#🏃┃animation

1 messages · Page 12 of 1

robust perch
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under the motion

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do it

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your animations have no speed

lapis sluice
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oh

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ur so right

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let me try it

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that worked

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thanks a lot

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i never looked at thqt

robust perch
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🙂

hybrid tinsel
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Not a stupid question at all. Generally, I use foot IK most of the time for retargeted animations because it compensates for characters having different proportions from the character the animation was made for.

ebon holly
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My other animations seem to work fine, by the way. It's just these guys.

ebon holly
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I've even got this controller on my main character, the exact same animation, and it plays fine

twin musk
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Can anyone now how to animate the material asset directly?
I want a cube to fade on a trigger.

fathom crest
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Hello Guys! I have a character, I've used mixamo to rig it and have used mixamo animations in my game, i imported a mixamo animation of the same model and made some edits using the mixamo rig, after exporting back to unity while trying to define avatar there is an error message saying misconfiguration or something, I'm guessing the blender exporter is adding an extra transform called Armature as parent. I tried removing it and changing the hierarchy in cinema 4d but that didnt work as well, I am at my wits end, what can I do?

hybrid tinsel
fathom crest
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My question is what does "correctly configured" mean, cos this is the error it gives , i check the hierarchy in cinema4d once and it looked alright

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is it blender fuckin up while exporting or something?

robust perch
robust perch
robust perch
fathom crest
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im using the same one too

twin musk
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but the video plays only if the shader is URP/Unlit.

robust perch
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WHen you say video, you mean the cube is literally some kind of screen/projection?

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with a video playing on it?

hybrid tinsel
fathom crest
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yeah

twin musk
robust perch
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you can make the material of the sube transparent instead of opaque and then gradually increase transparency with code

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I see the material is made of the video so you could also make the vid gradually transparent in your video editor

hybrid tinsel
# fathom crest yeah

That's gonna be a problem when the hierarchies are different. If you just create a new avatar based on the actual model then you can just have unity remap the animation for you.

fathom crest
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I checked the heirarchies in blender as well as cinema4d, the blender export had an extra parent transform called "Armature", removed the extra parent in c4d but that didnt work either. All this stuff is for me to make bvh animations work with mixamo rig

hybrid tinsel
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Well, I am not a c4d OR blender user

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So I can't tell you how to fix things on that end.

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But whatever is causing the mismatch, there is one and therefore you want to create a new avatar instead of reusing the old one.

robust perch
robust perch
hybrid tinsel
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I mean, it is annoying that that's how blender works but someone on the blender discord would probably have a better solution on that side of things and unity does give a pretty easy workaround.

robust perch
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Yeah it's LITERALLY the easiest possible solution

twin musk
robust perch
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Just increase transparency via code then

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3 ways to change the alpha value of your materials in all versions of Unity including: SRP, URP and HDRP. We'll look at changing the values:

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▶ Play video
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I didn't watch this but it should cover that

twin musk
robust perch
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sure, that would work

robust perch
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Guys, I'm lost

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yesterday I had a working animations made in blender. Today I just edited some keyframes and it doesn't work at all

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unity gives me this error when trying to make it humanoid:

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'File 'Zombie spit anim' copied Avatar Rig Configuration mis-match. Transform hierarchy does not match:
Transform 'Armature' not found in HumanDescription.'

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How? I changed literally nothing and I have the armature. I also exported and imported in 30 different times between blender and unity with different export settings

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I hate blender so much

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OK fixed immediately when I posed this...

ebon holly
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Upon further inspection, it looks like the sprite pivot point changes my animations in my game view. How can I prevent this from happening? I want the animation to be 1:1 with the scene view no matter where the pivot is.

Knight + Yellow King = same pivot (bottom), Blue King = center pivot

https://gyazo.com/a5edc73ba4f41e48c09e0b9ffed6d0f5

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@robust perch is there any more info which would help diagnose this issue?

agile solstice
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@ebon holly What do the animations look like when you decrease your camera orthogrpahic size, or "zoom in" in that way

agile solstice
ebon holly
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I'm just zooming to give you guys a clearer picture, unfortunately. It's all the same at different perspectives.

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Is this possibly due to my pixel perfect camera settings?

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Oh hang on! You're on the right track Spazi. I decreased the Ortho size in my Cinemachine and it seems to reflect the animation properly when zoomed in like this.

agile solstice
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With pixel perfect rendering you don't want any sprite moving less than the length of one reference resolution pixel

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The wiggle there is much less than one pixel, so it really can't be made pixel perfect

ebon holly
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Ah okay. Do you have any suggestions as to how I might start fixing this? I've tried changing my pixel perfect camera's reference size so far to no avail.

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I definitely get the feeling that I messed something up along the line during the making of my cameras.

agile solstice
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What's the specific reason you're using pixel perfect rendering

ebon holly
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I was using pixel perfect rendering so that my sprites wouldn't become distorted on the screen -- some of the kings eyes were becoming 1.5 pixels, etc., without it.

Specifically, I am using a reference resolution of 216×386, and I changed it to webGL 540x960, which made no difference, possibly because the pixel ratio stays the same.

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Most of the stuff I found online suggested to use a pixel perfect camera for 2d projects with a small resolution, somewhere around 384x216 (landscape, my project is portrait).

agile solstice
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This should let you make very fine motion animations without running into pixel grid problems

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Sub-pixel motion is always problematic when you're trying to keep things pixel perfect

ebon holly
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Thank you Spazi! I am going to go try this right away and play around with the values.

agile solstice
ebon holly
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Well that makes a ton more sense actually. Just so I'm understanding this right, for a phone game like this I'd want to literally choose a reference resolution that is displayed on a mobile device? So something closer to say, 720x1280?

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And if i wanted to make a Gameboy style game, meant for that resolution, that's where I'm using something like 384x216?

agile solstice
agile solstice
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You'll also be deciding how many sprite pixels per screen pixels you'll want to display, and need to adjust PPU accordingly if you're using 1:1 reference resolution

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It's a bit of a science

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There's also "Smooth Pixel" asset which anti-aliases sprite textures to eliminate the shifting and distortion problems that Pixel Perfect Camera component is usually used for, but it doesn't provide the other benefits and won't work on very small sprite sizes

ebon holly
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Such awesome information here Spazi. Thank you so much. Definitely some finagling here, but I'm already seeing some changes with this new workflow in the right direction! Appreciate your help this morning so, so much.

agile solstice
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@ebon holly Oh and by "other benefits" I mean that Pixel Perfect Camera also fixes seam glitches of tilemaps, forces sprites onto a grid and allows to pixelate non-sprite graphics like particles or meshes

unique shuttle
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I'm using the Animation Rigging package. I noticed that when I add a constraint to a bone, it completely overrides the animation. For example, If I have an animation that makes my character move up and down, it won't move at all when the constraint is applied. I'd like the character to follow my constraint while still moving up and down (basically to layer the constraint with the animation). Does anyone know how to do this?

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I'm assuming I'll need to code my own constraints but I wanted to know if this is already possible with the tools the package comes with

misty glacier
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How can I make the closing animation be triggered when clicking again?and my Openscroll starts again

reef barn
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You either need a different trigger parameter that comes off your 'OpenScroll', or you need to make it to where it can't transition from 'any state'. Becasue every time that trigger hits, its gonna come from the 'Any State' box

misty glacier
reef barn
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sure one sec

void pelican
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Is there a way to make the animations in my Blendtree play randomly with using any coding? Is there a built in function in Unity. Tried searching on youtube, all require some coding

agile solstice
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There's extremely little you can do in Unity without scripts
If you don't want to learn coding there's the visual scripting system as well

winged tinsel
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Does anyone know what is happening? I have my animations set up in the animator and it plays only a single frame of the animation and then instantly finishes (animations dont have any transition time and exit time so that they can be cancelled immediatelly). The animation is not actually finishing since the event that I put at the end of the animation is not called... I've been stuck at this problem for the past 2-3 hours, any help is appreciated.

hybrid copper
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Does it have "can transition to self" checked?

