#🏃┃animation

1 messages · Page 10 of 1

gleaming lichen
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none of my animations play

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Does read only matter?

agile solstice
gleaming lichen
agile solstice
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I recommend so

gleaming lichen
#

Wait

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How do flip between my animations with the animations component?

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Oh wait thats why

#

It does play but only the one I put here

#

How do i make it play on a certain parameter

agile solstice
#

Animation component was deprecated years ago
No one can help you much if you continue using it

agile solstice
lethal maple
#

Is anyone know how to bake Rm animation to in-place with custom animation curve with baked speed\rot into them?

gleaming lichen
#

Ill do some reasarch

#

research

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wait

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is the read only thing on the animations affecting my game

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or does it not matter

agile solstice
gleaming lichen
#

what does this mean

#

Clip count

agile solstice
gleaming lichen
gleaming lichen
#

I have my animations but why does it say my clip count is 0

hybrid tinsel
#

Are these humanoid animations?

gleaming lichen
#

Gun animations

#

Fps

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Anyone?

#

Ive been trying to fix this since yesterday

olive prism
#

Animated value always 0

magic robin
#

Hey, im working on writing myself an enemyAI and animation controller, because I hate using the animator mecanim for 2D sprites.

In the mecanim, you can transition between states with exit time
set that to 1, and the animation automatically goes to the next state when the current animation is finished.

How can I achieve this through code? I DO NOT want to be setting custom delay timers for every unique animation, I just want some way in code to confirm that the current animation has finished

#

one solution I can think of is to write a generic script to put into the last frame of every animation that uses an event to broadcast the animation name to all subscribers, but that seems like something the animator would already do

#

I just dont know how to access that information

#

if(anim.GetCurrentAnimatorStateInfo(0).normalizedTime > 1)

Is this what I'm looking for?

raven dagger
#

When you're using "IK Pass" in Unity, does anyone know what type of IK it actually performs? Like the underlying IK algorithm

dense magnet
#

Hey , I would love some help. I have uploaded my character from mixamo, got great looking anims back from it, however when I try and apply the animations my character turns out like a WISH orders character all messed up. Animations are messed up and at times I can't even Copy from Other avatar because I am getting super weird errors.

It looks great once imported and the rig is set to:
1.Humanoind
2.Create From This model

And then I get this trash in editor when running the game

#

Character hands don't meet.
Character leans back completly
Character Feet do not even touch the floor and this is happening with all anims downloaded from Mixamo

hybrid tinsel
# dense magnet

It looks like your avatar doesn't match the model you're applying it to?

dense magnet
#

Those are different character bit the issue is the same with both avatars .

hybrid tinsel
dense magnet
#

Just recorded the video and forgot to change the character in the preview window

hybrid tinsel
dense magnet
#

I've imported both the avatar and the animation Into Maya and I can't see a difference .

raven dagger
hybrid tinsel
#

I'd say that's something you'd be better off asking on the forum, where unity staff might respond

#

Unless you wanna go dig into the source.

hybrid tinsel
#

Generally speaking, when things are going wrong and there are error messages, fixing those is a good first step.

dense magnet
#

Sure but I have no idea what that error means .

Is it my current rig I have set as the avatar for the character that does not match the animations I have downloaded ?

Weird cause what I upload to mixamo and what I import into unity should be exactly the same thing .

But thanks for the info

I'll need to sit and figure it out later.

cunning marlin
#

i really just want an animated sprite that i can drag and drop onto a material, but i can't seem to find anything online about how to do this, is it possible?

hybrid tinsel
cunning marlin
# cunning marlin i really just want an animated sprite that i can drag and drop onto a material, ...

managed to find this code on a forum: ```cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AnimateMaterial : MonoBehaviour
{
[SerializeField] private Texture2D[] frames;
[SerializeField] private float fps = 10.0f;

public Material mat;

void Start()
{
    //mat = GetComponent<Renderer>().material;
}

void Update()
{
    int index = (int)(Time.time * fps);
    index = index % frames.Length;
    mat.mainTexture = frames[index];
}

}

celest crag
#

Don't do unnecessary assignments each frame. Use a coroutine to count time and swap to a next frame.

cunning marlin
celest crag
#

You can turn Start into a coroutine by switching to a IEnumerator return type instead of void. Can run an infinite loop inside as long as it skips frame inside of it with yield return null; otherwise it will lockup if it doesn't have any other yields.

cunning marlin
#

shouldn't i turn update into a coroutine though, cause start only runs once, or am i missing something?

celest crag
#

Update is called every frame and doesn't support coroutine. You want to create your custom update which can be awaited inside when you skip time. Coroutine can do that.

cunning marlin
#

fascinating, ill look into it thanks!

#

ok this seems pretty complex, but thanks to the docs examples i think im getting closer: ```cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AnimateMaterial : MonoBehaviour
{
[SerializeField] private Texture2D[] frames;
[SerializeField] private float fps = 10.0f;

public Material mat;

IEnumerator Start()
{
    yield return StartCoroutine("CoroutineFunctionThingy");
}

void CoroutineFunctionThingy()
{
    //code here should run once a frame, like update, but better somehow?
}

void Update()
{
    Start();
    //int index = (int)(Time.time * fps);
    //index = index % frames.Length;
    //mat.mainTexture = frames[index];
}

}

celest crag
#

Inside of it you can run infinite loop with yield

IEnumerator Start(){
  while(true){
    yield return new WaitForSeconds(seconds);
    // swap frames here
  }
}```
#

Coroutine will shut down if you deactivate or delete the object

cunning marlin
#

oh ok fascinating, so it is almost like threads, only different, thanks so much!

celest crag
#

Also inside coroutine you can start and await other coroutines with yield return CoroutineFunctionThingy()
Which is handy to manage nested animations.

cunning marlin
#

ok fascinating, ill keep that in mind!

#

hmm, this looks like it should work, but it doesn't for some reason... ```cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AnimateMaterial : MonoBehaviour
{
[SerializeField] private Texture2D[] frames;
[SerializeField] private float fps = 10.0f;

public Material mat;

IEnumerator Start()
{
    int i = 0;
    while(true)
    {
        yield return new WaitForSeconds(fps);
        mat.mainTexture = frames[i];
        if (i == frames.Length)
        {
            i = 0;
        }
    }
}

//void Update()
//{
//    //int index = (int)(Time.time * fps);
//    //index = index % frames.Length;
//    //mat.mainTexture = frames[index];
//}

}

cunning marlin
#

thanks

celest crag
#

you want to divide a second on that time to get desired frame rate

cunning marlin
#

oh ye, whoops, forgot how frame rates worked...

celest crag
#

also increment frames somewhere

cunning marlin
celest crag
#

you are sitting on 0 frame

cunning marlin
#

oh whoops, thanks a ton!

#

ok yup this code works now, yay! ```cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AnimateMaterial : MonoBehaviour
{
[SerializeField] private Texture2D[] frames;
[SerializeField] private float fps = 10.0f;

public Material mat;

IEnumerator Start()
{
    int i = 0;
    float PreDivision = 1f / fps;
    while(true)
    {
        yield return new WaitForSeconds(PreDivision);
        i++;
        mat.mainTexture = frames[i];
        if (i == frames.Length - 1)
        {
            i = -1;
        }
    }
}

//void Update()
//{
//    //int index = (int)(Time.time * fps);
//    //index = index % frames.Length;
//    //mat.mainTexture = frames[index];
//}

}

#

and it is super performant aswell, im dropping perhaps a frame at most!

hybrid tinsel
#

Or, alternatively(if you need to use separated sprites) don't touch the material at all. Just change the sprite in the sprite renderer.

#

That will pass right into the material's texture input.

cunning marlin
#

ok i think i've almost got it working, just gotta workout how to do fps, and how to convert a texture to a uv

celest crag
#

Haven't used flipbook, but if you do this way you would just need to set index there, I think

cunning marlin
#

perhaps

celest crag
#

So you can control that externally for a greater control, with something like a same coroutine only just passing index or for continious scroll pass the frame rate and calculate it inside and turn into frame, using logic from previous example.

cunning marlin
#

oh true, ye ill do that thanks!

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ok ye i got it working pretty much, now i just gotta work out how to convert the texture to a uv

celest crag
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Eh, Tile parameter there should just take index I think

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if you are passing untiled texture then you would "cut it" to increments

cunning marlin
#

ye i got the tile parameter working, it is just the uv parameter im stuck on

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gather texture 2d looks promising though

celest crag
#

Does it require you to change UV?

cunning marlin
#

no clue, all i know is that the texture belongs in the uv slot, i think?

