#🏃┃animation
1 messages · Page 10 of 1
Might be that the deprecated Animation component conflicts with the Animator component
So should I delete the animations component?
I recommend so
Nope it doesnt work, my gun is just stuck on one pose like before and I cant even move my screen down
Wait
How do flip between my animations with the animations component?
Oh wait thats why
It does play but only the one I put here
How do i make it play on a certain parameter
Animation component was deprecated years ago
No one can help you much if you continue using it
Oh
So what should I do?
Use the Animator only and study it well
I recommend these resources
https://youtu.be/sgHicuJAu3g the most detailed video tutorial I know of
https://docs.unity3d.com/Manual/class-Animator.html the official docs are always essential to start from
Is anyone know how to bake Rm animation to in-place with custom animation curve with baked speed\rot into them?
Ok thx
Ill do some reasarch
research
wait
is the read only thing on the animations affecting my game
or does it not matter
it simply means the clips are stored in imported mesh files
so it doesnt matter
what does this mean
Clip count
Also for some reason I can only see the animations through the camera that caem with the asset
I have my animations but why does it say my clip count is 0
Are these humanoid animations?
Nop
Gun animations
Fps
Anyone?
Ive been trying to fix this since yesterday
Animated value always 0
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?
When you're using "IK Pass" in Unity, does anyone know what type of IK it actually performs? Like the underlying IK algorithm
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
It looks like your avatar doesn't match the model you're applying it to?
Those are different character bit the issue is the same with both avatars .
That is for the built in humanoid IK, for the limbs and head/torso.
Just recorded the video and forgot to change the character in the preview window
Regardless, you can see the error message right in your screenshot
I've imported both the avatar and the animation Into Maya and I can't see a difference .
Sorry, yes I am aware, I just meant what is the solver the humanoid IK employs? I can't find it documented anywhere
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.
Well, Unity is seeing a difference.
Generally speaking, when things are going wrong and there are error messages, fixing those is a good first step.
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.
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?
With humanoid, what you want is to define a functioning avatar for both the animations and the character
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];
}
}
Don't do unnecessary assignments each frame. Use a coroutine to count time and swap to a next frame.
ooh, haven't heard of coroutines before, i will look into them, thanks
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.
fascinating, ill look into that thanks!
shouldn't i turn update into a coroutine though, cause start only runs once, or am i missing something?
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.
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];
}
}
IEnumerator Start already starts coroutine. It's perfect to use if you have object life cycle the same as coroutine.
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
oh ok fascinating, so it is almost like threads, only different, thanks so much!
Also inside coroutine you can start and await other coroutines with yield return CoroutineFunctionThingy()
Which is handy to manage nested animations.
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];
//}
}
thanks
you want to divide a second on that time to get desired frame rate
oh ye, whoops, forgot how frame rates worked...
also increment frames somewhere
why?
you are sitting on 0 frame
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!
Jeeze... just put your sprites into a sprite sheet. Then you can just change the UV offset instead of changing the texture- or even better, just do the flipbook in the shader. (If using shader graph, there's a 'flipbook' node for that exact purpose.)
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.
ooh ill definitely try that, thanks a ton!
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
Haven't used flipbook, but if you do this way you would just need to set index there, I think
perhaps
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.
oh true, ye ill do that thanks!
ok ye i got it working pretty much, now i just gotta work out how to convert the texture to a uv
Eh, Tile parameter there should just take index I think
if you are passing untiled texture then you would "cut it" to increments
ye i got the tile parameter working, it is just the uv parameter im stuck on
gather texture 2d looks promising though
Does it require you to change UV?
no clue, all i know is that the texture belongs in the uv slot, i think?
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...
I think Tile parameter would calculate UV for you
not how it appears on my end, as far as i can tell it wants a uv, and then it makes the animation with it, atleast that is what it does to all the default uv's
ye i have that manual page up
It outputs UV value that should be used to pick correct texture slice I think
i think i need to use gather texture 2d, it gives me a uv from a texture!
oh, i always used it as a colour, how would i pick a texture slice using it?
I would just lookup an appropriate tutorial for that
i tried, i couldn't find any
but im getting close, gather texture 2d seems to work, but it distorts the colours a bit, fascinating
I go over how to use Unity's Flipbook in the HDR Shader Graph. This will show you how to use your own sprite sheets to make animated textures for your own projects. You can use these steps to improve on the methods shown as I go over some of the basics.
