#🏃┃animation

1 messages · Page 15 of 1

hallow palm
#

problem is inside the animator i can play an animation one after another, but only on one object:

#

animations from other objects can't be sequenced, and adding other objects animations to this animator would cause it to inheret all animated properties without respect to what is originally being animated

#

is there some sort of master timeline where all objects in a scene can be keyframed independently? and ideally blended/sequenced to play in a specific order?

#

here's a good example of what I mean, i animated my camera to move, but not this empty object called 'stinky'
i put the animator on both objects, expecting to be able to keyframe their positions independently
instead the animation replaces what is being animated

grim vector
#

Heyo. I have an animation here, a pose for a model. Though for some reason I don't have a way to adjust the lower leg bone's rotation.

#

Wait nevermind I overlooked it OMEGALAUGHING

hybrid tinsel
#

Animators only affect child objects under them in the hierarchy.

wheat cedar
#

is there any way to make animations imported from blender import as generic rather than humanoid? humanoid animations are causing slight differences and it's very annoying

agile solstice
#

Animation Rigging is a separate system from Avatars
As long as they don't directly clash (try to both implement IK or otherwise move bones at the same time) Animation Rigging should work with anything

hybrid tinsel
versed merlin
#

What's the best way if I want to animate hands for operating a ship? is there some asset that I should use or is it better to just use the unity animation window + keyframing?

marsh granite
#

how can i make my character stand in its default idle position so that i can adjust his weapon to fit his hand?

#

cus right now its standing in a weird position

#

like a default pose for modelling

twin musk
#

Hello, I have a question, how can I make the last sprite of an animation stay as the default of the object?

compact pecan
#

hello. How can i prolong a one key frame animation? I don't want my character to transition from jumping animation into idle or running animation until it hits the ground or it's close to the ground. I tried to increase the exit time but that makes the character stuck on the jumping animation when it hits the ground

earnest brook
#

how would i make it so that the left side of the sprite in the animation always lines up with the left side of the hitbox, since the weapon will be seperate and doesnt need to be in the hitbox

hybrid tinsel
hybrid tinsel
versed merlin
hybrid tinsel
hybrid tinsel
earnest brook
#

ight sorry lol

#

good to know

hybrid tinsel
# versed merlin It's like general pilotting, and pressing the buttons in the ship

Well, it really depends on what you find easiest. Setting IK targets on a bunch of buttons in the cockpit and then using a script to move the hands between them could work well and provide a lot of random variation and would require less manual work setting up the pose, but a simple animation could be fine if that level of detail isn't needed and if your character is already set up for the cockpit it might be easier.

hybrid tinsel
versed merlin
#

the character will already be sat in the seat in the cockpit yeah

#

okay, thankyou for the advice pinballkitty

earnest brook
#

i set the sprite sort point to pivot, but how do i choose the location of it

wheat cedar
#

all my animations are importing as TPOSE when importing as generic. they work when being imported as humanoid but i don't want to use humanoid animations because they are harder to control in unity without paying for extensions.

twin musk
hybrid tinsel
hybrid tinsel
wheat cedar
#

checking in the importer

hybrid tinsel
#

I should note that if they are actually humanoid clips then there's no built in way to convert them to generic- the conversion is only one way.

#

That is, you can import a generic clip as humanoid, but you can't import a humanoid clip as generic

harsh pivot
#

Just followed Synty's official video for doing Mixamo animations:
https://www.youtube.com/watch?v=9H0aJhKSlEQ

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

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

▶ Play video
#

the result:

#

anyone else ran into this?

hybrid tinsel
ebon rock
#

Is there a way to instantiate object from prefab using Timeline and playables? I'm looking for something like Activation track but for instantiation

sterile nacelle
#

Getting these errors after deleting a rotation constraint from the armature of a character.
Not finding much relevant info online, any ideas why? Nothing seems broken but i hate seeing these errors.
The model was animated in UMotion and I believe the constraint was on there the whole time during animation process

#

Nevermind, it seems to only happen with instances of this prefab that were on the map before i changed things

#

Just deleted and refreshed their changes

minor turret
#

Okay how can I make it so that the animation will immediatly switch when not active, because when I'm doing the run animation it sometimes needs to complete its entire cycle before it goes to idle and it looks really akward.

minor turret
#

nvm i completely forgot to turn off exit time

novel nacelle
#

how do i check how long an animation is? im using the animator window and have 3d model animations and want to know how long an animation is

hybrid tinsel
proper grove
#

how would I go about making a crouch movement system
but its not one animation
its strafing
would I do another blend tree in the same layer, or make another layer for crouching and set the weight based on if im crouching or not

agile solstice
proper grove
#

Alr

tacit lotus
#

When I'm making a shooting animation for a gun I added using the unity official animator and i have it how i want it but when i go to play my game it is bouncy and i have literally no clue why this is happening (the other animations i have work perfectly but its just this one that doesnt)

agile solstice
hallow galleon
#

Hey guys, I'm pretty new to blender and unity, but working on an animated 3d humanoid character model for an iso perspective 3d game (like an RPG).
What are the pros and cons of root motion?

#

I already animated non-root-option walk animation in blender and ported it into unity and had trouble finding the right movement speed for the number of keyframes my animation had in blender

tacit lotus
agile solstice
tacit lotus
#

ill try get a clip (dont like criticize it lmao i am just making it for fun)

#

not the best video but it shows that when i set the speed up it does that

proper grove
hybrid tinsel
proper grove
#

Fixed it

fallow hollow
#

is it possible to have an animation template that I can reuse for all my characters?

fallow hollow
#

yeah will check it out soon

hybrid tinsel
#

Animation override controllers are what you need for that.

fallow hollow
#

yeah just looked into it, I am actually facing a problem rn, my rigid body character gets rotate 90 degrees to lay flat on the ground when I used a mixamo animation...

fallow hollow
#

well, I checked "Apply root motion" and it's not rotating it anymore, idk really

hybrid tinsel
#

That sounds like you might have the wrong transform selected as the root, or the animation itself might have a weirdly oriented root and might need adjusting

agile solstice
# tacit lotus

I haven't seen this before but one reason is could be that you have a blended transition to another state (recoil back -> return?) which effectively could cause "overlapping" motion when the recoil animation ends almost immediately and starts the transition
But I'm not sure
If the animation clip alone works well but weirdness happens in the animator, the most likely culprit are transitions in some way

fallow hollow
#

how can I animate with transition directly from code without touching the animator nodes

#

I just got too many states, even a state machine cannot do that "efficiently"

