#🏃┃animation

1 messages · Page 9 of 1

twin musk
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is it possible to export a model from blender with cloth animation to unity ?

charred belfry
wooden night
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Hey, i'm trying to use "Motion Time" in the animator to "manually" play the animation depending on a parameter (range 0.0f - 1.0f).
Which works (yay!) but only until i set the parameter to 1.0f. Then it just returns to the beginning animation (or not playing it at all). Am i maybe missing something important here?

polar peak
#

I believe I've solved this.
Anyone that wants to talk about the trickier edges of Animation Rigging is still very welcome/appreciated if you want to ping me 🙂

floral tapir
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can someone help

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idk how to fix this

tame briar
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Hey everyone,

so i am currently using sth along the lines of this:

 if(Input.GetAxis("Vertical") != 0)
        {
            anim.SetTrigger("Walking");
        }

        else
        {
            anim.SetTrigger("StopWalking");
        }

This is called in Update()
Now when i move my character, it will move as told, stop when told and then move again without the button being pressed again but somehow still triggering it?
Read move as "animate walking/ animate stop walking".
Ive been watching the animator and it does loop more than once, i dont understand why though after the buttons are not pressed anymore and it has stopped walking before.

Is the value to Vertical still not 0?
Should I not use it in Update?
Im genuinely confused why it loops again. Thanks in advance

dry ledge
#

Do you guys have any experience with root motion animation? I am trying to find a solution for my blend tree.

cerulean ore
#

Does it make sense to keep face animation and body animation seperate? or all in one rig?

lucid steppe
#

is there a way to prevent frame blending, whenever I import my animation within unity and try to use the animation tool, I notice alot of colors not even meant to be there which were either from the previous frame or not there at all.

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this is how it's supposed to look based on the sprite

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this is how it ends up looking (in-engine)

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both these pictures are from the same frame, difference is one is taken from the art software while the other is in unity's animator

celest crag
#

turn off compression on the asset

lucid steppe
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it was never on

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I even checked it just now

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here are all the settings currently applied onto the frames

robust perch
#

Does my rig armature need to look identical to the one I'm using animations from?
I'm stumped here, been trying to get the working for a while.

So I have an asset character with his own rig and I'm using animations from mixamo with the default x bot avatar.

When I use the x bot as avatar, the animations work, but not entirely correctly. They look weird and unnatural. My rig is the same as x bot avatar but the skeleton itself looks different.

When I try to create the animations from my character's avatar, unity gives me the "missing hips" error even though the avatar is configured correctly and there are hips named correctly.

Why is this happening? Can I fix this by uploading my character to mixamo and rigging him there? Therefore using the exact skeleton as x bot?

Thanks, I'm stumped here.

hidden ivy
#

Hi! I'm looking for an efficient way to solve a visual issue I'm having. When the sprite sheets are compressed, the image bleeds into adjacent cells. You can see the purple line at the top of the sprite.
This is from the image in the cell above it expanding into the adjacent cell after compression. I'm hoping for a solution that doesn't involve recutting and animating everything.

agile solstice
hidden ivy
#

I had heard that using sprite atlases can impact performance, but I'll give it another look. Thanks!

hybrid tinsel
quiet wedge
#

I have this player Boolean in a script, how would I get it to be a parameter

wooden night
hybrid tinsel
# robust perch Does my rig armature need to look identical to the one I'm using animations from...

You don't need two lines for every sentence. UnityChanFrustrated

First of all, I'm guessing you are using humanoid rigs in unity? If so, then you should not need identical skeletons but they should both conform to the guidelines for a correct humanoid skeleton, and the further away from that the more likely you are to have errors. Make sure that you are generating the avatar from the object and not from a different one if the skeletons aren't identical, though.

When you say that the avatar is configured correctly, what do you mean? If you are getting errors then that is usually a sign that SOMETHING is incorrect.

robust perch
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sorry, I copied it from a reddit post

robust perch
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I mean every part is green, every bone is placed correctly upon the avatar

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there is something I'm just not getting. When I try to create the animations from my model, hips are missing even though they're there

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when I use mixamo x bot as avatar, animations look weird

hybrid tinsel
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You might need to manually edit things.

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If the animations have non-humanoid motion(motion on extra spine bones, often) then things can get wonky.

robust perch
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if I showed you the skeleton for my character, would that help?

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it looks kinda weird, there's a star around the spine

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ok this armature looks rly weird to me

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I remember something else, a star around his hips

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wait, when I click on either part, it selects everything. Now I'm even more confused

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ok this is what I was referring to

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that's the armature it shows in unity and the avatar mapping

hybrid tinsel
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That does seem correct. Though you have to make sure that any animations you make with it need to only use the humanoid transforms(the ones in the list)

robust perch
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the problem is when I try to make humanoid animations for that avatar, I get an error

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I will show you

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to me, this seems like everything is wrong here because hips are the first bone in the hierarchy...probably everything is wrong here somehow @hybrid tinsel

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I am dying here to figure out why

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if I make the avatar from the mixamo x bot model, the animations work but properly, they move in weird ways.
However, when I swapped my character with the mixamo x bot, the animations worked correctly

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to me this proves that it's a rigging problem, somehow and I'm pulling my hair trying to figure out what is wrong

hybrid tinsel
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You are copying the avatar instead of creating from the animation file

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I believe that the ideal for mixamo is actually to use their base model as the avatar source, though I believe that it isn't strictly necessary.

robust perch
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when I use the avatar from the animations (mixamo), he moves weirdly

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that's why I wanted to change the animation avatar

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when I do it the other way round and change my character's avatar to mixamo x bot, I also find the hips not found error

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I will show you how my character moves

hybrid tinsel
robust perch
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but wait shouldn't it be created from the t pose avatar?

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am I getting this wrong?

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yeah actually that's what I was doing...mixamo x bot t pose for every animations

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here

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you see the spaghetti-like movement of the legs on some animations? And yes, I played around with the bake into pose options

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and the reload animation at the end...it works on the mixamo model in blender, I made it. But here the reload animation is off, his hand goes in the wrong direction

hybrid tinsel
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Er, you have your animations set to humanoid?

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I notice the one in the video isn't

robust perch
#

yes

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I?m not using that one

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it was the one where I tried to copy from my character avatar

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idk guys I'm stumped

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☹️

thorny otter
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Ive been having trouble importing this Luigi model into unity. I'm trying to make it into a humanoid model but it's missing a component that idk how to add. I got it from an external website so idk how to fix it. I'm trying to make a third person shooter game staring luigi

thorny otter
#

You are the least helpful person in the existence of mankind

harsh ivy
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why is it NaN?

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now neither of them is a number, it's 2D Cartesian blend

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nvm, it fixed itself

opaque jay
dim patrol
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Is there a a way to make the default pose of a character not be the entry linked animation?

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Without changing the entry link

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the entry is spawn and it must be spawn, but the first frame of spawn is not a good default to work around

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how do I make my characters multiple appear to be in idle (in scene view) and not in spawn because trying to position stuff is impossible because spawn is so completely different from their looped idle pose, and there are too many characters to temporarily switch all their idles for every single time

twin musk
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so for my first unity project im making my own original flappy bird style game, and im trying to work on the ground scrolling animation but at the end it skips instead of looping smoothly
The only piece of advice i’ve seen other than scripting it to scroll with collision physics is to set the keys as linear, but it still skips ;-;
Any tips? I’ll script it if i have to but it seems like it can be done effectively in just the animation tab, however i’m a total noob

agile solstice
agile solstice
twin musk
twin musk
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anyone here competent with designing loopable sprite gifs

agile solstice
robust perch
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I'm doomed

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What if I rename ''Character1_Hips'' to ''Hips''. Does that make a difference at all?

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it shouldn't

north creek
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Is there any way to transition to any state from the animator. I want to go from an idle animation to anything without having to make a billion transitions

hybrid tinsel
dim patrol
steep isle
steep isle
peak jasper
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How can i make an or condition? i want to exit my statemachine if either the input value is less than 0.1 or the angle value is greater than 12 or less than -12

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ah i found out how it works

spark sluice
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Hey yall, I've just made my first animation, and I'm a bit confused as to why it's working unexpectedly. I have a baby in my scene, and I have an animation with a single keyframe wherein the baby is sitting upright. In my editor, when I preview the animation, it looks exactly as expected, as seen in this screenshot:

#

However, once I run the game, for whatever reason, it looks like this:

steep isle
spark sluice
#

Lol I literally googled "unity how to make an animation" and followed the first video tutorial that I found

steep isle
#

Does it still move the way you recorded the animation or is it all off?

spark sluice
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yeah, everything else is fine

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It's actually two animations, one to sit up and one to lie down

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laying down works fine

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but sitting up (which is also the default animation) does that

steep isle
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Weird so my first guess was that when you recorded the animation the arms were up and then you went into the scene and manually moved them down.

spark sluice
steep isle
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It might sound dumb but did you try saving and closing unity and then opening it back up? Messes with my ui stuff sometimes.

spark sluice
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one moment

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nope, that didn't change anything

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This is without running the game, simply playing the sitting up animation

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and even in my preview window, when I preview the transition between my laying down and sitting up animations, it looks fine (not sure why it's upside down, but ye)

spark sluice
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Anyone have any suggestions?

tawdry lava
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anyone know how to grab transform positions in-between animator layers

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im looking at the script execution order and I thought I could use OnAnimatorIK, but its not working as intended. I have two animation layers, first one is for playing default locomotion, the second layer is an override with an IK pass (second image). What I'd like to do is let the baselayer play its respective animation, grab the position of the feet after the animation is played, and assign the position of the feet as the IK target for the second layer. I do manage to get positional data in OnAnimatorIK(), but its only after the animation of the second animator layer is applied

hybrid tinsel
tawdry lava
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which i dont know how to do

hybrid tinsel
#

Have two objects?

tawdry lava
halcyon dove
#

Prayge Does anyone know how to get Animation Rigging working on the Unity Starter assets but with a custom model. I don't even know where to put the Bone Renderer component or the rig component whenever I try it. it just won't move the Model that I am using.

dim blade
#

Hello everyone!