No coding was used in the making of this video. I show how to animate the tile amount throu...
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!
ok i have the width working, now i just need to workout how to flip through the height
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?
Is your sprite sheet one row and 5 columns?
looks like
ok nice!
sprite sheet dimentions
good way of looking at it!
If someone has some insights on this problem #1068952825188597790
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 )
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
Why are you using root motion for an animation you don't want to apply root motion to?
Since while it is off it sets it's position to 0, and i thought activating it could maybe help
I am not using it currently, still i am searching for solutions
With root motion off, the animation will be relative to its parent object.
Oh ok, but why does it go to 0 location?
Because you have a keyframe at that position on the root of the animation?
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?
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).
hello it's my first time using the animator and for some reason i can't rename blend trees
What version? I remember that I had that issue a long while back and only fixed it by upgrading.
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 🙂 )
If you create a new animation and add keyframes to all the transforms it will set them to that pose.
There's a package that lets you save a pose directly, but can't recall which one... animation toolkit maybe?
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
Hastebin is a free web-based pastebin service for storing and sharing text and code snippets with anyone. Get started now.
Haven't dug too deeply into it but it might be your character controller settings; you might need to reduce the minimum move speed or play with the skin width, or maybe adjust the gravity settings to make sure that it is 'contacting' the ground reliably.
Alternatively, use a raycast to detect the ground instead.
Hey, thanks. Yeah I didn't want to have to go through all the transforms, but I've got a solution now. Thank you for the help. I've edited my last message with my solution so hopefully it might help someone else in the future who's doing what I'm doing. 🙂
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,
but the player kinda just glitches out
idk what is going on at the start but in the end the idle animation (?) looks like it would start again before it has finished which is caused because of the any state starting point. Make sure to uncheck in the transition the "can transition to self" box.
You can multi select transforms and key them all at once =p
I'm on mobile so can't check the code right now but that animator is very wrong looking.
Any state transitions are not really meant to be used that way.
Any State transitions will override everything if their condition is met, which attempts to happen automatically if they have Exit Time enabled
You shouldn't be using that and if you're using the Animator you generally shouldn't be doing your own transitions in code using .Play()
The correct way is to set up parameters as conditions for transitions, and change the parameters in code
And use Any State preferably never
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.
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.
@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
2nd: The character controller (or a generic movement script) decides how to handle motion, physics and colliders
The root motion only communicates the direction and magnitude of movement to the script, not how the movement will be applied
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
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)
Despite the name, NormalizedTime on an animation state will go past 1.
Have you tried reaching out to the author of the asset you're using to ask?
Have you read the manual?
no i didnt, but u are right maybe thats what i should do
Mostly since I've literally never even heard of it so I figure most peeps here will be in the same situation 😛
i mean ik its simple its just me that cant figure it out since its one of my first time using animations
What root motion ACTUALLY does is take the motion of the root node of the animation and call the OnAnimatorMove() function. By default, that adds a force to rigidbodies, a move command to character controllers, and directly transforms a transform with neither. You can write your own OnAnimatorMove() function that takes the animator.deltaPosition and applies it any way you like.
In the case of looping or something else?
Thanks for clarifying that!
Yeah. Values over one indicate the number of loops.
Basically, it normalizes the length of the animation to 1.
But even if i'm working with a an enemy, do I have to use the character controller?
you mean the documentation? Yep, I did, still slightly confused on how everything works. :/
You have to use some component that allows the character to move
The character controller component is a practical option
The Animator alone doesn't do it
Alright. Got it. But why wouldn't the rigidbody then work? Most of my movement uses rigidbody based movement already by working with speed and forces.
It should work, but like I said it will conflict with non-rb methods of movement in case you have those too
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?
in the situation I tested I had none but the ones by default. I just added the rigidbody and removed the gravity and mass. Character still moved and had physics, but wouldn't move on the Y axis.
At this rate I might have to switch the whole system to a Player Controller instead if I want to use this :/
Character controller is basically an alternative to rigidbodies specifically for character movement. That's all.
It has some built in benefits, like slope handling and sticking to moving platforms/elevators.
If root motion is enabled, it will be applied as motion instead of in the animation, it wouldn't apply twice
Right.