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cause currently i have the ability to pick fps, the tile width and height, and it works, it creates an animation, but using those default uv textures...

celest crag
#

I think Tile parameter would calculate UV for you

cunning marlin
cunning marlin
#

ye i have that manual page up

celest crag
#

It outputs UV value that should be used to pick correct texture slice I think

cunning marlin
#

i think i need to use gather texture 2d, it gives me a uv from a texture!

cunning marlin
celest crag
#

I would just lookup an appropriate tutorial for that

cunning marlin
#

i tried, i couldn't find any

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but im getting close, gather texture 2d seems to work, but it distorts the colours a bit, fascinating

celest crag
cunning marlin
#

ooh ill check that out

#

ok that helped a lot, I now have the texture actually displaying the correct colours, but it has weirdly zoomed it in, despite having the width and height set correctly, also it is no longer flipping through the sprite sheet like an animation, but im close, thanks a ton!

#

oh i forgot to convert to an integer, that makes sense then!

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ok i have the width working, now i just need to workout how to flip through the height

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ok i got it working, by setting the height to 1 and the width to 5, i have no idea why this fixes everything, but it does..... Guessing it is not measured in pixels, and is instead division of the measurements of the sprite sheet?

celest crag
#

Is your sprite sheet one row and 5 columns?

cunning marlin
#

yes

#

so it is division then?

celest crag
#

looks like

cunning marlin
#

ok nice!

celest crag
#

sprite sheet dimentions

cunning marlin
#

good way of looking at it!

olive prism
tight bolt
#

Hi, i am facing some "offset" problem, the model, after the animation is applied, it doesn't come to his original position, instead if "Apply Root Motion" is on, it is bugging really hard, like if i look up, it is under me, far away from me etc. if it is turned off, it just sets it's position to 0,0,0. Instead coming to his original position, anyone knows about this issue and possibly could help me out?
(Picture1: Scene view, game off; Picture2: While ingame, looking anywhere, Apply Root Motion off; Picture3: While ingame, looking down, Apply Root Motion active )

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The animation is just a pull-out-knife, goes back to it's model 0,0,0 position, should be like in the scene view, but instead unity just puts the location randomly anywhere

hybrid tinsel
tight bolt
#

I am not using it currently, still i am searching for solutions

hybrid tinsel
#

With root motion off, the animation will be relative to its parent object.

tight bolt
#

Oh ok, but why does it go to 0 location?

hybrid tinsel
#

Because you have a keyframe at that position on the root of the animation?

tight bolt
#

Ah, unity sets the location relative to the objects animation location? Why not relative to the objects location in unity?

#

is it possible to enable that?

reef sand
#

Is anyone else seeing errors like attached with 2022.2 (Cinemachine 2.9.4 and Animation Rigging 1.2.1). The patch notes for 1.2.1 contain a similar sounding error (fixed recently) https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.2/changelog/CHANGELOG.html (I am also getting playables in timeline bombing out, making my Timeline not work). I just recently updated to 2022.2, but it sometimes works sometimes does not. I have a number of custom timeline tracks if that matters. If I turn off the animation rigging components on my characters it works. When I create a small project to try and repeat, it all works fine (groan).

lone plinth
#

hello it's my first time using the animator and for some reason i can't rename blend trees

hybrid tinsel
little tulip
#

Hi, easy question, I'm sure I'm missing something simple here.

Is there a way to copy the transforms of a parent and it's children (say you posed a model and wanted to copy that 'pose' in an animation clip), is there a way to copy that 'pose' to a keyframe so you don't get the bike-seat?

#

Say you pose a character my using transforms, etc into a waving pose. Then you wanted to (after the fact) animate a waving animation out of it.
Can you save time and somehow copy the gameobject's transforms & it's children's transforms to a keyframe? So you don't have to go through each child and copy the transform?

#

(context: I spent hours posing a character and now I'd like to animate it, and I want to use the pose I made as a baseline. I don't want to copypasta all the transforms from the hundreds of children gameobjects into the animation tab)

**__Solution: __**My solution was to remove the avatar from the animator controller. Simple and easy fix I didn't think of. 🙂

#

(I hope this is the right channel to ask in 🙂 )

hybrid tinsel
#

There's a package that lets you save a pose directly, but can't recall which one... animation toolkit maybe?

daring monolith
#

hello,
so i currently have set animations for when crouching, walking, and in air (parameters all set). but for some reason, the animation of "inAir" is not working properly and when im grounded, it's playing the animaton in spurts, looping through all the animations, and acting all weird. can someone explain?
code: https://hastebin.com/ifagojibuk.cpp

hybrid tinsel
#

Alternatively, use a raycast to detect the ground instead.

little tulip
nova roost
#

Hey, I'm trying to make my player move around and jump with animations and stuff, but the player does some wacky stuff ill put a gif or something, does this animator and code look right?

#

The player slides around, and the enums show that the player is in the right state when it should be, idle when not moving and running when moving,

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but the player kinda just glitches out

glass cairn
hybrid tinsel
hybrid tinsel
#

Any state transitions are not really meant to be used that way.

agile solstice
#

The correct way is to set up parameters as conditions for transitions, and change the parameters in code

#

And use Any State preferably never

sweet osprey
#

So... I'm still stuck on the same problem as before.
I've been looking into Root Motion and I've got a couple of questions.

To set everyone in the same page: I've made a test model for a enemy. In one of the animations I have it getting dizzy and stumble in a zig-zag for a bit. My objective here was to try and use root motion so the enemy keeps whatever position it had during animation and ending up wherever he zigzagged into.

I know there's 2 ways to do this, one being through manual code and Root Motion. However, the manual code options isn't optimal as It would be a mess to make a accurate zig zag formula position that would match the animation. The optimal position would probably be to "bake" the character position onto the animation using the root bone, and using the root motion to keep track where it ends up.

However i have a couple of questions/Issues:

1st - If I import the fbx with the animations and then I separate the animations from the prefab using Ctrl+D, the animation will still work fine and move all bones acordingly, but Root Motion is not applied anymore as the character will return to the initial position, even though the duplicated animation is still moving the root bone and the animator has the Root Motion active in both situations. Why is that?

2nd - If I place the animation on the character and he decides to "zig zag" onto a wall, with only the collider, it will bypass the wall ignoring any collision. The only way i found to fix this, is by adding a rigidbody component, which will stop the character from walking through walls... But this created a totally different issue, because if for some reason during the zig zag he jumps or has any vertical movement, all that vertical movement will be ignored. I though it would be the gravity causing this issue. I've tried removing the mass, gravity and all physics from the rigidbody. Nothing works, only way to fix it is by removing the collider.

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3rd - This is not so much of a question, but anyone knows of any tutorials or any guide that can help me understand how to use Root Motion better? I've looked into a couple and they all go through the same stuff. They just explain what root motion is and apply it in a single animation. But this doesn't seem to explain any oddities, when or how to use it, best practices, etc...

If anyone knows of any really good way to guide me into knowing more about this, please do let me know.

agile solstice
#

@nova roost also your line public bool DonePlayingAnimator => animator.GetCurrentAnimatorStateInfo(0).length >= 1; doesn't work because length is the length of the clip and doesn't change, not the time
normalizedTime would do what you expect, but I expect it still wouldn't be able to detect if a looping animation is done
Anyway don't try to wrangle the states manually unless you have a good reason to avoid Animator's own logic

agile solstice
#

I think your confusion isn't with root motion, but the many ways it's possible to move a character, with or without physics

#

Non-rigidbody movement will not function properly with a rigidbody

flint burrow
#

Hey guys i need help from someone who used hippo character editor... How do you use animations they made? I made a character prefab a simple movement script and i have troubles to use the animations, ik they have function for attack etc. but i need just the run animation and i cant figure it out 😦 (im a beginner btw)

hybrid tinsel
hybrid tinsel
flint burrow
hybrid tinsel
#

Mostly since I've literally never even heard of it so I figure most peeps here will be in the same situation 😛

flint burrow
#

i mean ik its simple its just me that cant figure it out since its one of my first time using animations

hybrid tinsel
agile solstice
hybrid tinsel
#

Basically, it normalizes the length of the animation to 1.

sweet osprey
sweet osprey
agile solstice
#

The Animator alone doesn't do it

sweet osprey
agile solstice
sweet osprey
# hybrid tinsel What root motion ACTUALLY does is take the motion of the root node of the animat...

Ok, I kinda got this as well. So, is the animator.deltaPosition my root bone movement since last frame? I could use that value to calculate the next position, but how would I go about "canceling" the actual movement of the root bone?

eg.: animator.deltaPosition = (1,0,0) because the root bone moved 1 in the X value this frame. If I say playerPosition += animator.deltaPosition it will visually show the character move to (2,0,0) because it has the +1 i added manually and the +1 of the animation. I'd have to somehow disable the animation movement BUT THEN my root bone wouldn't move and so animator.deltaPosition = (1,0,0) ... Or am i confusing something?

sweet osprey
hybrid tinsel
#

It has some built in benefits, like slope handling and sticking to moving platforms/elevators.

agile solstice
hybrid tinsel
#

Right.

sweet osprey
sweet osprey
hybrid tinsel
#

I actually like it more for npcs, personally.

