#🏃┃animation

1 messages · Page 14 of 1

hybrid tinsel
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Side note, that mesh looks like it could be improved a lot fairly easily if you were looking for feedback?

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How is it supposed to act, and how is it actually acting?

raven coral
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Although if you have any general rules, that would be great

potent hatch
hybrid tinsel
hybrid tinsel
# raven coral Although if you have any general rules, that would be great

Well, first of all and simplest, I suggest putting a mesh vertex at each joint. That provides much better deformation, and also helps unity's weighting algorithm. for this particular sprite, I'd also add more vertices to the overlapping area of the legs to avoid 'mushiness' when moving the limbs.

agile solstice
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I believe Any State transitions (or transitions in general) do not "prefer" anything
When the condition is met, the transition will occur explicitly to the state it's leading to
At a glance it sounds like you might want to be using Animator Override Controllers if you want to replicate a state machine with different motion, so as to avoid a big bunch of possibly conflicting sub-state machines

raven coral
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but it does deform a fair amount quite quickly

mellow zealot
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I'll take another crack at it, I've already got a dynamic override thing set up

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How does one override states in a blend tree?

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Is it the same as any other animation?

hybrid tinsel
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Though for that front leg I might move the joints a little more

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Probably also add a second foot bone given how big it is, and add a foot bone to the back leg

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The areas I blacked out are where you'd want to add more geometry because the extra space distorts when bending in a way that doesn't really match the way the limb should move

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You could probably be more aggressive with that, but it depends on how much warping you're getting

raven coral
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something more like this?

hybrid tinsel
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Better, yes. Though I'd add more internal points at the places I drew

potent hatch
hybrid tinsel
raven coral
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It's definitely distorting less, at least

hybrid tinsel
# potent hatch

Well, I don't know if that's the correct bone to choose but yes.

hybrid tinsel
potent hatch
hybrid tinsel
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I dunno, then. Maybe gremlins.

agile solstice
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Sorry it was me

hybrid tinsel
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You don't want his shin bending

agile solstice
hybrid tinsel
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I'd probably add something like

keen jolt
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What would be a good way to add an animation to the camera itself, as in the camera the player would see the world through? As well as how to import said animation from blender, since the camera is not a model, and doesn't have an armature.

agile solstice
hybrid tinsel
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For the former, it depends on the type of animation.

agile solstice
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They are importable but that seemed mostly superfluous

keen jolt
agile solstice
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After all you'll want the player to be able to move the camera with input as well, usually

hybrid tinsel
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It is an odd way of doing things, but why not?

hybrid tinsel
keen jolt
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I'll try to describe my use case in some more detail to help explain what I need to do

agile solstice
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If you want to animate something like how camera can move in first person view in addition to player look input, you'd have to set up the hierarchy carefully so they don't try to override each other

keen jolt
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My project is a first person game, in which the character can normally control the camera as you would in any other first person game, and I would like to implement an animation on the process of interacting with an object (Eg. pressing a button and an animation plays of your character doing said action, in first person), I have some of the ground work done, such as the ability to switch off and on player input, and manage camera rotation manually, as well as some procedural interpolation that can line up the camera to the exact starting point of the animation, to avoid jumping, but don't know how to actually animate the camera

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The good news is that the player doesn't need control of the camera as this animation plays

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so no headache to deal with there, just have to switch between the two

agile solstice
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Sure, you can have a camera in Blender, animate and export that
That'll let you preview the perspective when animating, and even if you've got a custom camera already in Unity the imported camera will have a transform alll the same

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I'd use Cinemachine since that will make it smooth and easy for a camera to jump between two perspectives, which don't have to be hierarchically connected at all

keen jolt
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Would that mean having two seperate cameras in unity?

agile solstice
keen jolt
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Is adding a second, animation specific camera a good idea?

agile solstice
# keen jolt Is adding a second, animation specific camera a good idea?

It's probably not bad but I'd avoid any unnecessary cameras
If you animate and export a camera in blender, you'll get a gameobject with the camera component
If you wish you can remove the component and use that as just the camera control transform, like you did before
Cinemachine makes this streamlined because its virtual cameras are not cameras, just transforms that can smoothly take over the real camera

keen jolt
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huh

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might just need to migrate all my camera code now

agile solstice
raven coral
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So, it's a reasonable approach to add one Sprite Skin to multiple parts of a character, assuming the character consists of multiple images?

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For example I could have a character with 4 sprite skins, one for the legs, one for the head, one for the arms, etc?

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And then can I have one part, for example a sword, be affected by bones on a different part, for example the arm?

hybrid tinsel
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Though if you are not using psd import package to set it up, you'll need to manually assign the bones.

violet timber
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Hi all! Can I add extra transform to humanoid model rig structure? Model I use misses Upper Chest transform in avatar config, so I want to add it manually, because I have no access to source model.

brittle mauve
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Hi, I have a issue with animations when my animation switches from the walk and transitions to the run it freezes on the walk cycle even though it say its running

violet timber
brittle mauve
violet timber
# brittle mauve

what happens if switch this states? (Make RunAnimLust default one and transition it to walk state)

violet timber
brittle mauve
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No running never plays just freezes, walking work fine even if not set to default

violet timber
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Ok, can you test your running animation without any transitioning, just as solo animation?

brittle mauve
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Yep, one sec

void zealot
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Hiya, I have a dream where I would be able to hold a hotkey and then slide around the marker on the active timeline, and hold another hotkey which would allow me to move an object on the XZ plane without having to click on the gizmo. It would save me a lot of time and carpal tunnel, does anyone have any recommendations?

brittle mauve
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Same thing happens no movement at all

violet timber
brittle mauve
brittle mauve
violet timber
brittle mauve
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  1. No other layers only base
    2.Yes I have my script changing the bool for running
  2. No state behaviours
violet timber
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last thing I would check is transition settings, but if even controller with one default running state doesn't work, then I would reimport project and see if it helps

brittle mauve
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Right so here are my transition settings

violet timber
red bramble
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switching your animations to be Humanoid is pretty simple

meager smelt
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Hey guys! How can I change an animation humanoid???

red bramble
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it's the same process you did on the model

meager smelt
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oops

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😄

red bramble
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select the asset that contains the animation

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you should see a similar inspector to before

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switch from Generic to Humanoid

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then there should be a dropdown with options like...

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"create new" / "copy from existing"?

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you want the latter

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note that this assumes that the animations use the exact same armature as the player model

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which they probably did, since they were working in Generic mode earlier...

brittle mauve
meager smelt
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I think I did it let me test

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Well, no longer in the ground and it seems to work, but I still have an error.

meager smelt
red bramble
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which one is missing?

violet timber
meager smelt
red bramble
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So it's failing to find "Upper Chest"

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that's an optional humanoid bone, so it might not be assigned

meager smelt
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Yes it was that

red bramble
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If there is an upper chest bone you want to use, go back to the asset for the player model

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you need to edit the avatar

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assign the upper chest bone, then hit Done

meager smelt
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There is not, I just removed it and works

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Thanks mate again 🙂

red bramble
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iirc you must have hips, spine, chest, neck, head

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no prob

meager smelt
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Where did you learn theese?

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Over the years for sure...

meager smelt
violet timber
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@brittle mauve can you show animation import settings?

brittle mauve
violet timber
brittle mauve
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I'm just talking to my 3d modeller to see if its a mesh issue

violet timber
brittle mauve
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Yeah defo, thanks for helping

white quail
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I got a human model from sketchfab I rigged himself and added to the scene, I also gave it the animations I downloaded as well as the animator I set it up as well but it's not moving, anyone could help me with possible solutions?

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Or just let me know what u think is the problem

bleak hinge
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Can i setup a 2d animation without a sprite and it not beeing locked to a certain location

hybrid tinsel
bleak hinge
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I have a crowbar functioning as a weapon in my game, but i only drew the standard sprite since im pretty bad it drawing in general. If i animate it via the transform component (like the rotation or sth) it cannot be moved

hybrid tinsel
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If you use animation on the root node of an animator, that will happen. Put the animator on an empty object as a parent, and animate the child object

bleak hinge
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Yes i know

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Okay

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Thanks :)

hybrid tinsel
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@brittle mauve check that your running animation is compatible with your rig- for instance, if your character is a mecanim humanoid make sure the animation is, too. And make sure the clip isn't set to legacy or something.

keen jolt
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What is the best (and cleanest code wise) way of doing something once an animation ends?

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Animation events seem like a pain

uneven pagoda
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quick question

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so currently im struggling with an issue where everytime I enable and disable the gun (weapon wheel) since the animation doesnt have time to finish the bones end up in different locations and the offset begins to build up and by the end of a mousewheel spam nothing is where it should be

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I've thought up of a simple solution where theres a default keyframe where everything is where it should be

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but I don't know how additive vs override and layer prio works to make a simple not ugly piece of code to control that

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i've thought of making the weights of every layer except the default one 0 on disable and then setting them all back to 1 afterwards on enable but that seems a bit silly

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is that the way i'm supposed to do it?

uneven pagoda
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alternatively I could just make that default keyframe the entry state

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hmm

hybrid tinsel
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So that'll remove any accumulated wonkiness

zenith kindle
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Yo!

Anyone know a way to export a timeline animation to fbx (or gltf) for humanoid meshes?
I have created a timeline animation on a character using a number of different animation clips, and want to export to one long clip.

I have tried the gltf anf fbx exporters, but they dont seem to support the timeline or humanoid animations.

Merci

plain imp
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Hi, I had a working character animated from mixamo working with idle + walking + light/right strafes with a blend tree. I'm now changing it to rotate instead of strafe for which I changed the animations from generic to humanoid. The animations in the blend tree inspector works fine, but in the game I get a T pose instead of the correct animations. You can see this happening in the attached clips. Any ideas on how to fix it? Thanks!