QUESTION

I am using motion matching, and i am searching for good animation libraries (ideal would be mocap data). Important is that the animations have atleast those motion data

- Strafing 8 Direction
- Start Strafing 8 Direction
- Stop Strafing 8 Direction

Maybe someone can help me with it 🙂

acoustic raft
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So I'm creating a 2D top down game and I have the body parts of the character for each direction (right, left, up, down). i've used keyframes to animate their walking animations. How do I use these animations on a blend tree? Since all the animations use separate sprites but I want to use them all on one character

trim hatch
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have you searched for any tuts on it

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seems like something that's been covered extensively

acoustic raft
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most are just sprite swapping but i've paired everything with game objects

trim hatch
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what do you mean by that

acoustic raft
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i think ive solved it, albeit the annoying way

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i just migrated all my animations to one gameobject

steep isle
spark sluice
brazen valve
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I've noticed that the animation (Archer Character Selection ) only plays when the blue bar below the "Idle State" reaches the end. It's sort of like a cooldown for the animation. Is there a way to remove this animation cooldown?

hybrid tinsel
brazen valve
hybrid tinsel
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Er yes, exit time.

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'has exit time' sets the point where the state transitions from.

stray oxide
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How can I get the perfect root transform rotation offset?

hybrid tinsel
regal fossil
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Any good resources on animating 2d walk cycles?

brazen valve
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Even when my pointer exits the button that this is attached to, it still remains in the archer character selection screen

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My cursor is off the button at this point, but the archer character selection animation is still running

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It only goes back to the idle state after the cursor is off the button (what I want) when I have exit time on for the transition from Idle state -> character selection

hybrid tinsel
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I wouldn't even use triggers for that.

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Too easy to mess up with ui events

brazen valve
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I want it so that when you hover over one of the 3 sections, it enlarges. And when your mouse leaves the section, it goes back to normal.

hybrid tinsel
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Either a bool for each section, or a single integer to choose which section is active.

brazen valve
maiden zodiac
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i was wondering if someone could create me a little animation like a little dust explosion for under my player when he lands on the ground after any situation in which hes in the air.

brazen valve
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Which is what I use to control which section is active

hybrid tinsel
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There are a few options here.

brazen valve
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Thanks

stray oxide
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Why is my walking animation dependent on which direction I'm facing ;_;

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Holding W the whole time, rotating the player/camera doesnt change the direction I'm moving, it just changes the animation

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if I disable root motion I get the directional control I want but animations are still all wrong

hybrid tinsel
hidden cairn
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Hi 🙂 I'm trying to import a mixamo model + animation into Unity. I'm guessing this is a common issue from devs trying to integrate 3D graphics so sorry if the solution is super easy.
I have my model + animations in blender, and transferred the animations to the model's rig using the mixamo blender addon. It looks like this[1] in blender and the animation plays fine.
Then I export to FBX using the blender to unity FBX add-on, which usually works fine, and get this in-engine[2]. The animation works fine but some parts of the body are misplaced for some reason. Also I'm missing textures but I feel like this is an issue I can solve alone.
Any idea what I need to do blender-side so that I get a proper FBX export? I've tried applying all transforms to the mesh before exporting but it doesn't seem to change anything.

steep isle
hidden cairn
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For some reason it looks like it was the blender to unity add-on that was causing the issue. I was initially using it to solve some issues (which I don't remember), but I just tried the standard FBX export and it gets imported perfectly in Unity. Thanks a lot!

hidden cairn
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Hi 🙂 Is there a package for mapping a Vector2 to an animation blend? Like if your Vec2 is forward then you'll play 100% of the "walk forward" animation, if it's forward/right then 50% "walk forward", 50% "walk right". I swear I've seen this before at some point but struggle to find it on the interwebs.

hidden cairn
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Ah, I think it's "just" blend trees, built in Unity

iron quest
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hello guys I did a tuto to make a character walk in blender but in unity I don't see the animation do you have any idea why?

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The animation is working in blender though 😢

devout ember
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hey guys, i was just wondering if it was possible to parse over the frame of my 2d animation between these two animations? theyre both the same 2d animation, but one has an arm missing. is it possible to parse the frame over, so if its on frame 4 on run, when it switches to runblank it starts from frame 4?

robust perch
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do you see it?

devout ember
hybrid tinsel
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I mean that I can't understand what you're trying to do.

devout ember
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hope this diagram helps

hybrid tinsel
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You can offset the start of the new state in the transition settings

devout ember
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can i offset it by the frame that the old one was on? is there a way to do that

hybrid tinsel
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Just line the two animations up with each other and wherever you transition will be the same on both

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You can also use a blend, which always syncs the animations in it

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but that is probably overkill

devout ember
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this is with 2d animations, does that work like that?

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like

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not rigging

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sets of images

hybrid tinsel
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Yes

devout ember
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okay lemme load it up real q uick

devout ember
hybrid tinsel
devout ember
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i turned it off so the transition would be instaneous

hybrid tinsel
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In that case, you don't need to change anything?

devout ember
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hold on let me record a video

hybrid tinsel
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I thought you wanted it to switch over as a certain point

devout ember
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you see how when the gun gets equipped it restarts

hybrid tinsel
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select the character so we can actually see what's happening in the animator

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You might be better off just using a blend

ionic herald
agile grove
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how to play an animation through a parameter in a blend tree

vital comet
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my blender animation is being distorted when imported into Unity (see the twisting of the arm). I've been trying to figure this out for hours but can't. My other animation that I got off mixamo works fine

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there is no distortion in blender

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any tips / things to try would be greatly appreciated

iron quest
iron quest
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Why is there only one animation appearing and named scene?

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now my walk animation is gone and I only have the idle

charred stone
vital comet
wispy spindle
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I'm trying to import mixamo animations and followed this guide https://www.youtube.com/watch?v=0QA2O7juuWQ but when I untick "apply root motion" the animation changes to be all wobbly. Instead of straight. I'm using the sword and shield run animation on mixamo

We chatter on this Discord server:
https://discord.gg/9hCUD4n7R2

Aimed for beginners, this video shows you how to import and animate Mixamo characters in Unity3D.

Assumption: You have installed Unity!

New: I've added ads, because it seems if I don't, my videos never turn up in searches.

Unity can be found here: https://unity.com/
Mixamo her...

▶ Play video
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Sadly I don't know how I could show what it looks like on my end

loud sun
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Could anyone explain to me the reason why there is a short delay before playing the animation such as when I'm idle and then start running. Ive set the transitions up properly (goes from one to another) but I think it is an issue with the transition settings. Exit time is off in all of them by the way

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Sorry for the crappy photos

lethal hull
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I don't understand why my animation is behind a still image (the animation works fine behind)

hybrid tinsel
fleet laurel
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does anyone know the best way to add and animate fps arms (with a gun) for a fps game in unity

reef sand
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What is "animation mode" exactly? I am using Sequences to manage a hierarchy of Timelines, so not sure what to do to get around error messages like this one (trying to revert a property). Setting a property is fine, unsettinging it fails with an error.

twin musk
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I am trying to use a mixamo animation to have my character stand up from laying on the ground.
During the animation preview it looks fine, his Y position is correct. However, once added to the animation controller & previewing there (/ actually testing the game) the initial Y position is correct laying down, but standing up places him below the map. Any idea how to fix this? Is it because I am not using root motion? (I would prefer not to in this case, if there is a workaround)

reef sand
wraith copper
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Hey, I'm interested in taking a course in 2D animation. does anyone know any free lecture series or courses online?

hybrid tinsel
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Basically, animation mode limits what changes are saved to the scene while previewing animation.

hybrid tinsel
agile solstice
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@left iris can you describe here how the system should work and how it does currently?

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I've lost track if you're working in 2D or 3D and with or without Animators

left iris
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Almost all weapons are unique

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in terms of animations

agile solstice
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My first idea is to separate movement to layers, and weapons to a blend tree
Or the opposite of weapons to layers and movement to blend trees

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The layers would be synced so they can mirror the blend trees

left iris
agile solstice
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A 2D blend tree might be able to fit movement variants in there too

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Point being try to use these systems to full advantage

dreamy siren
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Hello. Im new to unity, I have a 3d model I use for vtubeing. Recently decided to add cat ears, but I want the ears to work with face blendshapes. for example, When angry face is triggered, I want the 'angry ears' animation to trigger. Is this possible? (sorry to interrupt) I will be waiting for an answer. Any help is appreciated.

left iris
left iris
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to clarify

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how do I do it>

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?

agile solstice
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If someone else has suggestions feel free to pitch in

agile solstice
left iris
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as a code pattern

agile solstice
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If you use the animator for it I don't see why you need yet another state machine in code

left iris
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I'm following a guide

agile solstice
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Start with a simple proof of concept, especially if you have 'no idea' how to use the Animator
4 weapons with 3 attacks is 12 animations, double that for off-hand variants
Potentially double that again for weapon idle animations
Multiply that for every weapon-specific movement animation

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If dual wielding is an option, you need a system for layering those animations

left iris
agile solstice
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That's something to study
If your bigger priority is to get the game done, skip the smooth transitions
Hades didn't need them, you know

left iris
agile solstice
left iris
halcyon ocean
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I have a rig from blender and some wight painting on that rig but when i transfer it into unity it doesn't keep the weights and the rig doesn't work

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anyone know how to fix it?

agile solstice
halcyon ocean
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its a bow with 1 bone

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in blender the string goes back

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but in unity the entire bow moves

agile solstice
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I would assume that Blender is fine with weightless vertices, but Unity or FBX format assume they're weighted to the root

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With just one bone the string bone is also the root bone

analog rover
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Can anyone recommend which animation pack to get for melee/sword etc anims?

left iris
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I want all weapons to have unique, different amount of attacks

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And also, is it a great idea to change weight with code? I imagine needing it for some unique attacks, where I don't need the movement layer to interfere at all

left iris
agile solstice
left iris
left iris
dim heron
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how do i make the animation stay at the last frame until it is told to change ?