#

I just want to play animation from hash/name with a transition from old anim

agile solstice
fallow hollow
#

I have over 15 and growing

#

plan on having over 40

agile solstice
#

But what are they

fallow hollow
#

animations

#

like strafe

#

run

#

run fast

#

dodge

#

found it

#

this method AnimatorController.CrossFadeInFixedTime("idle_guard", 0.3f);

#

it animated directly from code

agile solstice
fallow hollow
#

it's a gold mine

agile solstice
#

In most cases if you're considering skipping the Animator with code, the root of the problem is that you're unfamiliar with the tools Animator provides for making state machines more efficient

fallow hollow
#

yeah I'm more of a full code guy

#

I will probably do particles in code too

#

I have visual nodes

#

passionately

#

thanks anyways

raven vortex
#

cant change Two Bone IK Constraint weight with animation. When im calling animation using

animator.Play("Name"); everything in animation changes (transform position, rotation) except rig constraint weight. But if i start it in animation window or use "jump to state" option in animator window everything works

How do i make things work from animation?

meager urchin
#

How do one export blendshapes from Maya, with animations, like I have a face animated, but how do I export these to be played on an Humanoid rig ?

#

They export and I can access blendshapes sliders though

#

But how can I make it an animation

cursive hollow
raven vortex
#

i figured out, it works only if camera doesnt look at player, but why

hybrid tinsel
#

Probably you have the animator set to not animate when out of view

#

Which means that changes to the weight will be updated.

#

It is one of the major failings of the rigging package that it doesn't like you animating the weights.

raven vortex
elder kindle
#

I am having a issue exporting this animation to my game, this is the export settings and when I have exported the model the animation tab wont apear. If someone know this problem or understand I would be very happy to get some help, Thanks!

fierce depot
#

Having some trouble with joints. Joint contains our camera, and keyed to move from one spot to another in a single frame to simulate a camera cut. Despite being specifically keyed not to, Unity starts the acceleration several frames prior, and wildly overshoots the end point before bouncing back into place, like it's trying to simulate and preserve momentum or something.

Is there a way to make it not do that? Having a lot of problems with interpolation in general, like things looping improperly or feet/hands wiggling nonsensically during idles

proper grove
#

i want to implement a foot ik alignment system, i already, have a strafing animation set up with crouching, and shooting, will this effect whether or not I can implement it?

hybrid tinsel
shut mulch
#

Where should I connect attack animations into this?

cursive hollow
#

Why you separated the animations for Idle, Walk and Run?

proper grove
#

i want to implement a foot ik alignment system, i already, have a strafing animation set up with crouching, and shooting, will this effect whether or not I can implement it?

uncut salmon
#

You can use Unity's animation package to do IK blending on top of animations

muted gorge
muted gorge
#

okey the problem was i put the condition trigger "damage" in the transtion between damage and idle

bitter quarry
#

hi guys

#

how do i get my idle animation to work?

uncut salmon
#

A vague question gets a vague answer: you just set it up and use it correctly.

sullen elk
#

https://www.youtube.com/watch?v=ky9PQsxzNdY&ab_channel=Marnos
cant entirely figure out what's going on here -
one of the animations i set up works fine - the idle - but this walking animation I setup is acting strange
as seen in the video, the animation's manipulating the position all over the place, despite the "root" bone being completely still in blender

ive tried exporting repeatedly with different settings, can't really figure out a solution

first time finishing a full model in blender and animating it - then exporting into unity

some things didn't exactly work out right....

▶ Play video
#

appears to be an issue with the rig settings of the animations-
it was using "copy from another" as the setting, but for whatever reason there were mismatch issues?
might just be an issue with how I set up everything from a blender point- not sure entirely,
but swapping to "create from this model" fixed the animation issues,
issue is the animations got a little screwed, some bones just arent moving right with those new settings, so now they've got a broken ankle

#

RIGHT OKAY, issue was that the original model was exported with "FBX UNIT SCALE" but the walk cycle wasn't.

fast palm
# shut mulch

You should connect attack animations into Any State. If you don't connect Any State, you should connect attack animations into all possible states such as idle, walk, run.... And this will make your animator more complicated.

pine fox
#

I'm trying to make a animation that plays on seeing entry and stop on SIM and now it already works but issue is it moves the player the player camera and all now it works perfectly but after a plot the animation finishes playing it locks the player in place can somebody help me?

pale owl
#

how can i make my second animation play right after first one?

agile solstice
ruby nest
#

I really appreshaite how easy it is to drag/drop animations onto humanoid rigs in unity

#

autorig em fast, toss em in unity, drag some clips into a controller and bam

hasty glade
#

I am having trouble with multiple SkinMeshRenderers. For some reason, it glitches between 2 different renderers. It's random, inconsistent and I can't seem to figure it out. If I disable the skin mesh renderer on one of the characters, there is no problem. When I duplicate characters with a SkinMeshRenderer it randomly choose renderers to glitch. When I turn off lighting the problem is 95% less.

pseudo sparrow
#

I am really new at animations in unity and want to implement an animation pack from unity asset store called Basic Motions FREE. I have watched videos and read but the things they do does not seem to work for me, I will send some pictures of the things I believe is relevant.

wide rapids
pseudo sparrow
#

This is the character I have downloaded

pseudo sparrow
wide rapids
#

Ah nevermind - the orange animation is the default animation - so it should run anyway

#

you do not need to have a condition for it

#

remove that AnyState transition and check out if it works out of the box

pseudo sparrow
#

oh okey. But maybe in the future when I need to transition from run to idle for example?

#

yes will try that

pseudo sparrow
#

This is the animator which is set on the player

nova harbor
#

how would i blend animations? like if i had a wave animation, the rest of the body could be in idle or running animation, and wave animation would overwrite only the arm

wide rapids
wide rapids
# pseudo sparrow

Like here on the right side scroll up - is there an animation set?

pseudo sparrow
shut mulch
#

I know it's kinda hard to tell, but how come my animation and rig works fine in blender, but get's deformed in unity?

hybrid tinsel
hybrid tinsel
hybrid tinsel
#

Generic rigs can only be used with generic animation clips that match the rig.

pseudo sparrow
hybrid tinsel
#

The actual model file in your project.

pseudo sparrow
#

This one?

hybrid tinsel
#

It is possible that the model actually is incompatible, too, but most likely it is just set up wrong.

#

Yes.