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Fixed it! I needed to set the avatar in the Animator inspector

solar sinew
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hi can someone help me? im new in Unity and i am struggling to change my sprite from one to another because the first one just couldnt slice up normallymwhen i try to slice it in 16x16 it just divides into 4 parts

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and i cant also scale it

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why?

clever venture
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willing to work with a beginner or intermediate artist. With Unity i consider myself intermediate. dm if interested

dusk valeBOT
silver nest
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Hello, there used to be a way to bake an animation track into an animation clip, however I cannot find it anymore. Appreciate any advise.

wanton burrow
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how do you turn a animation clip into a animation controller?

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nevermind i got it

civic coral
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I want to learn unity procedural animation. How do I learn? I looked on YouTube but did not find a good tutorial

agile solstice
civic coral
agile solstice
# civic coral As the player interacts with the surrounding environment. It means that the leg ...

The Avatar system has some IK that can be used for that, but another more extensive and customizable is the Animation Riggin package
https://youtu.be/hs2goLjUz4U

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

Speaker:
Ciro Contini...

▶ Play video
civic coral
paper gust
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What app should i use to animate my 2d character

agile solstice
abstract turtle
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i just imported my animation to blender, however when I start the animation the character turns to be massive, the only scale i have found that is not one is of the imported object. The scale is greyed out though, can i change it somehow?

mellow zealot
agile solstice
mellow zealot
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When you back out of previewing an animation, bones are often in random positions/orientations, resembling some part of one of the animation clips you've used recently. Albeit that's what the "restore bind pose" thing fixes

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but its just one of those annoying things to me

raven coral
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I want to use a lot of sprites for normal frame by frame 2d animation, but also want to use bone-rigged animation. Depending on the frame the character is in, the bones-setup and rig will be different. Is there a common way to solve this? I don't really want to have 50-60 bone objects per character

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I was hoping I could swap out the sprite and doing so would also swap out the bones

agile solstice
agile solstice
raven coral
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Like, when a character is punching or climbing the sprite itself is swapped out, and I want to use a different skeleton.

raven coral
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Different art

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maybe I'm thinking about it wrong

agile solstice
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Not sure why these couldn't share the skeleton with a different sprite

raven coral
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What about say, a punch

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some poses only one arm is visible

agile solstice
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Poses that don't need the arm don't have to have any part of the sprite mapped to it

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I'm sure there's many ways to go about it though

raven coral
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So to use the same skeleton setup I just copy paste the skeleton from the original?

agile solstice
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But I recommend to test that since I haven't

raven coral
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So, just set up more bones than I probably need for the animation in case I need them later

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paste them into other sprites

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and then I can re-use them?

agile solstice
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I'd assume so

raven coral
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And then I can, when I swap the image out, set the bones to be the correct default position for that sprite?

agile solstice
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Sure
I'd have the sprite reference be changed by the animation clip

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So the pose and sprite always match with the shared armature

raven coral
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The mesh itself doesn't appear to be changed when the texture / sprite is changed

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So both images can use the same skeleton, but as the mesh is different it ends up broken even when the bone pose is the same

raven coral
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From what I can see, it doesn't look like you can re-use the same bones unless the underlying object is "near identical", like you could swap out a character for something of the same build in the same pose, but not re-use a rig for walking for a different climbing sprite

hybrid tinsel
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What I do is just have separate bones when needed

uneven pagoda
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would having something that "reset" the animation or set all animations to frame 0 on disable work?

sharp shadow
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Import Character from the Asset Store

hybrid tinsel
uneven pagoda
raven coral
hybrid tinsel
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Well, I reuse when I can

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But you need to plan your artwork around that

raven coral
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It's no issue when you're doing similar characters, I just don't see how you could do different poses with the same character

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Then, since what we are trying to do is not animate the character fully using the skeleton, just slightly add to the animation using bones, we should maybe use one big mesh that covers everything and is not very accurate, and re-use it?

pliant marten
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Hey folks, never used Unity before. I'm thinking of using Unity to create some static poses of a character I made without having to "slice" up the character into layers in Photoshop. Would this be possible? I saw on YT something using the Skinning Editor to accomplish this

trim hatch
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if you export as psb you wont have to cut parts out

raven coral
umbral stone
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So when i change direction the animation goes back to player blink. how do i make it skip player blink immediately if they are going a different direction

violet timber
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Hi all!
I want to ask an advice. I need to implement both VR body and NonVR (PC / etc platforms) character. For example both have the same humanoid model.

  • For VR body I want to have IK hands synced with VR controller, head oriented to VR headset + IK feet when they properly lay on surface
  • For NonVR character I want to have Head oriented to camera look direction + IK feet (same as for VR body)

I see that all of that can be made within unity's default Animator functionality. Though there is promoted Animation Rigging package which can provide same solutions but without limiting only on head / hands / foots as it goes with Animator (as I understand it just relays on unity's humanoid Avatar and can do IK for head / hands / feet).

What should I choose? Maybe you know obvious pros and cons of both solutions

coarse wadi
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hello hello, i have a pixelart turret with around 8 sprites for each angle of the turret. How do I best set it up so the programmers can choose the angle? Im thinking an animator with an int for the angle, but then i would have to have 8 different animations? that seems like pain and a memory waste.

trim hatch
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probably a blend tree would be best here

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1,0 for right facing, 0,1 for up facing, 1,1 for top right facing

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@coarse wadi

coarse wadi
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yeah i was thinking that, but id still need an seperate anim file for each stance right?

trim hatch
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yeah, if the turret doesn't move then you can just switch sprites out

coarse wadi
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yeah it will also shoot so theres seperate anims for that

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but i feel like there should be a way easier/less taxing way to do that

trim hatch
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i cant think of one

agile solstice
coarse wadi
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I mean it wouldnt be that many sprites. Like 8 for the movement snd then maybe 2 per position for shooting so i think like max 30

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And its pixelart

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So i guess well be fine

solemn peak
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Hey everyone, I spent the day trying to figure out what is happening with the Animation Rigging, but I lost my hopes, so I'm here to ask your help. When I enable the Rig Setup my player sinks into the ground and I have no idea why, it's just a simple head aiming thing.
Can someone help me?

hot night
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having an Issue with My IK using a Mixamo Rig on a Human Avatar
I set up two multi-aim constraints one for the the spine1 and one for the neck so my player can look at the target but now , but now none of my transforms work (cant move or rotate the player even if i move/rotate the parent ) Not really sure how else to change it. anyone have any ideas?

hot night
agile solstice
solemn peak
grim vector
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Is there a way to create an animation that will run in an animator, and animate anything that is dictated in the Humanoid Rigging config for a specific bone spot? For example, many models have different rig syntax, and I want to have an animation that would work across a rig that uses Hand_L, and Hand.L, without having to add all the possible syntaxes to a single animation file.

fallen topaz
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is there a better way to handle animations like this?

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like every animation will need a transition to human_hurt and human_death for when the player takes damage

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for context I'm making a top down 2D game

fallen topaz
lime helm
# fallen topaz is there a better way to handle animations like this?

A system like this if applicable: https://youtu.be/nBkiSJ5z-hE

Or you put hit reacts into a substate machine and handle the relevant animation transition there

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heady harbor
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I want to rotate my car so i put 4 keyframe
0, 90, 180, 270, 360
but when the animation loops there is a slight delay between the last and first frame how do i eliminate that?

agile solstice
# fallen topaz

You'd use sub-state machines, animation layers and blend trees to group up animations logically

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As mentioned a sub-state machine seems like the practical choice here
Idle, walk and run could fit in one blend tree

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If death is a one-way state that should take precedence over any other, you could use Any State for it

agile solstice
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Even the "onion layers of conditions" pointed to as a problem of the Animator is faithfully reproduced by the end

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Animator gives you the option to interrupt transitions but in this variation they're hardcoded with an Invoke which seems like a setup for problems

lime helm
agile solstice
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It's a big UX drawback that it's slow to create transitions and that you can't re-use or even copy&paste them, but I don't think the best solution is to scrap the whole system for parts

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Especially if the problem people try to solve by doing that is that they don't know about layers, blend trees or sub-state machines

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If they assume that they will need to create three hundred identical transitions, it starts to seem logical that you should try to find a way to speed up that grind somehow

lime helm
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Right, but even still layers and substate machines don't really address the issue of needing unique parameters for every single animation transition you might need on top of needing to maintain each and every one. I certainly think state machines are needed and useful, but there are a lot of "actions" you might want to perform with animation which you just want to play without having to set a parameter every time.

lime helm
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I get that there's AnyState but that can quickly turn to a mess of transitions and afaik the more transitions on anystate the less performant the AC becomes.

agile solstice
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Though if the state flow itself is detrimental then I suppose it may be more efficient to play clips directly from code
But I wouldn't start coding the state machine back in at that point

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But it seems kinda rare to have a huge number or equal priority animations

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Most things a character does like moving may involve a lot of clips but be handled very efficiently by layers and blend trees

lime helm
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Yes, locomotion is pretty standardized to be handled by blend trees and that's ideal. The pain point i come across most often is animations for gameplay systems which can have a lot of different actions performed by the character. Something like picking up an object you would need to at least have all different states defined by something like an integer to then identify the different hand grip animations you might need to play. You could reuse the arm anim and then have another layer for the hands perhaps. To me it I don't like the idea of different locations to manage and the notion of identifying things via an int requires cross referencing which asset is to be used with which animation. It feels obtuse. I should mention as much as I'm familiar with animation and state machines I'm by no means a programmer. My approach could be all wrong and I'd be happy to be corrected, but my experience thus far has been limiting and clunky.

agile solstice
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If the holding animations could be handled by a partial override, such as by only taking control of the arm, I'd have an override layer with each clip in it

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But it always depends on the situation

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Transitions can't be called by a name or string parameter, but named triggers are probably the closest thing