#

Mostly since I am used to using rigidbodies for players(no charactercontroller in 2d)

sweet osprey
#

just will have to find a solution to the hassle

hybrid tinsel
#

You are doing 2d?

#

That is, physics2d?

sweet osprey
#

Yhea, but i can manage with working with 3D and just ignoring one of the axis

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That particular example is better described as 2.5D, but i'm mostly using 2D components.
Might just have to replace them all tho for 3D ones at this point >.<

hybrid tinsel
#

Well, it makes a big difference because you can't mix the two

#

They are completely separate physics systems 😛

sweet osprey
#

I know, that's why I'm probably gonna have to shift everything out of the rigidbody system i have built

north creek
#

Is there any way for the animation event to not show every public function I have attached to the game object?

agile solstice
north creek
agile solstice
north creek
#

That might work. Gonna try it

#

Thx :D

gleaming lichen
#

How do I make an animation fade in, like whenever I sprint, the animation instantly plays and it looks like the arms of my characters just teleport up to run.

uncut salmon
#

Click the transition line between the two animations in the animator window and make sure you're blending between them.

Or, for movement, you typically use a blend tree that blends your idle, walk and run animations.

gleaming lichen
uncut salmon
#

You use a bool parameter in the animator that is toggled true when you hold the button, and false when not. Then you hook it up to your animation transition.

thorn falcon
#

how do i delete a transition in animator

#

like the arrow

agile solstice
uncut salmon
#

@pine halo You can post jobs/collaborations on the forums, this is the place for recruitment.

pine halo
uncut salmon
#

Then if you have a question, feel free to ask it with details and anyone who has the knowledge and time can help you.

pine halo
#

ok i am trying to get the prop to spin any time that it is moving

twin musk
#

any idea why this happens?

hybrid tinsel
agile solstice
twin musk
pine halo
#

i dont know how to do it and cant find a youtube video on how to do it

agile solstice
pine halo
#

what im asking for is someone to walk me though it once would anyone be able to do that

agile solstice
pine halo
#

i didnt have to pay for the people that know this stuff on youtube that do it for free. Is there a text chat here or on another discord for people to ask for help from common folk that just enjoy using unity and want to help new people?

#

not looking for tutor or a class just someone that wants to help me figure out this singular problem im having

gleaming lichen
#

How do i lock my animation when Im in a certain animation? like if im sprinting, how do i lock so I can interrupt it if I try activate the walk animation?

#

Whenever I let go of left shift(sprint) but im holding down w to walk, my gun interrupts the transition so its not on the walk animation.

agile solstice
agile solstice
gleaming lichen
#

My movement animations are in blend trees

#

I have my transition to only start if i hit a certain key

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But the walk animation interrupts the transition back from sprint to walk

#

Do you know what to do to fix?

#

Like how to trigger it?

agile solstice
#

You could show a picture of the state machine

gleaming lichen
agile solstice
#

It could also be that your code isn't holding the sprint parameter long enough

gleaming lichen
gleaming lichen
#

When it hits 1

#

the run animation starts

#

and if press shift

#

left shift

hybrid tinsel
#

I am confused; why/how are you using sprinting and walking bools with a blend tree?

gleaming lichen
#

I'm not using those bools

hybrid tinsel
#

Are you gonna post the script?

gleaming lichen
#

Those r old stuff

#

Oh

#

Ok

#

Mb

gleaming lichen
#

here

#

I just need a way to lock the animation so it doesnt play when im transitioning back to walk

hybrid tinsel
#

What the heck is that velocity hash stuff for?

gleaming lichen
#

The blend tree float

hybrid tinsel
#

I mean, it feels a bit premature to be attempting to optimize to that degree before you even have it working.

#

And I still don't understand what you mean by 'locking.'

gleaming lichen
gleaming lichen
#

Let me try to explain again

#

Its kinda hard but ill try

#

So when I am sprinting, and I let go of sprint key(left shift) but im holding down the w key, it stays in the sprint animation but not the walk animation. Im trying to figure out a way to lock the walk animation to only play if im pressing w. something like that

hybrid tinsel
#

Also, you might not be aware but unity lets you have the input system handle input smoothing

hybrid tinsel
#

It means that you can set the input system to smoothly release instead of snapping from on to off

gleaming lichen
#

blend tree

#

its smooths into the new animations

hybrid tinsel
#

That isn't what blend trees are for.

gleaming lichen
#

Lemme take a ss or something

hybrid tinsel
#

Blend trees are a lerp based on the input.

#

It doesn't do any smoothing at all.

#

Your input value is all that matters

gleaming lichen
#

this is how sprinting is but if i let go of left shift but im still pressing w, the same animation plays

gleaming lichen
gleaming lichen
#

it blends into the new animation

#

it doesnt snap

hybrid tinsel
#

both of these do the same thing if (velocity > currentMaxVelocity && velocity < (currentMaxVelocity)) { velocity = currentMaxVelocity; } else if (forwardPressed && runPressed && velocity < currentMaxVelocity && velocity > (currentMaxVelocity)) { velocity = currentMaxVelocity; }

gleaming lichen
#

I just deleted

#

But do u know how to fix the problem im having?

hybrid tinsel
#

I imagine that rewriting the script properly would do it; I'm on mobile and can't debug it very thoroughly.

gleaming lichen
hybrid tinsel
silk holly
#

How can I edit an existing .anim file without creating a new one (by dragging the sprite into the scene)?

desert kiln
#

how do I get an animation that has many armatures into unity when i tried it made several different animations how do I make only one? From blender

hybrid tinsel
hybrid tinsel
desert kiln
#

when I try it goes from (1) to (2)

#

the one that I join loses all of the values and joins the other rig

modest raptor
#

Is there any way to use the Unity animation system to animate only one axis of rotation? Or do I have to do it in code?

hybrid tinsel
#

Set to euler interpolation

#

Then single axis rotation should work as expected.

gleaming lichen
#

after my reload animation plays, I cant perform any of the other animations

mental vortex
#

Question about animation retargeting:

If I have an animation built for a humanoid rig, is it possible for me to just use the arm and leg bone animations? The reason why I ask is I have a model that doesnt have a upper body, lower body, and head as they all act as one

modest raptor
hybrid tinsel
hybrid tinsel
mental vortex
hybrid tinsel
#

Well, I usually make custom animations for non humanoids but it really depends on how different it is. The hierarchy is more important than the look of the character, and if you're using leg IK even fairly different proportions can be retargeted well.

mental vortex
#

thanks

hybrid tinsel
#

Even if the head and torso are one shape you can likely build a humanoid rig for it, even if you don't use some of the bones. You might need to take care to still export/import unused bones though.

mental vortex
valid atlas
#

hey, so maybe im looking in wrong places but i honestly cant find a proper solution, so basically i have a bird gameobject, and a wing gameobject as its child. i basically just want for wing animation to play when i press space and for the bird animation to play when the bool is set to true. i have a seperate script with settriggers etc. so basically now what do i put where, because putting animator and animatorscript components to both of them separately simply breaks the whole bird

hybrid tinsel
#

Breaks how?

valid atlas
#

both of the animations do not play, colliders dont work, half of the scripts attached to the bird stopped working

#

i really dont understand but yea

twin musk
#

unity does not show my animations in animator how do i make it show em again?

valid atlas
valid atlas
#

cmon someone has to know how to do that 👀

dense magnet
#

Hey. I would love to know if someone can help me. my animations seem to stutter pretty bad when I go into third person mode while walking. I use cinemachine and I am wondering if the camera can have something to do with the stuttering

sonic forge
#

so for some reason my left animation doesn't play when I walk left, but up, down and right do. did I set the coordinates wrong?

hybrid tinsel
hybrid tinsel
hybrid tinsel
valid atlas
#

well i mean everything works fine as long as the animation is on the wing only, and everything breaks as soon as i try to add the animation to the bird

valid atlas
hybrid tinsel
valid atlas
#

though its just tge sinplest thing, literally just bird and its child wing i dont think it ll help a lot

hybrid tinsel
hybrid tinsel
#

Does the animation work solo?

sonic forge
#

Also this is what it says for the WalkLeft part, it says this for the others

sonic forge
hybrid tinsel
#

In there, or in preview when solo.

sonic forge
#

I might not've saved correctly

#

idk tho

hybrid tinsel
#

Basically, first step is to make sure you don't have a bugged clip before we check weirder things =p

valid atlas
#

and thats basically the whole animatorscript

using System.Collections.Generic;
using UnityEngine;

public class animatorscript : MonoBehaviour
{
    public Animator animator;
    public bool Revived = false;

    // Start is called before the first frame update
    void Start()
    {
        animator = GetComponent<Animator>();
    }

    // Update is called once per frame
    void Update()
    {   
 
    }

    public void jumpAnimation()
    {
        animator.SetTrigger("jump");
        //Debug.Log("animated");
    }
    public void bulletHit()
    {
        animator.SetTrigger("hit"); 
    }
    public void buttonanim()
    {
        animator.SetTrigger("button");
    }
    public void reviveanim()
    {
        animator.SetBool("Revived", Revived);
    }



}```
#

the animations right now wont play and im aware of that, im just trying to put components in so that they wont ruin half of the game

sonic forge
#

it looks like there are no frames in my animation and I can't add any frames

#

I think my animator window is broken, I can't click the dropdown to swap animations or add a new clip

#

and the frames I drag in dont work

#

I don't know why it's broken

#

Do I have to just restart my whole project?

agile solstice
# sonic forge

The window states "no animatable object selected" which is usually the case when that message appears

sonic forge
#

weird, i'm gonna try to reselect the player, though it says i'm selected

agile solstice
#

(or something under that in hierarchy, I suppose, if you want to edit existing animations)

sonic forge
#

I see, I accidentally selected the background, my bad

hybrid tinsel
#

You seem to have two separate animators, but your script only references one...

dense magnet
hybrid tinsel
# dense magnet Thanks for getting back to me. I unfortunately doe not understand what you are t...

