#🏃┃animation

1 messages · Page 13 of 1

trim hatch
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is it possible to get the transition length from animator?

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i want to do my own blend from state to state

stone topaz
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Hello people, I'm currently having some problems with step noises on the character walking/running animation, I need to make so that in specific frames from the animation a dust effect get instantiated and the sound of a step with it, but i'm having a hard time syncronizing this, I've tried keep the speed of the animation in check and instantiating when certain threshhold happen, but this has not worked so well, specialy when I change the moving animation for a running animation with diferent momments that the steps happen

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Anyone knows a tutorial to help me make this synchronisation happen properly?

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I know we can create codes on the animations but I have no idea how I can use that for my advantage.

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at least not in the moment

agile solstice
orchid pumice
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not sure if this is the correct place to ask but Im having a problem with this character... When I import and designate it as a 'humanoid' rig, the "pill" wireframe around him is centered at his feet. I thought originally it was because the hip parent layer was positioned there, but I switched the rig to generic and assigned the root at the hips and still had the same problem.
What do I need to do?

orchid pumice
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after fiddling around, it was the character controller setting 'center'

orchid pumice
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so Im trying to get procedural walking working in my project. Im very new to unity but know a fair bit of coding and some very basic animation stuff, but safest to assume I know little to nothing about what I want to do. I've watched almost every tutorial I could find on the subject but I cant seem to find one that explains the process from beginning to end that actually works or is explained well. I've tried following unity's guide, filmstorm's (which I like the most but cant get the movement to work), and a number of others. Does anyone have a tutorial that they found very helpful when learning to do something similar?

old kayak
orchid pumice
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sorry, obviously it varies from attempt to attempt, but the scripting side of things is seemingly fine, no errors. but when it comes to actually getting the character to do anything is a struggle. Even on the attempts I have gotten the characters legs to move (for example) the character just breaks and homes to the starting position (i). On other attempts I can get the script to work, and the legs to find their correct position but I can't get the character to move using their system [mostly because they left the movement system out of their tutorial and I had to sort of piece together what I could] (ii)

i:

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the second of the two is partially due to me attempting to use both a vector based movement script on a root motion based system, but the video was taken with root motion turned off.

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Without the vector script I can barley get the character to move at all (it will change animations and reflect angle and position changes in transform.position) but it wont move more than 0.1ish units from its starting pos in any given direction.

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the first video was my attempt at using the script from unity's tutorial https://www.youtube.com/watch?v=acMK93A-FSY
and the second was using filmStorm's https://www.youtube.com/watch?v=MonxKdgxi2w
as I said before I believe the second system is much more robust, but I can't quit fill in the gaps left by the tutorial

In this episode of the Prototype Series, we've expanded the Procedural Boss project by creating a procedurally animated walk animation!

⭐ Project Download https://on.unity.com/3jX6PAY
⭐ Training Session https://on.unity.com/3atx3rW
⭐ Procedural Boss video https://youtu.be/LVSmp0zW8pY

Timestamps:
00:00 - Intro
00:54 - Setting up the rig
03:55 -...

▶ Play video

Join our Filmstorm Motion Library: https://www.patreon.com/filmstorm

Download the project here: https://filmstorm.net/create-an-ik-foot-system-from-scratch-in-unity/

QUICK FIX--- I missed a crucial step, in the Animator you need to have your layer setup with IK Pass enabled. Here is a screenshot for what needs enabling: https://imgur.com/a/5Qk...

▶ Play video
fallen thicket
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Hey guys, i have a head look IK movement however if I do a 360 with the camera, the head snaps to the opposite direction. Any ideas how I can make it smoothly rotate back across?

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Video for reference

merry kettle
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would this be the place to ask if i need help with animation?

orchid pumice
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having trouble setting up a basic rig, I've done it in the past with little to no problems but this time around it throws these errors every frame once the 'viewTarget' is added; which is just an object with an effector that the multi aim constraint on 'headTargeting' can track to

hybrid tinsel
orchid pumice
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im just attempting to follow the tutorial, I dont know the best approach to this kind of movement

hybrid tinsel
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I suggest having functioning locomotion before trying to get the legs to fit

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Makes it easier to test at the very least.

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The leg motion is pretty much cosmetic, right?

orchid pumice
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thats sort of what I tried to do, at the beginning of the tut he has a movement script based off what I assume are root animations. I took that portion of the script and tried to get movement out of it. He didn't show how to do any of the animation stuff, so I watched some basic tuts on animation so I could give an attempt at reconstructing his blendTree, which can be breifly seen in a section of his video. I did that and got the character to animate properly, just not move. Which is when I realized that he was using a third person camera system, and the code suggests that the cameras position has significant bearing on the players position. ++ My project is first person which is where I get lost, at least with this particular tutorial, becuase I don't know if what I have works fully with a 3rd person setup, much less with a pov one.

orchid pumice
hybrid tinsel
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It feels like you're worrying too much about what the tutorials do rather than working out what you actually need.

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I'm not even sure why you need procedural animation here.

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I suggest starting by describing what you actually want to happen in your game rather than 'like this tutorial but also that one.'

orchid pumice
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I want to have a character that is firstperson controlled (IE; walks, jumps, sprints, etc.) thats legs properly adjust to the terrain/platform it is on instead of floating in the air

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all Im asking is if there is a resource that will help me get to that result that is complete, and not something that is half explained

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a final addition would be that the reason I like the 2nd tutorials logic better is because the majority of animation is still handled by actual animations instead of code, which tends to be more 'natural' looking. While procedural looks great on non humanoid characters, humans get funky. In the tutorial all that is happening is a movement system based off traditional animations, which are edited by code to align the legs/feet with the ground height via raycasts. In unity's version (and many others that I have seen) use things like trig functions to get a "walking animation" which dont look great.
I know IHeartGameDev is making a tutorial on this exact thing, but its not out and only his intro video exists which is one of the best on the subject. But until then I am at a loss

hybrid tinsel
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So you don't actually want procedural walking at all.

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I don't even suggest using the animation rigging package for that- unity's built in humanoid IK is perfectly suitable.

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The main tricky thing is switching control between the animation and the IK- most implementations I've seen use an additional curve added to each animation for each foor to control how much influence the IK has. Then, as you say, you cast a ray from the foot position to the ground and set that as the IK goal position for that foot, weighted by the animation curve.

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I don't have a convenient tutorial, before you ask.

marsh wing
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Just to clarify: I am not an animation expert.

I'm working on a project where the Mesh of a character is procedurally generated, due to customization and different variants of some limbs. What I do currently is import different parts of the character into Unity and load them in. I generate the mesh using Mesh.CombineMesh(), however in doing so I can no longer use the rig I made for the model parts. To solve this, I generate the bones for the BoneRenderer based off of the different bones I made for the model and apply the same bones to the SkinnedMeshRenderer. However, when I try to move the bones, the mesh does not move with it. Does anyone know why this could happen? I also tried to manually set up the rig once the model was generated, but even then I couldn't get it to work.

hybrid tinsel
hybrid tinsel
fallen thicket
hybrid tinsel
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Ah, I misunderstood. Try using quaternions instead of degrees?

fallen thicket
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Well currently the lookat transform is attached to the camera

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It's using the lookat ik

mental elbow
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question about unity timeline... what do you do when the camera rotates the wrong way?
I have it go from 270 to 180 - and instead of turning the simple 90 degrees, it turns THE COMPLETE OPPOSITE DIRECTION >.> - it still lands on 180 but like.... shouldn't it go the shortest distance?

sour dust
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why in hell is the this happen? im using a skinned mesh renderer, this is the crorect model. i got this from files from a game

agile solstice
sour dust
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uh ok

fair owl
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whenever im reloading and switching weapons and then back to the original weapon i reloaded with the animation gets stuck.
Any fixes for this?

smoky dirge
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Anyone know a good asset bundle for sword animations that include blocking that is one handed?

marsh wing
hybrid tinsel
hybrid tinsel
hybrid tinsel
marsh wing
hybrid tinsel
fair owl
hybrid tinsel
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As in the depreciated Animation script, or...?

fair owl
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is it possible to reset an animation?

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oh actually im not even using my Animator

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im just using the Animation component to play the animation

hybrid tinsel
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Yes. Animator and animation are mutually exclusive. You can use one or the other.

hybrid tinsel
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It is probably an issue with your script. I'm not super familiar with the details of that script; I usually use the animator instead.

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Most likely you're changing the playing animation instead of playing a new one, but I dunno.

stone topaz
fringe berry
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how do you scale negatively in the animation key editor?

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I can not find the option to scale the keys

agile solstice
# fringe berry

The blue bars can be dragged to resize the distance between selected keys

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Drag the left blue bar beyond the right one to reverse their order

fringe berry
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Awesome, thanks. That worked. @agile solstice

deep birch
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My _Attack animation is a full body animation and my _Run animation is only a lower body animation. I want the player to keep playing the attack animation (like auto firing) in the upper part of body. When player press WASD, the lower part of body can perform the movement animation while the upper part of body keep the attack animation.

However, if I implement AvatarMask, the animation is kind of bug where the head of the character is looking right and left. If I dont use AvatarMask, the attack animation works fine. How to fix it?

trim hatch
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you can just set speed in the animator to -1

bold badge
agile solstice
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Please use a screen recorder next time, can't tell what I'm meant to be looking at with all the blur and shaking

bold badge
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16 planes animating. Its has two shader, there is one plane that you can see like a screen to see all 16 planes.

agile solstice
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Why planes instead of UI images?

bold badge
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easily to exchange them.