Quick question then, if i edit it through code ill get the "handled by script" in place of the root motion instead right. So I have to turn it on in code, or will it assume im using it by default
That makes sense I guess. I always assumed it was only for PC's. My bad there then
I actually like it more for npcs, personally.
Mostly since I am used to using rigidbodies for players(no charactercontroller in 2d)
that's also why i'm using rigidbodies in this case, but I might be able to somehow cheat the character controller into working for this 2D particular case.
just will have to find a solution to the hassle
Yhea, but i can manage with working with 3D and just ignoring one of the axis
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 >.<
Well, it makes a big difference because you can't mix the two
They are completely separate physics systems 😛
I know, that's why I'm probably gonna have to shift everything out of the rigidbody system i have built
Is there any way for the animation event to not show every public function I have attached to the game object?
I don't know if there's an option like that, but you could have another script just for the events that animator needs to call
And also consider if all those methods need to be public in the first place
I'd imagine that PlayAnimation(String) could functionally be used to call DamageAnimation(), FlexAnimation(), etc
Yeah a lot of those functions were just for testing and I need to remove them. I could have a separate script for the animation handling but that wouldn't change anything since the animator picks up anything that implements Mohobehaviour. That includes the animation handler and player controller scripts
I tend to keep the mesh with the animator on a child object to keep things modular, so it sidesteps this issue as well
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.
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.
okay thanks but i have one question, how do i make it so the run animation only starts when I press left shift?
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.
Click it so it's highlighted blue, hit delete key
@pine halo You can post jobs/collaborations on the forums, this is the place for recruitment.
im not look to recruit im looking for assisstance. I cant figure out how to make two animations work at the same time
Then if you have a question, feel free to ask it with details and anyone who has the knowledge and time can help you.
ok i am trying to get the prop to spin any time that it is moving
any idea why this happens?
Can you provide any details about the problem you're having?
Don't crosspost this all over
mb
the problem im having is inexperience
i dont know how to do it and cant find a youtube video on how to do it
That doesn't really help us help you does it
Though you're right that more studying and experience of the Animator will solve this problem of yours
what im asking for is someone to walk me though it once would anyone be able to do that
No
The time and attention of people who know this stuff is worth money
There are sites where you can hire tutors but this is not the place
If you can describe your problem we may be able to help you solve it, but we don't make any commitment to teach you
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
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.
This is the place for questions, but for that we need accurate details
Such as how are the transitions configured and how are you setting the animation parameters
Off the bat you need another transition back between the two states
You wouldn't really "lock" an animation state, but rather control the paramaters so that conditions don't cause transitions when they shouldn't
From the sound of it you have incorrect transition conditions, or ambiguous or too lax transition conditions
Personally I keep movement and item animations organized in layers or blend trees so the transition conditions don't get too complicated
They are in blend trees
My movement animations are in blend trees
I have my transition to only start if i hit a certain key
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?
You could show a picture of the state machine
It could also be that your code isn't holding the sprint parameter long enough
I coded mine to be trigger when it hits a certain velocity
When it hits 1
the run animation starts
and if press shift
left shift
I am confused; why/how are you using sprinting and walking bools with a blend tree?
Oh
I'm not using those bools
Are you gonna post the script?
here
I just need a way to lock the animation so it doesnt play when im transitioning back to walk
What the heck is that velocity hash stuff for?
Animator
The blend tree float
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.'
The basics work, its just the transition part.
Ok
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
Also, you might not be aware but unity lets you have the input system handle input smoothing
what does that mean?
It means that you can set the input system to smoothly release instead of snapping from on to off
Yea
blend tree
its smooths into the new animations
No, it does not.
That isn't what blend trees are for.
Blend trees are a lerp based on the input.
It doesn't do any smoothing at all.
Your input value is all that matters
this is how sprinting is but if i let go of left shift but im still pressing w, the same animation plays
it doesnt go back to the walk animation
it does
it blends into the new animation
it doesnt snap
both of these do the same thing if (velocity > currentMaxVelocity && velocity < (currentMaxVelocity)) { velocity = currentMaxVelocity; } else if (forwardPressed && runPressed && velocity < currentMaxVelocity && velocity > (currentMaxVelocity)) { velocity = currentMaxVelocity; }
You're right
I just deleted
But do u know how to fix the problem im having?
I imagine that rewriting the script properly would do it; I'm on mobile and can't debug it very thoroughly.