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i want the animation of falling to play once and stop at the last frame until it hits the floor, right now it is looping

dim heron
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it is disabled, but when the falling animation ends, it goes back to the idle animation immediately

agile solstice
prime jackal
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is it possible to have the animator system run code (different code) at update and fixed update respectively?

agile solstice
prime jackal
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basically just arbitrary stuff that results from the outputs of the time transitions

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my use case is resizing a collider smoothly in FixedUpdate cadence, while animating it's renderer (scaling usually) at update cadence so it looks smooth

harsh river
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My transitions keep changing what they transition too whenever I use a preset. jump to slide is using the same settings as slide to jump besides having opposite booleans but only slide to jump is bugging out. Video attached shows the weirdness in the UI.

mental torrent
hollow shuttle
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So I'm playing with the animator for a VRChat avatar, and I found an issue I can't find the solution for so any help is appreciated. I have some rapid fire animations that play for an indeterminate time period (depending on the players inputs). The issue is that these animations have a transition duration, and until that duration is over it can't leave the animation.

Basically, I want it to have a 1 second transition time between each of the swing animations, but if one of the exit conditions is met I want it to immediately start transitioning out of the sub state machine, but instead it's finishing the transition and then moving out of the state machine. I could of course reduce the transition time but then it doesn't look right. How can I fix this?

hollow shuttle
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nvm, I found the interruption source, still new to animations so I didn't know those were a thing

twin musk
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Why does IK Two Bone constraint refuse to work on some objects

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its so damn annoying

hybrid tinsel
agile grove
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My procedural walker isn't walker

twin musk
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I have some sort of drone enemy I want to break apart upon death. It has a bunch of game objects that are its various components parented to it.

Is there a way I can have all of those pieces separate and fly away from the original game object, to act as debris?

twin musk
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The absolute same setup works for some other Rigs

viscid gorge
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Hello! I'm trying out the Timeline, and I still can't figure out the missing piece. What I am trying to do is using Timeline to create clips of the animation, and then in code, I wanted to invoke that particular animation when invoked. E.g. This animation now plays "Reveal", or this animation now plays "Hide"

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(Would also like to know how I could reference it instead of using string!)

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Looking into Signals...

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So How do I tell timeline which animation to play? I have two layers "Select" and "Hide" Is it possible for me to access this via script?

charred belfry
viscid gorge
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How can I get reference to these objects?

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I wanted to be able to reference this "Hide" layer and play it, and then be able to stop half way

charred belfry
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The PlayableDirector has a playableAsset, cast that to TimelineAsset, you can GetRootTracks() and modify muted

viscid gorge
charred belfry
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Why are they all in the same timeline?

viscid gorge
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Following some resources, suggest to use a single instance of timeline, but I'm still confused as how I can make it so that it plays and stop at certain sequence.

viscid gorge
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I am trying to achieve something like the first idea.

hybrid tinsel
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I second the question of 'why is it all in one timeline?'

drifting wave
charred belfry
drifting wave
# drifting wave

Having a very rough time, my character isn't blinking using this animation, and as you can see I have set up the sprite in how I thought was right

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To test it, I set up another animation that changes the color to slightly blue, and as you can see it worked on the edges of the eyes at least so the animation is playing, but it's just not switching sprites!

hybrid tinsel
drifting wave
hybrid tinsel
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And you're not using a sprite resolver, just plain sprite animation on the timelin...oooh, I see the problem

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You're using the legacy animation script; that doesn't support sprite animation.

drifting wave
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Oh heck

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How do I not do that

hybrid tinsel
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You can use an 'animator' script.

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They didn't have sprite support back when they ended support for the legacy animation system, so even though the UI supports it the system doesn't.

drifting wave
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I see, dang

hybrid tinsel
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I believe that Sprite Resolver works with legacy, but it probably wouldn't be worth it.

drifting wave
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Going to try to do this with a timeline because it looks very similar, but if I just want my character to blink, is a timeline the way to go?

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gosh this is totally different, alright

hybrid tinsel
#

I suggest just using an animator.

#

You'll generally use an animator when using a timeline anyway.

#

If you just swap out the animation for an animator and add the blinking, it will probably work without further finagling.

drifting wave
#

WOW

#

okay I see now

#

Thanks for the help

hybrid tinsel
#

No problem 😄

#

Basically, 'animation' is the original 15+ year old animation system, so they can't remove it without breaking thousands of old assets but they don't actively support it either.

open hornet
#

I have a strange issue I can't seem to figure out if anyone has any ideas. From Blender, I'm exporting a model and animations. One of the animations is and idle (for a hovercraft) and looks like this

#

However, in Unity, it imports a few other unrelated actions (marked)

#

There are several hovercrafts I've imported in the same way without issues, so I can't figure out what's going on with this one. It's set up the same way as all the other crafts, exported with the same settings, etc. All its other animations appear to be fine as well, it's just this idle one causing problems. Any ideas?
EDIT: This issue seems like it may stem from the .fbx exporter...trying to troubleshoot this..
EDIT2: for a workaround I just changed the parents of the problematic bones and it work fine enough.

gilded sphinx
#

my animation clips are not marked to loop but the first animation constantly loops when i click play mode.

#

why is that?

serene jasper
#

quick question, would it be possible to transition to the exit node in a base machine state and then switch to a sub state

#

if that makes sense

viscid gorge
charred belfry
#

Nothing special, just play an entire timeline when you intend to see it through

viscid gorge
# charred belfry I mean that you can use it by putting each "new" thing after you want it to stop...

I think I didn't provide enough context. Right now, all of these chapters have their own unique Timeline. Only one chapter will play a separate unique timeline than the rest. I've created four Timeline event, but it seems like they're tied to a specific animator controller under each chapters. All chapter have unique game objects that loads the level, etc. I'm having problem finding ways to achieve this so that only one chapter plays a different timeline than the rest of the chapters.

#

Could I use this timeline as a generic and apply this animation to any specific gameobjects within the prefabs?

hybrid tinsel
mortal iris
#

im trying to make a really simple thing where this sword goes from this to this

#

but inbetween the two keys in the animation it moves to the side before getting to the end position for some reason

serene jasper
hybrid tinsel
#

That is sort of the same phrasing as before.

teal hatch
#

Hey everyone, I've been wondering since yesterday on how I could match my character's movement speed with the animation so that I can get rid off sliding movement, I've looked up a couple forums although I'm still not sure what methods people generally use, I've considered manually changing them till they match although I wanted to hear your take on this problem, thanks in advance.
I also wanted to involve an accelerative movement system so that changing a movement direction or going from idle to sprinting won't look snappy.

serene jasper
hybrid tinsel
serene jasper
#

in my animator, i want an animation to go the exit state, but after it's transitioned to the exit state, i want it to play an animation in my sub state machine

hybrid tinsel
#

So have it transition to the sub state machine?

#

Can you show how you have this laid out?

runic aspen
#

Hi guys i'm implementing a sitting animation and i need to adjust root position of my character to match the chair transform, any idea on how to do it?

smoky tartan
#

I'm really struggling with trying to move my animations and multiple different items into unity from blender. So I have a character, and multiple different weapons that are all rigged up separately in blender. How would I go about transporting all of those into unity with all of their respective animations without jumbling anything up? Just super confused with this process. If this isn't the correct spot to ask does anyone know where I could ask this, don't wanna spam this chat with nonsense. Thanks!

#

Like character X has 10 different "actions". Pistol 1 has its firing animations, etc.

ember slate
#

I'm a complete noob when it comes to the animator and the state machine system. Looked at a bunch of tutorials. Trying to figure out how to structure my animations. But dont really understand when I should use blend trees and when to use layers. Some tutorials have "actions" (such as attacking, emotes, being injured etc) as separate layers (sometimes with a mask). And sometimes they promote blend trees, to solve basically the same problem. Can someone point me in a direction here (be it experience, links, tutorials whatever that makes it a bit more clear when to use what)

#

I guess another related question is when to use layers/blend trees and when to use separate states. For example if you have three animations, walk, run, sprint. Should these all be in a blendtree that uses a velocity parameter. Or should they be separate states with transitions (again using the velocity as a condition parameter). Or should they all be on separate layers and you choose the layer weight depending on velocity

spice zenith
#

Is there any software that can generate intermediary frames between animations? e.g. I know of a software that can convert a 30fps video to a 60fps video to create fake frames.

#

Is there such a thing?

teal hatch
#

Hey everyone, I've been wondering since yesterday on how I could match my character's movement speed with the animation so that I can get rid off sliding movement, I've looked up a couple forums although I'm still not sure what methods people generally use, I've considered manually changing them till they match although I wanted to hear your take on this problem, thanks in advance.

#

I also wanted to involve an accelerative movement system so that changing a movement direction or going from idle to sprinting won't look snappy.

agile solstice
#

i.e. if the weapons are swappable, they wouldn't be included in the character but rather represented by points that they're later attached to

hybrid tinsel
hybrid tinsel
empty whale
spice zenith
#

@empty whale this one works amazing

#

it created so many frames for a 8 directional sprite

#

it feels 3d already

gusty lava
#

what are procedural animations?

uncut salmon
#

Animations that are done procedurally (animated in real time).

sage prairie
#

I've got the skeleton of my game working, but it is lacking in after-effects. I would like to make text do similar effects to wins in the following game: https://games.netent.com/video-slots/starburst/

I just wanted the guidance from someone here on what they think the best tool would be to do effects like this easily. Feel? DotweenPro? Something else?