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and due to some restriction.

agile solstice
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I don't see why UI images can't be easily changed, but if you don't want to use them then I suppose you need to implement your own anchoring or scaling if you want the application to be usable in multiple resolutions

bold badge
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Basically, the main question is that I animated an object with purehub but it doesn't work in game.

bold badge
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oh

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Prehab? sorry wait

agile solstice
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Ah, that's probably it

bold badge
agile solstice
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The issue probably is that your Game window and application have different resolutions
Without a scaling or anchoring system such as the one UI Canvas components have, you probably cannot fix it

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Unless you set your Game window resolution and aspect ratio to the exact same resolution your application will run on, and adjust your animations to match it

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But that would not be really practical

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(because users have different screen sizes and they'll want to change the resolution anyway)

bold badge
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I mean,

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Sorry it happened in game screen in Unity, Scene.

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In scene, ok.

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In game scene, it dose n't work.

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I'll change the question, for example, how can I put a parent on 16 this cube, animate it and make it appear correctly on the Unity game screen without changing the coordinates?

agile solstice
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Maybe the shader you're using adds some texture offsets based on camera properties, hard to guess

bold badge
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No, this shader does not add texture offsets based on camera properties. However, this shader does have a stencil test to function as a window mask. Additionally, the MaskedObject shader and MaskedObject/Sprite shader may contain code to enable alpha splitting.

hybrid sparrow
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Hello guys, please tell me, when i export my fbx model from blender with my NLA animations to Unity i get all his additional crap! where all these keys came from?, whats goin on ? its messing up my animation badly and all keys are shifted for some reason! :c

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agile solstice
fringe berry
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It should work, and it works since 2018 editor, however, perhaps there is a bug with this version of 2020

agile solstice
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I assume negative speeds do not work for Timeline as the forum post says
I thought it does work for ordinary Animator motion, though events would not fire properly, so there's reasons not to do it

stone thorn
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How do i reset the X and Z value for all keys in a animation within unity? not from code or whatever, just straight up reset the keys within the editor.

hybrid tinsel
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That is, there is no built-in option to do that without code in the unity editor.

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Unless you count manually selecting every x and z curve and clearing them.

errant jewel
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does anyone know how can i just use 1 potion of the asset?

uncut salmon
errant jewel
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but idk where i can find free assets 🤔

errant jewel
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its normal to dont get the sample here? @uncut salmon

uncut salmon
fossil crane
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Does anyone know why this happens, all I am trying todo is make the cam come down from the sky and into the house, now I want to use timeline. but right now, it is making me think different. Anyone had this problem before

hallow galleon
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Hey guys, I just finished my first player character in blender, including rigging/animations. I am not overly fond of the action editor / dope sheet system in blender, so I wondered if doing the animations for humanoid characters in unity is actually the better choice?
Can you help me on that matter?

round sinew
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What are these bones that I didn't add? They do not appear in the avatar config or in blender, but in the editor they show up when using the bone renderer. When selected, it selects the entire character

agile solstice
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Anyway you probably want the character to be centered before you export

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Also you don't have to put every bone in the bone renderer list
It may help to note that Unity's bone renderer component doesn't render "bones" because bones do not exist in Unity, rather it visualizes transform hierarchy relationships

mellow zealot
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I am sick of having to deal with this bug. Using the two-bone IK Constraint, this is what happens

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The transform handle is exactly where it should be

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While the bone itself is horrendously offset

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And when I change the rotation of a bone that is NOT influenced by the constraint, it puts itself back in the correct position

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It's also horribly inconsistent. Some rigs do it, some don't.

devout ember
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how do i use a blend tree to change 2d animations based on speed?

hazy estuary
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Does anyone know why when I use an additional rig on my character, this happens? The context is there is a rig for two bone IK for the arm holding the rope, and an aim constraint for the pelvis to rotate the body around the hook point

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For some reason, the other arm not grapping rope just shrinks to nothing whenever the pelvis rig weight > 0

hazy estuary
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I fixed it, turns out, having the hand rigs before the pelvis in rig layers caused this issue

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It works fine after reordering the layers as above

quaint turtle
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is there a way to set a dynamic destination for a motion tween? basically like rigidbody's move towards.

undone nymph
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anyone know why my animation looks different between preview mode and play mode?

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(first one is preview mode, second is play mode)

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the feet are incorrectly working in preview mode

little moat
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Anyone know why my preview breaks the legs?
To clarify it's not the rig, or the animations. Just the preview.

little moat
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OMG I found it after forever

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It was this little bugger

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Now everything is fine

hybrid tinsel
hybrid tinsel
hybrid tinsel
sturdy current
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Hey, could anyone help me with an animation? Whenever I try to make the object disappear. the little square rhombus dont show up (while im recording) And they only show up when I move it.

hybrid tinsel
sturdy current
sturdy current
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when I have it hidden as an animation it doesnt wanna do it, but moving it will work

patent coral
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guys

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do you know how to import an animation from blender to unity

sour juniper
hybrid tinsel
sturdy current
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and reappearing

hybrid tinsel
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...Hiding it how? Are you disabling the gameobject?

hybrid tinsel
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If you disable a gameobject with an animator on it, you disable the animator. So generally you'd either put the animator on a parent object, or instead of disabling the gameobject you'd just disable the mesh renderer/collider.

fair owl
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Can anyone help me whenever I reload and switch weapons it makes the animation stuck. Ive looked for several days. Im using the Animation component to play the animation. I will provide as much info as you need to fix this

sturdy current
chrome jay
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Why isn't my animation working?

blazing narwhal
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hello, I am trying to make this Synty guy to sit on the throne using animation rigging system from Unity, unfortunately I've ran into problems I cannot solve. I want to have my rig as Humanoid (so I can use Mixamo anims with Synty characters) and make an anim using animation rigging, but because muscles my default pose is all broken.

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is there a way to turn off muscles in Humanoid?

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how would you guys do it?

wary rain
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animation rigging not working on generic character ?

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Am i wrong or not

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because in my case animation rigging on humanoid work fine instead of generic ?

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what should i do ???

blazing narwhal
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It works on generic, but when I set up an empty anim on humanoid it goes to "horse riding" default pose due to muscles 🫤

devout ember
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i made it so the arm disappears in the animation, but when i put the animations into a blend tree the arm reappears. hwo can i fix this?

acoustic roost
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Hello, is there a way to fix a humanoid animation that does not perfectly fit the mesh automatically?
Basically, I have a bunch of animations that work well on one model but if I apply them to a different mesh they are a bit off.
For example, the secondary arm holding a sword is sometimes in such a position that it's impossible to hold the sword, or sometimes the arm clips through the body.

mint halo
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hi guys, hope you are well, id like to know if its possible to "copy" other bones, this is because i add the model at runtime and i am using a network system that syncs animations, so the idea is to copy the bones of the armature that is synced to the runtime imported character

cursive inlet
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Hello everyone, i have a enemy idle animation that I want to apply to all enemies in my game, it concerns a y axis going up and down, however when I apply this animation to other units they get spawned in that exact position. Is there any way to make sure the x levels dont get recorded when making an animation in unity?

agile solstice
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If there is no parent transform, you're basically specifying scene coordinates

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Place the mesh/sprite on a child of the character gameobject

rancid folio
agile solstice
spring pond
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So I've been learning about blend trees. I followed this video. Yet my char is not moving when I go to test . I understand the code and I understand blend trees. I attach script to player yr nothing happens when I press buttons

agile solstice
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Is it just the blend tree that's not working or animation parameters or input in general? Basically try to pin down where exactly the issue occurs

mint halo
agile solstice
mint halo
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oh ok

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thanks

spring pond
agile solstice
# spring pond Blend tree works. Debug log is not same as console, right?

Debug Log prints text to console, so basically the same
If you can see blend tree values changing during play mode but no motion happening, I'd try to confirm that other animations in the Animator do result in visible motion, and that the clips in the blend tree do work for the character even when played outside of the blend tree

spring pond
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Ok so I took the ideal anim and made it default and he's still in t pose

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Think i found out why. Let me confirm

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Nope that isnt it.

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Oh. Would it be possible if I added the new input system. Would that the cause of it not working.

agile solstice
spring pond
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Yeah I added my other script back and it works just fine

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Ill have to take a look later. Gotta go be an adult for 12 hoirs

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Hours

blazing narwhal
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guys, how to turn off those muscles in humanoid rig? it really drives me crazy

agile solstice
blazing narwhal
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the problem doesnt exist in Generic rig, but then I am running into issues with Mixamo anims

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My plan is to use Animation Rigging with IK inside Unity to create an animation of him sitting on the throne and standing up, but horse ridding pose ruins everything 😄

agile solstice
blazing narwhal
agile solstice
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You can probably also make your own reference pose from the "neutral muscle" pose by moving the bones or changing the muscle values

blazing narwhal
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thanks, I will try it

agile solstice
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I'd still expect an uphill battle either way trying to make new clips for fully rigged and configured humanoid rigs in Unity
Usually you'd make them in an animation program and only use Animation Rigging for dynamic runtime IK

blazing narwhal
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but your solution with Ctrl-D works, thanks

short sparrow
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Hello, i am trying to learn blend trees, I get that the input values are passed and animation changes depending on it, but how are other anims like collision, sword etc controlled with blend trees? Should I just use the usual transition method?

agile solstice
short sparrow
agile solstice
short sparrow
agile solstice
# short sparrow As I said, should I control the above animation examples by passing a float valu...