Do you know what I could use to fix my problem?
I bet someone in #🖱️┃input-system could show you a better template to build off of at least
How can I edit an existing .anim file without creating a new one (by dragging the sprite into the scene)?
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
Select the game object in the scene and then pick the animation you want to edit in the editor.
Combine the armatures together?
when I try it goes from (1) to (2)
the one that I join loses all of the values and joins the other rig
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?
Set to euler interpolation
Then single axis rotation should work as expected.
after my reload animation plays, I cant perform any of the other animations
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
This worked! Thank you for taking the time to answer
It might be possible, but your results will vary depending on how well your character can be mapped to a humanoid rig. If the hierarchy is missing too much, it might fail to retarget effectively.
Ok? Can you provide any other info at all?
Okay awesome, I'll give that a try. Have you had any personal experience with something like that before?
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.
thanks
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.
Yeah, I'd imagine I would need to do something hacky like that, appreciate the help
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
Breaks how?
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
unity does not show my animations in animator how do i make it show em again?
last time i had to just restore backup of the game because everything simply stopped working
cmon someone has to know how to do that 👀
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
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?
You have to select the game object with the animator component to see the animations on it in the animation window.
It really sounds like a bigger problem than animation.
You haven't really given enough detail; you haven't shown your code, your hierarchy, your animator, anything.
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
sure i can send some screenshots, just give me a minute
Make sure your character is udpating in the same part of the frame as your character is, ideally.
though its just tge sinplest thing, literally just bird and its child wing i dont think it ll help a lot
The coordinates seem fine; might be some other issue. Does it work in the preview window?
No, it doesn't
Does the animation work solo?
Also this is what it says for the WalkLeft part, it says this for the others
In the animation player?
In there, or in preview when solo.
Basically, first step is to make sure you don't have a bugged clip before we check weirder things =p
so here are the screenshots (hope thats good enough)
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
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?
The window states "no animatable object selected" which is usually the case when that message appears
weird, i'm gonna try to reselect the player, though it says i'm selected
You need the gameobject with the Animator component specifically
(or something under that in hierarchy, I suppose, if you want to edit existing animations)
I see, I accidentally selected the background, my bad
Let's see...
You seem to have two separate animators, but your script only references one...
Thanks for getting back to me. I unfortunately doe not understand what you are trying to say?
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.
@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
I'm on mobile and can't actually view your video at the moment, sadly.
Try putting the cinemachine brain to lateupdate?
tried that
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?
Did you set the clips to loop in their inspector?
What else?
Should i add?
why are the materials on my gun on different than my materials I have in my materials folder
They look different
Does anyone know?
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?
Anyone?
Don't do that. If anyone knows they'll say something.
Going 'anyone? anyone? anyone?' just annoys peeps.
As long as you don't want to do it in a build, you can use https://docs.unity3d.com/Packages/com.unity.recorder@2.0/manual/index.html
my sprite is not showing no matter what i do
I drag a image into it and nothing shows
No matter what layer
Can you give any more details?
Nws i fixed it
How can I animate keyframes and procedural animation together?
Can you be more specific?
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
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
How do I blend a transition between animations?
What do you mean exactly? Transitions are blends between animations
I mean like how a blend tree is
but Only for a transition
Here
I want the blend tree transition to the shooting animation blend in instead of just snapping.
Transition duration under transition settings determines how long the blend will take
0 duration makes it instant and snappy
Oh ok
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
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
It's not looping though
Its also the same thing as the one above
Just the transition back frmo shooting to blend tree
how can I convert?
This is my walk cycle it looks rlly bad in game does anybody know how to make this look better
Learn about animation fundamentals
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)
You'll probably need a script that sets the sprite reference to match an index of a sprite array, fill the array and animate the index instead of the sprite
Would be nice if it didn't need a custom component
Is it possible to record the index?
If by record you mean keyframe I believe so yes
Ah I see thanks. Well chaning and enum works in the keyframe, should be good enough.
how can i fix this?
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
You can use a flipbook shader and change the index from the animator.
thanks
please help asap
ok new question how can I cut off an animation instead of waiting until its done
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?
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. 🙂
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
does anyone know how to give a camera animations from blender?
Is there a way to slow down a running root motion of an animation without lowering its frames count?
Change the speed of the animation?
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
Seperate objects seperate animators
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?