Well, basically, each frame executes in different stages- onanimatormove(), onanimatorik(), update(), lateupdate(), fixedupdate(), and if you have the camera moving before the character while trying to follow it you can get(for instance) the camera constantly out of sync- especially if you them use camera-relative controls that are using the incorrect camera position relative to the player for input.

#

Usually 'smart update' in the cinemachine brain component can handle it but sometimes it guesses incorrectly.

dense magnet
#

@hybrid tinsel So that you see in the video is the cinemachine lagging out and not the character or animations? Not sure How I can fix this though. The transitoin happens in Update when I push right click.

#

I have tried changing the update settings manually now and it's all the same

hybrid tinsel
#

I'm on mobile and can't actually view your video at the moment, sadly.

#

Try putting the cinemachine brain to lateupdate?

dense magnet
#

tried that

fierce depot
#

Slightly pervasive issue; we've got clipped animations that loop perfectly in software, but hiccup when we put them in engine, as if they're still reading a frame or two before and after the clip. Is there an easy fix to this, or should we be exporting every clip isolated?

hybrid tinsel
gleaming lichen
#

Should i add?

gleaming lichen
#

why are the materials on my gun on different than my materials I have in my materials folder

#

They look different

#

Does anyone know?

plucky locust
#

so here what i want to do but have no idea how:
i want to animate a dude flopping around like a puppet using vr controllers to move him with my hands like an actual puppet (digital puppeteering)
i've seen this done in Unreal Engine, but have no idea how to animate real time in unity with ragdoll physics.

so like, ideally, i'd start the animation recording, flop the guy around for a bit, stop it, and be able to play it, modify it, and loop it like an actual animation

could anyone help?

gleaming lichen
hybrid tinsel
#

Going 'anyone? anyone? anyone?' just annoys peeps.

cinder harness
#

my sprite is not showing no matter what i do

#

I drag a image into it and nothing shows

#

No matter what layer

hybrid tinsel
cinder harness
#

Nws i fixed it

hot pendant
#

How can I animate keyframes and procedural animation together?

hybrid tinsel
rare lotus
#

can somebody help me

#

i want to start animation when Shoot(); Triggers

rare lotus
#

animation can start but can't end

agile solstice
# rare lotus

On a button click you're first executing Shoot() which sets Shoot bool to false, then setting it to true right after

#

So it stays true

rare lotus
#

oh

#

where should i put it

agile solstice
#

It may be more intuitive to use a trigger instead of a bool when you shoot, so you don't have to worry about turning it on and off as a bool

#

Though, there are still some situations when a trigger can get stuck on like a bool and need to be reset with ResetTrigger, but usually that shouldn't happen

gleaming lichen
#

How do I blend a transition between animations?

agile solstice
gleaming lichen
#

but Only for a transition

#

Here

#

I want the blend tree transition to the shooting animation blend in instead of just snapping.

agile solstice
gleaming lichen
#

Thanks

#

@agile solstice I have transtion duration on the transition frmo the shot to the blend tree but there is no blend

#

Its a snap

agile solstice
#

I'm not totally sure what's going on in there, but that's a different transition from the one highlighted above
It tells me that when you have stopped shooting, the shooting animation would play over 4 times while blending to the blend tree (assuming the shooting animation is looping)

#

Back when the Animator was confusing to me, I used to make a lot of test animations with just spinning and wobbling cubes to get a feel for how the transitions work

#

In my experience if an animation clip is incredibly short, like about a tenth of a second here, the transitions may sometimes work in unexpected ways or fail randomly

gleaming lichen
#

Its also the same thing as the one above

#

Just the transition back frmo shooting to blend tree

olive heart
#

how can I convert?

midnight terrace
#

This is my walk cycle it looks rlly bad in game does anybody know how to make this look better

trim hatch
#

Learn about animation fundamentals

grim mesa
#

Instead of recording the sprite that gets swapped directly, is it possible to record just the action of getting the sprite from a list entry?
I don't want to "hardcode" the sprite in the animationClip.
(Yeah I know that works with code but would be cool if it works in the animator too)

agile solstice
#

Would be nice if it didn't need a custom component

grim mesa
agile solstice
grim mesa
olive heart
#

how can i fix this?

olive heart
#

also

#

i fixed it

#

but my animation doesnt start when i move it takes a second to start and stop when my animate function is happening every millisecond from the update function

hybrid tinsel
olive heart
#

ok new question how can I cut off an animation instead of waiting until its done

trim hatch
#

remove transition duration

#

or has exit time

#

in the transition arrows

slate steeple
#

I want to give something in my game some eyes that can switch between looking around randomly and looking at something specific but I'm not sure if I should have the eyes as a separate gameobject in unity or if I should have it connected to the model in blender. Any ideas on what I should do?

fleet salmon
#

I'm looking to do a little first time user experience feature for our game. We have a little blobby character that I want to juice and bounce around the screen. Anyone have some good resources for tweens/sequences/scripts?

To be clear, I'm not looking for how to do the tweens, I can do that just fine. I'm looking for nice scripts.. like.. 0-50ms, squash, 50-500ms parabolic movement to destination, 500-550ms unsquash.. Everything I do looks horribly amateurish, I'm a fairly bad animator. 🙂

olive heart
#

how can I delete a transition line?

#

in my animator

#

dont mind that

#

but all my exit times are off but theres still delays before my animation changes

#

pls help

steel lily
#

does anyone know how to give a camera animations from blender?

weak sand
#

Is there a way to slow down a running root motion of an animation without lowering its frames count?

hybrid tinsel
dusk valeBOT
#

You can format your multiline code block with C# highlighting! Just add cs to the start of it. Highlighting example below!

class Fluffs : FluffyCat
{
    public void PetCat ()
    {
        Debug.Log ("Petting Cat.")
    }
}
light kestrel
#

If you were to create a pixel art 2d animation and you wanted your character to shoot a gun when they clicked how would you animate that while keeping the walking animation normal

trim hatch
#

Seperate objects seperate animators

mental vortex
#

Got a question about additive animations:

If the animation that is being additive on top has limbs at the default pose position (doesnt move throughout the anim), does that mean that it won't affect the underlying animation for those limbs at all? Or will they try to move it to the default position?

magic robin
#

Hey so I'm having a slight problem....
https://giant.gfycat.com/ExhaustedAccomplishedEasternglasslizard.mp4

its not super noticeable unless you know what to look for...
But I split my characters run animation into two different sprite renderers, so that the tail could be on a layer between when running (in front of the background leg sprite, but behind the foreground sprite)

I'm setting the bools to transition between animation states at the same time for both animators, but sometimes one of them lags behind, which causes the run animation to be slightly off...

any idea how to fix this?

magic robin
#

turns out I had some missing bools in my animator for going between animations

hybrid tinsel
#

Personally, I'd have just put both sprites into the same animator

#

It can be very hard to guarantee frame perfect sync between animators sometimes because Unity doesn't really think in terms of frames(its animation system is entirely time based).

magic robin
#

oh hm... I wasn't aware you could do that

#

it wasn't letting me, but I think I just realized its because the child object I wanted to animation on the parents animator had its own animator

#

which disqualifies it from being able to be animated by the parent animator

#

but I think if I remove that, I can have the parent animator control the sprite renderer of the child directly

#

I got it working just fine, but thats def a better solution than managing two animators

hybrid tinsel
open ivy
#

As you can see in the graph i have 4 animations.
The character jumps, it transitions into a falling idle animations and when they hit the floor they transition into the fall animation and then to move.
The problem is there is many instances where the character jumps and then almost imidietely hits the floor so when it's transitioning from jump to falling it doesn't go to fall (like it's supposed to after they hit the floor) but actually keeps transitioning into the idle falling which looks weird like the character is falling while on ground. It only takes like a second since it goes to the fall animation right after it transitioned into the falling idle, but its incredibly annoying and looks unprofessional. Any ways of the animator ignore the transition and go straight to the fall animation?