Blend trees as the name implies are useful when you want to blend between animations seamlessly within one 'state'
That means it should make sense to change the blend value for those animations while all of them are playing
For one it's useful for walking so you can use the blend weights to control the direction of the movement, which keeps steps in sync and lets blend directions to move without being restricted to a direction

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I don't see the point of having shooting and swinging in the same blend tree, since there's not really a logical overlap between the motions, and there can't really be a half-shooting, half-swinging motion to any useful result

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But it may be I don't fully understand what you mean by swinging and shooting in this context precisely

short sparrow
agile solstice
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But it's just another powerful tool for you to use as needed

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You could just as well have your idle be a one-dimension blend tree between something like "happy idle", "neutral idle" and "sad idle" and then control the weight smoothly based on gameplay events

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Animation layers are a similar tool, since they have a smoothly adjustable weight also, and can even be synced with the base layer

short sparrow
midnight pollen
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Oh I figured it out, I fat fingered my pixels per unit on that particular image 😂 .. oh well.. you win some and lose some

robust perch
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Does the animator limit the amount you can change your animation? There is no difference between 1.5 and 555 for me so it must be it. Or does it depend on FPS?

agile solstice
robust perch
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speed, sorry

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seems like it's clamped

agile solstice
robust perch
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I don't know. I notice my anim being slower when I slow it down but it doesn't go faster after a point

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is that weird?

hybrid tinsel
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Can you show an example?

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Framerate will of course limit the visible motion so you will get weird behavior past a certain speed(which will depend on the animation)

reef barn
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Good Evening. This is my first time using sub state machines in the Animator. I can transition INTO one (As seen at 'A') using a bool, But when my bool goes false, it doesn't seem to transition OUT of it (As seen at 'B'). Is there something I'm not understanding (obviously)?

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i think i figured it out. I was trying to transition from 'any state' to 'up' (see 'A'), but apparnetly you can't do that. So, now i'm transitioning from a specific state.

trim hatch
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thats one way to use substates

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it's hard to explain tho

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also using any state can lead to bugs

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well not bugs, just unexpected behavior

tacit inlet
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Hello, I'm using animation Rigging package and I've a chain IK constraint, when i start the game try moving it the target it works fine as expected(all the bones moves according to the target) but in my script when i deactivate and reactivate the object all values of the chain ik constraint resets to zero.

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I've made a script to store initial values of the component and apply it re-activating, but just wanted to know why this happens, and if there's any other way instead of writing a script. Thank you.

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Also when I again manually deactivate and reactivate it from inspector(when values are 0) it again go back to 1 (expected values).

robust perch
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When I slow it down, a see a difference but not as big as it should

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It really seems to me like there's a limit to speed change; that what it seems like

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Maybe I can just condense the keyframes in the animation I guess

agile solstice
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Oh, blend tree motion speeds
I just tested with animation state speed

robust perch
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So there's a clamp and I need to edit keyframes, I'm guessing

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cause the diagonal animations don't match the speed of movement, they need editing

robust perch
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alright but speed is still not being changed for me

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also, wtf can't you edit multiple keyframes at once, or am I stupid? I'm trying to make all keyframes for a body part the same value so I can easily ctrl+z it but it doesn't let me

agile solstice
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I don't think there's keyframe multi-editing other than moving them

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Except that the blend weight really matters for speed
When in this example the Run threshold was too high for the weight to reach, the speed was interpolated to a fraction of the expected value

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Also I'd use a temporary extra sun light when doing test videos
The darkness makes it hard to see what's happening, especially when the video compression muddles low contrast areas further

robust perch
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Wait, I'm using a clamp action on the diagonal movement

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so he doesn't move faster diagonally

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could that have an effect?

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the vector is clamped at .71 .71 when moving diagonally

hybrid tinsel
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I mean, all that matters is what you're feeding into that float from your script

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If you're only blending 71% then you'll get 71% of the increased speed

agile solstice
robust perch
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ahhh

agile solstice
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If I understand correctly
It'd be useful to have your blend weight sliders visible when you test like I have

robust perch
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wait lemme just unclamp so I can test

hybrid tinsel
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Or just set the blending to be at the right position on the 2d blend

robust perch
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OK yes it's that

agile solstice
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Indeed the threshold could be set to .71, .71

robust perch
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thank you very much

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I understand

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Will do that

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very simple

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works beautifully

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thanks guys

tropic walrus
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How do I import multiple mixamo animations?

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So, I've imported a mesh into mixamo, rigged it, and then I imported the rigged mesh into blender to paint it, I imported it back to unity and created an avatar with the rig, but then, when I try and import an animation directly from mixamo to unity, and tell the animation to use the avatar from the skeleton imported from blender, it tells me that the root bone doesn't match because they are not called the same

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The root bone on each animation is called just as the file, while the blender one is called "skeleton1". The avatar doesn't make use of the root bone and the rest of bones are called the same

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I exported the rigged mesh (from mixamo) with skin, and the animations are exported in the same format (fbx) without skin

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Here is the error (disclaimer: i changed the root bone of the skeleton in blender to match one of the animation file ones but, of course, it only works with that animation and none else)

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Funny thing is, if I import a rigged mesh directly from mixamo, it works

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Root bone names dont match, but they dont match with the animation either, and still, the mixamo rig works and the blender one doesnt

robust perch
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if it can't find root, it can't find anything

tropic walrus
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Then how does it find the rest of the bones through a root bone that doesnt match that of the animations (the direct mixamo-unity import) but not with the other (mixamo-blender-unity import)?

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Blender import and mixamo import avatar hierarchy

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Hierarchy of the avatar created by the animation

tropic walrus
#

Welp, just found out blender just adds a root bone because of reasons

hybrid tinsel
#

If the structure isn't identical, you can't reuse.

wanton burrow
#

crits on this player sprite? Its for a endless runner space game.

lime helm
spare kayak
#

how do I make buttons leaving and buttons coming in immediately transition back to default state when the animation finishes

#

they both have parameters telling them to go to those states im just talkign about coming back

errant mountain
hybrid tinsel
agile solstice
errant mountain
#

Or is that like suboptimal

marble epoch
#

Hi! I tried to import an animation from mixamo that previously worked correctly but now for some reason it doesn't behave correctly and the feets float around

#

it's like if the pivot is wrong, and it's keeping the object stable on the cendter instead of the feets

hazy estuary
#

Hi, is there a way to change an AnimationState's Motion at runtime?

#

My ideal solution here is making a StateMachineBehaviour that can swap in random motions for a state that its attached too

#

But I cant find a way to do it

hybrid tinsel
hazy estuary
#

Might have to do blend tree I guess

#

I desperately dont want to make a subgraph

#

I see images like this and think 🤮

#

My context is jump animation being different each time essentially, but I shouldnt have to make a whole state graph for that

#

But also, I already have a blend for rising and falling with my "in air" animation, so adding another dimension to blend for random animation seems tedious

hazy estuary
#

Ty

hybrid tinsel
#

If the states will always be discrete, then I'd personally use a subgraph. Not actually sure why you dislike them?

hazy estuary
#

Also my graphs are already quite complex without animation variation, creating subgraphs will basically lead to overcomplexity where there shouldn't be because importantly these animations are not new states, they are just different clips/motions played in the same state as usual

#

It's fundamentally wrong imo

#

Tons of duplication, if I have 5 animations for a triple jump flourish, I now need 5 entry/exit transitions to the regular falling animation, which will all largely be the same, its very very gross. The same would be for something else like death animations, which can be nice to variance on. It's incorrect to have 5 death states when actually there is only one in reality

hazy estuary
hybrid tinsel
#

I mean, you can have one parameter with different values. That's the whole point of using an int rather than a bool.

hazy estuary
#

You shouldn't need a parameter at all. Parameters are for state management, this is not changing state semantically

#

But fine, Ill work with the limitations, I just think its bad in design

hybrid tinsel
#

I mean, you don't have to

#

And, whether it is good design or not, this is a large part of what substates are for.

marsh wing
hybrid tinsel
#

Ah, that makes a lot of sense

marsh wing
#

@hybrid tinsel do you happen to know why Mesh.CombineMeshes() reduces vertex count of a model?

hybrid tinsel
#

I do know that the docs for that function have a typo

marsh wing
#

When looking for documentation on the method the results are sparse.

#

The only reference I have on that method deleting duplicate vertices is from ChatGPT, but when askes on the source of that it refers me to Unity Docs 😅

#

I toggled the setting "Weld Vertices" in the import Settings, which increase the overall vertex count, but even after that it removes a flat 114 vertices.

#

While I expected that to be more

hybrid tinsel
#

Don't trust gpt for anything

#

It is a bullshit fountain

#

If I had to GUESS I'd say that it only welds points that are shared by two submeshes and ignores other overlaps?

#

But I don't know; you'd probably need to test it

spiral root
#

is there a simpler way for handling animations that change depending on the player direction?

marsh wing
spiral root
#

so basically I turn each of the non-left versions into a blend tree and add an animation for left or right

novel skiff
hybrid tinsel
novel skiff
#

alright let me write there. I really appreciate the help!

unborn wave
agile solstice
unborn wave
agile solstice
#

Don't use Has Exit Time unless you want an automatic or timed transition

#

Decide on a way to shoot and aim at the same time, this could mean having an animation clip/state for aiming while shooting, or overlaying either shooting or aiming with the state machine using animation layers or blend trees

agile solstice
#

@spiral root Animation layers and blend trees
There's quite a bit of flexibility how you can use to organize animations with them
One option is to use a "synced animation layer" to make a state machine for all motion in one direction, and the synced animation layer to copy the states but swap out the motion for flipped animations, controlling the direction with layer weight from code

spiral root
#

right now I'm using blend trees

agile solstice
#

That works too

#

That is, assuming you need specially flipped animations
In many cases all you need is to toggle the "FlipX" from the sprite renderer by whatever means

#

Though that's not always an option, naturally

spiral root
#

I'll look at the synced animation layer option since that also sounds good

#

yeah that option seems easiest to work with

unborn wave
deft sentinel
#

@unborn wave I'm pretty new to this myself but your approach to animations is a little weird from what I've seen. Normally you use the state machine to go through the animations based on the controller that your character is using. Using your setup it seems like you should set a trigger for "Shooting while aiming" and use animator.SetTrigger() while aiming to transition to that state in your statemachine.