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Enum parameters would be really nice but I guess substituting an int for it works, though that is a bit clunky as you say

lunar geode
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I am trying to understand how root motion works in Unity (or just overall). Specifically I have a dodge-back-jump-thingy that I would like to get root motion to work for. Results so far is that the character either jumps back and then returns to origin point. Or it does that and continues forever.
(which is also strange. It plays the animation even if I don't press the dodge button -.-)

Anyone who could point me to an actually good tutorial, that preferably explains the why and not just the how? Extra points if it begins with rig set-up (root configuration etc).

agile solstice
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Either by not being enabled or by not getting the motion from the correct "root" bone

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Or possibly by being applied to the wrong object in the hierarchy

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The idea is that whatever keyframed offset the animation adds to the root bone, Unity will instead treat as movement of the gameobject rather than an offset of the animated mesh

lunar geode
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What I did for the current rig was to make a secondary root bone (took a note from Auto Rig Pro there). So the ctrl-root is what is moving, and the ROOT is stationary.
Is that even remotely correct thinking?

agile solstice
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It can be a bit ambiguous what gameobject gets moved by default by the root motion, and by which method of motion (which is to say I have no clue about that part)

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But you can read and apply the motion in a script any way you need to

lunar geode
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yeah, that's what's confusing me I think

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add on to it that what I'm trying to do is call a jump, which at the moment is the only one I want root motion for :p

agile solstice
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It might need some extra care if you need to switch between root motion and not-root motion on the fly, but I'm not sure
I have a fancy character controller handling that

lunar geode
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basically what I need is when the ctrl-root moves (and the animation finishes), the whole game object is set to the position of ctrl-root

agile solstice
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When using root motion you don't really want the object origin and character mesh position to be "disconnected"

lunar geode
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yeah, and I guess that's what's happening now, and the reason it returns to start position?

lime helm
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This is something I'm curious about too, if you wanna use root motion, does that mean your character mesh with the animator component need to be your top level game object?

agile solstice
lime helm
agile solstice
agile solstice
lime helm
agile solstice
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Do you have 10 entire variations of the character's animation set for each item

lime helm
# agile solstice What kind of characters and what kind of holding animations are they?

A humanoid, and they're picking up weapons. Each weapon has a static pose to hold it and I make animations for each weapon which move the arms in time with the locomotion so there is a natural bounce and animation to match the locomotion. These can be two handed and one handed weapons.

I explicitly avoid creating entire locomotion sets for each because locomotion has not just speed variation, but strafe and slope variation totalling close to 100 assets. The intention is then overlay the weapon pose and use a simple blend space parameterised by speed to have the arm motion move in sync with the rest of the fullbody locomotion. so instead of making a full set of 100 animations per weapon I can make three clips one static, one at walk speed and one at run speed so the overhead of being able to hold a new weapon is not a bottleneck

agile solstice
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That amount of clips is going to be a lot of work to implement no matter how you cut it
Personally I'd try to make them only affect a part of the skeleton and layer them to avoid having to animate the whole character again for each

lime helm
# agile solstice That amount of clips is going to be a lot of work to implement no matter how you...

oh yeah my thoughts exactly, the hold weapon clips are masked to influence the arms only, at least for locomotion and when I'm authoring new clips I use animation layers in Maya 😉 so I only need to animate the necessary parts of the skeleton. My primary issue was getting the animation to syncronise and appropriately assigning a layer. I mean, my preference would be to have a single HoldWeapon Layer which could contain all the necessary states in one place and get the layered performance to be synchronised no matter which weapon state is active, then when we use a weapon that's a fullbody animation, so we blend to that on a different Fullbody Layer, no worries

lunar geode
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@agile solstice I got it to work! Not sure how or why it suddenly works, but it works 😅

glass cloak
#

Does anyone know a work around for the limited Humanoid Avatar Masking system? I'm using a kit to work with and the required setting is that the player character needs to be humanoid, which is fine, but when it comes to masking the lower body and upper body animations the fine tuning of it is a mess. I can't use the transformation masking because of humanoid reasons. Any solutions?

agile solstice
#

One float parameter that's updated to velocity and another that's updated to current state normalized time

#

There rarely is
Parameters must be changed externally, conditions for them you set in the Animator transition as you described them

reef egret
agile solstice
reef egret
#

@agile solstice

agile solstice
reef egret
#

it is

#

heres a better quality image

agile solstice
# reef egret heres a better quality image

This is only showing that the Animator cannot find HumanoidRig
The tiny empty space suggests to me that the Animator should be on HumanoidRig's parent object as I said, but it's a bit ambiguous to be fair

reef egret
#

ill try shifting the animator

#

OH

#

it works now ty

solar forge
#

Morning Guys, I could use a bit of help. Im working on my idle animations. I scripted everything and currently focusing on trying to have my character face the direction he was last moving. I set my parameters but its not working any insight would be great. Here's my coded if my code is fine then i know i messed up somewhere in my animator parameters

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

public class PlayerController : MonoBehaviour
{
private Rigidbody2D myRB;
private Animator myAmin;

[SerializeField]
private float speed;

// Start is called before the first frame update
void Start()
{
    myRB = GetComponent<Rigidbody2D>();
    myAmin = GetComponent<Animator>();
}

// Update is called once per frame
void Update()
{
    myRB.velocity = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")) * speed * Time.deltaTime;

    myAmin.SetFloat("MoveX", myRB.velocity.x);
    myAmin.SetFloat("MoveY", myRB.velocity.y);

    if (Input.GetAxisRaw("Horizontal") == 1 || Input.GetAxisRaw("Horizontal") == -1 || Input.GetAxisRaw("Vertical") == 1 || (Input.GetAxisRaw("Vertical") == -1))
    {
        myAmin.SetFloat("lastMoveX", Input.GetAxisRaw("Horizontal"));
        myAmin.SetFloat("lastMoveY", Input.GetAxisRaw("Vertical"));

    }

}

}

agile solstice
full lagoon
#

@agile solstice hey men whay the rigid body cant work in my play ?

charred belfry
small sentinel
#

Any ideas why my animation doesn't play? It enters the state, and it just stops at first frame. When it leaves it's all good

worthy musk
#

I want to play Shield Run player but I cant

#

All of the conditions are true I think

#

But I cant do it

agile solstice
agile solstice
#

Any State will steamroll everything else

worthy musk
#

Well while Im playing defenseplayer, im trying to get shieldrunplayer

agile solstice
#

Those are the two obvious guesses out of the way anyway

worthy musk
#

What should i do

#

give me a advice

agile solstice
#

I'd confirm that the ShieldRunPlayer animation works alone separate from the other states
Then confirm that you can get it to play without Any State in the way

agile solstice
# worthy musk give me a advice

Hard to give anything very specific advice when we can't see how the animations are supposed to play or what conditions the transitions have

#

There's a lot, so usually the best way to demo it is to demonstrate a video that shows every transition, every animation, the parameters being changed by code in playmode and the part where it seems to get stuck or fail to work

worthy musk
#

Well I can make you understand

#

when defenseplayer is playing my char takes is shield in front of him but doesn't walk or run

#

When I want to run i play shieldrunplayer

#

and then he is walking with his shield

agile solstice
#

I think I I understand what the goal is, but an explanation won't reveal things you might have missed to set up

worthy musk
#

okay

#

umm I want to have a look like what i said

#

then i give a bool for the transfer between any state and the defense player

#

for using of shield like on or off

agile solstice
#

That sounds like a problem

#

Like I said, Any State transitions override everything

worthy musk
#

I wll thake you photos

gray flower
#

hi my model default position is this how can i make it tpose

solid pendant
main sand
#

So question, 2d platformer > multiple player weapons. If the player frames are hand drawn, how do you deal with weapon changes? Am I stuck using skeletal animation so the weapon can move with the character's hand properly without having to hand draw each weapon ?

#

Trying to figure out the best method for me and my graphic artist

earnest brook
#

in my 2d platformer the run animation loops properly, and the standstill animation loops properly, but my falling animation for some reason just will not loop right

#

i made sure that the animation attached to it was set to loop and cant find a difference between transitions

#

and when i put the fall animation into something like running it loops properly too

#

this is what my code looks like to incorporate it

earnest brook
#

i figured it out

twin musk
#

Alright great

earnest brook
#

the issue was i had something going from any state to it

#

and had can transition to self ticked

mighty python
#

Hey guys, i have this animation that is made from 4 sprites, but instead of having 0.3s it has 0.4s. how do i remove the last frame?

cedar sonnet
#

I'm new to Unity and trying to figure out Animation Controllers rn. I cobbled together some code that should flip a boolean to true when D is pressed, which in turn should transition from the idle animation to the walking animation but it doesn't. Unity doesn't spit out any errors so I'm not sure what's going wrong.

#

looking at the inspector I think it might be something along the lines of the boolean not stopping the idle animation from playing even when it tries to start the walk but im not sure how I'd go about doing that

#

is there something really obviousa bout animation controllers someone new to unity would probably miss?

uncut salmon
#

How have you setup the transition in your animator?

#

Also, you can drastically shorten your code:

private Animator m_Animator;
private bool m_Forward;

private void Awake()   <<< Use awake for local caching, not start
{
  m_Animator = GetComponent <Animator>();  
}

private void Update()
{
  m_Forward = Input.GetKey (KeyCode.D);
  m_Animation.SetBool ("FreddyForward", m_Forward);
}
cedar sonnet
#

this is how the idle to walkforward transition looks in the animator

#

the way idle loops over walkforward is what makes me think im missing something that would disengage the idle animation

cedar sonnet
#

making the idle animation not loop doesn't seem to bring out the walking animation so maybe there's something wrong with the actual bool

#

tried using a float instead, if I set it to be less than 1 it'll play the running animation but it seems whatever code I'm using for movement doesn't seem to actually change the speed?

cedar sonnet
#

im stumped tbh, might just go back to the drawing board. Anyone have a good guide on the basics of making a player character in unity?

unborn wave
#

Hi!