(I tried Any State, it's horrible I am never using it again)

agile solstice
open ivy
#

these 4 + like 2 additional make up for a inair substate machine

#

tho i resolved the issue by making the transitions to fall instant

#

because i think what was actually causing the issue was the transition itself

#

it just had like 0.4 second hang time between idle fall to actually playing the fall animation while being on the ground for that hang duration

tight bolt
#

Sup, i got a problem with the weapon disappearing on the game start, it reappears if i look down, and somehow if i am in the Scene view and Game view, the bug is not there.
Build and Run/Restart Unity did not solve this Problem

#

uh, why is there no video player

tight bolt
#

Draw animation

#

The Animation is changing the location of the gun yes, but the gun is parented to an object, so the 0,0,0 point is the actual point of the parent object, look in the video, you can see a small cube on the side

#

I wonder what the bug this is

next wren
#

Sorry to barge in, but how would I go around multiple sprite renderers in an animation?
To specify, I'd like to animate my main sprite, e.g., player, who creates a sort of particle effect at some point during the animation, which is a separate spritesheet in of itself. Would I need multiple objects with SpriteRenderers and individual animators? If so, how would I connect them together?

hybrid tinsel
agile solstice
#

I don't know if it's possible to have multiple sprite renderers per gameobject but it'll be better to make them child gameobjects

next wren
tight bolt
#

Cringe bug, but everything now good

open ivy
near sierra
#

is there an easy way to set the parent of all these missing things? Cause I simply moved the animator up on the hiearchy but otherwise the bones are there, I just want to set them all to the same parent

butt - > silverwolf/butt 
butt/l_thigh -> silverwolf/butt/l_thigh```
agile solstice
near sierra
#

what's a good way to do the latter?

near sierra
#

nvm found out, tysm Spazi

opaque spoke
#

i know this is a pretty vague question but

#

how do some 2d games have a "smooth" look?

#

i know they (probably) aren't using sprite animation

#

are the using some form of skeletal animation?

#

cuz i just finished playing pikuniku and i was wondering how they made everything so smooth

#

games like ori as well, they just look super smooth

mint osprey
opaque spoke
#

Or limbo

#

Where it’s flat 2D but it’s real smooth

#

Even at lower frame rates it feels smooth

#

But maybe that’s just me

mint osprey
#

Skeletal animation

opaque spoke
#

Ok

#

I figured

opaque spoke
#

I’ll play around with it, thanks

hybrid tinsel
opaque spoke
#

really?

#

i guess they must have animated ata high fps for it to be so smooth

#

jeez

hybrid tinsel
#

Iirc they said it was 30fps, might've been higher

opaque spoke
#

i mean as an amateur animator thats a pretty high fps

#

especially if they did a pose for every frame

#

which they more or less did

#

im looking rn and they seem to only hold for 2 or 3 frames at most

#

guess thats what you get when you are backed by one of the biggest tech corporations

hybrid tinsel
#

Well, the sprites were rendered off of 3d in the first game

#

The big difference is that their animation rig wasn't suitable for a game engine at the time

#

It was closer to something you'd see in a proper animated film since they had all film animators working on it

#

But it was very limiting, so they moved to full 3d in the sequel

agile solstice
hybrid tinsel
#

It is still common, especially for particles and effects. Less often for characters these days.

ashen ferry
#

what's the best way to make 2d frame-by-frame animation in unity nowadays?
built-in tools or is there any great, outstanding and useful 3rd party solution?

opaque spoke
#

Maybe is skeletal animation doesn’t work out I can try this

#

How would they do animation transitions this way though?

agile solstice
unborn night
#

player doesn't play walk animation when he moves, does anyone know why?

lone plinth
#

well you arent actually using the isWalking value u just set it to true or false it does nothing

#

if you wanna use it in the animator set it using animator.setBool

unborn night
#

ok

lone plinth
#

and you then add a condition in the animator that if isWalking is true then play the animation else dont

unborn night
#

ok

lone plinth
#

if you want more help maybe you should watch a tutorial on animation basics

unborn night
#

ok

unborn night
#

yeah it works

opaque spoke
#

I guess the animator just had to start each new animation with the position the player would most likely be in

#

Or like a weird average/idle position

agile solstice
#

Perhaps you're thinking of some kind of specific case
Usually you just swap the active animation clip to a new one when needed, transitioning instantly
The animator doesn't normally have to worry about what position the 'player' is in

coral light
#

im new to animation, i wana make a object rotate in clockwise wheel rotation, but its rotating in a orbit like earth around sun XD.....any help
i can screen share, it will take 10 mins max to get it sorted

agile solstice
agile solstice
#

@coral light Also, a new origin point for animation can be set by animating an empty parent object instead, so the children can be offset
But mainly the important thing is to minimize unnecessary offsets with whatever assets you're working with
It'll become familiar pretty quickly with practice

coral light
agile solstice
opaque spoke
#

Because the player will most likely be moving while jumping

#

But I guess sprite animations are isolated and there aren’t any sort of transitions between each

agile solstice
opaque spoke
#

Ok 👍

agile solstice
#

But with skeletal animation you get those blends for free with the Animator

glossy furnace
#

I'm new to animations, and im trying to make this cube float up and down, but i only want it to affect the y position so it works on any cube i attach this animation to

#

How do i do that so it only affects the y position?

#

cuz rn it affects all 3 axis

agile solstice
#

Afaik you can't keyframe individual parts of a vector variable, but since all Transform values are relative to the parent transform you may not need to

hybrid tinsel
#

You can use a script that sets the position and control the script from the animation if you really needed to.

#

But usually that is overkill.

tawdry lava
#

Anyone know how to export animation once its been retargeted in unity? I have one rig that I normally deal animations with, then another rig inside the engine that I apply the animations to. The problem is now that I want to simply use the second rig in the original software and for that to happen, Id need to save the retargeted animations

tawdry lava
stark storm
#

is there a way to export ik bones from blender into unity? when i use an fbx, the bones don't do anything when moved

hybrid tinsel
hybrid tinsel
stark storm
#

how would i do that?

agile solstice
stark storm
#

i see

#

i was wondering if that was the case. thanks for letting me know

#

for some reason my leg isn't following the target i have set using my 2 bone IK constraint. what am i doing wrong?

tawdry lava
#

I just used it and got humanoid animations, thanks

#

its the fbx recorder if anyones interested

hybrid tinsel
#

That isn't what I said. I said record it to an animation clip and then export that.

tawdry lava
#

the .anim just reads transform data

hybrid tinsel
#

...which is what you want, isn't it?

tawdry lava
#

but thanks for the recorder recommendation

hybrid tinsel
#

If you record the transforms using the recorder, that produces a generic clip of the retargeted animation, that can then be exported using the fbx exporter.

#

I just tested it and it seems to work fine.

tawdry lava
#

It even recognizes similar frames and loops the animation

#

My 200 frame recording saved as 30frames

hybrid tinsel
#

Since it is baking the animations, it depends on the sampling rate.

#

It isn't using the original animation data at all, because that no longer exists as far as the retargeting system is concerned.

#

Have you considered just doing your retargeting in blender or mixamo?

tawdry lava
#

ill just use this, I dont want pinpoint accuracy

#

I have an actual .fbx sampled at 30 fps that looks basically 1:1 with the mixamo

tame violet
tacit hazel
inner bridge
#

Hello guys, see, I'm new to Unity and a few days ago I had some problems with animating the characters of the game of my first jam. Any tutorials about Animation in Unity that you would recommend?

sleek spire
#

is there a simple way to do this in the animator

#

so if
parameter = 1
play frames 1 to 2

parameter = 2
play frames 2 to 3

#

on the same animation

#

so i can use an animation as an Index kinda

inner bridge
#

The thing is that when I did it, the animations sometimes were playing I bit weird, I bit inconsistent.

sleek spire
#

for blender or sfm

inner bridge
#

Ok, thank you ❤️

whole bone
#

I wanted to make additive head tilt to an animation with custom animation clip made in unity
But all transforms are locked so Im not able to create any animation keyframes other than the rest pose
What do I do?

whole bone
#

I can change the rotation and it updates both on the scene and in animation window but as soon as I move timeline cursor it goes back to the basic value

calm tangle
#

Hello,
How do I create a 2D animation clip?
The only way I know on how to create a 2D animation clip is selecting the sprites and create an animation from them.
However I want to start from scratch. I want to create an empty animation clip and then add the sprites and keyframes myself.
Everything is greyed out.
I have searched online and all the guides are outdated or the options don't exist for me(greyed out).

dense magnet
#

Can someone please help me.
I have a set of animations I bought and when I preview the animation on the unity model the hands are correct
But when I put my own character in the hands just don't line up Also it's like he has a kink in his arm/wrist

glass cairn
dense magnet
#

@glass cairn Thank you for the reply. THese are baught animations and every time I try the Copy From Avatar, I get errors. I assume I need to take both the model and the aniamtion into blender or maya to see if they match and if not, edit bones or add bones where needed to get it to match ?

glass cairn
dense magnet
#

Ya, I need to understand why this happenes and how to fix it .

acoustic thorn
#

how do i animate 2 different gameobjects in the same animation tab?

sleek spire
#

cause you cant just click the objects

cloud hornet
#

I have a loop issue that's driving me crazy. This anim is a perfect loop, and I'm not moving the player at all, but for some reason every loop the player shifts back slightly. I have other loop anims that don't move the player, and the config is seemingly identical but only happens for this one.