#

Now my own question for anyone here:

I've got a blend tree set up that's running on 2D Freeform Cartesian. The values are based on the velocity set by my movement controller coming directly from the rigidbody's velocity. However, when I'm moving the character and I go from one extreme, let's say strafing left, to another extreme, strafing right, the animation jumps between the two rather then blending smoothly. Any ideas where I could start to fix this? Seems like there might be two options. A) Fix it so that the velocity slowly moves from one side to the other which will impact the feeling of the movement or B) figure out how to blend these two extremes better.

trim hatch
#

Lerp the values you feed to the animator but keep the velocity values the same

deft sentinel
#

Ah, interesting idea.

#

Trying to figure out how to implement this. Right now I'm just feeding the raw velocity into the animator. I'd need to lerp things only in the event that we've gone from one extreme to the other, I think.

glass cairn
#

Do you know an other way to make a third person shooter character look up and down than with Multi aim constraint? Because i have some trouble that this doesnt work right when the spine is rotated differently default in the animations

hybrid tinsel
hybrid tinsel
deft sentinel
#

That's not a bad idea either. Im not near the computer right now but does it sound correct to send these values lerped to the animation controller only on the start of each input? Then it can lerp the start of each input but not affect the regular animations. @hybrid tinsel

pale lynx
#

Im trying to animate a UI, does it make sense to just do this programatically? is there a way to animate the UI without have to keep a timer?
and also, unrelated to UI specifically, is there a way to do animation with less files? it seems like there is so many files for each animation

hybrid tinsel
true pollen
#

how do i make it so that an animation only plays when you press a key? i made a walk animation but it even activates when youre not pressing anything and stationary

hybrid tinsel
weak frost
#

Has anyone here got experience with the animation component?

Im currently using it as its perfect for what I need to do but im running into a weird issue where animations wont play completely. Using debug view on the inspector I can see that playing animations always play until time is 1 and then they stop. This applies to animations greater and less than 1 second long and im assuming this is the cause of my issue but have no idea how to fix it

twin musk
#

Im making a landing gear animation. I have the animations. How can I connect all the animations under one animation

deft sentinel
#

@twin musk Look at the blend animation tool?

stuck raft
#

How do I add shadow sprites into the animator?

stuck elm
versed haven
#

Does anyone know a video showing how to do first person arm and gun animation? I found a few blender tutorials, but all of them create a separate rig for the arms and the gun, and animate them separately, none of them show how to import it in unity, and when I try to do it myself, the animations are out of sync, is there a standard way of doing this? Any help would be appreciated.

hasty temple
#

So I'm trying to add injured animations using layers in Unity's Third Person Controller starter assets project, but I can't double click into the "Idle walk run blend" blend tree to add the injured animations

#

I can't double click into a blend tree through the synced layer

#

I'm following this tutorial

hasty temple
#

Fixed the issue

agile solstice
hasty temple
#

I didn't know you had to add animations and blend trees to an animation layer that was done through syncing

frozen niche
#

Hi, I made an animation in blender but when I get it into unity and play it, it goes to the middle of the map to play because in blender I made the animation start at 0-0-0. Is there any way to override this system in unity?

hybrid tinsel
green wigeon
#

I have an animation that changes the material applied to a skinned mesh, but when i have a mask applied to the animation layer, the material does not change

#

if the mask is removed, it works, but the mask is required for it to function correctly with the rest of the rig

#

is there a way i can include the material in the mask?

dense bay
#

Question, is it possible to get animated bone position without actually playing the animation? Like sample animation X at time Y, and then get bone position at that time, without playing the animation?

trim hatch
#

it would be very very complicated to do

dense bay
#

I imagine it would be so 😓
I could simply play an "invisible" animated object and get the position, but I wonder if there could be a more elegant solution with a couple lines of code 😅

hybrid tinsel
hybrid tinsel
#

In that case there is SampleAnimation()

pliant epoch
#

anyone got tips on how i can improve my time animation for example sword slashes it takes a lot of time animating the hands and the body itself moving accordingly, making it look natural. I was thinking that maybe i can use animation rigging to try and get my character to follow the path of an object making it look like a slash but it seems like i wont be able to register the animation since it needs to be in a playing state and not paused.

alpine moss
#

Hello
how can I change the animations like walking in Unity Starter assets

agile solstice
alpine moss
#

do you know the starter assets from unity

#

?

#

this one

agile solstice
#

You can use the Animator window to see the animation states of the character, and as the movement state is a blend tree you can double-click it to see the Motions it has

alpine moss
#

how can i change the animation clip in this window

agile solstice
# alpine moss

These are the mesh import settings, it just shows what animations have been imported with the mesh
Still not sure what you mean by "change"

alpine moss
#

like i want to change the way he walks

agile solstice
#

It sounds like you should find a tutorial how to set up an Animator

#

Generally you cannot use animation from one model with another model, unless they use exactly the same armature, or you're using animation retargeting

alpine moss
#

okay thank you

naive peak
#

how i can make a animation with gifs of the character?

strange wedge
#

Why is the animation window so laggy? its impossible to visualise an animation without it jumping frames even if i drag the mouse

hybrid tinsel
strange wedge
#

like in the editor

#

and it's really annoying coz I cant visualise what I am doing properly

hybrid tinsel
#

Do you have burst/mathematics packages installed?

strange wedge
#

Dont think so

hybrid tinsel
#

I've that that improves the performance a bit for some people, depending on what is causing the lag

strange wedge
#

Fair enough, the editor is always slow anyway very annoying :(

#

but thanks ill look into improvement

agile solstice
strange wedge
#

it's very simple character

dense bay
ancient quail
#

I need some advice on the unity timeline
I've wasted a couple hours trying to get an answer from chatgpt, so I thought I would ask a human 😉

quiet shadow
#

I have an int parameter which decides if Idle, Animation 1 or Animation 3 should be played, and I want Animations 2 and 4 to be played when that int changes. But what happens right now is that if the int parameter changes, it directly goes to Any State. Any ideas on how to solve this?

#

Basically I just want it to complete the branch it's on before going back to Any State. Spent 2 days trying to figure it out...

agile solstice
#

When you make a transition from Any State to a state, that literally means the transition will always happen from any state when conditions are met

#

So if you ever use it you'll have to make sure other state transitions won't fight it

agile solstice
# quiet shadow How do I do that?

You'd have to make sure that the conditions that make the Any State transition happen are absolutely never true even for a moment when that transition should not happen
Because Any State doesn't respect the state machine's flow between states at all
You're basically skipping the whole system when you use it

quiet shadow
#

Because the thing I am having trouble with at the moment, is that I have multiple layers like the one above and if I don't use Any State, if I am in Animation 1 on one layer, I can't be on the equivalent of that animation on another layer that is above this layer

quiet shadow
#

I don't know... just doesn't seem to work

agile solstice
#

State machines on different animation layers don't care about each other at all, unless they're synced layers in which case they follow the exact same state flow

quiet shadow
#

Hmmm ok, thanks for the help! Hopefully I'll figure it out...

#

I'll try not using Any State again to see what happens

agile solstice
#

Kinda sounds like you want a synced layer but I'm not sure

quiet shadow
#

Can I DM you?

agile solstice
#

No, but we can make a thread here

quiet shadow
#

Sure

ancient quail
#

anyone here have experience with blending clips in the unity timeline?

trim hatch
#

Sort of

ancient quail
#

Hi, hamboy. Thought I was alone there 😉

#

I'm trying to build a scene using mocap files and bringing them into an animation track
I can line them up and even place them so they match up in world space using the clip transform offsets.
However if I then try to blend the clips, the result looks really bad

trim hatch
#

Ohh ive only ever blended simple clips that mess with colors and stuff sorry

ancient quail
#

No worries. I tried asking chatgpt, but that was a big mistake!