This renowned video slot is an absolute star. You’ve heard of it. You know it. Hell, you've probably played it. And if not, you should. The sparkling jewels of the legendary Starburst™ are there for the taking.

uncut salmon
#

You should make a video instead of having people play this gambling game to see what you're referring to.

sage prairie
#

it's a demo but fair

marble epoch
#

Hello! I'm trying to animate different actions in my player. One of which is the mining/idle pickaxe animation. I'm using different layers, one for main animations (run, walk, jump) and one per item (sword, axe, picakxe). Somehow the pickaxe animation doesn't work; every time there is a transaction the player goes in tpose, even if the pickaxe animation has no proprieties set for the body parts that are t-posing.

#

Those are my settings:

#

That's the pickaxe layer

#

it is important to note that the axe and sword layers works flawless, and that this bug happens only during the transition between states in the pickaxe layer. After the transition the player stays in the right animation.

#

Here's a video of what happens (reuploaded in .mp4):

gusty lava
#

i want to learn procedural animations where should i start?

hybrid tinsel
marble epoch
#

and yes, I have write defaults activated everywhere

hard smelt
#

Not quite animation but I have a Parent Constraint and it's not accurately following its one source?

#

Red Ball not accurately following the White Ball.

solar glacier
#

found out that my animation is causing my water to disappear at runtime. the animation, when i baked it in blender, only affects the rotation of the material itself. how do i fix this problem and get my animation to work correctly?

cedar ruin
solar glacier
#

you mean this?

cedar ruin
#

Yes.

solar glacier
#

it was already set to what the picture shows

cedar ruin
#

Hmm... Okay. Was an avatar assigned to the animator by default as well?

solar glacier
#

idk why it just now shows this option, but i did have this selected

#

avatar yes, controller no

#

unless ur referring to that image lol

cedar ruin
#

Set to no avatar and apply maybe.🤔

solar glacier
#

that image by default was no avatar

cedar ruin
#

Also, your animation seems to have scale and position curves, which might imply that it's not just rotating.

solar glacier
#

ok it shows up in game now, but the material isnt rotating

cedar ruin
#

Hmm... Maybe it does need the avatar and it's just your animation that's broken.

solar glacier
#

how is the animation broken? how would i fix it?

cedar ruin
#

I don't know. Check what keyframes you have in blender. If there's anything aside from rotation, remove it.

solar glacier
#

i was having too many issues with the ocean modifiers to use those sadly, but thats fine loll, but those are disabled

cedar ruin
#

Open the animation tab so that the keyframes are visible.

#

And properties that they modify.

solar glacier
#

in unity or blender?

cedar ruin
#

Blender

solar glacier
#

the animation was baked

cedar ruin
#

You see that there are position and scale properties in the keyframes as well?

solar glacier
#

yea?

#

they dont change, though

#

i could disable those and then export as fbx tho

cedar ruin
#

Wait. That's not the animation tab though.

solar glacier
#

it has no avatar or controller on default. weird i thought it did

#

@cedar ruin

cedar ruin
# solar glacier

This still doesn't look like an animation tab. Anyway, I don't know blender enough to help you with it. But I'm pretty sure that the issue is with the blender animation.

solar glacier
#

i imported it and it still wasnt working though

cedar ruin
#

At this point it would be easier to just create the animation in unity. If it's just rotation.

cedar ruin
solar glacier
#

its the rotation of the material itself, not the object

solar glacier
#

i want to give the illusion of water moving, and in blender, you can rotate the material itself without impacting the object

cedar ruin
#

Well, this kind of animation wouldn't be exported with fbx anyway. At least as far as I know.

#

Fbx can only store vertex transformations.

solar glacier
#

ah. how would i export it then?

cedar ruin
#

I don't think there's a format that can export it at all.

#

At least not a format that is supported by unity.

#

But you can recreate the same effect with a custom shader/shader graph( + optionally code/animation of params in unity).

solar glacier
atomic dawn
#

I'm using animations form Mixamo and Reallusion ActorCore. But feet of characters are siliding. Animations are exported with Zero Root Motion. I've tried every possible combination of Apply Root Motion, turning on Foot IK and Baking Root Transform.

robust perch
#

So I want to make a reload animation for my double barrel shotgun. So I start with the idle stance with my character holding the weapon.

I animate his movements but it might be hard to visualize where the barrel of the shotgun will be at each moment since it has to move down to reload.

Is there a way to edit both at the same time. Is opening two animation windows and sliding them to the same frame the best I can do?

round slate
#

Hi, i have a 3D model (.fbx file) with animations. How can i use that? I can only create new animation clip

hollow blade
tulip wharf
#

How can i make this all one sprite so i can animate it with 1 sprite editor

#

Or maybe there is a better system?

#

i am a noob

#

basically i want each leaf on the tree to animate differently

#

but i want to be able to see all of them within the same editor at once

#

because all of these components make up one tree

atomic roost
#

so just out of curiosity, is the built-in Unity Animation system with the state machine still the best option for animating 3d humanoid characters?

hybrid tinsel
tulip wharf
hybrid tinsel
#

It has to be that format.

#

Lots of software exports to it, though most don't include the needed metadata unity wants.

novel portal
#

anyone know the conditions games like spiderman pick their poses for the swing animation? I can't really tell from videos or if anyone knows of a breakdown

hybrid tinsel
#

Think it might've been one of the GDC talks

novel portal
#

hmm yea i think i saw that and some other videos but they don't really go over the conditions for the swing poses from what i remember

agile solstice
#

@novel portal I would look into angle to web attachment point and velocity of angle change as parameters

agile solstice
#

Looks pretty good already!

novel portal
#

does it look right or should it be a different parameter?

agile solstice
#

Can't point out to anything wrong with it
Maybe some more animations for the "up" swing, and less influnece from view direction

#

It kinda forms a sharp angle when going above the target point
Perhaps the character could stay upright but point the grappling arm down when that happens

rancid zodiac
#

hey, im working on a character, this character is a humanoid that at some point in the game gets wings

in blender I had the wings part of the whole character, but only animated in certain animations

is it possible, in unity, to hide mesh parts by bone?

agile solstice
#

That can be controlled by an animation layer that overrides the wing bone scale regardless of animation

rancid zodiac
#

thank you, that worked!

quick garden
#

I've created an animation which unloads a GameObject from the bed of a truck, however the GameObject is a child of the truck model, so if I start driving it follows behind the truck, instead of staying where it is unloaded. I've tried creating an animation event that calls a function that sets the transform parent to null, but this loses the world position and it jumps to an incorrect location on the map instead of staying put. I'm just looking for ideas for ways around this?

golden ruin
#

I have many states in my state machine. I want them all BESIDES ONE to have a transition to JumpState. Is there any way to do it besides making each transition manually?

hybrid tinsel
hybrid tinsel
quick garden
twin musk
#

heres what my screen looks like, did I do something wrong? Its not playing my animation

twin musk
#

Also make sure your animation is set to loop

twin musk
#

sorry it took me so long to respond I was in the shower

#

no problem

#

am I suppose to do something here

#

if so what am I suppose to do

twin musk
twin musk
#

On animation type

twin musk
#

It's in the imported asset

#

in the project window

#

not the hierarchy window

#

sweet I found it thanks!

twin musk
#

Your character is missing the head bone

#

Did you get the model from mixamo too?

twin musk
#

do I need a diffrent model from mixamo

#

You can use any model as long as it has the basic bones

#

You can either add the head bone in blender or use another model

#

ok got it thanks

twin musk
#

Can you screenshot your imported animation's inspector?

#

ok

#

Go to Rig and set the Animation Type to humanoid, and the avatar to "Copy From Other Avatar" then select your main model's avatar

twin musk
#

the one that you dragged into the scene

twin musk
twin musk
twin musk
#

when I drag it to "source" it doesnt change anything

#

re check that both are set to humanoid

#

yup idle and walking are set to humanoid

#

I mean the new model, it seems it's not set to humanoid

#

Which one did you drag to the scene?

#

when I was under idle I dragged walking when i was under walking I dragged idle.

#

im suppose to drag it here right

#

yes, but one of them the avatar needs to be set to "Create From This Model"

#

I did that for walking but it doesnt work

#

does the source still say "None (Avatar)"?

#

yeah

#

for some reason it doesnt let me drag it but it will let me change it if I click the circle, but it still doesnt work like this

#

mm that's weird

#

wait its because I didnt hookup the animator to the controller

twin musk
#

on Animation tab , enable Loop Time then Loop Pose

#

it works thanks!

twin musk
#

how can i fix it

hot pendant
#

Why does my animator keep disabling when i play the animation?

hybrid tinsel
remote condor
#

I have to create some simple 3D animations for a proyect (the model is already riged, I just need to create some simple "minecraft" walk and punch animations) It's ok to use Unity or should I go to other software like Maya?

#

and the export the result into unity

#

and well, the proyect needs to be in Unity since I'll use the robots in a simple videogame

agile solstice
meager smelt
#

Hey, all of my animation transitions doesnt work, what can I do? The starting anim works, then it doesnt...

quasi fable
#

screenshots, etc..

meager smelt
#

Yep 1 sec

#

it does the first part

#

Then it just goes:

#

Same with my character

#

Does the first part

#

But when I press WASD:

#

It goes back to its "original pose"

#

Maybe I turned off a setting on something??! Prae, could you help?

meager smelt
#

Anybody can help?

meager smelt
pallid tapir
#

I have an up-down blendtree and I'd like to go to different idle states depending on whether the player ended their movement looking up or looking down. How do I do it?

hybrid tinsel
hybrid tinsel
pallid tapir
#

Yeah, that's what I imagined, but how should I do it? I gave it a try but it just kind of broke the animation cause I didn't really know what I was doing. This is my first time using the animator

hybrid tinsel
#

Gonna have to give more info about your setup... what did you do? How did it break?

pallid tapir
#

This is basically what my blendtree looks like

#

I made an idle animation up and an idle animation down (i still havent finished the spritesheet for horizontal movement)

#

I set transitions from the blendtree to both the up and down idle animations and I used the vertical float (if vertical > 0 it transitioned to up, if vertical < 0 it transitioned to down)

#

Thought that would work but it didn't. When my character should be stopped it was playing the walk animations, depending on the direction the animation wouldn't trigger, etc

#

This is what the code looks like

pallid tapir
#

Also, I can make it transition to one idle state with the condition of "speed less than 0.01", but that will only work for one transition state really

#

This is what both of my transitions look like. They always send me to idle down, tho.

hybrid tinsel
twin musk
#

I found that if I rename a specific game object with an animation, the animation associated with it will fail to work.