I need help with editing my arms for my FPS game. So far, I can only edit my gun its position. I cannot change the scale or rotation of my arms. My problem is that the right arm is not lined up correctly with the gun. Here's how it looks. (picture)

How do I edit this? I've tried so many times to change the positon, scale etc.

manic wagon
#

I might be misunderstanding the question, uh.
Meshes follow the animation bones according to the vertices weightpaint data. (as weightpainted in Blender or other 3D programs)
So these hands should move and rotate with the animation bones, provided they were weightpainted right.

Maybe part of it is still following the shoulders or the spine bones shown in the hierarchy?

I think meshes scale with whatever object the meshrenderer is on.
Scaling up a 3D model like this in Unity often leads to some horrific mangling, though, since the bones are still trying to follow the bones, which are now further inside it.
Edit: You can also change size in import settings, which might be a better idea!

lethal parcel
#

im having a big issue with my animation right now. i am curently using unity animations to move the huminoid model while holding a gun. however i also wish the model to point in the direction the camera is. is there some way i could get the best of both worlds or do i have to make a sacrifice and drop my animations?

lime helm
# lethal parcel im having a big issue with my animation right now. i am curently using unity ani...

You might find that Animation Rigging can help you. I'd recommend checking out this video: https://youtu.be/LEwYmFT3xDk

One caveat with Anim Rigging is that it is less supported for humanoid avatars.

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▶ Play video
lethal parcel
#

thank!s!!!

primal sapphire
#

Is there an easy way to modify animation from mixamo?
In particular I want to rotate it's root

#

I know nothing about animation/3d IDEs

agile solstice
primal sapphire
#

it's not about limb

#

it's actual animation root

#

as in: character is horizontal

#

meanwhile I want it vertical

agile solstice
# primal sapphire it's not about limb

My mistake, I misread that
You can retroactively flip a mesh rotation quite easily by giving it a parent gameobject and rotating it within it
If you also use root motion, you might need to reinterpret the motion vector but I'm not sure, might not need just as well
I would assume Mixamo has export settings for specific engines with different axes, but I'm not familiar with it

primal sapphire
#

no root motion

#

and flipping mesh rotation a bit troublesome

#

because that's only related to one specific animation

#

basically, all animations are vertical (normal), but one specific is horizontal (similiar to lying)

#

and due to it being horizontal I have troubles merging them in a good way

#

animation itself is "Flying" (like superman)

primal sapphire
#

I mean blending

#

if player makes a jump while flying

#

he rotated by 90 degrees

#

which looks awful

agile solstice
#

Modifying just the root transform of an exported clip should be doable
You can duplicate clips with ctrl + D to get them out from within a model asset and to make them editable

primal sapphire
#

huh

#

I see

agile solstice
#

But if the rotation is in the character bones rather than the root, you might end up blending to two opposing rotations that try to compensate each other

#

Which may ensue in weirdness, but it's worth a try

primal sapphire
#

yeah, I'm looking into it atm

primal sapphire
#

thank you so much sir

#

I honestly thought I'd have to download some 30 gb software to do that 😅

formal schooner
#

Hi all! I've just started the animation lessons as part of Junior Coding 2 in Unity Learn. I'm previewing animations and all work fine, except for one. I have no idea why. Would anyone care to have a look?

agile solstice
formal schooner
agile solstice
formal schooner
agile solstice
#

When exiting Unity, you may get the prompt to save the scene and separately to apply any import settings changed in the inspector

#

Other types of assets like prefabs or animation clips are saved on exit without any prompt

#

Or from File>Save Project
It's a bit confusing at first when Unity saves things

rugged shell
#

Hey, I'm a bit confused here.
I'm trying to get some animations to work, in this case Attack, TakeDamage/Defense.
When the attack is executed, it says the parameter wouldn't exist (in the console here)

One section of the script is ```if (gameState.isYourTurn)
{
// Enable the attack trigger for the player's animator.
animators[currentPlayerModel].SetTrigger("Attack");

            // Check if the opponent has a shield active.
            if (shieldCommand.IsShieldActive("Opponent"))
            {
                // Enable the defense trigger for the opponent's animator.
                animators[currentOpponentModel].SetTrigger("Defense");
            }

            else
            {
                // Enable the take damage trigger for the opponent's animator.
                animators[currentOpponentModel].SetTrigger("TakeDamage");
            }
        }```
#

Am I not correctly referencing the trigger here?

#

Nevermind. I used the animation name instead of the parameter.

torn sierra
#

Hey guys, this is the first time this has happened to me but this animation is offseting the sprite downwards. At first I thought there was just a lot of empty transparent space above the sprites in the animation which would make the true center higher, but this does not seem to be the case. It is only happening with the run animation and not the idle. Any help?

quasi fable
torn sierra
#

Is this what you are referring to? I can see that these sprites just appear lower, but I cannot figure out why since I am slicing the in what I believe is the correct way

reef egret
#

is it possible to play 2 animations at once

#

if i can how would it work

#

i have an animation with the entire rig and another one with just the hands

#

so if i play them at once will the 2nd animation override the 1st animation hand movement

hybrid tinsel
hybrid tinsel
hybrid tinsel
reef egret
#

so i use override?

hybrid tinsel
torn sierra
#

Thanks I will try tomorrow

hybrid tinsel
reef egret
hybrid tinsel
#

Either works but in most cases the latter is better.

reef egret
#

alr

hybrid tinsel
#

Unity animator can play clips at negative speed but can be buggy, especially if you use animation events. Making a reversed clip is more reliable.

reef egret
#

so do i reverse the clip in blender then import it

hybrid tinsel
#

Or in the unity animation editor, sure.

primal sapphire
#

So I have this controller.
How can I make it so when Jump triggers during Flip it's reset?

#

Basically I want to make flip uninterruptable

#

meanwhile everything else is meant to trigger instantly as it's triggered

#

interrupting everything except flip

shy zodiac
#

Transition out to Idle with 'HasExitTime' and don't place a condition 🙂 unless it's more code focused and requires more thinking

mortal zealot
#

Hi. I use blend tree and I only have one animation playing, this is clip N. Separately, animations work in animation, but in the game they don't even change sprite to sprite renderer. I don't know what else to check. The clips are the same between each other: 24 frames, 8 keyframes.

#

settings tree

trim hatch
#

how do I preview animations when they're part of a layer

#

like i want 2 layer animations to preview

#

hands and body

agile solstice
#

As far as I know the animation preview window itself cannot play layered animations

trim hatch
#

Ah i see
Thanks

main portal
#

Hello Guys,
whats the trick when exporting Animations from Blender to Unity?
I have a Model with 9 seperate animations, but when importing it in unity, i get like 70 Animation Clips 😮

earnest brook
#

i figured it out, issue was the any state to it allowed it to go from itself to itself

#

so it just repeated the first frame

compact ferry
#

I'm working on a full body fps controller. How can I go about having the camera parented to my character's head without it shaking around with the animations?

acoustic thorn
#

im trying to make root motion move the character forwards but it resets the position of the character when finishing the loop, when the animation plays the character controller does not move with it.
could this be the problem and how could i fix it?

agile solstice
#

If I had to guess the Animator expects to be in the root bone, but root motion is baked to Armature.001

#

But it's impossible to say from here where the root motion is, and I'm not totally sure how the Animator expects to read it

acoustic thorn
#

also its stretching, but one step at a time i guess.

blazing granite
#

something is wrong, it's normal size when not move but once it moves the size became the one I imported it

thin island
#

Anyone know why i'm getting this error with Aseprite files my friend made for our game?

Failed to load 'C:/Users/Ricky PC/Documents/GitHub/Steam-Story/Assets/Artwork/Animations/Animation Sheets/Battle Sheets/AnimalCompanion.aseprite'. File may be corrupted or was serialized with a newer version of Unity.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
I've tried reimporting the Aseprite importer, deleteing the file and starting again, duplicating the file in unity and deleting the original. I think it has something to do with being read only somehow. https://i.imgur.com/JfzcgTU.png

tardy cedar
#

How would i make a character's legs walk based on torso's position ? gonna plug this into VR.

quasi berry
#

Does anyone know where I can find a guide on implementing animations such as animations that smooth animation swapping (I.e “run start” or “180 turn around”)

teal sage
#

Hey, maybe this is more Blender specific, but when I try to export an object from Blender and import it into Unity, the animation that I have in Blender gets split one clip per object I animated. In the screenshot, I only made a single animation in Blender.

reef egret
#

which animation constraint should i use for a reload animation, where i want the hand to take a magazine and put it in the gun

#

basically tracking the location of the gun

twin musk
#

how would i get mixamo animation to work with my model thats been pre rigged?

humble robin
#

So I have a spider robot that's animated, I'm trying to manually control the rotation of the head with a script. To prevent the animation from overwriting that I added a mask to both animation layers that removed control over the head bone from the animator controller, but it doesn't seem to do that? The bone just keeps getting reset to 0 and the head never rotates. Any idea if this is a bug or if there's a standard thing I've missed? I'm on unity's 2019.4.39f1 LTS.

agile solstice
#

LateUpdate is proposed as a solution but Animator itself acts within it so it could cause conflicts

humble robin
#

Ah thank you for the suggestion, I just managed to figure it out by masking it out in the animations themselves in the import section. Guess I just needed a breather

shadow ivy
#

hi i need help

#

im working on a 2d game, and the animation is sprite sheet-based

#

for some reason

#

one and only one my animations, the run animation, dosent loop, and even if i disable exit time it...still has an exit time

shadow ivy
#

nvm fixed it (am pro)

stuck mural
#

Hello, I'm new to Unity and the Unity Animator. I'm currently working on a 2D Top Down Game. I currently have implemented animations for the player idling in every direction and walking in every direction and it's already pretty confusing as you can see on this screenshot.