#

Thx 🙂

agile solstice
empty hemlock
#

soryy

shell vine
#

Hey I was wondering how I could import a Blender 2D animation into Unity to animate a Sprite Renderer

#

I'm not the one animating my friend is

dense bay
ancient quail
#

I have root motion checked on my character and my motions have bake into pose unchecked
I probably need a 5-10 minute session to help me troubleshoot this.
I'm so used to motionbuilder editing that I'm probably expecting the unity timeline editor to work the same

low cloak
#

hello! i've been dealing with this specific animation states based problem recently:

ok so i have 2 states currently, idleanimation and boatmovement and they have transitions between them that depend on whether or not a boolean value named isWalking is true or false, the moment i add however, a 3rd animation state named boatattack and connect it to the idleanimation for example where the transition state is from idleanimation to boatattack and activates when a boolean value named isAttacking is true, my character all of a sudden cannot make movement

#

so the animation states do work as intended, i just can't seem to move my player gameobject at all whenever i add the boatattack state

hybrid tinsel
#

And settings aside do your animations have root motion in them?

hybrid tinsel
low cloak
hybrid tinsel
#

Is that condition ever being met?

low cloak
#

basing from how i see that the animations do indeed change basing on my inputs the way i intend them, yes

low cloak
#

ok for some reason, whenever i add a new animation state that is not the idleanimation or boatmovement (even if this state has no transitions with the idle and movement states), my gameobject just cannot move

ancient quail
spring berry
#

does anybody have an idea on how i can make the blue guys (and the red guy) move smoothly

agile solstice
green wigeon
#

Getting some very bizarre behavior trying to set a parameter in my animator

#
Anim.SetFloat("LifeTime", Time.time - m_SpawnTimestamp / Lifetime);

Lifetime is the length of time in seconds that the object will last, m_SpawnTimestamp is the Time.time value on enable

#

this should return a value between 0 and 1 that represents the position in the object's lifetime

#

debugging my code verifies that my math checks out

#

but the parameter is being set to an unexpected value, it seemingly starts at 2.0f and climbs up in seconds from there

#

every time a new object is enabled, it continues from this point

#

next one started even higher

#

it's almost like instead of setting the float, it's adding the value or something

#

and... its an order of operations error

#

i'll just see myself out

silver sleet
#

Does anyone know how I can make it so that the foot curves, and doesn't go inside the stairs? I don't know if this is a good channel for this, but i see it most-related. (Im a beginner in unity)

#

(yes it is a unity template)

hybrid tinsel
brazen palm
#

no comment

errant turret
#

Hey, I have this 2D bone rig set up for a 4 legged spider thing with IK animation & limb solvers, and I wanted to figure out a way to make it so the body moves as the limbs move (the player will be controlling the positions of the individual legs). Does anyone have any tips on how to approach this?

errant turret
#

Update: I think I have an idea of how to do this, hopefully it works

agile solstice
# brazen palm no comment

You can use animation layers, blend trees and sub-state machines to make animator state machines simpler and more logical

hybrid tinsel
hybrid tinsel
hallow yarrow
#

Okay please help me this is driving me insane after 5 hours

#

So I have a script that updates the bone rotations

#

And it was jittering while the player was moving because it was clashing with the animation I guess

#

I just found a fix by changing the call from lateupdate to fixedupdate and setting the animator to update physics

#

But here's the thing

#

The script won't work unless I hit play and manually go into the editor to change the animator mode from normal to update physics

#

And the same thing happens if I start from update physics and change it to normal in playmode

#

Just changing it in the inspector out of play mode makes the script not work

#

💀

hybrid tinsel
hallow yarrow
#

At least compared to the past 5 days of tinkering

hallow yarrow
#

Half considering switching the update mode by code at runtime to see if that works

hybrid tinsel
#

I am wondering just why you're having the problem in the first place; you really didn't give enough detail to tell

hallow yarrow
#

So I used the unitychan spring bone scripts to animate my character's hair

#

In that there's a method that updates the rotations in the bones

hybrid tinsel
#

Right.

hallow yarrow
#

That got called in the lastupdate method of the springmanager script

hybrid tinsel
#

Right, to avoid conflicting with the animator.

#

How are you handling the motion that causes the problem?

hallow yarrow
#

But it started jittering real bad so I looked for fixes online, and couldn't find any

#

Then it started working after the stuff I said before

hallow yarrow
hybrid tinsel
#

That shouldn't cause problems, usually.

hallow yarrow
#

The same thing happens when you set it to animate physics in the editor before playmode and switch it to normal

hallow yarrow
hybrid tinsel
#

I mean, I literally can't tell what is incorrect in that video

#

You almost never want animation on fixedupdate

#

Very very rarely

hallow yarrow
#

Well it does have physics calculations involving deltatime and it fixed the jittering

hallow yarrow
#

The problem is that just changing the mode to updatephysics in the inspector out of playmode does nothing

#

You have to manually change it while the thing is playing on either mode to see the script active

#

Animatephysics*

hybrid tinsel
#

You only want animate physics when you're wanting the animation to affect the physics system

#

You seem to be fixated on 'how do I make this approach work' rather than 'is this the right approach.'

hallow yarrow
#

This seems to be the only approach that works after days of scouring the internet and asking questions so

#

Plus you can clearly see it working in the video

hybrid tinsel
#

I can't tell what I'm looking at in the video, honestly.

#

What is right and what is not right.

hallow yarrow
#

Focus on the feathers on the hat

#

When the thing is set to normal they're static

hybrid tinsel
#

What kind of movement script are you using?

hallow yarrow
#

For the player?

#

Right now I have a rigidbody.moveposition in the fixedupdate method

hybrid tinsel
#

And what happens if you just manually move the character's transform around?

hallow yarrow
#

In playmode the springbones work mostly as intended

#

Even before the fixedupdate fix

hybrid tinsel
#

And if you disable the animator?

hallow yarrow
#

Spring bones jitter with the movement script

#

They use time.deltatime in their calculations, I'm pretty sure using fixedupdate was the right call

#

The problem is how I can get the script to override the animation, or just if unity is bugged for me

#

If changing the update mode in playtime to a different value doesn't somehow affect the animation being before or after the script, my unity's probably bugged

trim hatch
#

Maybe disable write defaults

#

if the feather bones arent being animated that animator will try to keep them at the position it started with

#

Atleast from what i understand

hallow yarrow
hybrid tinsel
hallow yarrow
#

Good suggestion though

trim hatch
#

Sorry to hear

hybrid tinsel
#

You should definitely remove keyframes on any bones you want to use the wscript on though.

#

iirc the docs for unitychan said so(albeit in japanese)

hallow yarrow
#

I did remove it in blender, I'll have to remove it in unity too

hallow yarrow
#

Still doesn't work lmao

hybrid tinsel
#

I dunno. I didn't use that version of springbones much but I didn't have any similar problems

hallow yarrow
#

Okay this is messed up

#

Remembered update mode has three options

#

So apparently the cycle goes from script works > script doesn't work > script works >script doesn't work

#

Each time you choose a different update mode

#

regardless of the mode chosen

#

Should I just reinstall at this point

hybrid tinsel
#

My guess is that the choice doesn't matter but that changing the inspector is restarting/tripping something in the script or animator's execution

agile solstice
#

this
You'd probably want to ensure the spring bone to move the transforms after the animator, both in LateUpdate
Or in some other way make sure they don't try to move the same bones at all, since only the spring bone should be responsible for the motion of the hat transforms

gritty otter
#

this is what i do in chase mode

hallow yarrow
hallow yarrow
#

Just stored the calculated rotation from fixedupdate in a variable and changed the rotation to that in lateupdate

#

There's probably a better way but I'm content

silver sleet
hallow yarrow
#

Genuinely curious why the playmode settings interact with the script like that though

agile solstice
#

Not just in editor but also when building the executable

hybrid tinsel
#

Yes. This is what is called a 'race condition,' if you wanna google it.

#

Because the behavior depends on what happens to execute first.

#

My guess is that changing editor values in the animator is restarting a process and changing the order the execution happens in.

hallow yarrow
#

Well anyways thanks for the help 🙏

hybrid tinsel
#

That's hard to guess without running some tests.

gritty otter
#

any suggestion to make a better jumping effect?

agile solstice
# gritty otter any suggestion to make a better jumping effect?

It seems like you described how to improve it already
You can use a mathematical curve to link the speed to, or a curve field that's editable in the inspector
Animators often use "root motion" to link the animation to keyframes when authoring the animations

gritty otter
ripe yew
#

Heyo, I got a 3D character on my map with first person and third person view and enhanced Movement/jump/run script. I included a Idle state animation attached to entry state so my player enters the game in Idle state (still standing breathing animation) Now I want to Include more Animations like walk forward, left, back, right, run and jump. they should only be active when pressing each button: W, A, S, D, W+LeftShift, Space. I also want a very short transition between my allready imported animations. Can someone tell me the easiest way to get this done?

onyx blade
onyx blade
#

i have slove it, thanks

rocky sail
#

Hi there, I have a bit of a long question. So I've made and rigged a character in blender and I want to import it into unity. I have some animations where it can walk and run. But I want to add the ability to swing a tool as well. Now would I have to make another two animations for (swinging + running) and (swinging + walking) or is there a way to "combine" animations or do something in unity where the player can do both. It would be a bit of a pain to have animations such as eating and stood still, eating and walking, eating and running. I know I've made a mess of this question but if anyone knows at all what I'm asking please help 🙂

hybrid tinsel
sinful swan
#

I have some animations running good, and there are 2 animations that makes animation freeze. I'm suspecting it is happening becouse they are too short. Transition at the start and end of these animations when summed up longer than the animation it self. Is there a way to make work like this without making animation longer? And do you know as a fact what I suspect is a thing?
Weird thing is, it doesn't happen consistently.

agile solstice
#

I've had some animation transitions break randomly with animations that are one or two keyframes in length, but there really wasn't a reason to have them that short

sinful swan
sinful swan
#

I guess rather than transition it is more about short animation clips, and when I pressure it with quick changes it freezes. Slowing time or making animations longer solves the issue.

hallow yarrow
#

Just loop the animations to confuse the player

hallow yarrow
brisk quail
#

Is it possible to activate random transition from a given state without using code?

sinful swan
#

@hallow yarrow I slowed the animations a bit which solved the issue, I think I will redo them a little longer. But great suggestions thanks!

brisk quail
hallow yarrow
#

But yeah coding it should be way easier

brisk quail
# hallow yarrow Transition to what?