#

Though I prefer the list view

pseudo sparrow
#

You want me to send the list view?

hybrid tinsel
#

No

pseudo sparrow
#

okey I am confused now. Where is the settings you are talking about?

hybrid tinsel
#

In the inspector when you select the model file

pseudo sparrow
#

oh I see

#

so it should be possible to change from generic to Humanoid?

hybrid tinsel
#

If the model is compatible, then yes

pseudo sparrow
#

Oh it works! Thank you so much for the help 😄

hasty glade
hybrid tinsel
#

Weird.

odd comet
#

I have two animations. First animation is SitToStand and the second is an Idle animation. I understand that the first animation has her feet towards the front and the second animation her center is in the middle. Is there an easy way to keep her from sliding back when going into the second animation. I'm not that great with animations so any assistance would be greatly appreciated. https://www.youtube.com/watch?v=8klb7rPIf8k

how to resolve character from sliding back on second animation

▶ Play video
uneven rune
#

I got an idea to adapt Hasbro's The Game of Life

agile solstice
odd comet
agile solstice
odd comet
agile solstice
#

Seems like a flaw in how the animation itself is designed

odd comet
agile solstice
icy oriole
#

iirc Mixamo animations do have a set order in some cases

odd comet
#

UPDATE...I fixed my issue. I set the Root Transform Position (XY) to Center of Mass instead of Original within the Animation inspector.

humble tapir
#

hi all 🙂 I have a question regarding 2D Simple Directional blend trees.

At the moment, my character animation is favouring the 'Y' axis (i.e., when I press down and left to walk diagonally, the character is favouring the down animation when I want it to favour the left animation).

When using a 2D simple Directional blend tree in Unity, how can I make the animator favour the X axis movement animation over the Y axis movement animation?

ebon rock
#

I think it's like a heat map, if you use those nodes left and right (x axis?) and pull it closer to middle? Haven't had much experience with this but i think that's how it works

#

Learn how to animate characters in Unity 3D with dynamic animations from blend trees!

This beginner-friendly tutorial is a complete walkthrough of two dimensional blend trees and how we can use blend trees to create new animations for our characters using two float parameters!

ACCESS PROJECT FILES & SUPPORT THE CHANNEL:
💛 https://www.patreon.c...

▶ Play video
twin musk
#

@ebon rock you can repeat ? because i added the empty and transition

ebon rock
#

What do you want to achieve? Usually Idle state is entry state

twin musk
ebon rock
#

Entry state is a state that is connected with orange arrow with Entry node

twin musk
#

but i haven't this name of my node , i has a idle and maxiamo.com(is my animation)

ebon rock
twin musk
#

Oh , xd

#

sorry

#

i didn't saw this

humble tapir
twin musk
humble tapir
#

I do have another one though, and I'm not sure if this is possible...but if it is it's gonna save me a hell of a lot of time 😅

to create the animations for the character, I created singular animation files and dragged the sprites into the window here. How could I get the reference sprites from other spritesheets through code so I don't have to do this drag and drop for my remaining 30 characters? hah

humble tapir
twin musk
ebon rock
ebon rock
twin musk
#

you do tell me "make transition and connect to new node " just this ? done ? if done why isn't work ?

ebon rock
#

You need transition both way

twin musk
#

is both nodes

ebon rock
#

you have from idle -> mixamo, but not other way around

#

Also, right click on Idle and select Set as default state

twin musk
#

my node is started but idle .....

ebon rock
#

Do you have lot experience in unity?

twin musk
#

even i set anim in my character

#

even i has script in void update for set trigger

ebon rock
#

You didn't set avatar..
I would suggest you to go watch couple of tutorials on Animations in Unity, try to follow and then if you don't succeed ask for help

twin musk
#

i did checked i did set

unborn aurora
#

I'm testing Mixamo animations for my character, should I use 30 or 60 fps animations? And what's the difference?

hybrid tinsel
unborn aurora
thick anvil
#

Is it a bad idea to use like 300 animators (1 animator for 1 component with basic animations) and they not executing all at once but one at a time??

plucky garnet
#

I imported a model , and the legs were not under hips in hierarchy , so i put them under hips in avatar configuration but it is not saving those changes , can someone please help

reef egret
#

did you make sure the animation clip linked to the idle action in animator is the idle animation

#

click the orange triangle

#

idle

#

and look at the motion parameter

#

what does it say

#

is that the idle animation

#

hmm

#

try removing the transition from entry to idle, then see what happens then

#

ok i think i know what might be causing it

#

it may be your run animation set to play automatically

#

can you open your idle and run animation clips and send what you see in inspector here

#

is looping enabled

uneven rune
#

Hey, Bronya

#

Bronya, I got something to show you.

reef egret
#

is your default pose state a tpose

#

like without any animations

#

try disabling the animator and run

uneven rune
#

Bronya I got some concept art I wanted to show you.

reef egret
#

temporarily disable animator

#

then run

#

is it moving or just in place

reef egret
#

oh

#

ok so the problem isnt with your animator

#

works now?

#

oh

uneven rune
#

ArenXou, Bronya, I'm working on a Kingdom Hearts MMORPG called Kingdom Hearts: Days Between.

reef egret
#

pretty sure the pose in editor is meant to be the tpose

#

unless your in animation preview mode

#

so what are you trying to achieve here

reef egret
#

unless your not planning to release it

#

so your non-animation state is set wrongly then?

#

ah

#

i just import an fbx

#

but i set the rig in blender to no pose

#

so its a tpose

#

im not too sure why that happens

#

if you set it to no pose state it shouldnt be in animation pose

#

k

shut mulch
void turret
#

hi, why when i remove has exit time it acts like it still has exit time?

#

like i have door opening animation, when i press open the open animation plays and it instantly comes to close animation

leaden prism
#

I have an animation in the timeline, however I'd like to let the player move while this cutscene is finishing after that initial animation
Would I need to make a second timeline for all the events after the animation to allow that, or is there something else that I'm missing?

lost wigeon
#

so i just got a 3d character moving and animating for the first time using a custom model and a mixamo standard animation. but it's a little sloppy - especially the foot position. Is that just a matter of tweaking the speed the animation plays until it lines up better or is there other things i can do to clean this up?

agile solstice
#

Lack of any animation transition blends is also making it look a bit robotic

lost wigeon
#

thanks for the feedback, i'll look into those next

lost wigeon
#

fixed the right animation and added blends. its starting to come together!

hybrid tinsel
humble tapir
#

Has anyone had any install package errors when installing the 2D Animator package in Unity? I'm getting:

Library\PackageCache\com.unity.2d.common@2.1.1\Runtime\InternalBridge\InternalEngineBridge.cs(21,35): error CS1061: 'SpriteRenderer' does not contain a definition for 'IsUsingDeformableBuffer' and no accessible extension method 'IsUsingDeformableBuffer' accepting a first argument of type 'SpriteRenderer' could be found (are you missing a using directive or an assembly reference?)