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that can cause it to loop the first frame if theres a transition from any state to the animation

winged tinsel
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I am not using the "Any State" node since it did not behave correctly with some other states

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so no, it does not have it checked

hybrid copper
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Can you send a screenshot of the animation tree/settings

winged tinsel
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this occurs when trying to move from "Idle" to "LightAttack1"

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i really dont get it, other animations play normally

hybrid copper
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yeah thats odd

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the only thing I can think is that somehow the any state -> idle transition is stopping the light attack on the first frame?

winged tinsel
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nope, same thing happens if I add a transition from LightAttack1 back to Idle

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and remove the Any State

hybrid copper
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the light attack won't be able to be interrupted right? In that case giving it an exit time might help

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it could be that it's going to the next attack immediately too, which an exit time could help fix

winged tinsel
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I was kind of basing the combat system on Dead Cells, and the dodge and attacks can be interrupted

hybrid copper
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yeah I figured that wouldn't work

winged tinsel
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this was working fine until i decided to fiddle with it because the Jump state was not actually set properly

hybrid copper
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that's super weird

winged tinsel
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yeah

hybrid copper
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it really does look like it should work though, I'm not sure what else you can do to fix it

winged tinsel
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not the first time unity does some weird stuff for me

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thanks for the time

hybrid copper
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yeah sorry I couldn't help more

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good luck

strange wedge
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any ppl that have experience with spine animator from fimpossible?

agile solstice
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Especially if your transition to attack is from a trigger
It'll reset immediately and nothing is stopping the transition back to idle

remote hare
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Hey, i have an animator, with an animator state, which moves the transform of my gameObject. However, this animator state is never called, by transition with triggers, or something like that, but, my gameobject has his positions completely frozen, i cannot move it, can someone help me? :/
the animator is the following :
The state "SwitchPhase" is the one that modify the transform, but the transition is never called, and when i delete the motion for the switchphase, i can move the gameobject..

fallen summit
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My model won't rotate proporly with my animations with root motion disabled, but when it's enabled they just roll off screen and wont stick to the middle! How do I fix this? (using mixamo animations)

winged tinsel
agile solstice
winged tinsel
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Ah, gotcha. Thanks

merry compass
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Hello everyone, i am making a mega man fan game in unity and i have a question. As you can see in the screenshot i have 2 animations run and run-shoot each with 10 frames. My question is how can i transation from one frame in run to the same frame in run-shoot because i do it the normal way the animation starts from the beginning giving a feeling that the animation is cutting

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The way i am doing this now is getting the normalized time for running and plugging it in the run-shoot. But it is still bugging me.
Is there a better way

agile solstice
merry compass
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When i viewed blend trees i think it needed a direction value, the behavior i want it when i press shoot and the running animation is playing it goes to the run-shoot in the same frame so the legs do not feel weird

fresh kestrel
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Hello Guys,

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my graph looks like this, and I'm quite lost at where this could come from

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I'd appreciate some help here

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Ok so I've been unlucky here...
For anyone having the same issue, I had this line of code : animator.speed = agent.velocity.magnitude / agent.speed; thinking that it would change my animator parameter speed, but it changes the animator timer instead, so I've first renamed speed to velocity to avoid confusion and switched the buggy line to animator.SetFloat("velocity", agent.velocity.magnitude / agent.speed); and now everything works 🙂

waxen escarp
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So I am got my animation to start in the animator but nothing comes out. Anyone know why?

slate steeple
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You need an avatar right?

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I don't know I'm not great at animation

waxen escarp
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I dunno tbh I am mostly a programmer / blender user

slate steeple
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I think you might need an avatar, try to add one

waxen escarp
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oh shoot

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any idea on how to make one?

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actually goooogle should be a good friend to use

slate steeple
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I have no idea but some prefabs can have avatars imported in the rig section so there might be something with that

waxen escarp
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Got it to work thanks!

void pelican
glad umbra
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Working on attack combo animations. Each are triggered through programming. However, the third light attack will transition to the fourth after having been done once, (the first time working fine) despite it not being triggered in code (with debug.log saying as much)

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Is there anything wrong with this setup, or the transition? This is the third attack that immediately transitions to fourth the second time around.

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It should only transition upon the condition 'Light Attack 4' being met.

stuck trout
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the animation works correctly in the inspector, but when playing the game it's like if all body parts are at the same position.

the controller is a basic anystate -> animation.

what could be causing this?

stuck trout
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I am scaling the original character by 10 in the import settings. the animation is probably not getting scaled, what should I do?

sturdy shell
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Does anyone know how to fix this?

stuck trout
agile solstice
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A synced animation layer will do the same thing in this case

agile solstice
trim hatch
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Is it a good idea to change the players animator controller to an animator overide controller for using different weapons

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Since im noticing that all my weapons use the same animation structure

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Idle -> attack -> reload

agile solstice
trim hatch
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Ah, ill have to look into the sync option

jolly plover
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i have a door i animated in Blender (moves and rotates the door). I've set up an animation controller without an avatar, and put the animation in the controller. The controller shows the animation is playing. the animation displays properly in the import settings. i enabled apply root motion. however, all i can see when i click play is a strange circle on the door

agile solstice
frail portal
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Hi, so im back with the same yet different problem as before. I manage to fix the characters head from going up by fixing the hierarchy of the characters bones (my bad :p) and the upper body animation now plays correctly, my problem now is the gun of my character that separates from the hands when shooting and walking. In blender the gun is parented to the rig and not directly to the hand because I have a few animations that require the gun to be dropped. I've set up the avatar mask with all the upper body bones and the bones that control the gun but when playing the animation the gun does the right movement just not at the right position. Any idea on how to fix these or is there a better workflow when it comes to gun animation?

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here is an image of my avatar mask

gray rune
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Is there a reason why a looping animation would cut itself short every time it loops? My walking animation has turned into a limp.

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Frame count is correct on the imported fbx

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Loops perfectly fine in the animation preview

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But as soon as I make a transition to it, the animation just... breaks

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And yes my animation starts and ends on the same foot so that isn't it

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The transition is set by a bool

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And I know its not something funky with that, cause it was working before I changed character models and reimported it

trim hatch
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Because you're using any state

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It keeps transitioning into itself

gray rune
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Isn't that what I want?

trim hatch
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No

gray rune
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Interesting

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Thank you @trim hatch

fallow turret
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I imported the armature model from the third person template to blender to see if I could start making animations with it but the bones look absolutely fucked

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is there any way to fix this or do I have to start rigging it from scratch?

vagrant hawk
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hello im trying to animate something and ive made it to were the animation starts when i click a button but it goes in a loop, how would i make it to where the animation only plays one when pressed

vagrant hawk
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i found it out

hybrid tinsel
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Yeah, that'll happen.

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Don't animate till you know your hierarchy structure?

agile solstice
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@sand shale Remember when I told you that only skeletal animations can be exported? Well, that wasn't correct and I don't know how I arrived to that conclusion after testing it
Per-object animation is perfectly doable, but best I can tell hierarchical animation is not without armature, so every keyframed object will get its own action
But I'm not even completely sure about that at this point

coral frigate
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hi

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my door animation is starting whenever the game is started and I have the animation.play line in a method that should open the doors only if the enter method was correct

uncut salmon
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Are you using the animator? Is it the default animation?

sand coyote
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hello is there someone well-versed in DOTween API that can help me?

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how do i make it so that my ongoing tween is deleted and the new one is set, and the final position is where it gets knocked back?

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I have tried Sequence.Kill() but it does not work at all and only gives warnings, please help and thanks

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This is where jump attack is happening

public async void JumpAttack(SlimeStateManager slime)
   {
       await Task.Delay(2000);
       preparingAttack = false;
       Vector3 playerStartPosition = slime.playerGroundCheck.transform.position;
       if (isAttacking)
       {
           slime.attackSequence.Append(slime.enemy.DOJump(
           endValue: playerStartPosition,
           jumpPower: jumpHeight,
           numJumps: 1,
           duration: 1f).SetEase(Ease.InOutSine));

           await Task.Yield();
           isAttacking = false;