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?
https://i.imgur.com/wH4KFBN.png
also this happens sometimes...
https://giant.gfycat.com/SecretImpressionableCornsnake.mp4
got it all sorted out!
turns out I had some missing bools in my animator for going between animations
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).
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
Correct. An animator controls all children until it hits another animator.
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)
"Interruption Source" setting of transitions is designed for this
I also like to use sub-state machines for animations that are always more or less sequential to make the transitions to and from that group of states more intuitive
Yeah I'm using subs-state machines since i got a on of movement and combat animations
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
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
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
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?
In my game I use raycasts and if there isn't room for a full fall loop I just transition directly to landing instead of the fall loop.
An Animator component overrides properties of components of the gameobject, but also of any child gameobject (unless they have Animators as well)
So, you only need one Animator
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
Thanks for the response. I just managed to scrounge up some thread on the web and was able to get to the child's sprite in the animation editor. Glad I'm on the right track. ^^
The bug seem to be fixed: The issue was fixed by adding Mesh Renderer
Cringe bug, but everything now good
I do thay too, that wasnt the problem. Like I said the landing happened WHILE the animation was already transitioning to the second part of the loop instead of auto changing to land.
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```
You can rename them with F2 key after selecting one
I think it's also possible to edit the asset itself with text editors, so you could use multi-line editing or find&replace for changing many at a time
what's a good way to do the latter?
nvm found out, tysm Spazi
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
They use 3D rendering and skeletal animation and just constrain the gameplay logic into 2D
What about games like pikuniku
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
Skeletal animation
I’ll play around with it, thanks
Ori 1 was 2d spritesheet animation, Ori 2 was 3d.
Iirc they said it was 30fps, might've been higher
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
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
Back in the day it wasn't uncommon to use something like vector graphics tools to animate characters with unlimited framerate, and bake them to pretty high framerate sprite sheets for use in games
It is still common, especially for particles and effects. Less often for characters these days.
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?
Interesting
Maybe is skeletal animation doesn’t work out I can try this
How would they do animation transitions this way though?
They did not, unless the transition states were baked too
Smooth transitions can only occur on properties that can be averaged, like position, rotation and scale, so bones work for it but sprites do not
player doesn't play walk animation when he moves, does anyone know why?
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
ok
and you then add a condition in the animator that if isWalking is true then play the animation else dont
ok
if you want more help maybe you should watch a tutorial on animation basics
ok
it should work now
yeah it works
Ok so animations just played on after another
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
Not sure what you mean by this
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
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
Rotation of a gameobject happens around its transform origin
If you see orbit motion, it sounds like the sprite, mesh or child gameobjects are not positioned near the transform origin
@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
i basically imported models from blender and fusion360
A common mistake with 3D meshes is not keeping track of the scene origin point in the modeling software, so the mesh ends up being exported with unnecessary offset when transforms are applied
can be
I just meant like if you do a jump animation, you might want to start it with a running pose
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
This is an option but I don't recall any games that bother doing this, unless there'd be a drastic disconnect between states otherwise
Rarely worth the effort for something so subtle if you have to generate and store each frame separately
Ok 👍
But with skeletal animation you get those blends for free with the Animator
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
Place the cube under an empty parent gameobject before animating
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
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.
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
Fbx exporter package?
from what I was reading it only supports generic clips not humanoid
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
Convert the animation to a generic clip using the unity recorder first?
You need to bake all the transforms to keyframes in blender.
how would i do that?
No
The code that processes IK in Blender and Unity are entirely different and incompatible
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?
the recorder and fbx exporter packages are seperately installed
I just used it and got humanoid animations, thanks
its the fbx recorder if anyones interested
That isn't what I said. I said record it to an animation clip and then export that.
I said they use seperate rigs
the .anim just reads transform data
...which is what you want, isn't it?
no I want the animation from rig 1 to be added on rig 2
One was using a CharacterCreator rig and the other was using a Mixamo rig. The mixamo rig was retargeting and recorded on the cc rig
but thanks for the recorder recommendation
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.
I think that’s what I did earlier
It even recognizes similar frames and loops the animation
My 200 frame recording saved as 30frames
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?
mixamo doesnt seem to walk to read my rig no matter the export settings I use, and blender sounds like a lot of work
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
how do i make her foot the center of the player
Is there a way to slide this?
EDIT: solved => these blue lines must be moved first
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?