#

I wanted to rename one of my GameObjects so its name would be more readable, but with this quirk, I can't really do that.

#

Is there a way I can rename my GameObjects without borking any animations associated with any child GameObjects?

meager smelt
cyan pike
#

Hello! Does someone knows how to import correctly an animation from blender to unity? I have bad result and I wonder if there is a way to correct it or maybe not ??? 😱 here is video with my animation on blender at right and the result in Unity at left. The topology don't follow ... Any idea ?

hybrid tinsel
meager smelt
#

@hybrid tinsel What should I send to you to have a deeper view?

cyan pike
cedar edge
#

Hello, I’m having an issue with the animation window and hoping someone can help me as I’m new to Unity.

I have a hierarchy of Parent A>Parent B>Child. Both parents have animators and animations. I can manually set properties for Child via Parent A’s animation, but when I try and do things like activate record and select Child to manipulate it, it kicks me out of the Parent A animation window and I can only see the animations for Parent B.

Is there some way to at least stop the animation window from changing to another animation when Child is selected? (if not show the Parent A animations in the drop-down when Child is selected).

Thanks!

remote condor
#

I need to create some simple animations for this robot (he just have rigged legs and arms so the animations are extremely simple) however I just can't find any tutorial to learn how to create those animations and activate them pushing o pressing a button (If I keep pressing the key A the robot wilk walk and the "run" animation will be played, If i press the key X the punch animation will play, etc.) Can someone orientate me to a guide, tutorial or something? I guess I could try to use Maya but I need to use the robots on Unity and it seems easy to just use only that program.

coral quail
#

Hi! I have a problem with avatars. I downloaded animation from mixamo and try to use it with human model made with "makehuman" program.

#

But if i put avatar from model to animation, it make error, instead if i put avatar from animation to model, its correct. But problem, that avatar in animation is crooked

#

Who know and can explain why this error is happen, or maybe give a link to answer?

severe sierra
#

is there a way to go backwards in an animation? I have an animation for a block's scale extending in the y, and another for retracting in the y. They are triggered by a bool. Lets say that half way through the animation, the bool is switched back to false. Is there a way to start the retracting animation so it goes backwards from where the extending left off, since the first animation wasnt all the way finished yet? I can interupt the animations, but it still starts from the beginning regardless. Thanks!

edit, my solution was to change the animation speed negative. (im dumb)

twin musk
#

I have an animation parameter set up called "Speed" in an Animator. Then, in a script attached to a GameObject that has that exact same Animator, I'm calling animator.SetFloat("Speed", speed);. However, I keep getting Parameter 'Speed' does not exist.. When I try printing Debug.Log(animator.parameterCount);, it keeps giving 0 as the output. That's weird because everything else about this animator was working correctly, like the configuration in the animation states

dense bay
twin musk
#

I decided to ignore the issue and go a different route. The problem was that I was calling animator.SetFloat during Edit Mode. Animator doesn't seem to initialize its parameters during Edit Mode

#

I kinda need to be able to call Animator.Update during Edit Mode for a script, so this problem is unavoidable

pallid tapir
#

Ok so, there was some progress today, but I still can't wrap my head around the animator. This is what my entire project looks like. As you can see, my animation gets messed up when switching to the idle states.

median mortar
#

Hi i want to use my playable character in cutscenes , i am able to put animations but i am not able to override transform if i make seperate track it only works in play mode and only transaltion works i cannto setup cameras with that and i dont want to cut cameras so i cannot use dummy model for cutscenes is their any way i can put animati0on in track and can control transform easily please let me know

runic aspen
#

Hi guys i'm working with a 3rd person character and mixamo animations. I was trying to implement a sitting behaviour but tried to adjust sitting pos using animations rigging package (Override transform component). Before using it i had also a crouching animation but it got screwed up, it still happens even f i put additive rigs weights to 0. Any idea Why? Animator shows me this warning only in play mode but all mixamo clips have rig set as a humanoid and used the correct avatar mask that was behaving correctly before using animation rigging package...

whole bone
#

Can I merge all animation fbx into one fbx with separate clips inside unity?

whole bone
hybrid tinsel
whole bone
#

Thank you very much

hybrid tinsel
#

Of course, for humanoid animations this is often not really needed as long as the avatars are set up correctly.

#

But it is nice to be able to do

whole bone
#

As long as bones have same names

runic aspen
meager smelt
#

Hey, all of my animation transitions doesnt work, what can I do? The starting anim works, then it doesnt...

runic aspen
#

it seems like an issue with animation rigging package and mixamo humanoid anims

atomic roost
#

is the built-in Unity Animation system with the state machine still the best option for animating 3d humanoid characters?

pallid tapir
agile solstice
#

Also, when showing the transitions don't keep the "settings" minimized

#

hard to see specifics

strong edge
#

Hey guys I'm having issues with the animation rigging package and humanoid characters. I'm trying to get a character to look at an object with their head using the multi aim component but when I add it my character flies all over the screen and I get this message on my animator component: "binding warning: some generic clip(s) animate transforms that are already bound by a humanoid avatar."
Any help would be amazing

hybrid tinsel
twin musk
#

Is there a way to wait until an animation has fully played before proceeding with further behavior?

#

I have a UAV that takes about a second to deploy its guns before firing. I want it to wait until its guns are fully deployed before it attempts to fire.

hybrid tinsel
#

And that will wait for the specified time before executing the transition.

twin musk
#

My script.

hybrid tinsel
#

Put an animation event at the end of the animation, so that when it finishes it tells your script it is ready?

#

Or, if it is transitioning to a different state at the end, you can put that into a behavior script on the animation state.

#

(The latter being more reliable because events at the very end might get missed during a transition)

rich dragon
#

hey any aseprite user here? i need some help with exporting

craggy flume
#

anyone know how you're supposed to animate an 8x8 walking animation? this is what i use for my player and I just can't make a decent walk anim

sand dust
#

After searching the internet and not finding anything I appreciate anyone that can help me figure this out. I'm very new to unity and started mainly on blender and wanted to try to import my models into unity to see how they look and to see if I could do it but every time I import my FBX file that I exported from blender it separate's my arm and gun animation although in blender I only made one animation.

modern heart
#

I have a tile sheet where each tile is 32x32 pixels but when I try to slice it into individual tiles it slices each pixel. How do I slice the tile instead of each individual pixel of every tile?

fallow ginkgo
sand dust
#

Unfortunately that did not work but I appreciate the attempt. I believe my issue is related to Blender anyways

static sage
#

guys, is there a way to animate multiple objects with them not being childed together under one parent?

twin musk
# hybrid tinsel https://docs.unity3d.com/Manual/StateMachineBehaviours.html

Excellent, now we're getting somewhere. 😄

I've created a script for my deployment state, but I don't know how to reference variables that are in other scripts in the same GameObject (or utilized by the parent). What I wanted was a simple boolean check in my other script to tell me when an animation has ended so that my UAV knows when to not fire.

How would I go about doing that?

hybrid tinsel
blissful epoch
stone topaz
#

Ok friends, I need a little help, I'm creating a code to manage the animations that the character plays but at the moment I have many attack animations with diferent durations but I need to make sure that the current attack animation playing has it's duration reduced to a specific value given by the ability so I made the following code

    Debug.Log(_statsModule.currentCastAnimation.Count);
    WhichAnimationToPlay(_statsModule.currentCastAnimation, out float animationDuration, out int animation);

    Debug.Log(animation + " for " + animationDuration);

    //Set the clip to cast
    _animator.SetInteger("CurrentCastAnimation", (animation));

    _animator.SetFloat("CastSpeed", _animator.GetCurrentAnimatorStateInfo(1).length / (animationDuration));

    _animator.SetBool("Grounded", _movementModule.isGrounded);

Sooo, I made a equation that divides the current animator duration by the desired duration (animationSpeed), but the animation is going bonkers, the castSpeed is getting 300 speed, and once I debugged to see the length I realised that a animation that is suposed to be 1 second long is giving 120 of length, the rest is doing the same, anyone knows what the hell is happening?

blissful epoch
twin musk
#

As I'm still quite new to Unity, I had forgotten that scripts themselves are classes. Should be obvious considering they literally say class right next to the class name. 😛

#

But now it makes a lot more sense. 🤔

hybrid tinsel
dusk valeBOT
#
Posting code

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📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To get C# formatting the first line should only contain cs or csharp.
Add a comment with a line number if there is an error message.
```cs
// Your code here
```
Do not share screenshots of code unless requested.

stone topaz
#

I think the only relevant part from the code is that one

hybrid tinsel
stone topaz
#

but the layer I'm casting is layer 1

#

and even though it's giving crazy values, they are the ones based on the ones from layer(1)

#

layer 0 I use for movement

hybrid tinsel
#

Also, what are you using the castspeed for in the animator? If you are feeding it into the speed on the animation state then it should be an actual speed multiplier.

stone topaz
#

it is a speed multiplyer of the casting animations

twin musk
#

Well shoot...