Transition to anything, e.g. another state. If A connects to B and A connects to C, and both B and C connect back to A, animator would pick one option (e.g. A -> B -> A) and repeat it over and over again

hybrid tinsel
#

Unless you want it to just follow a pattern.

#

The usual way to have a random choice of transition would be to use an integer parameter in the animator that you set randomly every time a transition is done

brisk quail
hybrid tinsel
#

It will always pick the first transition that satisfies the conditions.

dim turret
#

hello

#

lets say i want to make animation like walk,run, basic attack for my model

#

its better to make it in blender or unity?

#

sorry for noob question,

agile solstice
#

That's the rule of thumb, but there's no exact criteria

#

Unity is almost a passable animation tool, compared to Blender being a fully fledged suite of animation tools

#

Unity's upside is that you don't have to deal with importing and you can animate properties not recognized by Blender

#

Such as components

quartz willow
#

how do i create an avatar component for the character?

ripe lynx
#

Having an issue where my character reverts to it’s original position. Editing the keyframes is not working

neon shard
#

I remembered my Animation Event window's function selection being much nicer before. Was it changed in an update, or am I just forgetting how to use it properly? My functions for this object show up in this giant, ugly list that isnt sorted or even scrollable.

agile solstice
ripe lynx
agile solstice
agile solstice
#

I don't know what the correct workflow to deal with this is in this case, but from what I hear the Animator might not be the best fit for UI components in many ways

#

At least what I used to hear a lot about was that UI should always move with something like DoTween rather than animation

spare yoke
#

Morning guys and gals. Quick question for you. My character model came with a "choose your head / hair" feature and because they came separately the head isn't included in animations.
Is there an easy way to "bake" the head back into the model so its part of the animations?

gaunt cosmos
#

anyone knows how i can achieve this in unity

daring birch
#

Hello! I would like to update my character fbx in unity with an updated version. The update only contains a few more animations. How do I update that while keeping the changes made to the asset in Unity?

hybrid tinsel
#

Generally, updates shouldn't remove your changes unless you altered the hierarchy or inserted animations earlier on the timeline than the original ones- changes made in unity are stored in a separate file. However, if you want to be sure then you can just export the animations separately and merge them in unity by proper naming.

#

Which will leave the original file untouched but with the additional animations added in.

keen oracle
#

Hi i want my rootmotion animation drive my navmesh when on offmesh link: for example jumping down in an arc given by rootmotion instead of straight line down by the link. Any idea how to do that. I added a behaviour to the animation and changed the navmesh position to the rootposition of the animation but this does not help

#

Thanks

pale lynx
#

I'm making a tablet in my game that the player holds up to their face to use (very important because they will use this a lot), and I'm wondering how to do animations for that, do I only animate the players arms and just summon objects into their hands? and then like every single object the player can hold has its own animation that shows the player holding them? or is there something better I can do? like what is a good structure for a game like this where I need multiple holding animations

#

and there will be lots of different sized items the player can hold, meaning there needs to be animations for each item, and then there is a generalized animation for idly moving their arm around while holding the item

neon shard
# agile solstice At least what I used to hear a lot about was that UI should always move with som...

Oh is that so? I had planned to use it for a DOOM style game, and I figured the best way to represent the player's weapons would be canvas elements since they are just 2d sprites. I'll have to check out DoTween, maybe that will solve it. Right now I've finagled it together by passing the FireWeapon() function through my player controller Instance, reading it on the weapon through a WeaponAttackHandler script.

agile solstice
neon shard
#

Oh what I meant to say was that I have a spriteRenderer attached to a gameobject in the canvas, sorry.

#

Or wait, nevermind, haha!

agile solstice
neon shard
#

It's an Image. Oops.

#

So in this situation, DoTween is probably where I want to go toward?

#

And then I'm switching out the Images manually through code? Really all the "animations" are anyway is moving the hands up/down and then switching the image when the player is 'casting' a spell, to a new hand image, ie:

agile solstice
#

Swapping the images shouldn't be a problem
For moving or resizing them I used to hear almost dogmatically a couple of years ago that DoTween is the way to go, though the systems haven't changed since I haven't really looked into if that's true or not

#

Since there aren't all that many components and the canvases are separated, I doubt you'll run into issues either way

#

The benefit of canvases is that they can adapt to different screen sizes and resolutions, and there's many ways for users to interact with them

#

Whether I'd use Images or Sprites for doom-style viewmodels kinda depends on how much they need to be animated, and how precisely they need to be positioned relative to screen

#

As I understand Sprites would be less messy and more performant to animate, but don't have the kind of anchoring or scaling options

neon shard
#

Swapping the images is quite simple, you're right. I did plan on animating the hands, though, so maybe I do need to approach this differently. There's supposed to be a tome in the right hand for example, and the final animation of the left shows some scorching when fired. This loss of dynamic scaling and anchoring is kind of troublesome though. I'd basically be writing my own scaling algorithm?

agile solstice
#

3D geometry instead of sprites can also be a desirable choice in some sitatuations, as well as overlay cameras
But, my intent is not to lead you to overcomplicate unnecessarily

#

One quirk you faced is the public methods crowding up the event's list

#

The main cost of animated UI is that a canvas will need to be rendered again when an element within it is changed, since it's procedural geometry
I'm not sure why DoTween would be better at this but allegedly it might be

#

Still, it might take a lot of elements in a canvas before you start experiencing slowdowns

neon shard
#

Well this is all very good info. I think I'll stick with trying to animate the canvas until I run into some crippling issue only DoTween can solve. As of right now things seem to be going generally smoothly, with the exception of the public method quirk you mentioned, but since I'm only ever going to be calling a single method (Fire()) from the bottom of the list, I think I will be okay. I actually forgot about having to redraw the canvas on change, but like you said, with what I'm trying to do here I can't possibly imagine that becoming a bottleneck anytime soon!

#

This has cleared up a lot for me, thank you Spazi.

agile solstice
neon shard
#

Totally! You are one of the only people who I read the answers of to other people's questions, haha. I'm always getting little info nuggets from you. Really appreciate what you do!

hybrid tinsel
pale lynx
hybrid tinsel
#

Well, if the hand/arms are a mecanim humanoid, the built in IK is plenty for that probably.

pale lynx
#

what in the world is a mecanim humanoid

#

also I dont know what you mean by "the built in IK is plenty for that probably"

glass cairn
#

does anyone know if these blender export settings are wrong for a non human animation? Or is sth wrong with my unity settings when i import it (animation type: generic and the right avatar not more)

tired raptor
#

Sorry if this is the wrong channel, But I am making a skateboard game based around hawk pro skater. And I am wondering what character controller should I use. SHould I use built in character controller to have them go down a slope, or should I use rigidbody to work with the physics?

meager smelt
#

Hey how can I detect where the player is moving then applying that animation to it like straight left back right , strafe for example

pale lynx
#

oh okok thank you

hybrid tinsel
#

Basically, you can just move the prop around and the hands will follow it.

#

Much easier than trying to set up arm animations for every single prop

pale lynx
#

even with like finger grabbing it?

hybrid tinsel
#

You'll probably want to use an animation clip or script to pose the fingers. The built-in IK only handles the hands. You could also use the animation rigging package to set up per finger IK, but that is overkill 99% of the time.

pale lynx
#

I havent done a whole lot of animation, does it let you preview where the hand would go for each object? and then should I just create a different hand animation state for each object? or something like that

#

I really have no clue how to approach this, there might also be lots of animations for using the items, so I want it to be very simple to add new stuff

hybrid tinsel
pale lynx
#

do you know?

hybrid tinsel
#

Dunno. Too many variables.

#

There's no simple solution for such a complex situation. Just areas to look for optimization.

#

Step one is looking carefully to see what you actually need, I'd say. And working from there.

hybrid tinsel
#

But if you actually need the hands manipulating objects, there's probably gonna be a lot more manual work involved.

pale lynx
woeful bobcat
#

hello guys I m new here 🤓 . I try to us my 3d caractere that a made whit a mixamo animation and it don't work. Have you an idea to fix it ?

stuck elm
meager smelt
hybrid tinsel
meager smelt
#

But If I do that, thats just worse

hybrid tinsel
#

Well, it is a bad idea but it is also what you asked for. 😛

#

You could also just use a script to closely follow the head without the rotation

meager smelt
#

Well I just want not to see my eyeballs when jumping 😄

meager smelt
hybrid tinsel
tidal holly
#

Does someone knows how to improve the loop time(red arrow) without moving the last sprite(blue cercle) ? So it doesn't do a weird come back when the loop is finished

woeful bobcat
# stuck elm You'll need to give more information about what you're doing and what isn't work...

https://www.youtube.com/watch?v=9H0aJhKSlEQ I followed this tutorial and it didn't work. do you have any thoughts on this?

Animate a character with Mixamo
Check #SyntyStudios for more videos
Subscribe to Synty Studios on YouTube - http://bit.ly/2YPlWRp
Like Synty Studios on Facebook - https://www.facebook.com/syntystudios/
Check out all the different content available on the Synty Store - https://syntystore.com

Files required: https://www.dropbox.com/s/lyc53bvsohi...

▶ Play video
meager smelt
#

I dont know how did I did this added an event I guess but how can I remove /fix this?

ripe lynx
#

I have this animated character and a static chain/pendant; how do I get good movement from the chain and not have the shirt clip through?

steep gorge
#

how do I line my gun sights up with the camera?
https://www.youtube.com/watch?v=iOB9ru6bF9Q

First clip is what I'm trying to emulate, second clip is my first attempt, by putting a jpg on the hud, the main point of this is to practice getting the right sight picture. third clip is my current version of the project.