Root motion disabled, root transform rotation & position y & position xz all baked into pose. Root motion node set to none.

Anyone have an idea what would cause this?

hybrid tinsel
cloud hornet
graceful yarrow
#

Is it possible to use jsons animations created with Blockbench in Unity?

agile solstice
bold lake
#

Does anybody know how to add some animations to model in unity?

#

got 2 new animations for this model and cant find how to add them to him

agile solstice
bold lake
#

that blue triangle (already have prepared animation)

agile solstice
# bold lake add new animation

You can't directly add more animation clips into the model asset, unless you replace it with a new one with more animations though that might mess any changes you've made to the asset's import settings

#

I usually import a new mesh with the clips, duplicate the clips so they exist outside of the model asset and move them to an animations folder, then use them normally

#

Clips don't have to be embedded in a mesh file for you to use them

#

There's also this old workflow which may or may not work for importing animation clips separately:
Another way to import animations is to follow a naming scheme that Unity allows for the animation files. You create separate model files and name them with the convention ‘modelName@animationName.fbx’. For example, for a model called “goober”, you could import separate idle, walk, jump and walljump animations using files named “goober@idle.fbx”, “goober@walk.fbx”, “goober@jump.fbx” and “goober@walljump.fbx”. Only the animation data from these files will be used, even if the original files are exported with mesh data.

bold lake
#

k ty for help

weary saffron
agile solstice
#

The last one I had was that when Blender's animation preview framerate was below 60 it wouldn't export any keyframes for the clips at all

agile solstice
# weary saffron

The video doesn't show the export settings nor the framerate on blender's end so it's hard to give any input

weary saffron
#

export settings?

#

isn't that the window that shows up when you click "export"?

agile solstice
#

Yes

weary saffron
#

idk why it didn't show in the video i sent

#

the reason it is armature only because it's an animation, the model is in another separate file

agile solstice
# weary saffron

Not visible here but "start/end keying" setting can cause random problems

weary saffron
#

the start and end frame?

agile solstice
#

No, in export settings

#

The all relevant settings which I don't remember right now should be in most export guides

#

That said I haven't had luck exporting animations without their models anyhow
As mentioned I import a new mesh each time and duplicate the clip in Unity to detach it from the model asset

weary saffron
#

i changed the animation type from generic to humanoid, played around with settings a little bit, and changed back to generic and it works now...

naive mortar
#

is there a reason why i shouldnt just transition all animations from "Any State" instead of making a cobweb of transitions

agile solstice
# naive mortar is there a reason why i shouldnt just transition all animations from "Any State"...

Any State transitions skip other states and any transitions, even ones from Any State
The Animator is a state machine, so you know at all times what the active state can and should be
Any State effectivey skips that whole process, and if you've got a lot of Any State animations their conditions start very easily racing against each other and at that point it'd be better to just play clips manually in code without a state machine at all

#

It's very easy to fall into a "cobweb" of transitions, but ideally you wouldn't have that either

#

You don't need a transition between every state, instead you can categorize them by using animation layers, blend trees and sub-state machines, only using Any State or Play() when you're totally sure that skipping the state flow saves trouble

#

In my experience when you start using all the Animator's tools strategically, state flow starts helping you organize animation states and transitions rather than making things messy

#

Though it could be a lot simpler to work with for sure

naive mortar
#

Yea i tried Play() at first, but that didn't give me smooth transitions, since i use rigged character. So i tried Any State and it worked fine. Only tried 2 animations, so it might get bad when i add more.

dense magnet
#

Hey!
Animations and rigs have been driving me up the wall for the past few months now. My animations don't match my rig or my animations are broken, or the joints are messed up. There is always something. I simply do not have the core fundamentals so it's extremally hard for me to even google what the issue could be.
I would like to know if there are courses paid for or free that anyone would recommend getting to get comfortable with animations in any game engine.
I am very comfortable in Maya so if courses recommended could use the MAYA 3D package, that would be amazing.
TYIA

round yoke
#

Is there a way to get check if a state that is inside of a sub-state is playing?

hybrid tinsel
round yoke
hybrid tinsel
#

Reading through the manual gives a pretty good understanding of the system's underpinnings.

wild sleet
#

Is there any way to increase the frames per second of an animation that I downloaded?

#

or like interpolate at a higher framerate than 60?

twin musk
#

on input i made an animation play which worked, but it only works once and then doesn't work when i press the input again

agile solstice
wild sleet
#

like its not updating at 144hz

agile solstice
wild sleet
#

Is that on by default or something?

agile solstice
#

No, so it's not a very likely culprit but worth checking

wild sleet
#

thats a shame

#

is there like anything I can do to make it feel more smooth?

agile solstice
#

You'll probably have to find out why it isn't smooth first

#

I don't have more ideas
May help to demonstrate the type of lag you're experiencing and to show Animator settings and the keyframes and curves of a typical animation clip

#

Otherwise you could try to isolate the problem by making a new clip of some cubes moving
By default those should be entirely smooth

wild sleet
#

If you don't have a 144hz monitor you won't see it. I don't think I can upload files that large anyways. "Resample curves" seems to smooth it out, but now everything jitters

agile solstice
wild sleet
#

Unfortunately I'm not an animator. So I'm looking at the clips in the animation viewer and the "curves" tab is just displaying straight lines

#

this looks much different from everything thats popping up on google images

agile solstice
wild sleet
#

yeah one sec

#

Each one is like this

agile solstice
# wild sleet

Press A with your cursor over the curve window, send another pic if the view adjusts to display the curve better

wild sleet
#

every single clip is like that as well

agile solstice
# wild sleet

That property has no motion so it's straight for that reason
Could find a property that does have some motion, select that, hit A and see how it looks

wild sleet
#

oh I see

#

I just didn't look down far enough

agile solstice
#

But regardless I think this does clue in what the problem is, which is that the animation keyframes have been baked and exported poorly, or imported poorly

wild sleet
#

thats a shame because its a banger gun animation

#

one of the best I've ever found for free

proud nest
#

Hey! I downloaded a running animation from mixamo and for some reason its weird legs and feets move like they are broken. I tried to turn on and off all off the settings on the ss and checked root motion. None of it changed anything. Any idea how i can fix this animation. ( Tried other mixamo animations, they are weird aswell )

mellow zealot
#

Root motion moves the root transform automatically; you could solve your problem by checking "Animate Physics"

#

What's your rigidbody interpolation and collision detection set to?

#

oh bruh

#

that's a big rip

#

You shouldn't need to rb.MovePosition it

agile solstice
#

rb.MovePosition ignores colliders the same as rb.position

#

When moving a rigidbody you need to use forces, velocity or some form of pre-emptive collision detection if you want to ensure it won't clip inside of things

fast swan
#

In 2d physics MovePosition is fine tho

steel sun
#

Anyone have advice for getting cloak physics to work with a rigged cloak? I've tried the cloth component, but I've already rigged my cloak and I'd think it'd be easier to use the bones. But I've got no idea what the best way to make cloak physics work. Thoughts and recommendations?

strange wedge
#

My walk animation still plays even when i stop pressing any input, I disabled exit time. How can i fix that?

glacial heart
#

I need help cause i've been stuck on this for 12 days

#

can't figure this out

#

nobody answers when I type it out so here's the gif

odd dove
#

Hi I am doing animation for the first time and I have some problems. I have 2 animations on my plane model. One of them is the propeller spinning and the other is wings moving which will later be activated by player but it doesn't seem to work. I have it on a child object because the child object has a rig on it but nothing plays. Could you help me please?

hybrid tinsel
novel badger
#

i have an issue with my animations, when we play it goes into the muscles mode. i just forget what it's called so it's hard to trouble shoot, any one know the name for it? where they crouch into like a ball state

hybrid tinsel
strange wedge
#

idk what settings i should be changing here

hybrid tinsel
#

You have three options; you can set a speed float in your animator and use that to control on a per state basis, you can control the overall animator speed, or you can write your own root motion handler in OnAnimatorMove().

hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
#

Not certain since they are pretty vague with terminology.

strange wedge
hybrid tinsel
brazen lintel
#

can anyone help me with death animations

strange wedge
brazen lintel
# strange wedge wat exactly

well i have an animation but im having trouble with the code to run the animation when the enemy goes below 0 health

strange wedge
#

Maybe show your code coz like this it's a bit hard

brazen lintel
#

just not sure what to write for the animation part

#

and i dont think

#

GameObject.GetComponent.Animator.SetTrigger("Death"); is correct

strange wedge
#

Depends on what the script is

#

If it's on the enemy where the animator controller is

#

then it's fine

#

But u can just do
[SerializeField] private Animator animator;

and just put the correct animator there

#

when do u set isDead to true

brazen lintel
#

one moment

#

I changed it a bit but I still get an error about this not being valid in the current context