#

I can't drag my script from the GameObject to the behavior in the Animator tab... 😦

#

And it doesn't show up in the drop-down menu for some reason.

stone topaz
#

I think the duration i'm getting from the state isn't seconds

#

that's my guess

#

i'm gonna try this as solution

twin musk
#

How the heck am I supposed to reference my script now?

stone topaz
#

now I belive the equation that i'm using might be wrong as well CurrentDuration * modifier = Desired duration || modifier = desiredDuration/Currentduration yeah I'm using the wrong equation

placid axle
#

Did unity update its animation system a bunch? It seems to work super diffrently then how I remember it

#

about a year ago

#

Like making sprite sheet animations seems so much more complicated than it used to be

#

im at the point where im considering just making my own animator cause this thing looks wayyy to bulky

hybrid tinsel
placid axle
tight creek
#

hello does anyone know how i can find the transform information of a certain bone from a clip frame by frame, as i'm writing a custom IK solver script that avoids obstacles but also blends it with the animation, but i need to find the transform information to update it to

#

so the animation information without it being changed in lateupdate by my ik solver

minor oyster
#

I can't find the sample rate for Unity 2021.3.15f1 I'm trying to make a 2d game and I can't have it at the rate I'm going at

#

after some digging around I found the solution

modern heart
#

I imported a tile sheet with 9 separate tiles each 32x32 pixels. When I slice the sheet in the sprite editor it slices every individual pixel instead of the tiles. I have sprite mode set to multiple and I have pixels per unit set to 32. Can anybody help me?

blazing spire
#

Hi, was wondering why my character is falling super insanely slowly, could it be due to animations?

unreal oyster
#

Anyone got an idea how can i modify animation parameters in script ?
mainly i want to modify the Root Transform Position (Y) in realtime inside the script

blazing spire
livid sage
#

oh

#

i didint see this channel

#

but is it possible to animate a bearing in unity

#

for a object to rotate relative to another objects rotation

#

basicly im trying to make "walschaerts valve gear"

#

the wooden part that moves from up down

#

and rotates

#

connecting rod*

#

at 0.43

zealous crane
#

https://youtu.be/tveRasxUabo

i watched this for how can i change my animation when character walk , run ect. but i can't add transitions

In this Unity 2021 beginner tutorial I show how to setup an animator controller for a simple model we created with Blender that has skeletal animations. I add two triggers to activate the states for the animation (open and close) and then I write a C# script that uses the attached Animator controller to play the animations when the Keys O or C a...

▶ Play video
meager smelt
#

Hey, all of my animation transitions doesnt work, what can I do? The starting anim works, then it doesnt... can anyone help?

gilded sphinx
#

you need to make a transition in to the next one

#

i will show you

#

then where it says condition you need to add one based on the animation parameter you added

#

right here

#

where it says condition

meager smelt
rancid oyster
#

does any1 know how i can add pre made animations onto a player

#

I have all of these and I want to add them, to the player

#

nvm i figured it out!

hybrid tinsel
hybrid tinsel
#

Your animator graph, your script, anything really. Otherwise I might as well suggest that you have literal gremlins since that's about as much as I can presume. 😄

static sage
#

Hi Everyone! I'm currently trying to animate 2 objects (that are not under one parent). But I can't find a way to do it. Anybody knows a way to do that?

stone topaz
#

note: I will make really modular

#

not only in the sense of changing the models but adding models on top

tight creek
muted storm
#

can someone help me with this new character i imported from asset store, how do i make the character perform a certain one of these animations

novel portal
#

trying to have a somewhat dynamic swing animation system. How does this look, any suggestions to help the poses look better?

hybrid tinsel
#

If you've ever swung on a rope

#

your dude is trying to propel themself. They're guided, they'll lead with their feet

agile solstice
twin musk
#

What resources do you guys recommend for 3D animation? In the sense of examples, etc. or a free library, but if you know any where you can not download them i'm also fine with that.

honest robin
#

how can i import from blender to unity animation
can someone help me i have finished animation in blender but i cant import in unity

gaunt prism
#

hey hey guys i'm having some doubts here with animation, does anyone knows how can i add an event to my animation? Currently the animation is on read-only mode, any idea how i can edit it from unity Animation tab?

snow depot
#

@gaunt prism duplicate the readonly animation to create an editable version

gaunt prism
#
using System;
using UnityEngine;

namespace WithstandKairos.Weapons
{
    internal class AnimationEventHandler : MonoBehaviour
    {
        public event Action<int> OnFinish;

        public void AnimationFinishedTrigger() => OnFinish?.Invoke(transform.parent.GetInstanceID());
    }
}```

tbh idk what's wrong ![screamcat](https://cdn.discordapp.com/emojis/668299950647410688.webp?size=128 "screamcat")
novel portal
primal latch
#

how can i make a animation out of thjis

fervent mortar
#

Is there any way to change naming sequence pattern for auto slicing spritesheet? cause sprites in my spritesheet go top to down instead of left to right so it makes mess for setting animations

oblique anchor
#

Hey, so I have 2 Sprite sheets and 2 corresponding Normal Maps for them. In this case its just a walk north and walk south set. I tried applying the Normal Maps as secondary textures but when i play the animations they play and do everything fine, the sprites switch out on the material thats assigned. But under normal maps i dont see them getting assigned on the material. And If i manually drag it over to the material the normal map works great, until i switch to the other animation, and then the wrong normal map is on the material.

So far as I understand it, I can make a multi-material and have triggers on the animation to switch to the other materials that have the correct normal map assigned to it.

I dont understand how or what the Secondary Textures are for or how they are used apparently?

I was hoping to not have to do a lot of extra footwork on the stupid materials if I dont have to. I dunno if anybody can explain what I am maybe doing wrong with the secondary textures? From what I have read I thought It would work this way? I am lost lol

slender granite
#

Hey! Can someone help me in this? I export the character with its rig that has 2 animations/actions. The "bake animation" is selected when exporting, and this is the only way to get the animations to unity. When I use the animator controller the head gets reset everytime because the animation gets applied by the controller. This could be solved by the avatar mask, but in this case that doesn't work because of the bake animation option that was used in the export. One way could be to delete all the head keyframes in blender, but it would still be keyframed because of the bake animation option. Is there any way to still use the head without it getting reset with these options?

oblique anchor
#

So I found the spot on the animation tab where you can add properties and I added the material reference one. That let me switch out the materials and now its working correctly. I am assuming that.s not very taxing for anything? Or is there a better way of doing it? OR does anybody know how the Secondary Textures work on sprites for normal maps etc. would still like to know

crisp mantle
#

Hey, I'm very very new to game design and I'm currently making a basic pong game so no need for animation. Fo4 my next game however I wanna make some original artwork, probably some very masic stuff to begin with, is there any software or tips/techniques anyone can give to make some good animation for my games?

old kayak
# crisp mantle Hey, I'm very very new to game design and I'm currently making a basic pong game...

can't go wrong with fundamentals https://www.youtube.com/watch?v=uDqjIdI4bF4

Further Animation Learning: http://bit.ly/2dleXfH

Full playlist: https://www.youtube.com/playlist?list=PL-bOh8btec4CXd2ya1NmSKpi92U_l6ZJd

(0:10) 1. Squash and Stretch
(2:07) 2. Anticipation
(4:14) 3. Staging
(6:33) 4. Straight Ahead/Pose to Pose
(9:14) 5. Follow Through & Overlapping Action
(11:17) 6. Slow In & Slow Out
(12:57) 7. Arcs
(14:38)...

▶ Play video
crisp mantle
#

Thankyou very much

tidal crypt
#

Hello, I have a problem with the animation of my character's bones. When I move a bone, some bones automatically move to a certain position and I can't solve this problem, if anyone could help me?

honest robin
#

i have finished animation in blender and how can i import in unity?

agile solstice
#

Between yesterday and today I assume you searched up some guides and attempted to follow them

twin musk
#

how to have 2 keys at a time on input manager on unity ?

#

anyone help ?

twin musk
tidal crypt
twin musk
#

ok this is pretty hard yo ushould search a video about it

#

btw press k to make one'

rancid sage
#

how do I create an animation that is constantly switching between 2 sprites

twin musk
rancid sage
#

I should probably mention that ive never used the animator/animation tab before

#

no, like wings facing down to wings facing up

#

but 2 different sprites

#

not rotation

tidal crypt
twin musk
#

ok this is a whole process you should probaly got watch a tutoriol about it

#

animation is not easy

rancid sage
#

alright

twin musk
# rancid sage alright

Let’s animate our character!

● Check out Skillshare: https://skl.sh/brackeys8

● Watch Player Movement: https://youtu.be/dwcT-Dch0bA

● Download the Project: https://bit.ly/2KK5AG8
● Character Controller: https://bit.ly/2MQAkmu
● Get the 2D Sprites: https://bit.ly/2KOkwjt

♥ Support Brackeys on Patreon: http://patreon.com/brackeys/

···········...

▶ Play video
rancid sage
#

thank you

twin musk
twin musk
# tidal crypt ha ok thank you i see what you mean. But that doesn't solve my problem because e...

Let’s animate our character!

● Check out Skillshare: https://skl.sh/brackeys8

● Watch Player Movement: https://youtu.be/dwcT-Dch0bA

● Download the Project: https://bit.ly/2KK5AG8
● Character Controller: https://bit.ly/2MQAkmu
● Get the 2D Sprites: https://bit.ly/2KOkwjt

♥ Support Brackeys on Patreon: http://patreon.com/brackeys/

···········...

▶ Play video
twin musk
#

and i am sorry but i can't explain everything in a whole discord message'

#

too long

tidal crypt
twin musk
# rancid sage thank you

actualy watch this also to know how to make an animation the other video is for how to setup one

#

Simple animations setup guide for creating the animation clips for idle and walk cycles. Next video will be on how to make your character switch between them with a code based state machine (rather than a web of connections)

Art Assets -- https://chris-tutorials.itch.io/gatherers-exterior-pack

➣ Downloadable Assets, Video Courses, and Other Pl...