As you can see on the screenshot too, I have three more animations for attacking in every direction. If I now would implement that too, it would get way more confusing than it is now. Is there some sort of a method with a return statement like in most programming languages? Because otherwise, I would have to make so many transitions.

#

Or how would you handle this problem?

trim hatch
#

use blend trees

stuck mural
#

Can you please explain that to me? 😄

trim hatch
#

im bad at explaining

#

if u dont understand something specific ask about it

stuck mural
#

okay, thank you

trim hatch
#

also youtube would work to get a visual on how people use it

stuck mural
#

I think the docs explain it really good as of now

acoustic thorn
cursive hollow
#

Transform 'Weapon_R' not found in HumanDescription.

lime helm
#

I was looking into driving Head Look in LateUpdate as is somewhat suggested in some legacy documentation. But I notice that it doesn't update things like Animation Rigging controls which may be constrained to certain bones, is there any way to have the LateUpdate transforms influence other parts of the Rig?

agile solstice
agile solstice
#

If you're using Animation Rigging you wouldn't want LookAt or other type of non-animation methods clashing with it

lime helm
#

I'm using animation rigging quite heavily mostly for IK and space switching. The issues are:

  1. use an aim constraint to orient the head where I want it to go, accurate but completely overrides all existing animation

  2. I use an override transform constraint to additively influence the head either using another aim constraint or defining some rotated poses that I can throw into a blend tree, keeps the existing animation but is additive to local bone rotation, so any pose I set for the head immediately takes the bone off world axis and the LookAt is no longer accurate

agile solstice
hybrid tinsel
#

Though now that I look at it...

#

I guess it is both since it had javascript examples >.>

lime helm
hybrid tinsel
#

But yeah, you can't use the 'Animation' script with the Animation Rigging Package at all, so any scripting of it will be useless.

lime helm
#

😔

hybrid tinsel
#

Animation rigging package runs with the animator as far as I recall, between Update and LateUpdate, so if you change something in Update it should affect the rig, assuming it is something that can be updated at runtime.

#

LateUpdate is for directly updating the transforms after animation has finished, and OnAnimatorIK is for the built-in IK system.

#

(the latter is what you'd use to change the look direction using mecanim)

lime helm
hybrid tinsel
#

Can you just parent the goals to the head?

lime helm
#

How do you mean?

#

Oh the IK goals, they're part of the rig too, so presumably no, they wouldn't update with the changes applied in Late Update

tight creek
foggy snow
#

Hi! Very new to Unity animation stuff, https://i.imgur.com/zPQGFEV.png this already seems unsustainable, are there keywords I should be searching to find docs or writeups on a better approach to animation management?

vagrant brook
#

Hello! I have a question. I will be trying to use the oculus quest 2's hand tracking to capture hand motion capture. What i want to as is that is there a way to bake the skeletal animation at runtime to a FBX animation?

#

How can I achieve this?

agile solstice
#

Try to read about every feature the Animator has in addition to those and use them to optimize your state machine

#

Ideally your state machine would simply adapt to whatever conditions you feed it by jumping from state to state in a smooth way, without the code having to keep any kind of track about what animations are actually playing

#

There are a lot of misleading tutorials about how to "improve" the Animator with coded hacky solutions that sidestep it entirely or clumsily replicate its features, all stemming from the people not understanding or not having the patience to learn about Animator features

foggy snow
#

Yeah, I'd like to have an actual clean thing I don't need shortcuts, its just, just having like 2 attacks and a jump and its already a mess of transitions.
my animator manager does use just listeners for events im invoking to manage animation so its not tied to the logic at all thankfully

#

Thanks!!

agile solstice
#

Even when grouping animations up in sub-states, blend trees and animation layers you still often end up creating dozens of transitions

#

But using those will save you from creating hundreds

#

In complex animator setups anyhow

foggy snow
#

I think this should be, for the most part, fairly simple in terms of number of unique animations aside from like ability animations, but I can swap those animations out in code if I understand correctly, but I do want to make sure I'm doing it right on the smaller projects to be able to even think of a larger project properly

spice kraken
#

how do I make it happen again

#

Help please

agile solstice
#

If it's just one or a couple of animations I might make sub-state machines that choose the clip within based on some parameter, such as an int that corresponds to an enum

#

Synced layers are useful for mirroring all the states but swapping out animations within those states to something else

#

There's also the Animator Override Controller component which basically does that, but for the entire animator controller if needed

foggy snow
#

thats what I was seeing

#

I watched like a Jacob Weissmann video on it

spice kraken
#

how do I make it happen again?

hybrid tinsel
lapis laurel
#

not sure if this is the right channel but, can anyone recommend some resources to learn artistic 3d modeling for games, specifically anything that helps someone with a mechanical engineering background.. I've got years of experience with Fusion360 and Solidworks but nothing creating art assets in Blender for example. Or I guess a side question is "could I use Fusion360 for some art assets?"

hybrid tinsel
#

You're right, this is the wrong place to ask.

reef egret
#

is this optimized

radiant path
#

hi!

#

can any1 tell me how to make animation work when it it walking?

#

anim.SetBool("IsRun", wDown);

    if (wDown)
    {
        anim.SetBool("IsRun", true);
    }

    else
    {
        anim.SetBool("IsRun", false);
    }
#

I made the code like this and it only works when it is walking front(w key)

radiant path
#

pls any1

reef egret
#

use this code instead its more optimized

radiant path
#

Thanks!

haughty forum
#

why cant i add keyframes to my animations?

lime helm
# reef egret is this optimized

You could collapse all four states for locomotion Walk, WalkBackward, Run and Run Backward into one state and use a Blendspace to transition between those animation clips with a speed parameter. In this current set up there is no way for your character to animate which matches a speed that is halfway betweeen walk and run. If your character moves at discreet speeds, meaning you can't move at 50% between walk and run speed you could clamp the speeds at certain thresholds.

Out of curiosity is this a 3D game and is this setup intended for strafing?

reef egret
#

theres no strafing

lime helm
# reef egret its a 3d game

okay, then yeah i would say collapsing the locomotion states to a blend tree would make for a simpler state machine to manage.

Do you have discreet speeds? By which i mean, walk is 1 unit/s and run is 3 units/s and there is no in between speeds the player can be in?

reef egret
lime helm
#

okay, the blend space should behave the same way if you're passing those values through as a parameter. I would just say it's easier to visualise in a blend space and less state transitions to deal with

twin musk
#

This is a pretty old video, but I want to know how the butterfly in this video was animated. Like how can i make it fly in a certain direction, especially sit on a certain object and fly away. I could do this in AE, but i want to make it within unity and i got no idea. If i download a 3d model it doesn't flap its wings, should i do everything with the model in animator window from scratch?

https://www.youtube.com/watch?v=YdNdEuU30m4

A collaboration with Passion Pictures, this short shows is the result of an experiment into realtime rendering with Unity to advance its capabilities, for more information see http://unity3d.com/butterfly

Help us caption & translate this video!

http://amara.org/v/V6cl/

▶ Play video
daring vessel
#

I have a 4 way, top-down movement system set up so the player can go up, down, left, or right. I also have an animator blend tree set up so when you walk in a direction, the animation for walking in that direction will play. (I am using 2D sprites and spritesheets) Right now, when the player stops moving, the animator goes back to a single idle animation where the character is facing down. I have drawn an idle animation for each direction, but I don't know how to implement them so that when you stop moving, the idle animation for the direction you last moved plays. (If you move left, then stop moving, the character should still be facing left.) I'm still a bit new to c# and unity and I don't know how I would implement this with code or the blend tree I already have

#

help would be appreciated ^^

haughty forum
#

why cant i add any keyframes to my animation?

agile solstice
haughty forum
#

the new keyframe button is grayed out and do nothing and i cant drag and drop my sprites into the animator aswell

#

and i cant create a new animation without right click adding an animation

agile solstice
#

Make sure you have selected a gameobject with the Animator you want to create animations for

haughty forum
agile solstice
# haughty forum

It looks like you have not selected any gameobject with an Animator

haughty forum
#

its wierd because the other animations under my player i can add key frames its only player death that i cant

agile solstice
#

You need select the correct gameobject, as you have, and have the Animation window open

haughty forum
#

i have but the new keyframe button is still grayed out

#

well its started letting me but the animations in now thanks for your help

magic crater
#

i did an animation but for somereason it doesnt wanna work with the rig
it works with default unity model

#

basically i have an animation and a rig when i use the animation on the rig the rig doesnt move but when i use it on the default unity animation model it works

reef egret
#

how do i make a layer play no animation

agile solstice
agile solstice
#

In most cases you only need to set layer weight to 0 to hide that layer's animation

lean lily
#

So far I've only worked with 2D games, pixelart. So animations would just be a set of frames played. How does 3D differ from that? For instance games like WoW or whatever, it's clearly not just a few frames for each animation. It's a fluid motion as the character attacks etc, how is that done?

agile solstice
#

3D characters use an "armature" which is a skeleton formed of hierarchically connected transforms
Each vertex of the 3D mesh is mapped to one or more of these transform bones using weighted vertex groups
Animation keyframes are used to store position, rotation and scale of the bones
The movement is smooth because those properties are interpolated between keyframes

topaz fractal
#

help ! why it say that their is no animator in the object but I can't add one because one already exist ---> "MissingComponentException: There is no 'Animator' attached to the "NDSweathoxrigonlyarm" game object, but a script is trying to access it.
You probably need to add a Animator to the game object "NDSweathoxrigonlyarm". Or your script needs to check if the component is attached before using it.
UnityEngine.Animator.Play (System.String stateName, System.Int32 layer, System.Single normalizedTime) (at <fd2118e7c6674980875dd898708570ac>:0)
UnityEngine.Animator.Play (System.String stateName) (at <fd2118e7c6674980875dd898708570ac>:0)
AimingScript.Update () (at Assets/anim/AimingScript.cs:26)"

agile solstice
agile solstice
agile solstice
# topaz fractal

NDSweathoxrigonlyarm is not selected here so the picture doesn't show whether it has an Animator or not

topaz fractal
#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AimingScript : MonoBehaviour
{

    public GameObject Gun;