#

from unity

strange wedge
#

u have } at line 11

gleaming lichen
#

Why won't unity let me import premade animations?
I have premade animations for a pistol, but for some reason it wont play on entry

brazen lintel
strange wedge
#

gameObject.GetComponent<Animator>().SetTrigger();

#

then put "Death" inside

#

You should probably try and use Unity documentation

brazen lintel
#

ok thank you

strange wedge
#

this doesnt exist and the documentation would show u that

subtle umbra
#

hey guys im having a issue with the animator? it wont let me drag new sprites into it nor let me play the animation inside the animtions tab

gleaming lichen
#

There is a clip count of 1

#

But it never plays

subtle umbra
#

have you set it to play in the animator

gleaming lichen
#

yes

#

Play on entry

subtle umbra
#

is it attached to anything?

gleaming lichen
#

also when I press the play button in animation tab, it never plays

strange wedge
#

Does the animation play when you go on ur prefab? Here

#

Then ur animation is wrong

subtle umbra
#

the arrow is greyed out for me and i cant import sprites into my animations tab?

#

any can help?

gleaming lichen
strange wedge
#

When u imported it?

gleaming lichen
#

I do

strange wedge
#

Are the animations with it?

gleaming lichen
#

yes

brazen lintel
#

how do I destroy the GameObject after the death animation plays

strange wedge
#

so you should have an animation tab and be able to visualise them

gleaming lichen
strange wedge
#

Yeah that

#

hu wait

#

nvm

#

for example, this is my fbx

gleaming lichen
#

Yeah mine looks like that

strange wedge
#

When i click on the first one called cat 1 i get this in inspector

#

and I can see the animations playing in the window there

gleaming lichen
#

Got it

#

it was closed

#

I had to reopen that tab

strange wedge
#

Do ur animations play there?

gleaming lichen
#

Yes

#

But they don't play while in game

#

Oh wait

#

I fixed it

strange wedge
#

wat was it

glacial heart
gleaming lichen
#

I made it generic

#

And it works

#

Thx

subtle umbra
#

i flip coin
it comes out as tails which = 0 but for some reason the Paramiter is 1?

#

??

#

how does this happen

#

im so confused

#

result is true

#

and tails should only happen when its false

#

so why is it playing

agile solstice
# subtle umbra so why is it playing

Because of "has exit time":

Exit Time is a special transition that doesn’t rely on a parameter. Instead, it relies on the normalized time of the state. Check to make the transition happen at the specific time specified in Exit Time.

dense magnet
#

Hey! I am at my wits end. I can't get the animations to look right on my character. I bought both the animation pack and the character from unity asset store.

  1. The Unity model looks perfect in the preview , but my character looks messed up
  2. When trying to copy from the rig/model the animations came from I get a "Copied avatar rig config miss-match. Bone length in copied...."
    3.I have tried taking both the animation and the rig into maya and mess around there but I am not to sure that changed anything. The character had in-between bones that I removed but that did not fix anything

Edit
I'd really like to understand why I am getting these errors and why the animations don't match so that I can identify and fix it in future.

gleaming lichen
#

Anyone know why my animation is just stuck like this after it plays?

#

If i spam a bunch of buttons, it starts to work aagain

reef barn
#

so, i have this nice idle animation, with a strong wide leg stance.

#

but all my turn animations, aren't as 'strong' and the stance is really narrow.

#

whats the most straight forward way, to modify the turn animations, to just give the legs a wider stance (and maybe keep the nice strong upper body pose)? Can I do it with Unity? or better idea to pull into blender?

tawdry lava
#

I haven’t had any experience with simple solutions but I do have experience with other animation stuff. One idea that comes to mind is you can give IK targets to a humanoid character, offset them from the center however wide you need them to be, and finally use the Recorder+FbxExporter packages from Unity to record the retargeted looks onto a fresh fbx

#

That being said you need to read the animator bone data, assign it to the feet target and goal then offset it, FinalIK should resolve pretty close to the original look of the anim

#

Oh I thought this was the finalIK discord

#

You’ll need to use Unity’s animator IK in that case

bronze island
#

Hello I just want to rig some arms on my character. Can I add arm rigs inside of unity or does it have to be done in a software like blender?

jade niche
hybrid tinsel
tulip forge
#

(sorry if this is the wrong text Channel)
im trying to animate buttons with the built in feature of the button component, but it only gets "highlightet" if it there is no text or anything above, but it needs to have some text in the Front of it...
does anyone know any work arounds or solutions to this?

floral walrus
#

guess i'm kinda hopping around channels but now i'm almost finished with the animation but i only want it to run by activating the play trigger by script and i don't know how or where to move around the blocks

agile solstice
floral walrus
#

i found a workaround and just decided to instantiate a new object of the animation since it was going to disappear anyways

rapid lynx
#

do you guys know why is my two bone ik twisting the end bone like that?

strange wedge
#

is it not possible to use animation rigging constraint at runtime?

agile solstice
reef barn
strange wedge
#

seems abit weird to not be able to just change it at runtime :/

smoky coral
#

my pc makes a weird noise when I play or drag and move any animations in unity animation tab💀

#

can someone help?

quasi bluff
#

i imported a character from blender and downloaded an animation from mixamo, because of armature parent animation mixamohips keys missing? how can i fix it

#

i guess i have no other choice than unpack the fbx and delete armature

gleaming lichen
#

is there anyway to reverse an animation?

quick garden
#

I was wondering what the best way would be of creating distant power flashes? (Sort of like here: https://youtu.be/k5OqgeB7bvo?t=104 )
I've created a point light with an animator that gets triggered, the intensity changes a few times then goes to zero, however even with lens flares enabled I can only see them from around 200m away, but ideally would like them to show up even if the point light is ~1km away

A large nighttime tornado roars across I-30 in Rowlett, TX causing numerous power flashes and explosions. Tornado continues northward across Lavon Lake and causes damage in Copeville, TX, continuing north along TX-78.

#Rowlett #texas #tornado

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gleaming lichen
#

thanks anyway

rapid lynx
#

guys

#

i have a chain ik on the spine

#

and two bone ik on the hand

#

when i move the spine ik

#

it offsets the target for the hand ik

#

now if i move the hand target ik it is ofsetted

agile solstice
rapid lynx
#

someone pls help

strange wedge
#

My exported animation look glitchy in Unity but fine in Blender? (the collar is disappearing and the tails are glitchy?)

#

(other animations are completely fine its only some of them..? + i baked them)

rapid lynx
#

about my issue, nevermind, the problem was the order in which the IK was being applied, now that i changed the order it all works

agile solstice
reef barn
#

Greetings. I want to create a pose (single frame animation clip) of my character as it looks in scene view. But, once I hit that record button, it drops down, and all the bones change rotations. What's up with that?

hybrid tinsel
#

Though I don't believe that that will work with humanoid avatars; not certain.

reef barn
#

I think i figured out why it was being weird. I needed to try recording the animation on the original FBX rather than the copy of it in my scene. 🤷‍♂️

twin musk
#

This happens when I enable root motion and if I don't the animation just doesn't play at all

twin musk
#

now the animation works but only when the object is drag and dropped from assets folder

twin musk
#

it doesn't work with the one I had made before

remote shoal
#

How can I rig my stylised eyes as they are so that they work correctly in Unity (without using eye socket geometry/3d spheres/uv manipulation/shape keys) ? The eyes have enough space to slide across the eye cage but I need to know how can I set an armature with constraints which Unity can read. The iris is a 3d mesh which should be able to be controlled by bones.

gleaming lichen
#

I have this weapon switching script and I want this draw animation to play once I switch to the other weapon. Is this how I would make it play upon exiting or do i need transitions of some sort?

#

As soon as my play switches to another weapon

#

I want this withdraw animation play upon exit

#

Do i need any triggers?

#

Because I thought upon exit, it would play

#

thank you in advance

hybrid tinsel
#

Though using a blend shape is the typical way of handling that sort of eye.

hybrid tinsel
remote shoal
# hybrid tinsel mecanim humanoid eye bones are really not set up for that kind of eye, but you c...

I am trying to do it with using bones so that I can have the eyes "look at" different objects in the game if needed, my question is that it looks like I have to reset the bones transform for the eyes in blender in order to be able to symmetrise them and I was wondering if when importing the rig back to Unity if it will still know how the bones for the eyes are oriented and supposed to move like or if I need to do additional work for them to work properly ?

hybrid tinsel
remote shoal
#

Isn't it easier to automate the movement with bones by having them parented to an empty in Unity and then not bothering with manually telling the engine which direction is left/right etc. ?