First google result says to uninstall and reinstall all 2D packages. I've done this and nothing has worked. I can run 3.2.15 but not 3.2.16, so the recent update has broken something.

Any ideas?

rough scaffold
#

Hi guys, I'm having a issue with animation's time, I used the time from the animation window intending for some code to execute in between a certain time range, but the time in the animation window appears to not match up with actual runtime, anyone knows a fix, please?

#

I would prefer avoiding using animation events as then I'd have to add some hardcoded stuff in the player, as I can't link animation event to the weapon directly due to it not being part of the player

twin musk
#

used to get an error while downloading packages and fixed it by relogging

#

though it wasn't this exact error

leaden prism
reef egret
#

how do i fix apply root motion in animator causing my player to not have gravity

hybrid tinsel
leaden prism
#

alright, will try that

hybrid tinsel
leaden prism
#

with extrapolation continue it was a bit better, but it still rooted the player in place

hybrid tinsel
#

Ah, so you're moving the character transform directly from the clip

leaden prism
#

yea, and I'd like to basically be able to either let the player control the character directly afterwards, or to start moving the character via code so it could fake some natural player movement

#

I'm guessing splitting it into two consecutive timelines would do the trick, but I'm asking here just to be sure there is no better way

hybrid tinsel
#

I'm not sure how to have it hand off control in that case.

leaden prism
#

thank you for trying to help me anyways
will see if the consecutive timeline solution will work or nah

reef egret
reef egret
hybrid tinsel
#

Yeah

reef egret
#

so i do that for all the animation clips?

hybrid tinsel
#

The ones that aren't allowing gravity

reef egret
#

ok

reef egret
#

is it recommended to have apply root motion on

#

cause when i turn it on my movement is more clippy

hybrid tinsel
#

Hm. Root motion shouldn't normally interfere with your gravity unless there is a y transform in it

reef egret
#

im using a humanoid animation type

#

and moving/jumping using addforce

#

but when i disable root motion i cant move at all

#

only the animations are playing

hybrid tinsel
#

And if you disable the animator entirely?

reef egret
#

ill try

#

my character uhh

#

disappears

#

oh i know why

#

cause it has a ragdoll

#

ok i put the colliders in the humanoid rig

#

if i disable the animator the player just ragdolls

lost wigeon
#

hey so i'm trying to make a 3d character move just left and right (along the z axis) using root motion in the animations. but it's also moving a little bit on the X axis and i can't figure out why or how to stop it! i think it might be related to the blend as it switches back into and out of idle but i'm not sure. how can i identify what's going wrong?

celest crag
#

You should be able to examine animation curves

#

to check specifically for that

lost wigeon
plucky bison
#

question, do I have to save that the player has triggered a cutscene so it doesn't trigger again when they reset the scene?

bitter quarry
#

hi guys! where do I put my "animator.SetBool("isMoving", false);" and "animator.SetBool("isMoving", true);" code within my code?

neat nimbus
#

Hello!
I need help about an animation behaviour I'm getting without knowing why.
Basically I have this character that does a bunch of animations,
the model on the left behaves correctly and is the previous version of the one on the right, which just got it scale set to 1 and then freezed (the one on the right is scaled x1.7 on Unity).
Do somebody knows why the model turns into a penguin when only some animations gets played?

sullen vale
#

Does anybody know why the models stuck in such awkward pose?

agile solstice
sullen vale
#

That happened when I tried to play idle animation from mixamo

agile solstice
#

For whatever reason that animation isn't reaching the Animator

agile solstice
hybrid tinsel
#

Not the sort of 'Unity Jobs' I was expecting here 😛

neat nimbus
#

I have an issue regarding animations: when importing a character and its animation in unity the skeleton doesnt seems moving 1:1 compared to the Blender version, in fact some of the arms clips through the body in unity, could that be some sort of importing settings that tends to approximate the skeleton?

hybrid tinsel
#

It could be, yes.

neat nimbus
#

any idea of which one?

neat nimbus
#

I found out that in the Animation window the preview is correct

#

so the problem persists only in the game view on play

#

Solved, it was the loop pose

meager smelt
#

If I want to rotate an object using root motion how can I do that?

trim hatch
#

"how can i check if the player is grounded?"
isn't this the first thing unity tuts teach you?

#

do a raycast under player feet while jumping is true

#

what does your animator window look like

#

it should just be set up to transition to idle or running if grounded is false

trim hatch
#

Can you screenshot the inspector when you click on a transition from fall to run and idle

plucky viper
#

Hello, im using auto rig pro in blender and exported to unity, using generic rig its work perfect,but in humanoid rig its bugged, how can i fix it?

reef egret
#

why isnt my multi parent constraint working? the gun isnt moving at all when the humanoid moves/rotates, animation type is set to humanoid as well

#

this is the gun's placement in the hierarchy

meager urchin
#

How can one export facial blendshapes animations to a separate .fbx file to be played in Unity (from Maya) ?

plucky viper
#

Will send a video more closer

hybrid tinsel
#

In the videos you showed she just seems to not be moving at the same speed as her animation so the feet slide a lot?

plucky viper
plucky viper
#

i receive this error

#

well, fixed, the problem was here

hybrid tinsel
plucky viper
hybrid tinsel
#

And yeah, I scrolled down and that was what I was thinking

fallow hollow
#

hey

#

I'm trying to have multiple layers to my character so that the top is separate from the bottom

#

by doing this I broke all my animations

#

nothing will play, only the "idle" default animation will play

#

when I set the weight of the upper body layer/mask to 0, my animations play

#

I made sure to select only the top body in the avatar mask

#

when I apply a full body mask to the base layer, no animations occur

tardy kernel
#

Is it possible to set a value for an animation? For example, I want to move object from location A towards location B, and set the travel distance through code.

tight cape
#

can i use IK hints when using chain constraint instead of two bone? with animation rigging package

austere oyster
#

I have a non humanoid Rig on a model. How do I add a ragdoll effect to it?

trim hatch
#

Ragdolls are just limbs with hinge joints

fallow hollow
#

My generic avatar mask is not working... I selected the correct transforms and I put it on the second layer, but it doesn't animate... it doesn't even animate if I select all of the transforms, but it works if I don't apply a mask on layer, but then it overrides my basic animations

fallow hollow
#

anyways I converted it to humanoid

#

works now, with a few glitches

brittle kernel
#

what do i do if i make an animation and put in a sprite, but then the sprite is offset in a weird way

#

so in my case when the animation is triggered it looks like the player teleports back

#

im doing this in 2d btw

mellow bear
#

what is the best way to make an idle animation for a pistol? all I have right now is the weapon slowly bobbing up and down

hybrid tinsel
jagged cypress
#

Anyone have experience with the Animation Rigging package? I'm trying to define IK controllers for a humanoid and having some weird snapping issues when working with my character's foot and leg IK.