    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        if(Input.GetMouseButtonDown(1))
        {
            Gun.GetComponent<Animator>().Play("AIM");
        }

        if(Input.GetMouseButtonUp(1))
        {
            Gun.GetComponent<Animator>().Play("idle");
        }
    }
}

agile solstice
#

Also make sure GameObject Gun has its reference set to the specific NDSweathoxrigonlyarm gameobject that has the Animator

#

You'll also want to check these components and references in play mode when the error occurs, just in case something's destroying them

#

You can click on reference fields with the object in it to select that object in scene or project

#

One possible cause is that the NDSweathoxrigonlyarm in the script's reference field is from the project rather than the hierarchy

topaz fractal
#

I don't understand everything but let's try 😅

topaz fractal
haughty fulcrum
agile solstice
agile solstice
topaz fractal
cosmic oyster
#

i have some sprites for animated ui in on a 2000x2000 resolution texture i made a new image for each frame and i dont know if i should make a big 6000x2000 sprite sheet ow or just leave them as seperate images. what is more efficient ?

agile solstice
# topaz fractal no I follow a tuto

public GameObject Gun; will appear as a reference field in the inspector, that reference has to be precisely correct during play mode as well

agile solstice
agile solstice
#

If the motion can be replicated by shaders, vertex deformation or other procedural motion then those will almost always be better at that scale

#

If you need the whole screen's pixels to change frame by frame, then a video player is the most efficient solution for it

cosmic oyster
#

but each image is only 105 kb large

agile solstice
cosmic oyster
#

wait let me try

agile solstice
#

Unity's textures cannot benefit from PNG or JPG compression

#

With frames that big you'll very quickly run into maximum size issues

cosmic oyster
#

is 105 kb that much ?

agile solstice
cosmic oyster
#

after import its 2.4 mb

agile solstice
#

16K textures are the absolute biggest Unity can support and some platforms might not support even that much

cosmic oyster
agile solstice
cosmic oyster
#

it will run at 6fps and its only a total of 3 frames

agile solstice
#

What kind of animation is 2000 pixels wide but 3 frames long?

cosmic oyster
#

its all the ui elements on one big image

agile solstice
#

Ah, separate sprites

#

Normally you'd have each icon's animation as its own spritesheet

cosmic oyster
#

oh

agile solstice
#

@cosmic oyster Fortunately though sprites don't really care a lot what sprite sheet they come from, especially if you pack them to a sprite atlas in Unity
Having frames of each animation together in a sprite asset would make them easier to organize though

#

I would recommend you go with a sprite atlas, that way it doesn't matter what files they come from as Unity can compile them to a single sprite sheet optimized for both file size and dimensions

cosmic oyster
#

does that mean i need to make a seperate image(sprite sheet) for each element or can i do the atlas thing with what i curently have ?

#

@agile solstice ?

agile solstice
#

It doesn't do anything you can't do manually, but it may reduce friction from your workflow by handling that stuff for you

#

The idea is that it packs all the sprites onto one texture together

#

Even if your sprite assets aren't optimized well the atlas can squeeze them tightly together eliminating empty space, add padding if needed and make the result Power of Two

normal harbor
#

I need help with the rigging package

#

it'ss just not doing what it's supposed to

#

the hand should be at the axis

#

I'm doing it exactly the same as before so I don't know what's happening

#

the legs work btw

strange wedge
#

Im trying to add a multi aim constraint to a character but he doesnt seem to react at all to the constraint during the animation? is the animation blocking the constraint? can i disable that somehow?

lime helm
strange wedge
twin musk
#

i have an issue where the fading in and out between levels runs just fine, but as soon as the crosshair activates (my crosshair works by only appearing when hovering over an object), which comes along in a later scene, the fade animations no longer play.

i have tested by manually accessing and playing the fade animations, rather than using a function that contains that code in it, however it just does not work as soon as a crosshair animation is played.

no triggers are used, i removed the triggers as i thought that was the issue but apparently not.

reef egret
#

how do i put a keyframe/event at the 3.x mark

#

i cant seem to move them to decimal places

gilded bane
#

what is a good website or thing to make animations

#

because I cant find any 2d animation things in the unity asset store

#

that I like

#

so I want to make my own

daring vessel
#

I have a 4 way, top-down movement system set up so the player can go up, down, left, or right. I also have an animator blend tree set up so when you walk in a direction, the animation for walking in that direction will play. (I am using 2D sprites and spritesheets) Right now, when the player stops moving, the animator goes back to a single idle animation where the character is facing down. I have drawn an idle animation for each direction, but I don't know how to implement them so that when you stop moving, the idle animation for the direction you last moved plays. (If you move left, then stop moving, the character should still be facing left.) I'm still a bit new to c# and unity and I don't know how I would implement this with code or the blend tree I already have

agile solstice
#

Analoguously you can't draw "between pixels" of an image without resizing it to a larger resolution

faint sable
#

yo guys, I quickly made an animated water tile in blender using displace modifier connected to plain axis, imported it to Unity as .fbx, connected animator and animation controller, but nothing seems to work, and on a preview of an imported animation nothing happens, what am I doing wrong?

tribal owl
#

So I made a new layer for the aiming part and while aiming the player aims a bow
but the animation is playing on the left side and not directly infront of it, any possible fixes or reasons?

#

could it be the faceDirection that I made so that the player always faces in front while aiming?

vocal whale
#

Newbie question, is there any way to make an animation play in full then thereafter only start from the n-th frame for every loop that follows?

#

Couldn't find anything on Google, and tinkering with the settings has not helped much.

sick hollow
#

The Blocking animation is just a loop that starts from the end of the wind up animation

split thorn
#

is there way to trigger Entry in code?

vocal whale
sick hollow
#

Yeah I couldn't think of anything else either

vocal whale
#

Alright, thanks a lot

gilded bane
#

what is a good website or thing to make animations
because I cant find any 2d animation things in the unity asset store
that I like
so I want to make my own

lime helm
#

Is there any way to change the default interpolation method in Unity animation assets?

Both of these keys are the same pose, but because it's part of a larger set of poses in one fbx, it's OVERSHOOTING based on the previous pose. I would prefer to have the curve interpolation be linear and have that be the default behaviour.

oak kite
gilded bane
#

what is a good website or thing to make animations
because I cant find any 2d animation things in the unity asset store
that I like
so I want to make my own

gilded bane
#

I need a 2d one

hybrid tinsel
hybrid tinsel
hybrid tinsel
reef egret
#

looking for critique/suggesitons

celest crag
#

@gilded bane Don't spam the same thing over and over. Your previous query is still visible.

gilded bane
#

i know but no one is answering me

#

thats why im doing it

charred belfry
#

See pins in #🖼️┃2d-tools for 2D animation links

🗃️ Documentation

Animation

Packages

Animation Rigging
Alembic
PlayableGraph Visualiser
FBX Exporter
Kinematica

📚 Resources

Git

Videos and blogs

💬 Forums

AnimationAnimation Previews

🗺️ Roadmap

3D characters and animation

celest crag
#

No-one is obliged to answer you. If you want to get a better answer expand your question and include things you've searched already.

muted latch
#

So I created this humanoid animation in Maya and as you can see in Unity it does not match. It is using the exact same rig so I'm not sure what might be causing the issue

#

Some things I've tried:
-Uncheck Resample All in Maya export settings
-Tried same animation on a different character rig(Same result, the rotations are wrong)
-Apply Root Motion in Animator
-Disable animation compression

There are no scripts or anything to overwrite the animation, just an animator with a test controller containing a single motion state

hybrid tinsel
muted latch
hybrid tinsel
#

Unity doesn't support imported constraints well, and in particular they don't play well with mecanim humanoid rigs. So you might be best off baking those too.

urban pond
#

Hey guys how would you go about animating something like this? It's supposed to work like a loop belt elevator. Maybe scripting it would be a better idea?

muted latch
hybrid tinsel
#

Do you get any warnings on the import?

hybrid tinsel
twin musk
#

I have a blend tree, with animations that are used depending on inputs, how can I access these animations using c#?

#

I want to trigger an animation to play through an event like this preferably

#

Then I can stop the animation through the corresponding Exited event

#

Animator.play seemingly doesn't have a way to access animations inside a blend tree however

hybrid tinsel
twin musk
#

HI, beginner animator here, how do I line up these parts to work with a mixamo animation?

#

I have separate animation for mixamo that I want to sort of 'line up' with my current character

twin musk
#

does that make sense?

#

This is all to try and create animations for objects that snap the hand around the collider of the object, its a VR game

#

instead of making a fist that goes through it

flint basin
#

hi, is there any way to assign a transform component of a scene object in an animation event when the function needs a Transform parameter ?

runic fractal
#

Hey guys, I am working with avatar masks to seperate upper body and lower body animations, however it doesn´t seem like the are taking effect:

#

Both layers have weight of 1.

#

But the last layer on the list is prioritized

agile solstice
runic fractal
#

Yes, and turns out that working with Transform constraints instead of the humanoid ones made it work(ish)

dark wedge
#

why my curves disappeared? (unity 2d) 💀

#

i'm kinda new into unity

#

nvm just fixed, for some reason the "one column layout" on the "project tab" made it disappear

hybrid tinsel
#

Or, at least, I still don't understand the PROBLEM.

twin musk
# hybrid tinsel Or, at least, I still don't understand the PROBLEM.