#

Or will there be issues with setting up the constraints if I use bones ?

#

As far as I understand any constraints I set in Blender for the eyes will not be transfered to Unity and I'd have to do set up the constraints via code in Unity or something like that.

hybrid tinsel
#

Your eyes are 2d shapes, so you can't just 'point them at something.' You are going to need to use SOME kind of trick to convert an angle to a position.

#

Probably something like getting the difference in angle between where the head is pointing and where the target is and using that difference to drive whatever you do.

snow gust
#

pls someone tell me how to do better what should i use instead

agile solstice
#

Each of them reduces the need for explicit transitions between states, and simplifies the whole state machine

gleaming lichen
#

So I need a transition from every animation to play this transition on exit?

agile solstice
surreal niche
#

Hey, could someone give me some advice (or point me to a place where to ask) on inverse kinematics? I am using the documentation (https://docs.unity3d.com/Manual/InverseKinematics.html) and so far everything has been alright
the issue is that I need to set a default pose for the avatar
how would I do that? no matter how I orient the avatar in the scene, it always ends up like this in play mode (that is without IK enabled)

agile solstice
surreal niche
agile solstice
surreal niche
#

I see, thanks

So to get the desired pose I need to rotate the joints to the pose I want and add every one to the animation clip separately?

agile solstice
surreal niche
#

Okay, thanks;

gleaming lichen
agile solstice
#

Always read what the docs say rather than assuming things

gleaming lichen
agile solstice
#

An Animator has no knowledge of what's happening outside of it, except via Conditions

gleaming lichen
#

wait so then what is this for?

agile solstice
fleet forge
#

Hi, my player's idle animation is static and I wanted to add a jumping animation to it but I couldn't figure it out. Can someone help?

agile solstice
fallen bloom
#

I know this is probably a dumb question but is there a tool that can take a 2D character animation that is only made for up down left right movement and make it so that the animation can move on 45s and other angles?

#

Or is that not a thing lol

#

Like if you don’t manually do that

agile solstice
fallen bloom
#

Hmm

#

Well rip

#

Thank you though for answering lol

fleet forge
#

I've watched multiple videos but I couldn't understand

agile solstice
remote shoal
#

After alot of headache I've managed to rig my eyes accordingly, I need to know how in the world do I set them up in Unity now because:

1 - I want to be able to have them look at anything I want them too and dynamically move towards the point of interest and
2 - Somehow I need to set up constraints so they can't move outside the eye cage

Everything that was supposed to be done in Blender was already done, I can't set constraints in there as they will not transfer back to Unity, I've been told the rest of the work has to be done inside the Engine so I'm asking for some help here.

snow depot
#

actually the behavior you're looking for is probably more complex

#

I would imagine that the character's head should rotate towards the point of intrest within boundary, as well as the eyes

agile solstice
#

Could use those constraints to good effect, could also use the more advanced constraints of Animation Rigging
Another idea is to keyframe the extreme pupil positions in X and Y, and put those in a blend tree

#

Then with some maths translate a look target position into two eye rotations, and map those rotations to eye blend tree values

#

maybe there's smarter ways about it out there, considering this system exists in many games, but that'd be my first idea

hybrid tinsel
#

There are lots of potential ways. You could do a raycast from the center of the eyeball to the plane of the eye surface and use that for the eye bone position. You can take the dot of the difference between the target angle and the head angle and remap that into positions for the eye bones. You could hard code positions based on zones.

#

You could do it entirely in screen space if you just care about the visual over accuracy.

tawdry lava
hybrid tinsel
#

The biggest issue is that there is no single right answer when you are the one arbitrarily deciding the constraints of your stylization.

#

https://imgur.com/4AbZiCL Like for these eyes I am basically doing what you are; I have a single control bone for the eyes that is simply offset to 'turn' the eyes. I just normalize the target position compared to the head in screen space and then remap that to the actual distance I want the eyes to move.

regal stirrup
#

Greetings. I have been doing Unity for a little bit, but I am finally taking the jump into using 3D models. I am doing a Blender course right now on Udemy, and out of curiosity I looked up if it is better to do Animation for a game in Blender or Unity. Of course it said Unity, so I looked up some courses on Udemy, and it seems the courses are more how to do animated cutscenes and shorts, and not really how to create the animations for the character, let's say being Idle, Walking, or Jumping. Are there courses out there that will teach how to create a model with rigging set up in Blender, then work with the model in Unity? I am sorry if I am phrasing this wrong, or if this is in the wrong channel. Does this make sense what I am looking for?

hybrid tinsel
regal stirrup
fallen thicket
#

Hiya! Currently working on a project for university, I created a model in blender with two animations idle and walk. the animation tab in the inspector shows both animations (multiple times) but only one shows in the asset window. Perhaps I am doing somethig wrong?

acoustic ledge
#

Hi. I'm noticing that sometimes when I'm in the Animator window, the graph will highlight the flows of the animation while I am in playmode. And sometimes the graph does not do this! Is there a way to ensure that the graph does do this behavior? Not sure if there's a toggle for it or something.

acoustic ledge
regal stirrup
# acoustic ledge Most game devs use premade animations from Mixamo.com. Not sure if that helps Bu...

I don't know that site. I am very new into getting into 3D and Animation. I am doing a Blender tutorial right now, but want to take the dive on the next project I am going to work on. I wasn't really good at Pixel Art is the main reason why, and kept getting frustrated. Yea, I know, if I was getting frustrated with creating Pixel Art, then what is doing 3D models going to do to me. I was just thinking ahead of how I would go about creating my own characters to use in a project. I know it is a lot of work to do it on my own, but, right now, I am enjoying the journey.

thick orbit
formal urchin
#

as you can see Default has played only once

#

I just copied the keyframes of the first frame of a complex reloading animation, then pasted into the m9_default anim

formal urchin
#

but I still can't move the slider transform

#

like I don't know what's happening, the default anim seems to not play as a loop but I still can't move any transforms included by the animation

formal urchin
surreal niche
#

I need to set up a default position of an avatar in an animation clip, do I need to add every single bone to the clip separately?

hybrid tinsel
hybrid tinsel
remote shoal
hybrid tinsel
#

Not sure what you want me to say; congrats you found them?

#

I'm not sure why it matters if you don't plan to use the animator to control the eyes, but you can just manually add them.

remote shoal
#

They rotate in place, oh man.

formal urchin
remote shoal
#

They rotate instead of sliding

trim hatch
#

time to use eyeballs

remote shoal
trim hatch
#

maybe the eyes could be further away from the bone

#

that rotates

#

so it doesn't clip

#

but if they're flat meshes, you'll always have problems

remote shoal
low crown
#

Hi all!

How to replace movement animations via Animator Override, if there is no option to automate blend tree thresholds for new movement clips?

acoustic ledge
surreal niche
remote shoal
agile solstice
dapper birch
#

Can someone Help Me? Why does it look so weird in Game View but good in Scene View? Looks like tearing but only in Game View....

#

If you look closely, it seems like the pixels get sqished in Game View...

lean sage
#

Set the scale back to 1

dapper birch
#

Looks better thanks. But you can still see that its squishing pixels. In Scene View i can zoom in a lot and dont see squished pixels…

agile solstice
#

Decreasing your ortho camera size would do what zooming in scene view does

#

The "weird lines" are a visual artifact of a point-filtered sprite at a scale that does not match the display resolution

#

Our monitors don't yet have infinite pixel resolution, so pixel graphics will blur or distort if not rendered at pixel-perfect scales and offsets

tacit hazel
#

Does anyone know why Idle has bigger priority? 180Turn bool gets true for a moment and animator has to choose if it will go to idle or to 180Turn but it always chooses idle

dense magnet
agile solstice
hybrid tinsel
whole kayak
#

can anyone help me with sprite sheet animation?

hybrid tinsel
#

Not if you don't ask an actual question.

whole kayak
twin musk
#

hello there

how are animations done in unity the "correct way"? ive been searching alot around youtube and various other sources which made me kinda lead to the point where i only need photoshop to create 2d animations

its kinda weird for me to imagine cause photoshop is made for single photos not for animations for that i have various other tools i.e. adobe after effects adobe animate adobe character animator are they of no use for me when creating games with unity or do i miss something out?

uncut salmon
# whole kayak ??

Have you never had a normal conversation before? If you need help with something, you need to specify what it is you're needing help with. Not give some vague inquiry.

whole kayak
#

sorry

uncut salmon
whole kayak
uncut salmon
#

You want someone to do it for you? 🤔

whole kayak
uncut salmon
#

What part are you having issues with?

twin musk
#

iam trying to replicate 2 of my simple games i made in unreal to choose which engine i gonna use long term

animations i made for unreal were created by 3d animations from adobe substance 3d painter/stager/sampler/designer/modeler then converted into 2d animations by simply letting the engine do everything else where i had no work with

whole kayak
#

well first i dont even know how to bring up the animation menu

#

ik it sounds kinda stupid but we all start somewhere

twin musk