#

Thing is, I'm using the same setup on the character's hands and having no issues

hybrid tinsel
jagged cypress
#

The whole upper leg bone spins around all crazy when I use the IK controllers

#

I tried it on another model that was pre-rigged and had the same issue

hybrid tinsel
#

Oh, huh. And you have the hint set up correctly?

jagged cypress
#

Yeah those yellow ball effectors are the hint / knee targets

#

Maybe I should try it on another model. I wish the sample package showed examples with skinned meshes instead of just cubes.

hybrid tinsel
#

Don't we all

mellow bear
violet hawk
#

I have an animation that says it must be marked as legacy, when I mark it as legacy it says legacy clips are not allowed in animator controllers. Did I do something wrong when creating the animation?

bold sparrow
#

hello! I've finished an animation in Blender and I'm trying to export to Unity. But bone IK based changes in animations are not being exported. Is there a solution for this?

#

these bones are IK targets of other bones.

bold sparrow
#

I noticed they are being animated, actually, but like if there was a weird scaling problem that makes the animation in blender much more "effective" to when it comes to Unity, like if the movement applied was smoothed or "divided by 2"

hybrid tinsel
violet hawk
#

i reloaded the same animation (4 sprites imported from aseprite) and it fixed it.

violet hawk
#

I made the sprites myself, if you know what the problem was I still would like to know (ty btw)

near sierra
#

question so should my model have IK control bones before I import it to unity to apply IK animations or would the base humanoid rig on its own be fine for applying Unity IK?

hybrid tinsel
near sierra
#

got it thanks

solar rock
#

Hey folks, im using the Animator and i was wondering, is it possible to use a different animation depending on condition, but keep the same transitions ? I have multiple walk animations, do I really need to have the same transitions there is on the original one ?

misty glacier
#

I have a tower sprite and 8 of its sides how do I make an animation in 2d? of 8 sprites
so that its rotation takes place

hybrid tinsel
near sierra
#

for blender shape key sliders from the skinned mesh renderer component, can those sliders be utilized for animations as well on the unity animation timeline?

misty glacier
#

in his video, it is done through walking and speed, and I have a tower standing still and shooting at the target

hybrid tinsel
#

Every time someone links a Brackeys video a fairy dies.

misty glacier
#

I have such float variables, I think to tie the rotation of the tower to them so that the sprites change depending on the rotation, but I don't understand how to do this, can you tell me or is there some kind of video? I have 8 sprites of different directions

hybrid tinsel
#

If you're using an animator, you can jsut feed the direction into a blend tree with keys corresponding to the directions you want to use

misty glacier
#

should I specify such values?

hybrid tinsel
#

Feed the direction into the animator, and use that direction in the animator to pick a direction in a blend tree

hybrid tinsel
#

1 input, 1d blend

misty glacier
#

do you need to choose something here?

hybrid tinsel
#

You don't want to compute thresholds

#

You want to put your own values in.

#

Whether that is 0-1 or 0-360 or whatever you calculate, you know what number corresponds with which animation clip.

misty glacier
#

I have 8 different sprites of each direction, I want them to work depending on where the enemy goes

hybrid tinsel
#

Yes, you have said that a bunch of times.

#

So you calculate the direction to face in your script

#

And then send that direction, in the form of a float, to your animator.

misty glacier
#

is it getting 1d in the tree?

#

maybe there is some kind of video?

delicate basin
stray fulcrum
#

Does anyone have an idea, how to animate this conveyor belt, so it moves like one? I managed to do it in blender, but it can´t bake the modifiers, so I need to animate it in unity apparently. Is there a tool which I can make a curve with and let the tiles follow the curve? Or is there another method for such things? I can imagine it is pretty similar to animating tank tracks

upbeat bloom
#

!code

dusk valeBOT
#
Posting code

📃 Large Code Blocks
Large code blocks should be posted as links to services like:
https://gdl.space/, https://paste.ofcode.org/, https://hatebin.com/
https://paste.myst.rs/, https://hastebin.com/

📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To get C# formatting the first line should only contain cs or csharp.
Add a comment with a line number if there is an error message.
```cs
// Your code here
```
Do not share screenshots of code unless requested.

rigid leaf
#

How would I animate a handshake between two characters? Either between a Player and an NPC, or between two Players?

Similarly, how could I animate one character handing an object to another character?

Anyone have any resources I can use as a starting point?

agile solstice
somber bronze
#

Hi, I have a question, how can I play animations that are imported with model? I want to play landing gear animation

normal harbor
#

get the animator

#

find the file in your project

#

expand the model

#

and click on them and drag then into the animator window

#

there you can play them

#

first you obv gotta add an animtor

boreal tiger
#

i have a question when i use an animation how can i stop it from using the position(to not move when i change animations)

normal harbor
#

check root motion at the animator

#

if that's what you mean

boreal tiger
normal harbor
#

on the animator I think

#

there is an option about root motion if I remember correctly

boreal tiger
#

ya but the what that is not fixing my problem but still thx for the help

reef egret
#

how do i fix multi parent constraint not updating according to the rig animation? apply root motion is enabled

neon kestrel
#

hello i have issues, i make rigging blender with rigify and when i export to fbx
the animation, bone is not support humanoid
how can i setup rigify export to humanoid type? thanks.

neon kestrel
#

@hybrid tinsel do you have suggest?

hybrid tinsel
neon kestrel
#

rigify is dont support unity bone hierachy for unity humanoid

#

is need manual setup so now i looking for addon setup rig humanoid for unity

hybrid tinsel
bright rapids
#

hello maybe a very basic doubt i have been trying to animate 2d sprites from a sprite sheet but i am unable to sync the animation it looks like rubber banding any way to solve.

bright rapids
bright rapids
#

here the legs doesnt seem stationary

#

i have tried everything i can in sprite editor maybe i am missing something

hybrid tinsel
#

Your pivot point is in a different place on each sprite

#

(Also, this isn't a server for discussing ripping game assets.)

bright rapids
sacred temple
#

I have this really weird bug and if anyone can confirm this is intended please let me know. My player is using animation rigging.
I have an animated player and I use multi-rotation constraint to bend the spine, which naturally moves the shoulders, arms, hands, head. Both hands use their own two bone IK, but i noticed one arm was always on the target, and 1 arm wasnt really following the target when the spine rotated.

