of keyframes and using constant interpolation between them, but id rather not have to modify every single one of my animations manually to accomplish this, especially because im importing them from blender

#

having a solution to apply that same lower frame rate to every single animation dynamically would be ideal

forest jay
#

yo
I just make set of animation for my A.R and I plan it for loop
but since it's a reveal animation, sometimes it doesn't start from beginning

the beginning of the clip is from nothing, and it's started to reveal

#

but sometimes, it started playing from the middle of the clip

twin musk
lone chasm
green wigeon
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Not 100% sure about the camera positioning thing but yes you can import animations from blender

lapis elk
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i dont understand what exactly is the problem here

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can someone explain

whole bone
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Are humanoid avatars still used or do ppl prefer to go with generic rigs now?

reef sand
reef sand
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In case a helpful clue, in Timeline there are track offsets and scene offsets. The first is what you describe. The latter uses the position of the character at the start of the scene

reef sand
reef sand
dire crow
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anyone know why this is happening

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it does this when the character isn't slanted forward in their running pose

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weight painted and all

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nvm got it fixed

heavy mural