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
The thing is that when I did it, the animations sometimes were playing I bit weird, I bit inconsistent.
its a very basic animation system so just look up how to do animation on general
for blender or sfm
Ok, thank you ❤️
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?
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
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).
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
i had a similiar issue with mixamo animations. My Problem was that the avatars werent exactly the same so that for example the left hand was slightly out of position. For me i fixed it with uploading my player model to mixamo and download the animation this way. Dont know how to solve yours but maybe its the same cause.
@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 ?
yeah i got the same errors when i just tried to use my avatar. I guess editing in Blender can solve it but honestly idk. I got lucky that i can upload my model to mixamo 😄
Ya, I need to understand why this happenes and how to fix it .
how do i animate 2 different gameobjects in the same animation tab?
have multiple inspector tabs and lock them
cause you cant just click the objects
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?
Very strange. And it definitely isn't a script moving them? Possibly some sort of weird loop of the camera following a transform in the character who then tries to catch up to the camera and overshoots?
I do have a camera following a transform-aligned target, but that shouldn’t move the player at all.
Is it possible to use jsons animations created with Blockbench in Unity?
I don't know the tool but it advertises being able to export to Blender and Maya, so I assume there's some way to save them to an Unity-compatible format such as FBX
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
By "add" do you mean add to the model asset, or make the character animate?
add new animation
that blue triangle (already have prepared 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.
k ty for help
in the animation preview, why is the model in the default pose and not doing anything when it's supposed to play an animation? also for some reason it says the animation has 100 keyframes when it has 50
Some problem with export settings, likely
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
The video doesn't show the export settings nor the framerate on blender's end so it's hard to give any input
Yes
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
Not visible here but "start/end keying" setting can cause random problems
the start and end frame?
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
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...
is there a reason why i shouldnt just transition all animations from "Any State" instead of making a cobweb of transitions
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
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.
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
Is there a way to get check if a state that is inside of a sub-state is playing?
You can attach a behavior script to the state. I believe you can also check by the clip name if it is unique.
Thank you. I will give those a try
Much of the official documentation is maya based, so that's where I'd start.
Reading through the manual gives a pretty good understanding of the system's underpinnings.
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?
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
The normal expected behaviour is that animations will be interpolated at whatever FPS your game is running, in fact limiting it would be tricky because animations don't run in "frames per second"
Odd. It seems so laggy
like its not updating at 144hz
One setting that can do that is "animate physics" which restricts the Animator updates to the less frequent physics timestep
Is that on by default or something?
No, so it's not a very likely culprit but worth checking
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
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
So, try to make a super simple test animation within unity with generic gameobjects
If the problem happens with that too, it rules out keyframe baking/interpolation issues from from the source asset
I don't have any idea what kind of objects or keyframes you're working with so I can only take stabs at the dark
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
Can you show a screenshot of the curves
Press A with your cursor over the curve window, send another pic if the view adjusts to display the curve better
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
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
thats a shame because its a banger gun animation
one of the best I've ever found for free
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 )
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
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
In 2d physics MovePosition is fine tho
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?
My walk animation still plays even when i stop pressing any input, I disabled exit time. How can i fix that?
A'ight y'all I need a genius to help me please. I've been stuck on this mf problem forever
https://gyazo.com/c3dbc5017cbccc772415716880d3e406
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
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?
Wvery case is different when it comes to cloth animation, really. Unity cloth is surprisingly good if you need actual cloth-like interactions with colliders and stuff. If you can get away with simpler stuff then you can either use physics on bones or spring bones to fake it.
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
Do you have any transitions out of that state?
idk what settings i should be changing here
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().
I can't tell what your problem is from the gif so...
If you have a second animator, you will need to control it separately.
Probably should make the transition a lot shorter
Humanoid rest pose is the technical term, I believe?
Not certain since they are pretty vague with terminology.
If it looks wonky guessing theres no fix to that? (i mean like the animations is cut short)
thanks
Well, that's what you wanted right?
can anyone help me with death animations
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
Maybe show your code coz like this it's a bit hard
just not sure what to write for the animation part
and i dont think
GameObject.GetComponent.Animator.SetTrigger("Death"); is correct
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
one moment
I changed it a bit but I still get an error about this not being valid in the current context
from unity
u have } at line 11
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
got that but still says that the code that runs the trigger is invalid in the current context
gameObject.GetComponent<Animator>().SetTrigger();
then put "Death" inside
You should probably try and use Unity documentation
ok thank you
?