My question: is the order of the rig layers causing this, and is adjusting the rig layers so that the spine is first the correct solution to fix this? In the image, you can see left hand is first, then spine, then right hand. The left hand is not on target when the spine rotates. Moving the spine to be first fixes this, but is this intended or might I have an issue somewhere else?

hybrid tinsel
#

If later layers could alter earlier ones, you would quickly start getting weird infinite loops.

boreal tiger
#

can some one tell my why when i change animation the animation go to some random position

agile solstice
# boreal tiger

Most likely your walking animation was made with a position offset

vital violet
#

Could someone give me a little help? For some reason, when I change the Animation type of this animation in specific from Generic to humanoid (with the avatar that I were using previously for other animations) the animation clip is destroyed and some errors of mismatch starts to pop up on the console

#

"The object of type 'AnimationClip' has been destroyed but you are still trying to access it." And this error too

hybrid tinsel
#

The other error is because it looks like your hierarchy doesn't match the avatar

runic aspen
#

hello everyone, i'm trying to apply the same animation from mixamo on different mixamo characters. The aniamtion looks fine on the model i used to download the animation but when i try to switch character mesh, it breaks some parts such as hands.

#

Does anyone knoe if mixamo characters all have different rigs? I'm trying to avoid downloading different times the same animations but applied on different rigs cuz it would be a pain in the arse considering the amount of characters i have in my project. Do i need to manually retarget animations even if bot animations and characters come from mixamo?

wicked veldt
#

On your two characters

covert heath
#

how do you animate hair and clothing without baking the movement into the character's animations? everything I find basically just says "buy this magica cloth pack"

warped delta
#

Hello, I'm trying to set up a workflow to design animation in Blender that don't use skinning, just hierarchical transformations. I would like to map these to GameObject transform instead of using SkinnedMeshRenderer.
I have no idea where to start though, any ideas?

covert heath
#

ah ok, do I use it for hair aswell?

violet hawk
violet hawk
#

nvrmind i figured it out

fallow hollow
#

how do I override a rotation on an animated rig? I want to rotate body parts by code

normal harbor
#

make an avatar and set it's weight maybe

fallow hollow
#

but when I try to rotate a bone transform the rotation gets overriden by the animation I think

#

basically I want to rotate the entire armature but keep the running animation

sage prairie
#

Here is a demo of my game. Warning: gambling elements present. WebGL.

https://galahadgaming.com/Games/2023Build/

The issue is my game is confusing to learn; I don't like the How-To Screen. I would instead like to make a tutorial video that's more of an overlay of the game screen, where I highlight the various features and directions. For instance I'll highlight a button and say "click this button to X" with each screen being click-thru-able.

My question is the best way to go about this? Should I make an entirely new scene? Are there any good tutorials for making overlay tutorial videos?

limber quest
#

Kennt sich jemand mit Bitsy aus ?

haughty fulcrum
#

i have a problem where i have a motion tree where one of the sections is controlled by a code where when i click a key it changes a zero to a one, however it this updates every frame where the if statement is true meaning the animation restarts at every update meaning its stuck in the first frame i can send i video if needed, im stuck on what to do

devout ember
#

there are more components on the gameobject that i want to access but i cant, how do i get access to them?

stone heron
#

IK rig does this:

#

all the targets are near 0.0, but it's 100m away

#

it spasms and doesn't lign up correctly

neat nimbus
#

is it possible to get an animation clip lenght by referencing its animation state name?

mystic gate
#

Hi, I imported a meta rigged character from blender. When I tried to set up a humanoid rig for it, it said "required human bone head not found".

I did remove the face bones from the meta rig, but even after I tried making a new rig without touching the face bones, I still got the same problem. I'm pretty sure the head bone is supposed to be spine.006, as it's not visible in Unity. Not sure how to fix it.

dense chasm
#

hi i'm trying to create a simple death animation for my player capsule but when i start using the animator, my player camera is unable to move left or right how can i fix this?

green hemlock
#

im editing an existing animation curve, however the new curve doesnt apply to my model, anyone know what im doing wrong?

tough orchid
#

In order to use a blend tree, the documentation saids that I need to allign the animation clips. However, how would I allign 2 animatoin clips?

In order for the blend to work well, the movements in the clips must take place at the same points in normalized time. For example, walking and running animations can be aligned so that the moments of contact of foot to the floor take place at the same points in normalized time (e.g. the left foot hits at 0.0 and the right foot at 0.5). Since normalized time is used, it doesn’t matter if the clips are of different length.
https://docs.unity3d.com/Manual/class-BlendTree.html

trim hatch
#

Is any state the only way to get an animation to transition to itself?
Say i have a shoot animation and i want it to start over as soon as player hits shoot, how would i go about it?
Transtion to previous state on shoot?

hybrid tinsel
#

You can just alter the speed of playback, can't you? I'm not sure what you mean about diving into sewage or whatever

hybrid tinsel
dense chasm
hybrid tinsel
hybrid tinsel
dense chasm
hybrid tinsel
#

By having your script run in LateUpdate

dense chasm
#

i just replaced my Update with LateUpdate but my camera still keeps resetting but with a delay now, am i doing something wrong?

quiet acorn
hybrid tinsel
#

@charred nova A thumbs down emoji doesn't really explain what you actually are attempting.

#

@charred novaI mean, if you don't actually want help or a solution but just wanted to vaguely bitch about how annoying working with the animator is, that's fine too. UnityChanSleepy

hybrid tinsel
# neat nimbus is it possible to get an animation clip lenght by referencing its animation stat...