The problem is with the way the hands are animated right now, currently, I have a blend tree that blends between 4 animations using 2 triggers on the controller, one of these animations is a grabbing animation. What I want to do is be able to trigger a unique grabbing animation for each object that grabs the bounds of the object, instead of phasing through it.

#

So, basically i need to figure out how to trigger an animation that is within a blend tree using events

#

Or create a new animation without a blend tree at all, overwrite the animation that would have played if you grabbed air using the existing blend tree, and trigger the new one

#

Does that make more sense? If not, ill be back home soon, and can send some screenshots

agile solstice
twin musk
#

This brings up a second question though, I don’t particularly want to have to animate a special grab animation for every single object that I use. Is there a way to automatically create a animation using the collider’s of an object?

#

maybe by feeding in parameters of the bones of the hand, and then having it morph around the object? it would be much easier to do that then to make a grab animation for every single object

#

One way that I’ve seen games do this is by using gizmos in the scene. They have a hand gizmo that has joints that you can form around an object and then it’ll interpolate that between the animation key frames. That would be very useful for what I’m doing, but I have no idea how I would implement that haha.

agile solstice
#

A relatively simple method might be to have two or three squeeze poses in a blend tree, and drive that with the predetermined "thickness" of grippable objects for a fitting blend between the poses

twin musk
#

Or I guess it would be a blend tree property, linked to a script on the object

agile solstice
hybrid tinsel
#

Yeah

twin musk
#

Probably i'll make a few blend trees, for different objects like spheres and cubes, make the holderpoint separate from the object so I can rotate it around the pivot.

#

should work

twin musk
#

Works pretty damn well actually

wheat elk
#

hi
im having an issue passing animations from blender to unity
im using rigify to make the animation of a character sit and read a book, to make the book follow the hand I followed this video:

#

but once I pass it to unity as a prefab... the animation of the book doesn´t work
it says it is because there is no weight in the object but if I put weight in the book it would always appear far away from the obkect

#

*the hand

#

"importfbx warnings:mesh 'bookopen_lp' has 243 (out of 243) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). the list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on..." is the message to be specific

twin musk
#

I have these 2 blend trees

#

And this script, which controls

#

the GrabStrength, and switches between them

#

Works fine in editor, but because both are active, it chooses the main blend tree, how can I choose which to use?

#

is there a way to do so in script? that would work much better

twin musk
#

Transitioning between Blend Tree and Grab enables it, but that makes grab the only animation that will play

lean lily
#

How can i remove these orange squares around particles in scene mode? It doesnt happen in game but i wanna be able to see it normally in the scene when working on it

twin musk
#

try turning off gizmos in editor

twin musk
#

Tried doing this, Grabbing is controlled by a script, but it doesn't work, still only uses the main blend tree

dark wedge
#

i'm working on this "hurt" effect atm, is there any way to add a blood vfx on the timeline? i have some vfx that i got from the unity store but haven't managed to find a way to implement them as i would like, i come from flash where you just paste a symbol where you want so, that's why i'm wondering

cold nymph
#

My friends and I currently have a final project, and I am running into an issue relating to animations. The problem right now is that my running animation gets stuck on the first frame. How do I fix this? thank you

#

this is in unity 2d by the way

uncut salmon
#

Are you calling the animation to play every frame, essentially restarting it?

cold nymph
uncut salmon
#

Look at the logic you're using to play it

cold nymph
#

dirX = Input.GetAxisRaw("Horizontal") * moveSpeed;

    if (Input.GetButtonDown("Jump") && rb.velocity.y == 0)
        rb.AddForce(Vector2.up * 500f);

    if (Mathf.Abs(dirX) > 0 && rb.velocity.y == 0)
        anim.SetBool("isRunning", true);
    else
        anim.SetBool("isRunning", false);
#

this is a snippet of the code I am using for this

#

I believe that the main problem with this here has to do with the animator

#

as you can see this is the transition from idle to running

#

but for some reason I do not see the running animation

#

but still the animation goes into the first frame

hybrid tinsel
hybrid tinsel
#

The run might be so short that it is only a sliver there at the end.

ebon river
#

I'm not sure how to keep my character facing in the direction you walk? The animations are working and the player animates walking up, down, left, and right, but snaps back forward after moving.

hybrid tinsel
ebon river
#

Because it's in fixedupdate?

#

I'm new sorry haha

hybrid tinsel
#

...oh hey I didn't even notice that. There's no reason for that to be in fixed update.

#

But no, that isn't the problem.

#

The problem is that you are setting the character's direction even when there is no input.

ebon river
#

I tried doing an if statement for if (moveX !=0 || moveY != 0 and putting it in there but then the animations were constantly going instead of stopping when I stopped moving. How do you think I should approach this?

hybrid tinsel
#

Set direction separately from velocity

#

Only update the direction when there is input.

#

That way you can distinguish from facing a direction and running in that direction. Right now, your animator doesn't make that distinction.

ebon river
#

I'm too new and not sure what you mean, I'll have to play around 😅

hybrid tinsel
#

In mean that your animator should have three inputs- x direction, y direction, and speed.

#

Otherwise, it will always treat 'facing right' as 'moving right'

ebon river
#

Watched a tutorial, broke it, and now my player doesn't animate. Been at it for hours so will try again later 🥲

twin musk
#

then code it so everytime you get hurt you play animation with blood or initiate a blood animation

gritty gale
#

is it possible to change the character midway in unity with the mixamo animations? I had a character and downloaded a few animations for them, but now i tweaked it a little and would rather not redo everything

exotic sphinx
#

I imported my animated model with 2 working animations in preview on the model in the file exporer but any form of putting it in game and using it in a animation clip or animator wont work at all, Its stuck stuck in the pose that it came with

#

been trying to fix this for hours and i've lost my mind

#

turns out i was an complete retard because i was placing the animator/animation on the armature of the model which i expected was the place to place it, But placing it on the part that contained everything worked

#

i hate myself and sorry for posting here 😂

hybrid tinsel
agile solstice
#

What "resource" do you mean

hybrid tinsel
toxic viper
#

How can I play an animation backwards from the exact point where it was playing?

cold nymph
cursive hollow
hybrid tinsel
cursive hollow
#

their channel is dead

reef egret
#

im using a trigger parameter for the transition from None -> Reload, how do i make the transition Reload -> None activate whenever i reset this trigger

#

nvm solved

amber orchid
#

Hey there everybody, unity beginner with maybe a simple question: right now I have a 2D game with little dude using sprites throwing a punch animated by using SetBool() when a button is pressed in my script which triggers the animation transition. I would like to implement a feint where if the button is held down instead of pressed, the animation would only get halfway through and then reverse like faking a punch. Is there a way I can reverse the animation in the Animator in the middle of the state using a variable in the script or something and then transition normally back to idle, or would I have to do something like have a startup animation that transitions into either the rest of the punch or a reverse version of itself depending on how long the button is pressed? The latter seems more intuitive but it would mean the number of my animator states would triple, since each attack animation would need 3 instead of 1, startup, follow through, and reverse

agile solstice
#

It might be better to skip to skip to a "from feint" animation that's depicts the character pulling away from the swing, or to just skip the animation entirely

#

That's up to artistic judgement though

amber orchid
#

Damn okay that makes sense, I was just hoping there could be quick and easy way to do it but sure. And yeah if I have to have the animations separate anyway then I might as well have custom feinting animations too, that way I can just use standard transitions instead of messing with negative speed and all that, thanks!

green kite
#

So im using the animation tab to try to make an animation from a seires of pictures that I have

#

but for some reason I cant see the samples anywhere?

#

and the only tab I could find on it was like 5 years old and it referenced some settings button that is no longer there

#

how do I get my samples back?

#

ok nvm I found it

#

i tried clicking on the border of the tab and for some reason it worked

#

OK why does my animation turn invisible as soon as the animator starts working

#

it looks fine in editor due to sprite renderer but when I play the animator says its playing but its just invisible

#

I have tried scaling it up but its just not there

#

my other animation/controller works fine but not this one

#

I tried showing the sprites (which I can see on the other one) but I cant see it why is this happening?

mossy sedge
#

I have an image background of a vignette I added to my main pause menu panel. How can I fade it in when the player pauses the game?

hybrid tinsel
twin musk
#

anyone knows how would i go about making grass animation when running through it from left and right? Im using a tileset and i cant find a solution how to do it, im new to programming..

thick anvil
#

Hey....is it ok to do simple animations of 3d objects with tweening tools?

polar cobalt
#

sorry if maybe it could be a stupid question, but it's my first time making bones on blender.

I created bones and skinned my character with "auto rig-pro" , since creating bones s manual skinning took too much time and always came out wrong or lag a lot blender when i do it, but when i export my character to unity it shows me all these connections/bones that on blender it doesn't show me.

does anyone know how to fix?

slow scaffold
#

This might be a bit of a juvenile question, but I can't find any material on it anywhere. best I got was a bug report but not actually seeing how to get even remotely close. I'm looking for a way to export a rigged mesh out of unity with animations but everything I tried to follow ends up scrambling the mesh entirely, or best result: the animation was baked to a root bone off kilter.

My reasoning for this is to help skinning inside of blender instead of having to export and wait for unity to reimport simple weight tweaks. Being able to see the animation inside of blender would be invaluable in the amount of time I'd be saving. So far the closest result that I got to work is using the exporter in ACII, then converting with Autodesk2013 FBX converter, but it wont retain anything besides the root.
Edit:
Google's been saying you can export the timeline itself but I definitely don't see an option for that in the window.

split sierra
#

in the unity animator is there a way to replace a node without having to redo transitions or copy existing transitions to a new node with all the conditions and what not?

hybrid tinsel
#

Those auto riggers often stick a bunch of extra crap in there but if it doesn't affect the animation it is probably fine

polar cobalt
hybrid tinsel
#

You're using the bone renderer from the animation rigging package?

polar cobalt
#

there are to many bones so i can't select the leg bone,etc...

hybrid tinsel
#

And you can't just remove the transforms you don't want from the bone renderer?