▶ Play video
twin musk
tidal crypt
#

yes pixel art is simpler but I prefer to stay in a normal drawing

static sage
#

Hello guys! I am having some problem with Unity Timeline. As you can see in the game window, the animation starts looking at the ceiling and continues to look to the left. But when I start the timeline cutscene animation. The animation starts looking at the left and continue to look at the pillow. Why is it doing that?

https://imgur.com/a/fkTP563

iron void
#

i made a easy keyframe system so i decided to show it here (btw i called it unity filmmaker because sfm but ufm)

twin musk
hot urchin
#

What app is recommended/best when I want to animate a background on loop or character movements/

hybrid tinsel
hybrid tinsel
oblique anchor
#

@tidal crypt it looks like you have the top bone either parented by accident to the second on, or you have a modifier doing something inbetween them. I would look in the settings.

outer thicket
#

is there a website i can use to get free animations to put on a synty character?

charred belfry
#

Mixamo is the usual

restive scaffold
#

any quick ways of "baking" frames of animation?

#

I'm trying to make stylized animations, on 3s or 4s

rancid sage
#

I am an absolute beginner when it comes to this, so Im sorry for the stupid question, but basically im trying to to make it so that the wings play an animation when the spacebar is pressed. currently, I made it so that it runs the animation when "hasjumped" = true, and it goes back to the "Nothing" block when "hasjumped" = false. However, when I try it in game, nothing happens. any ideas why this could be the case?

code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class wings : MonoBehaviour
{

    public Animator wingsbigflap;
    public bool isjumping = false;
    public BirdScript bird;

    // Start is called before the first frame update
    void Start()
    {
        isjumping = false;
    }

    // Update is called once per frame                                           
    void Update()
    {
        wingsbigflap.SetBool("hasjumped", false);
        if (Input.GetKeyDown(KeyCode.Space) && (bird.birdisalive))
        {
            wingsbigflap.SetBool("hasjumped", true);
            Debug.Log("FLAPPED");
        }
    }
}

screenshots that might help:

#

Im pretty sure it has something to do with me not knowing how to use the animator well

#

I created a block with nothing just so I could add a condition to switch to the animation state

restive scaffold
#

make sure the exist animation isn't set to has exit time

#

if its supposed to exist and enter when the condition is met, it shouldn't exit automatically when some time passes

rancid sage
#

thank you

#

that worked

oblique anchor
#

So I have 2 9 frame animations that loop but are different. So i have 2 nodes set up to just go back and forth. If I set has exit time to 1 it plays fine. if i set it to 0 it plays the same... but if i set it to anything inbeteen it starts playing less of the frames on the respective animation. If i disable exit time it just wigs out and plays the animations infinitely fast. Whats thats about?

restive scaffold
#

exit time is normalized to the animation

#

so 0 means, no exit time, 1 means the length of the animation, not 1 second

oblique anchor
#

oh funny

restive scaffold
#

so if you put in 0.6, it would play 5 frames of the animation then exit

oblique anchor
#

And if you set no exit time it just instant moves to the next animation?

#

uncheck it rather?

restive scaffold
#

if it has no conditions

oblique anchor
#

ok. I see

lost hollow
#

So I'm having trouble with animating my crouch attack. When I crouch and attack for some reason, the character just goes back to their idle pose

#

this is my animation web

#

can anyone help my figure out why she's just going to idle when crouch attacking?

#

like, literally everything should work but it's not and I'm running out of ideas

#

and, like, I can solo the transitions and it'll do the crouch animation, but then if I let go of the down button, it won't go back to idle

lost hollow
#

Hello. I've been waiting for an hour now and I'm still struggling with this issue. I can't do a crouch attack when I'm crouching. I've tried different transitions and bools and reworking my code multiple times but nothing seems to work and I'm running out of options.
Here is my attack code: https://gdl.space/moleneruya.cpp
Here is my code for crouching: https://gdl.space/opoxiwanih.bash

#

Some help would be very appreciated

#

Change the transition time from 0. It’s automatically set at 0.25

#

Try that

#

You want it set at 0

rancid sage
#

ok my bad

#

I just had something wrong in the code

lost hollow
#

Man.

#

Why did nobody help?

oblique anchor
#

Probably nobody looking at this channel

#

@lost hollow I'm not sure looking at just that, I would look at the order of operations the animations go in I guess. I had some issues like that and still do for what I am building out and i'm doing like 10 things at once while I fix mine lol. So I ran into an issue where my animations got complexish and I needed more factors on when it was allowed to transition. The animator would pick the wrong one because it could have technically been true, so setting a second parameter for like, if the other one is false or something would block it from taking the other path when I didnt want it to. I am not the best at explaining this stuff nor do I entirely know what I am talking about lol. But maybe it helps?

lost hollow
#

i honestly think it's a coding issue. i should ask somewhere else maybe?

honest robin
#

i have aniamtions in dope sheet and how can i move it into action editor?

oblique anchor
#

@lost hollow Hey so i was having a buncha issues kinda like this all day and while watching a totally unrelated video a guy suggested Checking False first on Bools and then True so you dont have redundancies. Literally fixed all my problems and my animations stopped doing odd stuff

winged vector
#

Yo guys

#

If I wanna make a player hold an item can I make like, Press 1 (weapon) -> turns on GameObject and sets image to weapon -> have a special animation for it when moving and turns off the normal moving animation (without equipped item)

#

2D game

vale geyser
#

I do all my animation transitions through code, smoothly, no complicated animator webs

#

I have hundreds of animations, and I can add as many more as I want. Because you need to code it only once.

lost hollow
#

Guys I figured out the problem dw

vale geyser
spiral niche
#

I have many chests in my scene and i want a system that lets me press E on any chest and then make the chest play the open or close animation. How would i make this system without manually scripting for every chest in my scene?

full bone
#

When creating an animation, unity adds a frame to the end of the animation. How can I not have it make that? I am modifying a float value at a sample rate of 2, so moving it back one frame is not an option. I have seen that Unity 2022 doesn't do that anymore and was wondering if there is an option to disable this behaviour on a per clip basis

full bone
#

I am also open to a workaround, since it's just an animation of the transform component, that should loop without an empty frame

twin musk
#

Anyone know a good tutorial that teaches how to make jump animations for my multyplayer fps?

hybrid tinsel
full bone
#

In unity 2021 and bellow, a keyframed animation always has one extra frame at the end. E.g. if I place the final keyframes at frame 20, the duration of the clip would last for 21 frames. If I moved the keyframes to 19, the length would be 20

hybrid tinsel
#

That isn't really an 'extra frame,' it is the duration of the final frame.

#

This is because unity's animation system is time based, even if you set it to display frames.

#

So placing a keyframe at the last frame actually places it at 1/sample rate before the end, with a 1/sample rate duration.

#

Though they changed that, I believe it is a display/ui change.

#

I believe that the way it was in pre 2021 was because frame mode was MEANT for sprite animations.

full bone
#

Yes, I understand that, but currently the feature doesn't help me in my case, where I want to animate a transform in a looping animation seamlessly without standing still

drowsy tiger
#

I have a blend tree in my project that works perfect and updates when I play the game but none of the animations are playing on the player? I have assigned the animator component in the inspector and everything. Any ideas?

hybrid tinsel
#

Or upgrade, I guess.

hybrid tinsel
full bone
#

I think upgrading is the solution to this one, if it just can't be turned off

teal hatch
#

Im trying to use a Multi-Aim Constraint and for some reason I can't seem to get both axis rotations working at the same time.
Whenever I used the Aim Axis for either a head roll to look up and down or to rotate sideways it works, except the problem comes when I need to set whichever rotation I haven't set in Aim Axis to Up Axis, and whenever I put it in Up Axis it doesn't work

teal hatch
#

Found out that changing the Aim Axis and Up Axis back to default worked idk why though

#

Could someone please tell me why it works when the Aim Axis is supposed to be the rotation that changes the Character's forward orientation which is the Y axis ?

#

I don't see how it's the Z axis

twin musk
#

so if I use a asset that uses write deafults off. does only animator layer the asset uses need write daefult off or all animator layers?

glass cairn
#

Hi, it would be nice if someone could help me with this. I have a third person shooter and at the moment i try to aim up and down with the player looking in that direction. Next to my "normal" animator with the idle, walk etc animations i did that with the animation rigging package and a rigbuilder for my playermodel. Now i dont understand why everything works fine in idle animation but when i start walking the hands and the spine, the objects i effect with multi aim constraints are acting weird. I have a little video that shows my problem. The straight bar is for referenz to the object where the spine and the hands are looking to. I really dont understand why it works for idle animation but not for walking.
the video:

fierce depot
#

Is there a way to keep our rig's feet from "wiggling" during idles? They're stationary in our animation software.

stone topaz
#

I need some guidance in video from a "Animator Pro", anyone is available?

cedar willow
#

Guys, does anybody know why I don't have components in Animation Rigging?..

flat badger
#

how do I make it so a color fades to another color? i want to make an error animation where a gameobject turns red, then slowly fades back to blue. how can I do this?

drowsy tiger
hybrid tinsel
hybrid tinsel
hybrid tinsel
stone topaz
fierce depot
hybrid tinsel
fierce depot
#

I'm not sure I understand. Is this something accomplished exclusively by animating through Unity? We use Maya

hybrid tinsel
#

It is usually for imported animations.

#

Also, it only works for humanoids.

fierce depot
#

Ah. No good if there's too many legs?

hybrid tinsel
#

A humanoid avatar definition, specifically.

#

It is a feature of the humanoid system.

fierce depot
hybrid tinsel
fierce depot
hybrid tinsel
#

Google does.

twin musk
#

so some of my toggles dont seem to work could anyone check trough them with me to see if they can spot whats wrong?

high robin
#

I'm using mixamo for my animations and my playermodel gets these when it's legs bends

#

this happens in unity too

untold scarab
#

Hello, I've got a question: If I make an AnimationEvent on the last frame of my animation, and then I have a transition off of it in the Animator that has NO exit time. If the animation is interrupted, will that event on the last frame fire? If not is there a way to reliably get when the animation ends in cases like this when it's interrupted?

hybrid tinsel
shut plover
#

may i ask something about animation rigging here?

hybrid tinsel
prime zinc
#

My topdown rpg have different animation for 4 different directions, the idea I have to make my player use different animation for each direction is based from the last wsad input from the user.