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
have you set it to play in the animator
is it attached to anything?
also when I press the play button in animation tab, it never plays
the arrow is greyed out for me and i cant import sprites into my animations tab?
any can help?
I dont have that preview image there
Do you not have a prefab?
When u imported it?
I do
Are the animations with it?
yes
how do I destroy the GameObject after the death animation plays
so you should have an animation tab and be able to visualise them
tab as in a window or a component?
?
Yeah mine looks like that
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
Do ur animations play there?
wat was it
You have the IK targets for the arms in the gun. You move the targets directly, the arms move, but when you move the gun, which is the parent of the targets, the arms don’t move
The rig was set to legacy
I made it generic
And it works
Thx
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
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.
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.
- The Unity model looks perfect in the preview , but my character looks messed up
- 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.
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
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?
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
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?
You can use UMotion for that. There may be other ways but that is what I use.
You are setting clicked before you set the heads or tails, so it will always triggering the false transition before you set it to true.
(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?
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
First you need two clips as animation states to transition between, then set your parameter as the condition for the transition
https://youtu.be/sgHicuJAu3g?t=1014
i found a workaround and just decided to instantiate a new object of the animation since it was going to disappear anyways
do you guys know why is my two bone ik twisting the end bone like that?
is it not possible to use animation rigging constraint at runtime?
It'll reset the Target transform unless you use Maintain Target Offset
oh i see, thanks
I have not been successfull adding the component at runtime, but they work at runtime if thats what you're asking? For example, I have used Unity's Animation Rigging to let me move head and heads of full body characters in VR.
yeah changing the component at runtime is not a thing. someone just suggested me to put one object and set its position at runtime which worked
seems abit weird to not be able to just change it at runtime :/
my pc makes a weird noise when I play or drag and move any animations in unity animation tab💀
can someone help?
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
is there anyway to reverse an animation?
I think you can set the playback speed to -1?
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
Subscribe for new videos and follow us on Facebook, Twitter & Instagram!
FB: http://www.facebook.com/...
yeah i got it
thanks anyway
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
Google first before asking the question
Or at very least edit it to indicate you've solved it
ok mb
someone pls help
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)
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
Two primary causes are first the skin weight bone limit being too low in unity, which is easy to increase, second is that if a rig uses complex hierarchies with constraints to keep everything in place or to implement squashing or stretching, some data will be lost or become distorted on export as FBX doesn't support constraints
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?
There is a free addon that will copy/paste poses... iirc 'animation toolkit'
Though I don't believe that that will work with humanoid avatars; not certain.
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. 🤷♂️
why does my character do this
This happens when I enable root motion and if I don't the animation just doesn't play at all
now the animation works but only when the object is drag and dropped from assets folder
it doesn't work with the one I had made before
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.
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
mecanim humanoid eye bones are really not set up for that kind of eye, but you could probably add additional bones for them and make sure to include them in the rig on import(there's an option to include extra bones)
Though using a blend shape is the typical way of handling that sort of eye.
I'm not sure I understand what you're trying to do. You have to transition to the state if you want it to play.
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 ?
Step back a bit. You don't need to use bones to have it look at something.
As for the other thing, you'd absolutely need to do extra work but since I'm not a blender user I'm not much help there.
But if I am using blendshapes won't there be limitations to the way the eyes can move and alot of more work since I have to tell the code which blend shape to use when looking right, left, up, down etc. ?
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.
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.
pls someone tell me how to do better what should i use instead
Don't use Any State, use animation layers, blend trees and sub-state machines to group up states logically
Each of them reduces the need for explicit transitions between states, and simplifies the whole state machine
But I thought the animations that are for exit always play on exit
So I need a transition from every animation to play this transition on exit?
What do you mean by "on exit"
Exit state loops back to Entry, or in case of sub-state machines exits that state machine
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)
Afaik that's the Avatar default pose when no animation clip is active
Isn't the T-pose the default one?
The Avatar system has its own default pose with all muscles/joints at 50%
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?
That I don't know about
Just that the "half-fetal" posture is not wrong or weird
Okay, thanks;
I have a weapon switching script. I have this withdraw animation. How can I make that animation play when switching to another weapon? I thought I could just leave it on on exit because it would play when the weapon exits or gets disabled.