       }
       await Task.Delay(2000);
       slime.SwitchState(slime.attackState);
   }```
And this is where i want the "hit" to completely override the jump attack
```cs
  public void GetHit(SlimeStateManager slime)
   {
       Vector3 hitDirection = slime.player.transform.position - slime.transform.position;
       hitDirection = hitDirection.normalized;
       hitDirection = hitDirection * 2f;

       if (!slime.attributes.knockbackImmune)
       {
           slime.attackSequence.Kill();  //<<== Tries but gives only warnings
           Vector3 knockbackPosition = slime.player.transform.position - hitDirection;
           knockbackPosition.y = slime.player.transform.position.y + 0.35f;

           slime.transform.DOJump(
           endValue: knockbackPosition,
           jumpPower: 0.05f,
           numJumps: 1,
           duration: 0.3f).SetEase(Ease.InOutSine).OnComplete(() => slime.SwitchState(slime.roamState));
       }

       slime.attributes.TakeDamage(slime.player.GetComponent<AttributesManager>().attack);
   }```
floral pulsar
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hey. is there any method in Maya to bake just the selected bones' pose to the model? so what I want is, I want to delete these bones but have the pose as is. and obviously the vertex influences to be passed down to the parent bone

steel plover
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You can for example before appending to it check if it IsActive() and if it isn't, get a new one

sand coyote
mystic willow
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.SetId("TweenName")

DoTween.Kill("TweenName", false)

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the false means don't complete the tween being killed

steel plover
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🤔 interesting. Haven't used IDs before

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But by default Kill shouldn't complete the tween, should it?

mystic willow
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I don't think it does

sand coyote
mystic willow
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on the tween..

sand coyote
mystic willow
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image.DoFade().SetEast().SetId();

brittle raft
sand coyote
brittle raft
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And also pass false to the Kill command to stop it from completing the tween

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Also I would recommend against using await there because you can't cancel that

sand coyote
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ok one sec ill apply the fixes and update on the result

brittle raft
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actually you can use the await I guess, if you've got some handling like isAttacking

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But it's a bit of a mess

sand coyote
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oh my bad, i was assuming it was animation related since it revolves around DOTween

brittle raft
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I expect people generally discuss the animation system in here.

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Actually just DM me

soft birch
devout island
soft birch
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It's fine now, I fixed it

sharp junco
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hey so i came across a problem im making a 2d sidescroller combat game and im doing animations, currently i have all basic movement down the animations are running but the running animation continues to run after i stop moving it takes sometime a second to go to idle or more heres the code https://hatebin.com/ilqbyinzje if you need any screenshots lmk, i also have all animations on loop no exit time to fixed to 0, the pathways are set up right i tjink, jumping and falling to idle is fine just running to idle

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also i am not slinding so my x value isnt changing when i release say d for going right to pos x my x vaulse stops moving

trim hatch
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Post a screenshot of the transition properties

sharp junco
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here

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i just changed offset to 0

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btw

trim hatch
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Ok cool

sharp junco
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anything wrong?

trim hatch
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U fixed it?

sharp junco
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no it didnt sadly

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im just letting you know

trim hatch
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Its probably fixed duration

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Uncheck it

sharp junco
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nope

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didnt change

trim hatch
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Weird

sharp junco
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my guy is just running on a flat platform too

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it wack

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ive restared re animated, checked code, and checked the ground

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and re transitioned

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im just hella confused lol

trim hatch
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Wat abt the transmission from idle to running

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Are settings the same

sharp junco
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yes

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but the state number is equal to 1

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not 0

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so its set up right

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my the looks

trim hatch
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Ok well its probably bcus your using rigid body's velocity

sharp junco
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it works on my other game

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same code

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lmao

trim hatch
#

Try changing it just for a sanity check

sharp junco
#

to?

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uno momento

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brb

trim hatch
#

Check for input direction instead

sharp junco
#

k

fresh kestrel
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any idea why my preview button is greyed out ?

smoky dirge
#

Anyone ever have a issue about trying to make cloths attachable from a rigged model that has the clothes rigged to the skeleton

surreal lark
#

Hey, is anyone around? I'm having an annoying issue with a blend tree where a child object I need to put in a specific location in each direction is being lerped with the blend instead of staying in place.

trim hatch
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Thats what it does

surreal lark
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I know, but is there a way to make it not?

trim hatch
#

You can just givevthe animator clamped values to avoid lerping

surreal lark
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The problem is that I have a player character who's holding a torch, and there's a light/particle engine attached to the player gameobject for that. But obviously she's holding the torch in different positions in the left/right/up/down animations, and it moves slightly when walking, so I need to position it accordingly. Right now when using diagonal movement the light ends up floating in space.

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How would one give the animator clamped values to avoid lerping?

trim hatch
#

I guess i should say rounded values to be more precise
You just have to discard the "in between" values before you do anim.setfloat()
So if right is 1,0 and up is 0,1 and youre facing/moving top right which is 0.5, 0.5 then you would make a method to check which one of the axis is greater and chose that axis

surreal lark
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I'm using GetAxisRaw and -1/1 for the thresholds, it still lerps.

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Oh wait, I missed a bit of what you said. Hm.

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Okay, so I'd just set one of them and not both.

trim hatch
#

Yeah gotta tell it which one to discard

surreal lark
#

If I'm using normalised values whereby there is no "greater" in the axes, should I just pick one arbitrarily?

trim hatch
#

Yup

surreal lark
#

I'll give that a try, thanks!

slate steeple
#

I'm using the Animation Rigging package, and when I run the game the character crouches like this. Not sure if this is something normal or if it's something with the model. It happens when I add the rig builder to the model.

tribal ermine
#

what kind of script would i write for my animations to swap when I press a specific button?

surreal lark
tribal ermine
#

oh I fixed it my bad

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sorry

surreal lark
#

Your apology is appreciated but entirely unnecessary. XD

tribal ermine
#

lol

hybrid tinsel
hybrid tinsel
slate steeple
#

ok thank you

hybrid tinsel
#

(Basically all muscles at 50%)

obtuse crest
#

Yo! Newbie Unity user here, I'm trying to animate a 2d figure with multiple parts, one animating via spritesheet (the body) and one moving via position transforming (the eyes).

For the latter, I was wondering if there was a way to animate it so that they instantly go to their position on the next frame instead of sliding over in between frames (or get rid of the sliding all together) so that it looks nicer against the spritesheet-animated body. Is this possible to do without using a spritesheet for the eyes as well or simply stretching out the animation itself really long?

trim hatch
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Yeah go into curves and chsnge the ease to constant or somethinģ

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In the keyframe editor

twin musk
#

Hi, I'm making a character but I can't write a Character Controller HELP write a character with animations 3d

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and it is necessary to write code for the movement of the character

agile solstice
#

Or use visual scripting

surreal lark
tulip oasis
#

hey, is there any way to add a delay to an aim constraint so that when the object it is aiming at moves the the constrained object lags behind slightly

surreal lark
#

Going back to my question from before about child object lerping in blend trees (my player character holds a torch that needs to be in specific positions in each animation direction, but that's causing its position to be eased between blends and the light/particles end up floating in midair especially when moving diagonally) would a blend tree even be the best thing for me to be using for player animations here or is there a better way to do it?

sharp junco