There's so many ways of doing it I can't really think of where to start. Do I have to start learning inverse kinematics, 2nd camera, culling masks and clipping planes?

steep gorge
eager stump
#

hello I am pretty new to animations so i need help with the walking transition from idle sorry for any bother

torpid dew
#

yeah also me

sinful pawn
#

How do I get the trigger to right part so i can use the transitions?

#

It automatically appeared there last time I did it for another animation

agile solstice
eager stump
#

May somebody help me fix my animation cant figure out whats wrong

misty vine
#

Hi! I recently bought a medieval characters pack from the Unity Asset Store and I would like to know how can I make fpp animations for them. Like, what is the complete workflow, should I use Blender? How should I import then? Should I use IK Rig? etc. Thanks! ❤️

static patio
soft coyote
#

I'm trying to make an animation for an elevator opening in 2D. Basically the transitions in the animator are working logically but the game object just disappears as soon as the animation starts? Any ideas why that would happen? I can provide more specific info if needed

soft coyote
#

I'm getting a warning "Animator is not playing an AnimationController" but I have animation controllers everywhere I need them and the object that the animator is on is always active so I'm not sure why this would be happening

hybrid tinsel
soft coyote
#

I fixed the issue thank you

orchid pumice
#

im trying to get head and chest IK working in combination with my movement script but it doesn't seem to be working... I'm not super familiar with IK but this is pretty basic and I don't see any reason it would be breaking

#

the red effector is the 'Head Target'

faint knoll
#

Im having a problem with my dash animation. When I jump, let the fall animation play and dash, the PlayerDash animation starts and ends properly. When I jump and dash immediately or a little after my jump it will just keep playing the fall animation. Maybe it's a simple fix but I can't see it for whatever reason. Any help is welcomed and if I need to be more specific I can. Thank you

short sparrow
#

Hello, I am trying to call function using the event in animation. But the function is present in the objects parent script. How can i pass the function now?

faint knoll
neat nimbus
#

I want to do a simple animation logic like this via the animator, now is it possible to make each step have a poll of different animations of that same type to get drawn randomly?

#

Like if the Idle has a list of Idle0...IdleN and when its played randomly select 1 of them

gentle crow
#

hey?

neat nimbus
neat nimbus
# hybrid tinsel

Sorry I need to know just a couple of more things since I'm using substate for the first time:

  1. Entry is the IN and Exit is the OUT?
  2. Is there a way to randomly pick one animation between the ones I have without having to make a script?
hybrid tinsel
# neat nimbus Sorry I need to know just a couple of more things since I'm using substate for t...

Yes to the first thing, but what you actually want to do is transition to the (Up) state- Exit connects back to entry without leaving the substate unless you have a transition from the substate already established. The second is 'technically yes but not really' because what you are actually doing is using a variable to choose which to transition to. So any method of setting that would be fine but a script is by far the simplest.

dense magnet
#

Hey! I am having a little trouble with a sime door animation. I have 2 anims, Open and close. When I add the anims to the animator the entry node auto connects and can't seem to add a parameter to that entry node transition. Do I need to have a 3rd anim that will just be the base of the animation ?

rapid ridge
#

Idk if it's the FBX exporter from Blender, or how Unity imports models, but something is pissing me off. It's so inconsistent. I have 4 animations in my Blender file. base (a pose), idle, walk_fw, run_fw. Sometimes, it exports the walk and run just fine and moving over to Unity has no problems. the base animation is always missing, never imports, idle only imports with a random amount of bones deforming to the animation as expected, and weights are randomly messed up upon import. However, sometimes, the fingers export uncurled as well. I never change the settings in my FBX exporter, it's always the same. But the results are ALWAYS different, I seriously don't understand what's going on. Hoping I can get some help here. Attached are some examples.

tawny pollen
#

Hello, I'd like some help with animation states. When making state transitions, is there anyway I can create my own state block similar to 'Any state', that only covers a few, specific listed states, or is that not possible?

hybrid tinsel
hybrid tinsel
faint knoll
#

I'm having an issue with my attack animation. It seems to be in a different position than the other animations that I have playing but I can't figure out why. Is there away to transform the position of the attack animation only to align with the other animations? Or may I say, 2D Collider? I've been trying to figure it out and do research but I can't find anything on it. Help is appreciated

light frost
#

is there a way to restructure an object's hierarchy without breaking the animation?

wary agate
short sparrow
#

Hello, does anyone know why i keep getting this error when i open the blendtree

BlendTreeWorkspace is NULL
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

neat nimbus
#

I have a sub-state with this structure, I use "Empty" state too check what idle do but even if that state has no animation and no exit time the character returns for few frames in T pose, is there a way to avoid that?

#

An I can't delete Empty and directly link all the idles to Entry

#

This is the base levele animator

neat nimbus
#

While I should basically go from Intro to one of the idles I made

#

Maybe plan B could be to use a blend tree instead of having the separate and just an int to precisely pick 1 of them

#

This seems working even if feels a bit too overkill

neat nimbus
#

Now is it possible to call a Method when the animator enters or exit an animation with having to use animation events in each animation?

hybrid tinsel
neat nimbus
agile solstice
neat nimbus
#

Also is there some form of override called "OnLoop"?

#

I want to randomly decide if staying in a state for another loop or exit

#

I've already made the logic but need an event to trigger that

{
  //Trigger to exit animation
  animator.SetTrigger(triggerParameter);
}
else
{
  //Animation will loop as default
}```
hybrid tinsel
#

You can check the normalized time

#

Anything over one is a loop

neat nimbus
#

but for that I should use an OnUpdate right?

hybrid tinsel
#

Probably

neat nimbus
#

mhh would prefer to avoid that

#

one last question: is it possible to set the amount of loops via code? In this way I can just call it once with OnEnter and tell to randomly animate that loop for N times

#

maybe with the normalized exit time but dunno how to reach that parameter from inside the code

agile solstice
neat nimbus
#

Let me explain, inside this substate after the loop idle ends I want to randomly choose if re-doing that idle or if doing first an action and then return to the loop.
For that I'm now using an empty state where it only contains a behviour script of activating 1 of the 2 triggers but I get issues with the animation itself since the empty is in between it doesnt smooth the 2

#

So I either need to write some logic directly in the Idle Loop to let it exit the loop after N cycle w/o having to use Evaluate or solve the animation transition issue I get when using an empty state

agile solstice
neat nimbus
#

I can't track how many loop it does with the behaviours

#

Since it only trigger OnStart but when looping it doesnt get called again

#

I would need some sort of OnLoop that doesnt exists

#

Otherwise I could have just get random a number of loops and after each one check if I've reached the limit to then move into the other animation

agile solstice
neat nimbus
#

I should make an animation even in each of these but seems way overkill

#

there should be a way to achieve what I want in a simplier way...

agile solstice
#

Might be a way to make it work with Any State, as really any state should be able to transition to any state within the sub state machine

#

Tbh a type of state with multiple listed motions just for this kind of purpose should be built in

#

Or maybe it should be just easier to create transitions

neat nimbus
agile solstice
#

Sure it's not better to use separate states?

azure moat
#

I am making a fighting game in Unity 2020.1.4f1. In the animator window for Character1 I have two layers, Base Layer and Flip. Flip is used when Character1 is facing left and Base Layer is used when facing right. However, when the Flip layer is used, Base Layer is playing at the same time. This is not something I want. When the Flip Layer is playing the Base Layer is turned off. How do I fix this ?

agile solstice
azure moat
#

They are the same animations, just flipped

#

The flipped animations are they're own animation files

agile solstice
azure moat
#

Where do I toggle the FlipX property?

agile solstice
azure moat
#

No, I am not using that. This is a 3D project btw

agile solstice
#

I see
Still you might be able to do something similar by inverting the scale of the character, though be wary that this may mess up scale-reliant components like colliders, potentially
If that's not a desirable option, I would go back to the initial plan and use a "synced" override animation layer

#

The base layer will always play, but this should not be an issue if the synced layer has a mirrored motion for every state

azure moat
#

It´s an issue because I have hitboxes for the arms and legs when a character punches or kicks. If my character is using the Flip layer and Base layer, then two hitboxes will turn on. I don´t really want that.

#

I want it so when the Flip Layer is turned on, the base layer will turn off.

agile solstice
#

So a weight 0 layer is probably as off as you can get, though the state machine will still be working

azure moat
#

Alright, I will try to use weight to fix this. Thanks for your help!

agile solstice
#

For this it's important that it's a synced layer

white quail
#

Why can't I access the inspector panel like in this video, mine does not contain features like exit time and conditions? Is it a version difference?

#

I hope someone could help me get an answer, have a great day thank u

agile solstice
white quail
agile solstice
agile solstice
#

The little arrow, click it

white quail
#

Wait lemme see

#

Is it ok if I send a picture? I can't take a screen shot because I am using my phone rn

agile solstice
white quail
#

Sure thanks, just a sec

white quail
agile solstice
white quail
#

Ohhhh

#

I am so dumb man

agile solstice
#

A common stumbling block

white quail
#

Cheers and have a beautiful day ahead

hybrid tinsel
vague elm
#

Maybe you need more context but i try... why can't i edit the rotation of the UpperLeg_R?

tawny pollen
#

It is normal for a state machine to look like this?

agile solstice
#

The labels are too small to see so I can't give any suggestions where to optimize states using those techniques

flint axle
#

Anyone here an expert on root motion? When I have root motion disabled, as expected the root of my character does not move. But when I enable root motion, the root moves forward and the animation movement plays on top of that, so while the root position is correct at the end, the mesh has moved twice the distance.