When switching a weapon set a condition that plays a transition to that weapon's animation state
The state machine cannot transition to a state that has no transition into it
Always read what the docs say rather than assuming things
So I need a transition for it to play on exit?
Yes, but there's no such thing as "on exit", at least not in the way you appear to think of it
An Animator has no knowledge of what's happening outside of it, except via Conditions
wait so then what is this for?
I already explained it to you earlier today
I expect you to find that explanation or do a quick google search about it
Both are a trivial effort
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?
What part of it seems to be the problem?
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
If you mean to convert 4 directional movement to 8 directional, then no there's no "tool"
They're wholly new animations so you need a whole artist for the job
I couldn't figure out how I can play the animation once the player jumps
I've watched multiple videos but I couldn't understand
If the problem is that you "can't follow the instructions of a tutorial", frankly I don't know how to rectify that
Maybe the real problem is something more specific, but we couldn't tell
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.
https://docs.unity3d.com/Manual/Constraints.html I have never used these before, but I'm 80% sure it's what you want
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
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
Yes
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.
You can always just do 3D and use isometric view
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.
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?
Well, generally speaking blender has better character animation tools. You can do animation in unity, of course, though with some caveats. I dunno of any courses for it.
None of my learning has even covered how to get these models into Unity. I am sure there is stuff on YouTube about that. I am comfortable with doing the animations in Blender and I understand it. And I know how to use Unity pretty well, just haven't worked with 3D models in Unity. I've only done pixel art. Thank you for your answer. This leads me on the right path.
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?
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.
Most game devs use premade animations from Mixamo.com. Not sure if that helps
But chances are if you were following a Udemy tutorial and wondering where they got their idle/walk/run animations, it was from Mixamo.
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.
You must select a GameObject that contains an Animator, then the AnimatorWindow will show you in real time that object's Animator as it is being updated/transitions are being fired, etc.
If nothing is selected, it'll show whatever last AnimatorController you last selected/had it shown.
Thank you!
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
removed the slider transform from the animation so that I can move it in real time
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
the animation doesn't even include that transform anymore
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?
I am trying that, thank you.
I dunno about 'most.' I've still not actually used mixamo animations for anything except helping other people to get them working.
Do any?
You can move them in LateUpdate after the animator has run in the frame.
@hybrid tinsel It looks like it can't find the bones for the eyes, the names are correct though, could you have a look please ? https://0bin.net/paste/bbzB8Xon#EX73nfVdQ-CR3O6OmGnFyFoa9fzDPBXLPOw/PQ8Awg1
0bin is a client-side-encrypted alternative pastebin. You can store code/text/images online for a set period of time and share with the world. Featuring burn after reading, history, clipboard.
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.
They rotate in place, oh man.
I don't get what you mean
time to use eyeballs
Right ? That's make everything easier but I don't want to use eyeballs so I need to find a way to make it work with what I have.
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
They're flat just like the rest of the eye cage so the should have no issues just sliding since it's just a plane with a constant angle.
Hi all!
How to replace movement animations via Animator Override, if there is no option to automate blend tree thresholds for new movement clips?
Ah okay. How do you ensure that an animation will retarget to your character properly without using Mixamo? I use it because I am worried animations will look messed up otherwise
why wont it let me change any of the values?
They refuse to move
Unity's Avatar system as well as real animation programs can do retargeting
Mixamo doesn't do anything special, it's just a simplified tool with a big standardized asset library to work with
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...
Set the scale back to 1
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…
If you zoom in scene view, it renders at higher resolution relative to your sprites
If you zoom in game view, it just enlarges the pixels that your camera is rendering with no change to resolution
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
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
Hey! can anyone assist me with this issue please?
I guess it's because when you reverse your movement, the speed is 0 or close to 0 at that moment
I use unity's retargeting mostly. Just have to make sure to use a compatible skeleton.
can anyone help me with sprite sheet animation?
Not if you don't ask an actual question.
??
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?
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.
sorry
Depends on what you're animating and art style, really.
i need help with making a animation for my character with sprite sheet animation
You want someone to do it for you? 🤔
No I just need some guiding
What part are you having issues with?
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
well first i dont even know how to bring up the animation menu
ik it sounds kinda stupid but we all start somewhere
did you read the unity documentation? all basic functionality ive found in there