#

Hey so im having a problem with animation running to idle is all messed up, sometimes it runs continuously, or it goes running to idle to running to idle, or it stops just fine, jumping falling to idle are fine one sec not done, https://hatebin.com/dfplrclmrt heres the code, at the anim area is what i think is causeing the problem, else make the animationstate go to idle im just confused lol, i dont even think its the code cause that code works in my other game ok

agile solstice
#

If there is a way to do the delay in code directly for the constraint component, I don't know of it

keen scarab
surreal lark
#

Absolutely zero issues.

crystal wedge
#

When I have an animation with animation events, those events can only trigger functions from the object the animation is playing on. My actual logic for an enemy is on the parent of that object though. Do I have to create a hard reference to the parent to trigger logic in response to animation events? That seems kind of dirty. For example I have a weapon object, which has a scripts that controls weapon logic. I have an animation event on the reload animation, which is supposed to trigger the reload. This script needs to reference the parent, where the actual reload logic sits, to call that function. Is that they way to go?

twin musk
#

hello yall how do i fix this

surreal lark
#

Delete the properties and re-add them, then redo their key frames.

twin musk
#

thank you it fixed it!

#

@surreal lark

#

❤️

agile solstice
#

You could get the reference to the weapon script from the event script via by getting parent, searching the local hierarchy or via some other relation, which is what I usually would do
Could also use events and listeners for it I suppose

crystal wedge
agile solstice
#

Like, eventually you may end up reusing the animations with the animation events with different scripts

vital folio
#

Hello everybody

we are currently looking for a 3D motion designer with my team.
we are in alpha test phase 1.
alpha test 2 in a few days.
we plan to launch a Kickstarter for the project.
If anyone is interested, don't hesitate.

dusk valeBOT
vital folio
#

Oh nice thx

high robin
#

anyway to preview an animation on a model?

#

without using play mode

agile solstice
#

Or something like that, I'm not super familiar with that one

high robin
#

cool

agile solstice
#

You also don't need to be in playmode if you've selected a mesh with an Animator and play the animations through the Animation window

#

A mesh in the scene, I mean

blazing rain
#

Does anyone know how to install the playable graphs visualizer? The unity documentation says to get the git repo, and the git repo says to install it through the package manager, but there is no playable visualizer in the package manager...

blazing rain
knotty finch
#

Hey guys I was working on a animation that hovers when you are hovering over a button. I used a event trigger pointer enter and pointer exit but it's not working what do I do now?

cursive hollow
#

I have basic movement on BasicMovement Layer - its idle, walk, run

#

Made Avatar with torso only

#

Add 3 new layer with different weapon types

#

how to set these layers - Rifle, Bow, Pistol - to work with this Basic Movement layer?

#

i have different animation idle, walk, run for each weapon

misty badger
#

Having an issue with my Animator not wanting to affect the armature of a character.
I can see the animation playing in the animator. Bones are set up properly and the animation works in the preview.
I can see the red IK orbs, but there's no changes to the armature

#

Further troubleshooting.. FBX animates fine, but the prefab I made previously doesn't animate.
Makes no sense. The animator is on the parent of the mesh and armature, and there's the Skinned Mesh Renderer on the mesh, and that's it in both cases

#

[Disregard] Accidentally deleted a bone, looks like.

blazing rain
#

With the unity animator in curve view. Is there any way to scale the y value of the graph without scaling the x value? I want a finer control of a values curve, but it only goes from 0-1 and it is near impossible to see the change, or I have to stretch out x so much that then I can't see enough of y to see the change.

#

I mean my ti-89 has this option so I am hoping unity does as well...

inland vale
#

Hi, Unity newbie here - I want to ask if anyone knows might this happen? When I enter the elevator, the character transforms into a tiny version of itself (which results in it not getting attached to the elevator properly and it bounces). The reason I am writing in this channel is that it happened after adding the idling and running (floating) animation and I think it might also be the reason - because disabling the Animator component makes standing and using the elevator work properly again.

Thanks in advance

fickle cove
#

It looks like the loop is failing or something

#

Ok I fixed it, I just had to disconnect everything in the Animator part

graceful girder
#

I'm wondering when it comes to Animators, should I be creating a single Animator at a Manager object, or have all the objects I want to animate have their own Animator instead?

#

I already have the Animation Clips prepared in an Animator Controller, including transitions etc

keen fjord
#

i can't make transition idle to jump. i'll be glad if somebody helps, thanks.

trim hatch
#

why cant you

keen fjord
cursive hollow
#

there is no transition between Idle and jump

#

how u run jump animation?

#

your only have jump -> idle

#

make idle -> jump

keen fjord
# cursive hollow make idle -> jump

this is what i can not(i am not able to do that, the unity does not allow me to make transition idle -> jump) so thats why i am asking. i am also confused

cursive hollow
#

why not allow?

#

there is some error?

keen fjord
#

no, when i right click on it, there is no transition button. there are others like crate ....

cursive hollow
#

you uncheck Has Exit Time?

keen fjord
#

yes, with clicking arrows i unchecked it

cursive hollow
#

You must right click on Idle

keen fjord
#

this is what happens when i right click on it

cursive hollow
#

what is inside Idle?

keen fjord
#

there are anims and this is the idle

cursive hollow
#

show me inspector of Idle state

keen fjord
#

what do you mean with ''inspector'' ?

cursive hollow
#

The Inspector window

#

this window with properties

keen fjord
#

here, maybe?

cursive hollow
#

there is nothing below?

keen fjord
#

nothing

#

also in others, too

#

no model for preview it says in down

cursive hollow
#

delete this Idle animation

#

and drag from this to animator

#

Idle

keen fjord
#

yeah, but same again :/

cursive hollow
#

U can make Jump form Any State

#

AnyState -> (when tigger jump) -> Jump Animation -> Idle

keen fjord
cursive hollow
#

remove

#

make transition form AnyState to Jump

#

and from Jump to Idle

#

What kind of parameter you use to mark Jump state? In script?

keen fjord
#

so i delete idle and make ''any state'' new idle basicly, right?

keen fjord
#

float

cursive hollow
#

show me this code 🙂

keen fjord
#

i haven't codded inside yet, i know i'll need bool in parameters

cursive hollow
#

U need setup this with trigger

#

Add new parametr like Jump and trigger

#

when u press spacebar write in script animator.SetTrigger("Jump"):

keen fjord
#

is trigger should be in float formation?

cursive hollow
#

and when you release spacebar add animator.ResetTrigger("Jump")

#

no as Trigger

#

bool

#

sorry 😉

#

its late

#

In Animator add new parametr as Trigger and name it Jump

keen fjord
#

thank you for time and helping, i'll try. have a good sleep

cursive hollow
#

i have 10-15 min so go on

keen fjord
#

by the way this is how it looks like in animator and here is the inside of my script. i've write your codes in update

cursive hollow
#

take this animator from Update

keen fjord
#

by the way, im doing a udemy project and the tutor succesfully does transition without these. its my second time doing this animator stage and i had the same problem in first attemption, too. it just fixed without doing anything idk how.

keen fjord
#

outside to update

#

okay i'll

cursive hollow
#
        {
            aniamtor.SetTrigger("Jump");
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            aniamtor.ResetTrigger("Jump");
        }```
keen fjord
#

where should i write these, i know inside of the playerscript(that i send you ss) but which part should i?

cursive hollow
#

but this just for animator

#

inside Update()

#

u must add rb.AddForce to make just character goes up

#

but this must find yourself

keen fjord
#

The name 'animator' does not exist in the current context, it says. I'm so happy with your good intention but i also don't want to steal your time more because it seems its more complicated than we thought.

cursive hollow
#

U must add on top

#

public Animator animator;

#

and in inspector drag Animator component to this field

keen fjord
#

this is the codes

keen fjord
cursive hollow
#

U set bool as Jump i said Trigger 🙂

#

U make 2d game?

keen fjord
#

actually learning how to 🙂

keen fjord
keen fjord
cursive hollow
#

Let’s give our player some moves!

● Check out Skillshare: https://skl.sh/brackeys7

● Character Controller: https://bit.ly/2MQAkmu
● Download the Project: https://bit.ly/2KPx7pX
● Get the Assets: https://bit.ly/2KOkwjt

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

·································································...

▶ Play video
#

Watch this

tidal lance
#

Hey, how would I go about something like this?

A main character model has a rig.

And a shirt model has a bone family that's identical to the main character's rig, but only for the bones it uses, but would also have special bones which are probably dynamic bones.
#
Main Character

Origin
  Waist
    Spine
      Neck
        Head
      LArm
        LHand
      RArm
        RHand
    Hips
      LLeg
      RLeg

Shirt Model

Origin
  Waist
    Spine
      Neck
      LArm
      RArm
      FeelerA
      FeelerB
hybrid tinsel
hybrid tinsel
#

Or something else?

tidal lance
hybrid tinsel
#

So you could use the bones from the character directly as the bones of the second, though that might cause issues with the extra bones. You could copy the animations from one to the other, though the details of that vary depending on whether you're using a mecanim humanoid rig. Or you could just have the bones of the shirt copy the movements of their matching bones.

tidal lance
hybrid tinsel
#

Yes.

restive bluff
#

No idea where to ask a video player question, but I guess this is a good place to start?

When I run my game/animation on my artists computer the video player doesn't seem to play at all in one scene, and returning to a main menu causes the video in that scene to stop working as well. Both are displaying to the camera directly. It only happens on his computer as I've tested on mine and one other.

The video named "intro background" works, but the "video player" just plays nothing on the computer in question.

marble notch
#

Good evening guys -
first of: I'm new to unity
I'm trying to build a modular character where I can switch out limbs that use a completely different anatomy- eg. switching human vs arachnoid legs.
if anyone could give me some pointers on how to achieve this, or knows some related tutorials, id be much obliged.

tidal lance
hybrid tinsel
tidal lance
#

Well, if there are too many characters using that system, it's gonna tank the framerate in no time.

hybrid tinsel
#

I mean, that is what you get with bone based implementations.