For example, the user pressed W .so the next attack would be the W -attack anim
Would this work?
Or are there better ways to do this?

shut plover
gusty lava
#

how to use ik to improve animations

agile solstice
# gusty lava how to use ik to improve animations

That's a good question
Here's a lengthy but worthy explanation of what it does, why to use it and how to use it in-engine
https://youtu.be/hs2goLjUz4U

In this video you will learn how the Animation Rigging package can improve animation in your project via better tools and more flexible workflows. Discover how to setup a character, and harness both runtime rigging and animation authoring in this practical demonstration aimed at riggers, animators, and cinematic designers.

Speaker:
Ciro Contini...

▶ Play video
hybrid tinsel
stone topaz
#

Ok people, Gonna explain my current suffering.

private void UpdateCastAnimation()
{
//Gets the value of the intended duration of a specific animation, and it's index
WhichAnimationToPlay(_statsModule.currentCastAnimation, out float newAnimationDuration, out int animation);
//Set the clip to cast
_animator.SetInteger("CurrentCastAnimation", (animation));

    //If it can get the current animation clip length, updates the modifier that control the speed of the casts animation
    if(_animator.GetCurrentAnimatorClipInfo(1) != null && _animator.GetCurrentAnimatorClipInfo(1).Length > 0)
    {
        _animator.SetFloat("CastSpeed", _animator.GetCurrentAnimatorClipInfo(1)[0].clip.length / (newAnimationDuration) / 2);
    }

this function is giving me hell, every time I cast a skill, it has a casting animation composed of a beforeCastTime and a afterCastTime, the objective is that half of the current animation end when the beforeCastTime end, and the animation end completely when the afterCastTime end, the problem is, it seems like the cast ends before the animation even get's to half of it's value, any sugestion in how the hell a fix that

#

I still want a certain level of transition with 0.1 seond with each transition, but the values that are non negotiable in how the animation must work is the AfterCast, when starts in code the animation needs to be halfway and end when the afterCast end

#

any transition after and before that may take how much it needs

stone topaz
#

okay, people, forget it, aparently the problem is somewhere in the attack code, but if anyone thinks it has a better way to do what i'm doing I will be thankfull

hybrid tinsel
stone topaz
stone topaz
gleaming lichen
#

wheres the best place to get animations

#

like guns player etc

prisma elbow
#

was trying to configure a sprite and this came up under my cursor. No way to deselect it in unity

sweet pendant
#

Hello everyone, I have a small problem and I don't know if anyone has experienced this.

I'm using Unity 2021.3.16f1 and when running an animation (including running the game) I have random little freezes. I don't know if this is the right place to post this kind of question, but if anyone has experienced this, would you know if it's my version of the editor that has problems (even though it's the latest LTS)?

#

Occurs at 0:06.

steel sun
#

Hi folks, kind of a long winded question here:
Does anyone know anything about blending animations?
To be specific, my character will be running, aiming and shooting, sometimes all at the same time.
This being said, I would need to "blend animations" ie: The top of the body plays the aim animation, while the bottom plays the running animation.

I have no idea how to go about setting this up and if someone could point me towards a resource, that would save my bacon.

Currently, I have a bunch of animations in blender for things like unarmed run, run left, 1 hand armed run, run left, etc etc.
Would I want to leave parts of the body unanimated on some parts dependong on the animations?
Would I just overwrite animations in unity?

totally in the blind here lol

craggy flume
#

does anybody else have cool looking animators?

trim hatch
#

who needs blend trees anyway

craggy flume
#

1: i like how they look

#

2: they're easy

hybrid tinsel
# sweet pendant

I've not seen that problem, at least. Are you sure it isn't an issue with the clip?

hybrid tinsel
plain onyx
#

Hello. Is it possible to rotate animations 90 degrees for non-humanoid characters within unity? I already have a "run forward" animation, can I have a "run left" animation without having to create it in blender?

glass cairn
plain onyx
#

true, but that's... messy

#

i'd be using something that isn't the animator controller to do the animator controller's job

#

if that makes sense

glass cairn
#

hmm yes, but i think the unity third person template does it this way. Also i dont know any other way. There is only some sort of Mirror option but thats not 90 degrees

plain onyx
#

yeah, i'd use the mirror option to get the "run right" animation from the "run left"

#

well, i think i'll bite the bullet and add the animations on blender manually.

#

thanks for the input

ionic notch
#

im using mecanim

#

when i transition from one state to another, the motion on the new state does not play

#

this is the animator when i make the transition - fixed, turns out messing with time stopped the animation

steel sun
hybrid tinsel
#

OnAnimatorIK is a function where you do stuff. You can set your weights with animator.SetIKPositionWeight() and animator.SetIKRotationWeight() for whichever goal you want to affect.

sweet osprey
#

Guys, i got a gigantic noob question.
Let's say I have a character that I want to do a forward thurst in which the character moves 2m forward every time they use it.

How exactly do I do that? I realized I've never actually done animations that are meant to move the player and only ever did static animations. My jumps are just animations that hold the character in place, so is running. All the movement there is usually done via scripting. But that's not viable if I wanna make a action game where the character might want to attack or do a interaction that changes their movement.

How do you make it so that the character can move while attacking. Also if i just make that movement on the animation, how will it handle slopes and walls?
I've tried studying some projects and I've realized I don't understand how they are doing any of that. Anyone who can shed a light on this? Or maybe guide me on what exactly I should look into to know more about this?

hybrid tinsel
#

Because you didn't do it correctly. It isn't a float, it is a method. You need to put the name of the weight you want to set and the value inside the parentheses.

agile solstice
sweet osprey
agile solstice
#

There's also premade character controllers on the asset store which take care of this kind of difficult stuff

hybrid tinsel
sweet osprey
#

So, let me see if i kind of got it straight. OnAnimatorMove() will execute every time the root bone is modified correct?

So instead of enabling it on the animator for all animations, I can use that function to define specific behaviors for specific animations? Or does it only trigger when I have the Root Motion option activated on the Animator?

agile solstice
sweet osprey
#

For example, let's say it's a enemy. I wouldn't use a character controller on them. Just some AI script and the animation with a rigidbody and a collider. But my fear is that they will see a wall, but because the animation says that the bone has to move 1m and the wall is .5m thick, it will just cross it, or if the slope is on the way it will "force" the bone to clip through the slope and push it down (or simply freeze within the slope)

agile solstice
#

That depends how you code the character to move, nothing about it happens automatically

#

There are some types of motion that do not respect physics or collisions (such as Transform.Translate and Rigidbody.MovePosition) so if you want to use those you have to code in collision detection as well

#

Animator moves gameobjects in predetermined ways relative to its parent gameobject
Most likely in that hypothetical the character would visually walk away from its collider through the wall while factually remaining behind it

#

Root motion is a way to communicate like "hey, this animation clip has XYZ vectors of motion so the movement script can use them to apply them as motion, forces or whatever"

#

Fundamentally it's no different from animations containing no movement information and the movement script handling it independently
Root motion is just a workflow to make it so animators don't have to guess how the character will move and/or coders don't have to try to represent animated movements using complex math

sweet osprey
#

Hmm, think I kind of understood, tho i'd have to do some testing to make sure I understood.

#

I do have a different question now. I decided to export a test animation to check the Root Motion thing. I exported the fbx with the animations and brought into Unity and quickly realized that if I make the animation into a separate animation clip (Ctrl + D) It will just ignore the root movement, while if I use the parented version to the mesh it works fine.

Why is this happening and is there any way to make it so it doesn't work like that?

agile solstice
sweet osprey
gleaming lichen
#

How can I import fps gun animations into unity

#

Fbx file

wide turtle
#

which would result in a lot of polygoncollider2d components on a single object

gleaming lichen
#

How do i add blender animations with the material into unity? I have the texture files but i dont know how to import the animations into unity with the materials. This is the asset https://sketchfab.com/3d-models/smg-fps-animations-ca37ea9148dc4fcc9cc632175d311b23

hybrid tinsel
wide turtle
#

I didn’t actually use it. I brought it up because a lot of search results didn’t work and that’s just what was at the top

gleaming lichen
#

why dont I have the loop setting

#

and why r the animations read only

#

does that matter

#

and it wont let me preview

gleaming lichen
#

Anyone?

hybrid tinsel
hybrid tinsel
agile solstice
#

Read-only assets can be edited from the parent file's import settings

weak sand
#

How can I make the transition from switching between one blend state to another smooth(blend transition)? Cause I'm doing a call in my script by playing Idle to Walk blendstate and it's snappy

#
    // Property with set values for playing certain animation 
    public HumanStates CurrentState
    {
        set
        {
            _currentState = value;

            switch (_currentState)
            {
                case HumanStates.IDLE:
                    _animator.Play("Idle");
                    break;
                case HumanStates.WALK:
                    _animator.Play("Walk");
                    break;
                default:
                    Debug.LogWarning($"{name} doesn't contain a {value} animation!");
                    break;
            }
        }
    }
    private HumanStates _currentState;```
agile solstice
weak sand
#

That's why I'm trying to do it in script + blendtrees

#

I guess it would be more readable and easier to manage than doing it in the graph(animator).

agile solstice
weak sand
#

Here's my bad experience

agile solstice
#

For example if Run should be able to take precende at pretty much any time it could be on its own layer and that'd save you about 13 transitions

weak sand
agile solstice
#

Run directions could be on that run layer all together in a blend tree

#

So they don't even need transitions between each other and that'd save twenty or thirty more

weak sand
#

yeh, they have parameters for the axis movement

agile solstice
#

I expect Steering and Cannon poses could be blend trees, or substate machines depending how important it is to have distinct preset transitions

#

That'd tidy up the complexity some

weak sand
#

I see that it will be hard for me to do transitions in script. I'll just combine using anim transitions(bool) + blendtrees(float conditions).

gleaming lichen
#

Why wont my animation play as soon as i join in, none of them work

#

Its also on loop