You can get the length of the currently playing clip directly using AnimatorStateInfo.Length. Otherwise, you could loop through the clips in RuntimeAnimatorController.animationClips and get the length of the matching one. That is based on clip name, though, and not state name. E's pseudocode would work if you want to play the state you need the length of, though it would need to have an added wait until the state actually changed. (I have no idea what they were getting at with the other stuff.) You could also just save the length of each state in a variable.

hybrid tinsel
hybrid tinsel
hybrid tinsel
green hemlock
# hybrid tinsel How are you editing it? Is the animation read only?

it is not read only, thankfully i already checked it, the animation is already applied in a blend tree, all im doing is selecting the gameobject where the animation is applied, go to the curves menu and adjust the curves to get what i want, its just adjusting the position of a leg in a run animation. however the new changes i make are not visible when i click play and run around

dense chasm
# hybrid tinsel I haven't seen your script or much of anything of your setup so it is hard to do...

heres a portion of my script


void Update()
    {
        if (isAlive)
        {
            Vector3 forwardDir = transform.forward;
            forwardDir *= movementInput.y;

            Vector3 rightDir = transform.right;
            rightDir *= movementInput.x;

            GetComponent<Rigidbody>().MovePosition(transform.position + (forwardDir + rightDir) * movementSpeed * Time.deltaTime);

            //Rotate camera left and right
            transform.rotation = Quaternion.Euler(
                transform.rotation.eulerAngles
                + rotationInput * rotationSpeed * Time.deltaTime);
            playerCamera.transform.rotation = Quaternion.Euler(playerCamera.transform.rotation.eulerAngles + headRotationInput * rotationSpeed * Time.deltaTime);

        
            
        }
    }

#

and this is my animator tab

hybrid tinsel
dense chasm
#

oh wait omg sorry i pasted the wrong one

hybrid tinsel
#

If so, directly animating the curves might not be so straightforward.

green hemlock
dense chasm
hybrid tinsel
# green hemlock yes it is

In that case, editing the curves directly won't work for stupid reasons you'd have to take up with whoever at unity decided to not make humanoid animations properly editable. My usual workaround is to edit it as generic, save a copy, and import that copy as humanoid. There are other ways but they take a lot more scripting and stuff.

green hemlock
#

such a hassle but thanks! ill try it out :)

hybrid tinsel
hybrid tinsel
dense chasm
hybrid tinsel
#

Your camera code only runs when isAlive is true.

dense chasm
#

yeah i know but when i start the game, my character would be alive but the camera keeps getting reset by the animator or something even with the LateUpdate()

hybrid tinsel
#

What fo you mean by reset

dense chasm
#

like when i rotate left a little, it resets back to face the original position again

hybrid tinsel
#

That doesn't sound like an animation issue and I'm too sleepy to debug your camera code.

dense chasm
#

but without the animator the code and camera is working fine tho

#

oh well thanks for trying though

keen wasp
#

hi i have a sprite sheet that i just cant make work, does anyone have 1 minute to help me out?

uncut salmon
#

What did you try?

keen wasp
uncut salmon
#

And you researched online how to use a spritesheet?

keen wasp
#

yes i watched a long video on it

uncut salmon
#

Let's see the video

keen wasp
uncut salmon
#

This animation assumes your sprites are already split.

keen wasp
#

yes

uncut salmon
#

So, how could you have followed this, if you have a spritesheet that isn't?

keen wasp
#

i got this one

uncut salmon
#

And what did you research in order to slice the sheet into individual sprites?

keen wasp
#

he also uses another version of unity so i tried my best to follow along

uncut salmon
#

Version is irrelevant. We've already established that his sprites are already split apart from the sheet, and yours are not (yet). So you need to first do that.

keen wasp
#

yes

#

how?

keen wasp
#

i did

#

that

#

as you see in the picture

uncut salmon
#

Then, drag those individual sprites into your animation? 🤔

keen wasp
#

im not understanding sorry

uncut salmon
#

You have slice a sheet up, it breaks it into individual sprites. You add those sprites to your animation.

keen wasp
#

i got these 2 things here

uncut salmon
#

One is an animator (left) and the other is an animation (right).

#

Animators store a bunch of animations which let you transition between them.

verbal phoenix
#

Q: is there a way to "reroute" transitions in an animator? i found i dont need the state i have it all going into so i want to remove it

tl;dr: other than manually, moving the red boxed transitios to the orange box (edited)

hybrid tinsel
rigid salmon
#

How can I set the ordering layer of the hands so that they don't go behind the chest? This is a rigged charachter so the sprites are not saperate. Positioning in hierarchy works only in canvas so that would also not be a solution here

hybrid tinsel
#

You can also use sprite masks for more complicated stuff.

merry compass
#

Hello, i am making a mega man fan 2d game and i am facing a problem in the animations. The sprite sheet has a run animation and a run shoot animation i need to sync both of them so when i transition from shoot to run shoot animation it plays on the same frame so it does not jitter. Any help on how to do this

agile solstice
wheat cedar
#

i have a potential idea for an animation that i want to use for multiple projects that animates the changing of a certian material slot, but for that, i would need to be able to easily change the mesh and material slot the animation refers to without redoing the entire animation file. what would be the easiest way to do that?

distant herald
#

Hi, im new and currently working on a 2d platformer, i have two seperate sprite sheets for whether left and right directions, but i cant get the sprites for when the character is facing left to work. When i ask for help im suggested to just flip the current sprite but i just need to be able to switch animations depending on which side the player is facing.

hybrid tinsel
hybrid tinsel
verbal phoenix
#

Q: is there a way to have an int blend tree? so i dont have to mess with floats to orginise something

hybrid tinsel
#

I don't belive so.

distant herald
hybrid tinsel
#

Both

#

There are multiple ways to do it, depending on your specific needs, but generally uou'll need your script to tell the animator which one to play

verbal phoenix
hybrid tinsel
hybrid tinsel
verbal phoenix
#

believe it or not, thats all separate animations, but yeah makes sence, thats a trimmed one, it used to be a lot more, its on a VRC/CVR Avatar currently trying to debug it from an issues in CVR though

hybrid tinsel
#

I dunno what those acronyms are

#

Anyway, if you aren't actually using it in a game sense but just need to trigger each animation for debugging, you'd probably be best off just building a script to directly play them.

verbal phoenix
#

VRC(VRChat)/CVR(ChilloutVR) steam games

merry compass
agile solstice
#

An override layer can be used to replace the motion entirely
A synced override layer will replicate each state the base layer has

#

So you can simply swap each animation clip for another by layer weight, with no changes to the state machine

merry compass
#

Ohh got it

#

Thanks i did not know that

agile solstice
#

Next time please post only to one channel (and one server preferably) at a time so multiple people won't end up answering the same question separately

meager urchin
#

Ehm, i'm trying to have a preset that change those settings for each animationClip, but it also changes the name and other values from the preset, am I doing something wrong ?
How can I make all my animtionClip loop and be corrected without having to open them one by one (I have 550 animations like this...)

meager urchin
#

Can this be done by script ?