pulsar minnow
#

how do i make it so that animations are immediately interrupted by triggers instead of having to wait for the animation to finish

sharp junco
#

Hey so i need some help. I have 2 projects going currently and im using both to learn how to code and do some game design. so in my second project i am currently doing is running into a problem its not a error problem its a animation problem, so here's my code for the player https://hatebin.com/elszqrmaqt. so the problem.

The player when stopping the running animation stops half the time after around half a second, and the other times its does not stop. When the player goes to jumping animation or falling animation everything is fine, going from idle to running is fine. its only when going from idle to running, i ran this by 7 people they all could not figure out whats wrong with this. a weird thing is in my other project i use the exact same code for animation. i use the same sprite for the player and use the same frames, in the animation tab the settings are set up correctly, i'm just so confused someone mind helping. thanks. note: i believe that it might be the code but i'm not sure

candid vessel
#

hi. im having some issues with a shader im working at can someone help me with this?

pale lynx
#

looks like you have a mask

#

and are not moving the mask

agile solstice
open ivy
#

Idea: 3rd person character controller animator should be able to go to a correct idle animation based on where the last foot position was
Problem: I have a 2d blend tree so i can have animations in all directions, there is no way in the history of a blend tree that the idle animation can be changed during runtime, another solution would be to duplicate the blend tree and replace the animation with the second foot in front animation and then rewire ALL transitions from ALL other animations to that one too and check whether a float is 0 or 1 for the foot placement that would be set during runtime. Fucking. Bullshit.

versed merlin
#

can I have multiple animations with the same name but for different doors?

#

i.e. 2 DoorOpen's

open ivy
#

yeah

#

you just need to have the same hierarchy setup and object names

versed merlin
#

or actually, I have the same door twice but in 2 different places, do I need to make seperate animation controllers and animations for this

#

or can they just share? I tried it wiht the same and it opened the one door even when I went to the other

open ivy
#

no, the animator controllers are assets so they are shared and then split on play

#

you just duplicate the door and access the right animator controller when triggering the animation

versed merlin
#

so I need to redo the animation controller + animations?

nimble hare
#

hey guys uhh

#

when i set a condition in the animator

#

it does change to the other animation thing but it doesnt play

#

it just stays like this

#

its connected to any state

#

if that matters

trim hatch
#

Yeah thats why

#

It transitions into itself

nimble hare
#

huh

#

oh wait

nimble hare
#

it looks like this

trim hatch
#

Dont use any state

#

Make idle to jump transition

nimble hare
#

oh yup that works

#

thanks

spice dune
#

Hello guys. I'm using blend trees to animate a 2D character but I'm unsure what would be the best approach to do it so two animations play at the same time. Let's say that I want to have a walking and attacking animation to be played at the same time, how would I do this using blend trees?
I just kind of need an idea, I don't seem to find anything that points me towards a good solution.
This 2D character is supposed to be top down, so it has top, down, left, right animations for both walking and attacking animations.

agile solstice
#

If they aren't, what you're asking is not possible

#

Blend trees are used from blending between two animations that play in sync
If you want to layer animations on top of each other, you'd use animation layers

spice dune
agile solstice
spice dune
#

Ok, thanks

winter shuttle
#

Why are these values missing? they are within the character.

trim hatch
#

Double click on the yellow text and make sure it matches the hirearchy

#

The animator looks for game object names on its children

winter shuttle
#

nothing happens when I double click

trim hatch
#

Keep trying its finniky

winter shuttle
#

actually the animations just started working when I changed few settings, but these are still showing messing

trim hatch
#

Weird

winter shuttle
#

and now I can play the animation in editor and it works fine

leaden pebble
#

Just realized this is probably a better place to ask this question

#

I'm trying my hand at animating in unity (I'm following the GMTK unity tutorial and I'm trying to animate the wings on the bird) but I have 2 problems. First off I'm trying to have the wing states have different positions, so when they're up and down they have different Y values

#

The problem is whenever I change the Y value on one they both move

#

Is there a way to have them be in independent locations in the same animation?

stark salmon
#

I'm modding a game currently and am trying to use this component to activate an animation/animation trigger. im not sure if this event system is unique to the game or not but thought if anybody would know it would be you guys

pulsar minnow
#

if i have an animation play on the animator of an object that is being animated by another animation, will the animation of the object that is being animated override the animation of the object that is animating the object that is being animated

#

okay it does not

#

so how do i make an animation of an object being animated override parts of the animation thats animating the object thats being animated

#

also why can't i rename keys now

pulsar minnow
#

why aren't my animations playing

#

ugh

agile solstice
pliant oar
digital canopy
#

Has anyone encountered this before? I exported from Blender as an FBX.
In-game and in the Scene View all the surface normals and the animations are working fine.
It's just the animatino preview window for the mesh that's weird.
The same thing seen while working on transitions on a mecanim controller.

It is also happening to another model I exported, which is a completely separate blender file.

old bronze
#

Does anyone have any information on LODs for skinned meshes? Can I drive multiple lod levels with the same animation controller? Even if they have simpler skeletons as they go down the lod chain?

hybrid tinsel
fallen summit
#

Is there a way to get trees to blow in the wind without painting them as terrain? In my roject, trees are interactable and can be moved around and placed at run time.

potent peak
#

Is there a way to control the weight of a mask in an animation?

#

or is my only option to mask it completly?

low tide
#

Hey I have this animation but I need to bake it into it's post so it doesn't move.

#

Problem is that this happens then. Can anyone help me fix his orientation there? I don't want him to swing like this.

#

It's for a character controller.

digital canopy
hybrid tinsel
hybrid tinsel
fallen summit
hybrid tinsel
#

Shader based procedural animation is pretty popular for trees.

fallen summit
hybrid tinsel
#

Not off the top of my head, though I'd just google 'unity vegetation shader' to get started.

open wind
#

I have a character at the side of my game who has an idle state, when a point is scored he jumps up with a SetTrigger("PointScored") and after some Exit Time he moves back into idle.

The problem I've come across is if another point is scored right after the first as the point scored animation will still be in progress before playing the next Point Scored animation which results in a delay.

I've tried to do a ResetTrigger("PointScored") at the start of my function but that appears to have no affect on the delay. Is there a way to instantly transition back to the beginning of the point scored animation?

dry heron
#

Hi guys, I have a rocket animation with particle effect but when I shoot it at an angle, the angle doesn't apply to the rocket img...pls help

agile solstice
dry heron
agile solstice
dry heron
agile solstice
#

I feel like there's some information missing

dry heron
potent peak
#

How can I weight a single arm in layered animations? I see there are animation masks, but I don't want to completely eliminate the animation for the arm, I just want it to have less influence

agile solstice
potent peak
agile solstice
# potent peak yea

Then I don't know of precise advice to give
I use layers without Humanoids, in which case I'd determine the weight per layer, either additive or override to get "partially" layered animations

#

But in that situation I can't use the masking that Humanoid rigs offer

potent peak
#

makes sense

agile solstice
# potent peak makes sense

I assume you mean you're layering an animation on top of another, and hoping to control the layer weight on a per-limb basis?

potent peak
agile solstice
#

But maybe someone with more Humanoid/Avatar experience can give more directions

worn pond
#

Howdy animators! I'm trying to bring an animation from After Effects into Unity. The animation is ~200 frames and I'm able to get it into Unity as a PNG sprite sequence but the file is HUGE. Furthermore, despite being 200 frames, there's only four distinct keyframes. (For context, it's a mouth open/mouth close dialogue animation.) Is there a better way to do this? Would like to avoid re-animating inside Unity if I can but as of now that seems like the only solution.

potent peak
worn pond
# potent peak Any reason to not use video files?

Main issues there would still be size. Would also have to overhaul some of the code since everything is based on swapping out sprites currently. Is there a way to drive animation or generate keyframes via code?

worn pond
ebon holly
glad lynx
#
animator.Play("Idle Blend Tree", 0, Random.Range(0, 1));

for some reason putting this in the Start() is not setting the idle animation to a random position, even after using a coroutine to ensure the tree has been started.

glad lynx
ebon holly
glad lynx
# ebon holly Oops, maybe an imgur post will be better https://imgur.com/a/8ZJ1EJy

basically you make a model in Blender, setup its bones(rigify is an easy way), setup those animations with the head wobble or whatever you want, and then you create a sprite sheet by taking renders(pictures) of the model in different views during its animation. then in unity you setup a blend tree that blends between the sprite-sheet animations based on the player input

ebon holly
#

It looks more like a physics object to me than a pre rendered spritesheet with blending. Perhaps I need to see the workflow in motion. Do you have a name for this so I can search some stuff up? I keep trying to find like, 'jiggle physics' but we both know what that brings up and I'm not sure if the workflow is the same lol

glad lynx
trim hatch
#

look up active ragdoll

ornate bridge
hybrid tinsel
#

Though yes, jiggle physics falls under that

lost marsh
#

Can you change a gameobject's layer in an animation?

fallen thicket
#

Could someone point me in the direction to make it so my wolfs head always trys to look towards the sphere attached to my camera?

#

IE there would of course be constraints of a maxiumum look distance

trim hatch
#

Unity made a vid abt in the animation rigging section

fallen thicket
trim hatch
fallen thicket
#

Thanks, much appreciated 🙂

fallen thicket
#

Well. its a start

#

it DOES move with the camera, but its got a lot of work to do 😛