#

Does anyone know how to resolve this?

alpine juniper
#

Is there a definitive way to sync animations in humanoid animations? As an example we have a running bounce ball animation. We have a bone in the animation specifically for the ball movement. This works if the animation is setup as Generic. However, when humanoid the ball bone is not mapped and therefore it does not have any movement.

I have tried other approaches, such as creating an animation specifically for the ball and triggering it with an animation event at the correct frame, but this has an issue where it is not always synced. The animation event isn't guaranteed to be frame perfect so sometimes the ball animation is triggered a frame or 2 behind the character animation.

I feel like I am missing a very obvious solution, it seems like a very common problem but being unable to pull extra bone animation from a humanoid animation seems like a big restriction.

How is this approached?

wide moon
#

hi, I am trying to make a simple thing work, using an Animator on a humanoid avatar and playing an animation in a loop. But the animation plays once, then freezes. I have a condition setup on the transition to stop it from going to the next animation, but it doesnt loop, just frozen. I do have "Loop Time" checked off on the animation and also tried "Loop Pose" as well. What am I missing?

hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
old grove
#

does single bone eat much more performance than single vertex?

#

they all are 3dvectors?

#

in blender you can use low poly cage instead of armature for better deformations, is it ok to build same shape armature with constraints that will imitate low poly cage and then use it in unity?

#

or it will eat too much?

#

it will be 5-6 times more bones and i will bake all animations, no constraints in unity

alpine juniper
#

And that doesn't seem to work either'

hybrid tinsel
alpine juniper
hybrid tinsel
#

I don't have unity open at the moment

feral epoch
#

Guys how can I make this slider or whatever it is. I think this is a linerenderer.
Any idea?

charred flicker
#

Hi, anyone encountered animation curve value error when changing animations through animation override controller? As soon as I change animations the default parameter value changes somehow now when running animations instead of it being 0, the other animations seems to work fine, only going to 0 is now changed to random value between 0 and current clip value that played when the change took place.

#

So haven't found any info on it but by trial and error found this, unchecking Write Defaults on animator state seems to so far fix the problem.

wide moon
#

hi, I am stuck. I have a humanoid animation that I am trying to add an event to. But in the Animation window, its read-only. I've tried duplicating it, but it's still read-only. Any ideas?

#

if I expand the FBX, and locate just the motion clip, and CTRL-D just that clip, it creates a clip that is no longer read-only. But I dont want that, I dont want to divorce my animation clip from the rest of the FBX.

hybrid tinsel
hybrid tinsel
charred flicker
candid night
#

How do i make the base move with the character it stays still in the world when the character is moving in animation?

candid night
#

A character that dont have bones like a regular character for exaple a horse?

hybrid tinsel
#

You just tell it what the root node is

candid night
#

Oh ok thank you i just tested the root motion and it worked 🙂

pallid tapir
#

Rendering 3D models as 2D sprites for my top down project. How should I go about doing it? I have worked with pixel art Sprite sheets before. Should I:

  • Render out 24 individual frames for each animation and assemble a Sprite sheet

  • Render out a few frames of the animation like in a pixel art Sprite sheet where there’s usually only 6 sprites for a walking animation

  • render it in an animated/video format (if so, which one?)

jade gale
#

Howdy fellas, quick question, why dont my objects transform rotation and its constraint rotation at rest match? The armature is in its rest position so why is it different?

fallen arch
#

Quick question, Is there a way to export an animation from Unity to other softwares?
UE5? Blender?

#

Just rephrasing
Away from Unity, and not to unity

unborn wave
#

Hi peeps! I need help with this weird looking hand

This is a FPS hand and I am trying to move the hands so it lines perfectly with the trigger of the gun. The hands are lined up with the previous "Body" of the other gun, and I can't seem to move the hands at all, only the gun. Is there a way to fix this? I am using the "Easy FPS" asset and I added another gun, the AK for use instead. Cheers!

wide moon
#

hi, I have an animation of a character doing a pushup, and want to make it look like they are struggling sometimes. I wrote a simple script to add some noise to the rotation and positions over time, but it looks bad because the whole body is bouncing including the feet. How can I programmatically add rotation and movement to individual bones or bone trees? The positions of the bones seem locked, so I'm only able to programmatically change the root game object

zinc coral
#

Hello friends, does anyone know why an animation is working in the Preview but isn't working in the game?

#

Working in the bottom right, but not working in game

sonic helm
#

Is this for only 3d animation, or 2d aswell?

potent hatch
#

Alright guys. I may have only 1 year of unity under my belt but i like to think i can figure stuff out. Well apparently not this.
So, this is called in-place, yes?

#

and this is root motion?

#

well then what is this?

hybrid tinsel
hybrid tinsel
hybrid tinsel
#

That is, the animation is designed for root motion but it might have the wrong root node selected or some other incorrect setting.

atomic lance
#

does anyone know any tools to help create simple animations very quickly that anyone can personally recommend? im looking to make some quickly without doing it by hand

lime helm
# potent hatch well then what is this?

Pinballkitty has it right. Through space, no root motion. This kind of animation is not very useful for locomotion and it will leave the parent object behind while your character animates, then snap back each loop.

agile solstice
fallen arch
#

I tried, apparently only the hips translation and rotation transferes
I wish to apply that animation on blender on a render

fallen arch
white quail
#

Hola everyone, I am trying to get my enemy model to play the idle animation, I assigned it the animator as well as the idle animation but it still is not playing the animation, I was hoping if someone could help me out with this

paper gust
#

what app should i use to crate animations

agile solstice
paper gust
#

so respond me

agile solstice
# paper gust so respond me

I can't give a precise answer if you don't tell what your precise needs and goals are
A quick google will give you a general list of animation applications just as well

lime helm
#

I'm working with the Animation Rigging Override transform constraint and why is there no concept of a World Space Pivot 😔

#

I want the functionality of pivot, but added to the constrained objects world transform values.

hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
atomic lance
lime helm
lime helm
fallen arch
hybrid tinsel
hybrid tinsel
fallen arch
#

How would you set up the fbx exporter then?

#

I am sorry if it is too much to ask, just feel it is not being extremely obvious. 😢

full hazel
#

how do i render an animation i made on unity?

paper gust
#

for a 2d game

rancid folio
agile solstice
#

Better to ask in one relevant channel at a time so people don't waste time prying for necessary details in multiple channels at once

cosmic oyster
#

how do i amke sure that my animations dont start playing before the scene has finished loading and the player can see it ?

agile solstice
cosmic oyster
#

thank you

lime helm
hybrid tinsel
lime helm
raven coral
#

I'm trying to rig a 2d character for use with the bones animation system, but my character is split up into multiple pieces contained in separate images (Head, Arms, Torso, etc). Tutorials appear to mainly keep them all in one big file, I was hoping to keep them separated like this as I want to be able to swap out parts (Different weapon in the hand, for example.) Is this possible?

bleak hinge
#

im really dumb

agile solstice
bleak hinge
#

how should i set it up that it stops :I

bleak hinge
#

like this

agile solstice
#

Flipping the bool parameter won't do anything if it's not used as a condition for anything

bleak hinge
#

how could i do that

agile solstice
bleak hinge
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thank you

raven coral
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Also, is it even possible to use both Keyframes and Bones in the same animation for a 2d sprite?

hybrid tinsel
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Yes.

agile solstice
hybrid tinsel
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Or rather... keyframes can be set both for the sprite property and for bones.

raven coral
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Sorry, by keyframes I meant like, swapping the sprite out at a certain frame

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like if you imagine a run cycle, could I combine the bone moving with swapping out the sprite itself at certain points

mellow zealot
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With the "any state" node in the animator, can that take me to a different substate machine, or does it only stay within the current one?

hybrid tinsel
hybrid tinsel
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Generally speaking any state 'takes you' to whatever you have it transition to.

raven coral
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and when they make a run animation it is entirely based on bones animation with stick limbs and never swaps out the texture itself

mellow zealot
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I'm planning to have multiple sub-state machines for different weapons, and it should transition to the reload animation for that weapon when I press the reload button. Would it transition to another state machine, or will it automatically "prefer" the current state machine/stay in the current state machine

agile solstice
raven coral
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I see, I'll give it another shot then. Thanks

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There's also no issue with having those bones spread out over multiple files?

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like, not in the same PNG or sprite?

agile solstice
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Files? Bones exist in the scene hierarchy

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Bones can be generated from skinned sprites but I think that's a manual process

hybrid tinsel
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I haven't actually tested that, so not sure; at the very least you'll want both to have matching weights and bone assignments, so I'm not sure you gain much from that.

hybrid tinsel
raven coral
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Huh, my bones appear to be attached to the sprite itself

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although that is where I made them, so

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maybe I'm doing something wrong

hybrid tinsel
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It is a confusion of terminoloy.

agile solstice
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The sprite is attached to the bones, the bone information exists in the sprite meta file, from which they can be generated into scene hierarchy as transforms by the skinned sprite component

hybrid tinsel
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Right.

raven coral
agile solstice
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Animation clips merely contain a path to properties to change in the specific hierarchy
If the Animator finds a matching gameobject with the matching components to override, it can 'animate' regardless of what the gameobjects are

hybrid tinsel
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For rigged sprites, I generally just generate a sprite for each variant and enable/disable the objects. Because that allows for separate rigging for each variant.

raven coral
agile solstice
hybrid tinsel
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That's not what I suggest, it is what unity suggests.

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Like I said, I don't use it myself 😛

agile solstice
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An important distinction UnityChanLOL

potent hatch