#

I don't use blender so those pictures are useless to me :3

polar cobalt
#

i tried to make bones by meself and attach them to the character but there are too many triangles and blender crash

polar cobalt
hybrid tinsel
#

But blender isn't the problem

polar cobalt
#

it's when i export it in unity that show me all the bones

hybrid tinsel
#

in the bone renderer in unity, can't you just remove the transforms you don't want to be rendered?

polar cobalt
#

no

#

can't modify/delete the model in unity

#

k

#

first time with animation in unity

#

i'm kinda noob rn

#

🤓

hybrid tinsel
#

Yeah, but you are directly contradicting yourself.

#

If you are using the bone renderer, you had to have added it.

#

It doesn't come from blender.

polar cobalt
#

oh

hybrid tinsel
#

So if you added it, it is editable.

polar cobalt
#

i missread

#

are from blender

hybrid tinsel
#

Unity doesn't show bone gizmos without it.

polar cobalt
#

so if i made bones on blender

#

i don't need this on unity

#

right?

hybrid tinsel
#

I mean, you use it if you want to render bones

#

If you don't need to render bones you don't need to use it.

polar cobalt
#

ok

#

thx for your time

novel nacelle
#

How do i get rid of the Idle parts?

#

im trying to get my object to do the idle animation when not moving and swap to runcycle when moving. i have it working but it jumps back and forth between idle and runcycle while moving

#

im thinking its because of those idle boxes in the screenshot i provided

hybrid tinsel
hybrid tinsel
wintry field
#

Anyone see the issue? No matter how I move any of the bones this red wonr go away

#

Seems all green in the editor itself

#

Applying fails however

tough ledge
#

whenever i change the position of my object by animation my object keeps on dissapearing

#

and i know its because it goes to the position in the scene but is there a way to make it local

agile solstice
#

Transform values are relative to parent gameobject

#

So make it a child of another gameobject

tough ledge
#

I did it still doesnt worm

#

Work

tough ledge
naive hamlet
hybrid tinsel
twin musk
#

I'm controlling my hands' finger positions via multiple blend trees, and for some reason when launching the hand reverts to its "default" state from the model, despite me blending between two animations both of which offset the default values

#

closing the finger works just fine, but I cannot make it open further

agile solstice
tough ledge
agile solstice
#

In other words

tough ledge
agile solstice
tough ledge
#

Ok so wait, i have a sword attached to an empty game object(serves as a pivot) and its attached to the player character. So if i want to move around the position of the sword by animation, where should i attach the animator component

agile solstice
#

It will make sense once it clicks what it means that transform positions are relative to parent

tough ledge
#

Player < EmptyGO < Sword

#

Child of player is empty go, and child of empty go is the sword

agile solstice
agile solstice
#

Yes, though it need not be empty

tough ledge
#

So the animator that handles all the sword animations goes to empty GO aka the swords parent

agile solstice
#

Yes
It can handle all animation and act as a container for the visuals of the character

tough ledge
#

Btw just so u know im doing this in 2d

#

What happens if i turn on apply root motion

agile solstice
agile solstice
tough ledge
#

So for example, i have Sword 1 as the child of Empty GO

#

So that means empty GO has the runtime animator controller of Sword 1

#

If i were to say switch to sword 2 then id also have to switch its runtime controller to that

#

Which is hard to manage

agile solstice
tough ledge
#

So i can have the animator in the sword rather than the empty GO?

agile solstice
#

I think so

tough ledge
#

Wouldnt that defeat the purpose of why i should be putting the animator in empty go

#

U said it was because if any animation that has a position change is part of an animator thats in the empty go then it would change the sword position relative to the parent rather than scene

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Cuz i have the animator that controls the posiotion of my sword, in my sword itself. And rn when i for example chsnge the position of my sword to 0,0,0 it doesnt go to where the parent is, rather to 0,0,0 of the scene

twin musk
#

forcing the animator to use an empty animation fixes the finger but swapping it with an open finger animation (Y angle 161, object itself has 161 by default) returns the issue (156, model came with 156)

#

when ran

urban cradle
#

Are all animations created using sprite sheets?

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Or are there other ways too

twin musk
#

wdym

urban cradle
#

Say a 2d character, how do u animate it?
Using sprite sheets or is there other way too?

twin musk
#

I mean, you can iterate through multiple 2D sprites, rig it in the sprite sheet and bend it, or make it into separate transforms and animate it this way

urban cradle
#

Went right over my head

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Guess ill look into this topic later

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@twin musk you there sir I've got a clearer question now

#

I'm looking for an artist to create a 2d character for me
But some mention about frames and others about sprite sheets, that what im confused about

twin musk
#

your sprites are all stored in a sprite sheet and "cut out" of it. Frame speed determines how fast the animation plays

urban cradle
#

So each frame means a single sprite then?

#

A character with 12 frames animation will have 12 sprites in a sheet?

reef egret
#

how do i fix constraints not affecting my left arm's bones, but right arm constraints work, made sure IK was enabled in the avatar masks and constraint weight was 1

plain sky
#

animator with empty statemachinedefault state (no other states) for some reason it's not letting rigidbody move, at all. why is that?

twin musk
#

you sure its the animator?

plain sky
#

Yes. And it only happens when there are states. If there are no animation states (including empty ones), it works fine.

pliant marten
#

Is there any way to add Animation Events to read-only animation clips?
I have several animation clips that I want to add Animation Event to, but I cannot since they are read only and the only solution I have found so far is to duplicate the animclip in the Editor. The duplicated animclip can be edited.
But it kinda feels a bit overkill, If I have 50 animations, then just to add an animation event to them, I will need to duplicate every single one of them? Resulting in 100 animations?

versed merlin
#

Is there something i'm doing wrong in setting up this animaton to play? I have the clip, I have it set with the condition

#

and in the script I call anim.SetBool("EnteredShip", true);

agile solstice
agile solstice
versed merlin
agile solstice
#

If I must take stabs at the dark why the transition wouldn't work as you expect, it might be because it Has Exit Time and an Exit Time of 2, meaning the idle must play for two whole seconds uninterrupted before the transition occurs

versed merlin
#

you think 2 is too long so making it bug out somehow?

agile solstice
hybrid tinsel
hybrid tinsel
thick grail
#

hey guys! I'm building a game but honestly have almost 0 idea about how do i make it. the thing is i have to submit this project tomorrow, i spent all the week building game mechanics. its a basic game of well climbing. Now i have a player who can climb the ledges on the wall of the well but i want to add water on the end of it and i want the water to increase its level. I have 0 idea and i need some help with it.. honestly it would be great if someone could help me out a bit i only have some hours to do it.

hybrid tinsel
thick grail
#

in unity

hybrid tinsel
#

So just move the surface up over time?

thick grail
#

yes exactly

hybrid tinsel
thick grail
supple wedge
#

does anybody know a fix for bones changing location in unity? the left is blender, right is unity

hybrid tinsel
#

Don't really have enough info to debug

hybrid tinsel
supple wedge
twin musk
#

Im trying to create to small scene around 1-2 mins. I have a model of lizard i made in blender. I want it to have realistic movement and walk around in a custom manner. IS there a simple way to do this rather than animating each and everybone manually? I have been googling this thing for an entire day now

versed merlin
#

Does anyone know any good tools or assets to make animating arms to press buttons, etc easier?

hybrid tinsel
#

In most cases, on the parent if that prefab was the one the avatar was created for.

urban cradle
#

I have a question
What px size is the "fallen one" from Dead cells?
And how many frames does he have?

#

Any guesses from pros in the field will help.

agile solstice
agile solstice
urban cradle
#

Huh?

#

Its not pixel art or sprite?

agile solstice
twin musk
#

isn't it only for gameplay?

agile solstice
#

There's no fundamental distinction between a cutscene and gameplay

sage saddle
#

Im trying to figure out a way to set an animation clip's normalised time without using the Play() method, anyone got any ideas?

#

it seems there used to be a normalised time parameter option in the animator but its no longer there

mellow zealot
#

I updated my editor and the animation rigging package, and now this happens in play mode.

#

As well as this, Maintain Offset doesn't do anything, position constraints move the transform to the origin + the influence transform's local position (no clue wtf is going on there), and rotation constraints aren't applying correctly

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Updated animation rigging to 1.3.0

#

still doing exactly the same

#

please for the love of god, ping me when you're replying

twin musk
mellow zealot
#

This issue is completely preventing progress on the project. It is interfering with aiming, animation authoring and even just having the player stand there doing nothing

#

ah yes, the classic "Bitch about it and it works" approach. I loaded up the samples, complained to somebody and now everything is fine.

twin musk
mellow zealot
#

what, with the rigging package, or just in general?

twin musk
mellow zealot
#

fair, it sucks sometimes, but we ball ig

agile solstice
# twin musk you got any videos/refrence for procedural animations? i cant find something goo...

Procedural animation is as broad of a topic as all handmade animation
You could search for procedural quadruped movement or snake/segmented movement if your creature is long
Unity's own procedural animation tutorial should get you familiar with the basics of what you're trying to do
https://youtu.be/acMK93A-FSY
Animation Rigging is not the only way to do procedural animation but it offers tools ready to go for most common types

twin musk
hallow palm
#

Should I be creating an animator per scene or per object that requires animation?

#

i have a handful of objects that i'm animating, but having them all use the same animator makes them use the same animations

#

IE: animating the camera position and a separate light color in the same timeline makes both the camera and light move, and I'm assuming if camera had a light color value as well it'd inherent the keyframes from the light

#

reason i'm asking is because i'm trying to blend bunch of animations to play after eachother, so when one object moves left and ends it's animation then a completely separate object starts playing it's animation