#

On a side note, my model rig didnt import correctly from blender to unity

#

In unity, its created two bones here which are the head now

#

But in blender it was like so. I had one large bone to control IK physics in blender, and the smaller one was the actual head bone. the smaller bone appears to have vanished or morphed into what it is now

#

Oooh I actually might have found a workaround by changing the aim and up axis parameters. Ill see if I can fine tune it a little

agile solstice
burnt lodge
#

Hey
So I'm making a multiplayer FPS, how do I procedurally animate the people who enter the lobby.

the player is handled through a code-based state machine so i understand that implementing animations might be easier but I really want to know how procedural would work in cases like these

agile solstice
burnt lodge
burnt lodge
#

but obviously its impractical

#

But just to confirm

agile solstice
burnt lodge
#

for all players

#

And no its not a VR game

fallen thicket
hybrid tinsel
#

The thing about vr is that you have a lot more data. You get head and hand positions for free in addition to the roit, which is a good basis for building procedural motion.

hybrid tinsel
fallen thicket
#

Ahh I see

hybrid tinsel
#

That's why you get the connections between the head and the ears; all it sees is the hierarchy.

#

Whereas in blender the bone visual is based on the individual bones.

frozen mantle
#

Are there any free downloadable animations for the 2D skeletal system?

exotic garden
#

Hello guys,
I would appreciate some feedbacks on a rigging process.
I have a digital twins 3d printer to create with 2 parts which are connected by cables.
My client would like to these cables move/follow the movements (XYZ) of the IRL printer head motor (in realtime) via a proprietary API.
I don't know how to process. What would be your approach ?

The IK rigging proceed (from blender to unity) seems quite complicated perhaps broken.

Thanks for your feedbacks.

burnt lodge
#

Yo How do I copy animations from one model to another. They both are humanoids but the hierarchy is a bit different

agile solstice
burnt lodge
#

ayo what kinda rig is this even

#

wheres the human

burnt lodge
#

ight another question

#

how do you handle different animations for different parts of the body

#

like I want waist and above to play an animation while the legs should play movement based animations

modest fjord
#

when importing my fbx model to unity the animations rotate im pretty sure because the spine bone rotates and its trying to keep it straight but idk how to stop this

fallen thicket
#

Hey all, I was hoping to get some ideas on the best way to go about with quadruped slope alignment. Im not sure IK feet would do absolutely everything in this scenario. Any ideas?

modest fjord
fallen thicket
#

Perhaps some of your frames arent saved

modest fjord
exotic garden
agile solstice
#

IK and Constraints run on the engine, whether it be Blender or Unity, and they aren't compatible so this information is lost on export

exotic garden
pale lynx
#

hi, so, this goes against the rules of the server 🙂

tropic walrus
#

Right, got it, my bad, sorry

oak ember
#

not sure if this is the right place to ask this, but timeline doesn't let me record, or at least, it's very weird when it comes to it.

I'm basically trying to animate a video in Unity that I will record using OBS later (don't ask lul) and at the start I tried to see if I can record simple transformations.
A lot of videos covering the timeline say it's possible, but they are old and mine behaves much much different.
I have everything set up, but when I press the record button and start moving my character around no keyframes are created (see 1st picture), at least none that I can see without expanding the graph. (2nd pic)

Even the graph looks inaccurate to me, since the blue line should be moving up all the time (since I'm moving the character from left to right with each keyframe), instead there is just a singular bump at the first keyframe.
Hitting play on the timeline (to see what I created) does nothing either except play the other animation (which consists of premade clips).

Some forums said I should be able to add keyframes manually and then modify them, but I can't seem to find anything about that either.
(edit: made it a bit more readable)

trim hatch
#

so, you click the red button, move the player head, and move the characters transform and it doesn't add a keyframe?

oak ember
#

yes, red button -> move the character so it adds the first keyframe -> move the timeline head ahead (funni words) -> move the character to the left -> repeat -> when done I press the red button again

#

also, yes the red button flashes during the process of recording so I know it's recording (also it does say it's recording in the timeline)

trim hatch
#

and nothing moves when you press play on the timeline?

oak ember
#

nope, only the other animation track that is under the player one. specifically the Y Bot (Animator) which consists of premade clips downloaded from mixamo

#

which tells me that the timeline works, but the first track just doesn't, idk why

trim hatch
#

does your player have an animator componenet, if it does, it may conflict with timeline, unless the player has no animator controller on it

oak ember
#

it has both the director and the animator

#

plus, it does appear that it moves very very slightly during the blue bump

#

by like 0.0xxxxf

trim hatch
#

what's inside player controller

oak ember
#

I copied the testController that comes when downloading Cinemachine because that one works (the same one thats in the track below the player)

#

but wait i'll send pic

trim hatch
#

you may have to remove it and leave the controller field empty

oak ember
#

i'll try it

oak ember
trim hatch
#

cool

oak ember
#

is there any way to achieve a slow motion effect in the timeline?

#

or even better, I want there to be a time slow down effect before a full stop (because there will be text and stuff on the screen at the moment) and then a gradual speed up to normal speed again

#

I tried using this script

using UnityEngine;
using UnityEngine.Playables;

[ExecuteInEditMode]
[RequireComponent(typeof(PlayableDirector))]
public class TimelineTimeControl : MonoBehaviour
{
    public float timeScale = 1.0f;

    void Awake()
    {
        var director = GetComponent<PlayableDirector>();
        if (director != null)
        {
            director.played += SetSpeed;
            SetSpeed(director); // in case play on awake is set
        }
    }

    void SetSpeed(PlayableDirector director)
    {
        if (director != null && director.playableGraph.IsValid())
        {
            director.playableGraph.GetRootPlayable(0).SetSpeed(timeScale);
        }
    }

    void OnValidate()
    {
        SetSpeed(GetComponent<PlayableDirector>());
    }
}

but the timeScale value doesn't like being animated

woeful wyvern
#

Hi all, I'm trying to get some Procedural Animation going for a little spider creature, but I can't seem to get the IK system to work when using the Chain Constraint.

Can anyone see anything I'm doing wrong in this setup please? It's kinda driving me nuts, and all the tutorials etc. that I've found only seem to deal with the 2 bone constraint. 😕

pliant rampart
#

Does anyone have any recommended resources on how to learn better character animation with blender? I want to learn how to make animations on par with the animation you find on Mixamo but can't seem to find a good resource to help with the small details of animation for games specifically

lime helm
# pliant rampart Does anyone have any recommended resources on how to learn better character ani...

Pierrick has some great videos and courses on blender animation which have a lot of application to games. His work is a bit more stylised. I would highly recommend the information on space switching: https://youtube.com/@PierrickPicaut_P2DESIGN

spring pond
#

Hello everyone. How do I switch between two characters animators?

#

Like if I add a second character to the scene

#

Nvm I figured it out. I was supposed to make a animator controller and the. Attach to the animator component

unique patrol
#

I have a character on which I've put a script to make the head and eyes follow the player by adjusting the head and eye parts of the armature. This works fine when the character is T-Posing.

However, there's an animation controller playing an animation clip this overrides the changes my script is doing. I see some slight stutter as the head is pulled in two directions at once. This happens even if the animation clip doesn't have any properties or keyframes for those bodyparts. Any idea how to fix this? Ideally I'd like some way for the animation controller to relinquish control of the relevant bodyparts so the script can do its thing on them.

fervent stirrup
#

how can i animate multiple sprites? I have all of the separate frames for the player character, but ican't figure out how to put them in an animation

spare wasp
#

I'm looking in to Aim constraint but later found Multi-aim constraint in Animation rigging package which seems to do the same things
so I'm assuming Multi-aim constraint is the better thing to use?

unborn wave
#

Does anyone know how I can deattach this zombies head? When I kill the zombie, I want it's head to fall off, but so far it's leaving it's neck like a spaghetti

trim hatch
#

you'd have to change weights in a modeling program

#

or use something like ezyslice

unborn wave
trim hatch
#

By calling the slice function on a mesh and passing in the correct parameters

gray rune
#

When I am ready to export my character, with animations. Do I need to also export the ik bones? Or is there a way to only export the deform bones so I don't see the IK's in unity's hierarchy?

#

Nevver mind. I realized I never specified which application I was using for animating but I found my answer.
There is literally an option in the export setting to export only deform bones.

lofty shale
#

is there a way to optimise this or is it normal for it to be so many bones like this? there's no way to group them all into one object to save a bit of performance is there?

oak ember
#

like very finicky

#

I think I forgot exactly what the problem is, but adding another bone to the chain fixes the problem temporarily

#

it's like it'll only work with n+1 bones where n is the amount of bones you actually need/have

woeful wyvern
#

@oak ember huh, yeah, finicky. lol. I managed to get it working, turns out I had something attached to the wrong bit. lol.

lime helm
# lofty shale is there a way to optimise this or is it normal for it to be so many bones like ...

It looks as if you may have exported too many elements of the rig from Blender. The metarig for example is only used for generating the rig in Blender and isn't necessary for the engine.

The parts you will want to export are the Deform Bones and Character Mesh. You can do this by selecting the deform bones, these are easily isolated on one of the bone layers (I have highlighted the default layer) and character mesh and choosing Limit to Selected Objects on export:

oak ember
#

is there a way to achieve a slow motion effect in the timeline?
or even better, I want there to be a time slow down effect before a full stop (because there will be text and stuff on the screen at the moment) and then a gradual speed up to normal speed again

trim hatch
#

make a timeline signal call a script that lowers timescale

oak ember
#

so i can only use timescale?

#

but what if i set the timescale to 0

#

wouldn't that "break" the timeline?

#

cuz i need there to be a full stop too

trim hatch
#

why would it break the timeline

#

timeline advances based on gametime

oak ember
#

ohh

trim hatch
#

if its set to gametime

oak ember
#

i though it'd break, cuz if time is frozen, so is the timeline, but yea that makes sense

#

thanks again

blazing narwhal
#

hello, is there a way to turn off the muscles? I would like to use animation rigging to add some simple animations INSIDE unity using IK, but it seems muscle system stand in the way

ornate bridge
oak ember
#

the fix for the first is easy and since it could be just that it's best to focus on it at the moment

#

just make sure that the two animations transition well in the animator

oak ember
#

go to the animator

#

and click on the idle animation

#

you should see the transitions tab

#

this one right here

#

yours should be empty (unless you already added a transition, but didn't set it up)

ornate bridge
oak ember
#

i've never used blend trees sadok

#

let me just scavange the docs real quick

#

okay after some research I have concluded that i don't have any idea, why even use blend trees?

#

I don't see you actually need them

#

because you are moving between states, not blending motions

#

but alas

#

I think I figured it out:
in the script for the zombie movement, make sure that the velocity of the zombie lerps from 0 to whatever the max speed is, and not just to be set

#

if you can understand what I mean

#

because your blend tree is blending based on speed, and if you set the speed in one frame, there is no blending happening
you have to gradually increase the speed for the blend to occur and therefore get rid of the abrupt transitioning
@ornate bridge

ornate bridge
#

you mean go smooth between 0 and 4 ?

oak ember
ornate bridge
#
OnSpeedChanged?.Invoke(this, new OnSpeedChangedEventArgs
        {
            Speed = _navMeshAgent.velocity.magnitude
        });

I have this.

oak ember
# ornate bridge wdym?

you can still use blend trees, but they are a bit unnecessary here
your zombies are always either idle or walking or running; or in different states

oak ember
#

you need to smoothly change the zombies speed

#

where do you set the zombies speed

ornate bridge
#

but that change automatic with the nav mesh agent component

oak ember
#

oh

#

hmm let me research that too

#

i'm sure there is a catch up to speed variable in navmesh

#

i'd just suggest changing the acceleration to a smaller number

ornate bridge
#

he will be slow 😦

oak ember
#

what's the navmesh agent's speed and acceleration at the moment?

#

no he wont

ornate bridge
oak ember
#

great

#

change the acceleration to 1

#

or anything smaller than the speed

fallen thicket
#

Hiya, fairly new to unity animating, I wanted to get some input on what the best to deal with slope animations?? Of course feet IK will solve a part of it, but I suspect that wont entirely solve steep angles like this for a quadruped?

ornate bridge
#

very slow they are but the issue is the same

oak ember
#

basically to put it in simple terms
if the acceleration is 1 and the speed is 4, it will take 2 seconds for the zombie to speed up

#

really?

ornate bridge
#

yeah still the teleport

oak ember
oak ember
fallen thicket
oak ember
#

excellent

fallen thicket
#

😄

oak ember
#

you can use the collider.normal to get the normal of the ground and then rotate the wolf to match

#

i'll send a code snippet

fallen thicket
#

Thank you 🙂

#

Im currently using characterController. My old charactert cxontroler was done via a rigidbody, and I did do something similar but my god it was buggy kek

oak ember
#
private void OnCollisionStay(Collision collision)
    {
        Vector3 groundNormal = collision.contacts[0];
    }

this will give you the the ground normal of the first collision, which is great for flat surfaces, but if you encounter a smooth slope or a bump it won't look as nice
though it can be fixed by adding a loop and then calculating the average normal

#

if you don't know how to do that I can write a code snippet but a bit later

fallen thicket
#

I think i've actually already got the groundnormal

#

one sec

oak ember
ornate bridge
#

😢

fallen thicket
#
public bool GroundCheck()
    {
        if (Physics.SphereCast(transform.position, cc.radius, Vector3.down, out RaycastHit hit, cc.height / 2 - cc.radius + 0.01f))
        {
            isGround = true;
            groundAngle = Vector3.Angle(Vector3.up, hit.normal);
            groundNormal = hit.normal;

            if (hit.transform.tag == "Platform")
                platformVelocity = hit.collider.attachedRigidbody == null | !platformAction ?
                 Vector3.zero : hit.collider.attachedRigidbody.velocity;

            if (Physics.BoxCast(transform.position, new Vector3(cc.radius / 2.5f, cc.radius / 3f, cc.radius / 2.5f),
                        Vector3.down, out RaycastHit helpHit, transform.rotation, cc.height / 2 - cc.radius / 2))
            {
                groundAngle = Vector3.Angle(Vector3.up, helpHit.normal);
            }
            return true;
        }
        else
        {
            platformVelocity = Vector3.zero;
            isGround = false;
            return false;
        }
    }
#

I am getting the ground angle from here

oak ember
#

i'd have to replicate it myself, but at the moment I'm working on a project so I can't, though someone else could know how to fix it, also I think it's a NavMesh thing

fallen thicket
#

but perhaps I could do that also as an extra kek

oak ember
#

oh that's great actually

#

interesting how you are using a physics.sphere cast for that

#

actually

fallen thicket
#

I prefer it over raycast

#

because it catches issues

oak ember
#

you can move that entire code to the OnCollisionStay void because it will handle alot of it on it's own

fallen thicket
#

like small holes

oak ember
#
private void OnCollisionStay(Collision collision)
    {
        ContactPoint[] contactPoints = collision.contacts;
        foreach (ContactPoint cp in contactPoints)
        {
            Vector3 contactNormal = cp.normal;
            if ((Mathf.Round(Vector3.Angle(Vector3.up, contactNormal) * 100.0f)/100.0f) <= allowedGroundAngle)
            {
                groundNormal = contactNormal;
                previousWalkablePosition = cp.point;
                isGrounded = true;
                return;
            }
        }
    }

here would be the entire snippet for something i'm working on aswell

#

it allows to set a certain ground angle that can't be passed

fallen thicket
#

Yup the same for mine

oak ember
#

true, but this gets called naturally by Unity whenever the collider is colliding with something

fallen thicket
#

Ah I see

oak ember
#

downside is (not really a downside, but I don't like how it looks) that you also need this to reset the grounded bool

private void OnCollisionExit(Collision collision)
    {
        isGrounded = false;
    }
fallen thicket
#

Oh right

#

Well

#

wouldnt that mess up wall collisions?

oak ember
#

but you got the right idea so no need to change anything

#

nope

fallen thicket
#

for example if you're touching a wall, but not grounded

oak ember
#
if ((Mathf.Round(Vector3.Angle(Vector3.up, contactNormal) * 100.0f)/100.0f) <= allowedGroundAngle)
            {
                groundNormal = contactNormal;
                previousWalkablePosition = cp.point;
                isGrounded = true;
                return;
            }

this part handles that

fallen thicket
#

Ahh I see

oak ember
#

it only checks if the collision happened "under the feet" (not really, but essentially yes)

fallen thicket
#

Anyways, so im assuming Ill want to use a combination of feet IK and model rotation via ground normals?

oak ember
#

which allows you to detect if you can even walk on a certain slope

#

yes

fallen thicket
#

probably best to get the ground angle part done first

#

How would I go about rotating the ground currently?

#

I did do this before but it became glitchy and laggy xD

oak ember
#

wdym rotating the ground

#

like the

#

vector normal?

fallen thicket
#

rotating the model based on the normal

#

my bad

oak ember
#

ah

#

this

fallen thicket
#

Oh for reference, I think my landscape will be low poly in the future game

oak ember
#

transform.rotation = Vector3.Cross(groundNormal, transform.forward);
i forgot what's the best way to set the rotation in unity sadok

#

but something like this

#

and play around with the transform.forward

#

it could be transform.up for all i know kek

fallen thicket
#

I guess I could smoothdamp/lerp between angles

oak ember
#

possibly yes

#

for now try without lerping though

fallen thicket
#

yup

#

in case of transform, I wanna tranform the model

#

not the controller

#

right?

oak ember
#

cuz lerping loves to think on its own sometimes

#

uhh

fallen thicket
#

(my model is child to the controller)

oak ember
#

you want to transform the body only (without the feet) because I'm assuming the IK will handle the feet

#

but yes

#

the model

fallen thicket
#

Im not sure how to do that yet

#

I guess I would create a rig of the spine?

oak ember
#

now that i think about it, you can do both the parent or the model, it shouldn't matter

#

i think just rotating the hips would work

fallen thicket
#

Hmm

oak ember
#

oh wait it has 4 legs

fallen thicket
#

Honestly ive been having troubles with my rig in unity

#

works amazing in blender

oak ember
#

yea i dont know blushie

fallen thicket
#

but in unity its... less than great

oak ember
#

yea unity is great when you understand exactly every part of the animation system (which only like the top 0.1% does)

fallen thicket
#

I think I should make a rig of anythinh above the legs

#

everything*

#

and then rotate that

oak ember
#

try using the avatar thingy

#

it lets u like

fallen thicket
#

wtf is that

#

kek

oak ember
#

select bones

#

and make uhh a secondary rig out of those

#

i think

fallen thicket
#

Cant i just do that with rig?

#

err whatever the package is called

oak ember
#

avatar mask*

fallen thicket
#

animation rigging i think

oak ember
#

isn't the avatar mask a part of that

fallen thicket
#

not sure

#

ive barely used it

oak ember
#

amazing

fallen thicket
#

I just used it to make the head move towards the camera

oak ember
#

just two braincells communicating at this point

fallen thicket
#

KEK

oak ember
#

looks promising honestly

#

i have no idea

fallen thicket
#

god this looks...

#

Confusing

#

kek

oak ember
#

yes it is

#

i've used it

#

well, tried to

fallen thicket
#

My concern with rotating just the body

#

is how the animations will react

#

xD

#

ONE WAY TO FIND OUT

#

gonna make a rig of the spine and head and tail

oak ember
#

i'm sure they'll love it angerjoy

fallen thicket
#

then give it a controller

#

and adjust the controller accordingly

#

ill do feet ik later

oak ember
#

yes

#

wait maybe

#

hmm

#

i feel like we are overthinking it though

#

i think you can just rotate the entire model

#

and then the ik will like move in world space anyways

#

right?

fallen thicket
#

oh perhaps

#

I havent set up the ik yet

#

im scared of it KEK

#

ill do the rotation first

oak ember
#

smart thing to do honestly

fallen thicket
#

now where tf do I do this

#

I have two scripts, one for the controllers gravity and groundchecks etc

#

another for input

#

Perhaps Ill just do a new angle check for this

oak ember
#

why do you have two scripts for that catcrymic

fallen thicket
#

NGL i got tired

#

and did ctrl c

#

ctrl v

#

and then just read the code and tried to understand it all

oak ember
#

understandable tbh

fallen thicket
#

(I understand 90% of it)

#

Because all of my knowledge up until this pint was in rigidbody

#

and that...

#

slopes...

#

PAIN

oak ember
#

well the code i sent should be pretty cool for the angle checks, though I didn't comment anything that's in it sadok

#

so good luck

fallen thicket
#
private void OnCollisionStay(Collision collision)
    {
        Vector3 groundNormal = collision.contacts[0];
    }
#

I just used this one

#

kek

#

Ill look at lerping later

#

Gah

#
Assets\PlayerController\Scripts\PlayerInput.cs(70,32): error CS0029: Cannot implicitly convert type 'UnityEngine.ContactPoint' to 'UnityEngine.Vector3'
oak ember
#

my bad

#
private void OnCollisionStay(Collision collision)
    {
        Vector3 groundNormal = collision.contacts[0].normal;
    }
#

just add the uh

#

.normal

fallen thicket
#

ohhh

#

Cannot implicitly convert type 'UnityEngine.Vector3' to 'UnityEngine.Quaternion'

#

hmm

#

lemme look at the uh... documention for cross, ive never seen it before

#

oh

#

im dumb

#

nvm same issue still

oak ember
#

yes you shouldn't be able to set the rotation outright

#

but

#

wait

fallen thicket
#

Ah right

oak ember
#

how are you rotating it rn

fallen thicket
#

im very tired kek

oak ember
#

is oke

fallen thicket
#
playerModel.transform.rotation = Vector3.Cross(groundNormal, transform.forward);
oak ember
#

playerModel.transform.rotation = Quaternion.EulerAngle(Vector3.Cross(groundNormal, transform.forward));

#

or something like that

#

I think it's just Euler tho, not EulerAngle

#

3:25am sadok

fallen thicket
#

Yeah

#

its Euler

#

but it dont work anyways kek

oak ember
#

what is say

fallen thicket
#

nothing

oak ember
#

;-;

#

the silent treatment huh

fallen thicket
#

so now my model not only doesnt rotate to the angle of the slope

#

but the entire player controller doesnt rotate anymore

#

KEK

oak ember
#

oh ye it doesn't rotate cuz u r probably setting the rotation every frame

#

damn

#

that's tough

#

uhh

#

basically, my wisdom is gonna be, that you need ?add? or something the Vector3.Cross that is up there to where you normally rotate the playermodel

fallen thicket
#

What on earht is cross

oak ember
#

math

fallen thicket
#

PAIN

oak ember
#

but basically

#

where do u rotate the boi

#

normally

fallen thicket
#
private void Rotation()
    {
        float horizontalInput = Input.GetAxisRaw("Horizontal");
        float verticalInput = Input.GetAxisRaw("Vertical");

        if (physicalCC.isGround && (horizontalInput != 0 || verticalInput != 0))
        {
            float targetAngle = Mathf.Atan2(horizontalInput,verticalInput) * Mathf.Rad2Deg + cameraTransform.eulerAngles.y;
            turnAngle = Mathf.SmoothDampAngle(turnAngle, targetAngle, ref rotationVelocity, rotationSpeed, 400);
            playerController.rotation = Quaternion.Euler(0f, turnAngle, 0f);
            
        }
    }
#

not really KEK

oak ember
#

we can move it to scripting or dms to make it clearer here

fallen thicket
#

Sure thing

ornate bridge
strange fiber
#

Hello... Can anyone help me why these white lines are showing while I play the game......

#

How ever when I zoomed in then they disappear.....

#

the geometry is fine and vertices are also merged each other but still this issue is there anyone knows about this problem?? Please help mee....

agile solstice
strange fiber
rocky jay
#

I'm really new when it comes to Animation in Unity, was wondering if anybody could help me with an issue I'm having with it. The animator is on a child object on a prefab but I can't manage to get the animation to play using a trigger, not sure what I'm doing wrong as the error message Unity gives is awfully unhelpful

#

This also keeps appearing when I try and add animations to objects, I have no idea how to fix it

trim hatch
#

what's in your animator controller

#

idk what the issue is but it says theres something wrong with your controller so maybe theres something wrong there

rocky jay
#

The transition from any state to PistolShoot is just a trigger called "Shoot"

#

But when I try to Set that trigger through script it doesn't wanna play

trim hatch
#

well I can't really tell
I'd suggest creating a brand new anim controller for debugging to see if it still gives an error

#

and then keep trying to recreate that controller until you see whats causing it

rocky jay
#

I'm now trying it with Animator.Play() instead and it seems to think the game object with the animator is inactive

#

I'm so lost

#

It can find the Animator and the GameObject with the animator is active but it doesn't want to play the animation WaitWhat

#

Okay I fixed it, turns out since I'm using ScriptableObjects, I was getting the actual prefab instance and not the instatiated one in the scene, which is why it thought the gameobject was disabled ig

upbeat hamlet
#

Sorry since this is a dumb question, but I don’t really animate but I now have to for class. Is it similar to animate in unity as stuff like photoshop where it’s just telling when this happens go through these drawn frames? Sorry if this is poorly worded lol

agile solstice
upbeat hamlet
agile solstice
upbeat hamlet
agile solstice
upbeat hamlet
agile solstice
upbeat hamlet
agile solstice
#

!learn probably has something useful

dusk valeBOT
#

🧑‍🏫 Unity Learn can offer you over 750 hours of free live and on-demand learning content for all levels of experience! Make sure to check it out at https://learn.unity.com/

upbeat hamlet
#

Yeah I was trying to figure out how to do pixel art in general with tutorials in class

open ivy
#

I'm making a 3rd person swordfighting game and recently I started tackling on small cutscenes for story-oriented sections. I did all the workflow stuff, learnt the Playables and all that, can make pretty cutscenes and custom scripts now.

The only problem is the workflow of making animations for the humanoid character.

My workflow to this day was:

Rigify rig - Animate what I need with IK and all that in Blender.

Generate a game rig with some addon that does that and also bakes animations (?) so that they can be used in unity because without it didn't even see them.

Manually reasign all objects of the model to use the generated rig so that they deform with it and not the old Rigfy rig.

Make sure everything is setup good, export - I get the anims in Unity from the fbx.

This is a nightmare. Fortunately to this point I only needed 3 additional animations from what I had from different sources. This takes way to much time just to even try out an animation in Unity to make sure its good. Is there ANY other alternatives?

One thing I tried is to use this addon that has a button to generate the rig, but the problem is that it removes some bones which breaks the weight painting I spent countless hours on to make it work. I do not want to re-do all of it. Even then, I actually tried just to see how long it would take and holy shit literally nothing deforms like it should, its all broken.

So please, for the love of god tell me if there is a different way or I'm ditching cutscenes all together and never even touch animating ever again.

lofty shale
vocal spade
#

heya!!! i have a super weird issue with animations and its been a big problem for a long time, with this i basically cant use anything i animate at all
its a simple problem with animations not being compatible
if i take the full model the animation isnt compatible with the grouped model
but if i take just the bones its compatible
when the said animations are added to the controller they dont work just like its on the grouped model
does this make any sense? im terrible at explaining

#

this is a huge issue since the controller i guess focuses on the parented object? but at the same time mixamo anims work just fine, i dont get any of this at all

sour dust
#

anyone know why my meshes are warping when putting them on an actor? this is supposed to look like a shirt but the bottom looks warped

#

i took it out of the game files from sons of the forest

lime helm
# lofty shale thanks for your reply but i'm a bit confused, ive tried only selecting the Model...

You'll want to be selecting things in the outliner yes, so here I select the rig bones first, and the cube second. And i have my export settings, so here you can isolate what is selected to your active selection and only export armature and mesh type objects, you will also notice i have selected only deform bones because those are the only bones which are needed to deform the mesh.

Btw, it looks as if you havent generated your rigify rig from the metarig, are you familiar with that process?

wanton burrow
fallen thicket
#

Honestly, at this time im not sure if this should come under coding or animation as its likely a mixture of both. I want to get some opinions and thoughts on the best way to do this.

I've got a new characterController, works pretty smoothly now. However I would like some input on the best way to align the player to the floor correctly when going up and down slopes. I suspect itll be a mixture of code and Feet IK?

wanton burrow
maiden pendant
#

Hey all, I am about to freak out at unitys animation controllers. When I play an animation, it rotates my object by way less than I specified in the animation. The screenshots show an animation with a 90 degree rotation. When I play this in the animation controller, it only rotates by like.... 5-10 degrees? also, it definatly finishes the animation! like it resets. Its just playing the animation with all rotation changes nerfed. Any ideas?

lime helm
# fallen thicket Honestly, at this time im not sure if this should come under coding or animation...

A way to address this is to create variations of your locomotion and idle animations that respect the maximum slope you can walk on going up, down and across a slope. For instance if your max walkable angle is 45 degrees then you would create a blend space of animation assets for walking up a slope, walking down a slope, and walking across a slope left and right, as well as your neutral flat version. So a total of five animation assets per state or speed. This will get you 90% of your slope alignment and you can author the poses as you see fit. You can then use ik to align the feet reliably to account for any variance.

You could align the mesh to the slope through code, which can be appropriate for quadrupeds, but will likely look strange when oriented walking across a slope, unless you ignore that particular case

fallen thicket
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I think I will ventually make some animations for steep slopes to make it look a little better

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alongside the slowed movement, shows signs of struggling then

lime helm
fallen thicket
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Yup

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and it smoothdamps it to help it look smoother

quartz nest
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Anyone know a basic animation guide for characters doing sword attacks?

fallen thicket
candid vessel
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how do you extend a sprite's mesh?