#

I really don't wan't to have to open 550 files and apply settings to each

mental elbow
#

not sure if this should be asked in the coding chats or here but - is there a way to search for animation states by name and get the length of their times, then add those times to a float variable? I know about getting clips length, but I specifically am trying to do this with the states

grave knoll
#

guys how çan i make a football dribbling system with proçuderal IK animations

stone grove
#

Sorry I’m new, can I use trigger on timeline?

hybrid tinsel
hybrid tinsel
brazen plume
#

Is there a way I can make 3d animations dynamically change their frame rate to become more choppy and less choppy? Kinda like how spider-verse does it.

glacial mantle
#

I am using blender rigify addon to rig a mesh and I got this error:

#

RIGIFY ERROR: Bone 'spine.004': Cannot connect chain - bone position is disjoint.
Incorrect armature for type 'chain_rigs'

meager urchin
hybrid tinsel
meager urchin
#

Maaaany many many thanks !

willow meadow
#

Hi, I have a little problem with the animation on unity, as you can see with the video, when my animation starts, the volcano goes up and down when it should stay straight, how do I do that ?

gentle cargo
coral dew
#

in blender i have an armature and meshes for each part (I'll give examples with a door)

Armature
  Root
    Door
Frame (mesh)
  Door (mesh)

i know how to animate the armature and export this to an fbx in unity.

but my problem is i don't know how to put a mesh collider on the frame and door.

hybrid tinsel
#

If they are not skinned meshes, you can just add a collider to the meshes directly

green hemlock
#

im writing a simple attack system script for a state machine, how can i:

-move to idle when player did not click attack input
-move to attack 2 when player clicks attack input while attack 1 is playing, but finish attack1 first n then move to attack2 etc.

hybrid tinsel
# coral dew what makes it a skinned mesh?

In unity, having a 'skinned mesh renderer' rather than a 'mesh renderer.' Generally, skinned mesh renderers are for meshes that are skinned to an armature(bones) but you can also have unskinned meshes that sre children of a bone rather than being skinned to it.

hybrid tinsel
green hemlock
broken viper
#

does anyone have a good YT video explain how to do animations, because I find it very confusing and I really don't understand how to do it at all.

#

I need to use Unity 2019.4.29f1

#

I need to make animations for like running and equipping things/pulling weapons out and stuff like that on a player model

agile solstice
broken viper
#

I am trying to make very simple animations

stone jacinth
#

Iam new to the 3D and animation. I downloaded Mixamo with character and 2 animations. Chracter runs and shoots. How can I blend 2 animations so player keeps running with feet but shoots with upper body.

coral dew
tranquil cloud
#

Hello, someone know if i have a UI with a button for animations, the animation start only if one half of the button is highlighted, on the other half it doesn't trigger the animation

#

or easier, can i just use a button but trigger the animation on a different game objects?

golden imp
#

how viable is the use of the playables API for realtime control of animations, vfxs and other visual effects?

robust perch
#

search it on youtube

#

basically, that avatar is the representation of a human and you turn off the part which shouldn't be affected by the animation

#

so he will be using the run animation on the legs and shoot animation on the arms/body/head/whatever

stone jacinth
#

Thanks I didnt even know what to search for 😅
but that is what i have been thinking of doing, animating part of the body

rare sphinx
#

can anyone explain whay the falling animation plays when i run and shoot in the same time im trying to add animation for that but this is insane

robust perch
#

the rest should be self explanatory

rare sphinx
#

help

#

pls

celest crag
#

@rare sphinx Don't spam if someone can they'll help. Meanwhile why don't you debug the problem and see what is happening with conditions.

rare sphinx
celest crag
#

Examine animation conditions when it activates

rare sphinx
celest crag
#

If something activates when it's not suppose you, you need to find out why it happens and how logic suppose to work so it doesn't. This is a debugging issue that only you can examine. Unless you create the exact logic diagram of what's happening.

tranquil cloud
#

how i target graphic?

next pine
#

Hi, I'm working on my first game and have player animations set up as bellow but am not sure how to adapt for a patrolling NPC, I want the same but based on direction not input, I'm very new to this

rare sphinx
rare sphinx
#

my player fall when i shoot while running insted of play the animation that i want it to play

fleet veldt
#

hey there, how can i reverse the animation from the point its currently on when the button is let go of

#

like not reverse the whole animator, but just change the speed of the clip

#

to -1

sturdy mauve
#

@rare sphinx dm'd you

crimson mica
#

Anyone know animations for FPS games? Should hands be parent of weapon or opposite? (Hands are children of weapon and weapon has animator controller)

glacial mantle
agile solstice
agile solstice
# glacial mantle Can anyone help please? I wanna rig my character

Always double check the Rigify docs so that there are correct bone chains with correct Rigify types in correct positions, they have to be exact
Even disconnected bones may require matching positions with other bones
You'll likely get more help in the Blender discord at !blender

dusk valeBOT
crimson mica
agile solstice
#

The weapon should only be an accessory to all the systems
But it might not be the best choice for every solution

crimson mica
#

Hmmm

crimson mica
agile solstice
crimson mica
#

But what if I have multiple weapons, like handgun and AR

agile solstice
#

Then you swap the gun and change the hand animation to match, either with states, animation layers or an animator override controller

golden pulsar
#

Hello, i animated a character with a 2handed weapon, the weapon is attached through constraints. When i export to unity, the character animations works but the weapon doesn't follow it just stays still. I guess this is because the constraints get lost during export, is there a way to make them stay?

blazing rain
#

What is the difference of animator/animation components, and how much would y'all suggest using a third party system like dotween?

agile solstice
#

Whereas the Animator only works with premade animation states and blends between them

blazing rain
#

Ah. Makes sense

agile solstice
#

The Animator is very effective if you have many objects/properties to animate in a specific way and it's got some tools to do it
DoTween is useful if you have few or repeated properties to blend, and for better or worse it's entirely programmatical (at least the free version is)

blazing rain
#

Then I use cinemachine if I just want to animate one object?

#

Wait no the playable system

agile solstice
#

Playables is iirc the API that Animator uses internally, you won't have to touch it

blazing rain
#

I want to start an animation, have it change a value on a component, and then call a method when it is done.

agile solstice
#

Or just measure animation state time in the script and call a method when it's done

#

DoTween also works fine for that purpose, but if you already have an animator and it can be handled by an animation clip, I don't see why not use it since you have it

true fable
#

Hey everyone. I'm trying to create a frame by frame animation using Sprite Resolver, like the one in the "Flipbook" demo of the 2D animation package.

I've set up an animation, and i put in keyframes where i change the Sprite Hash of the SpriteResolver component.
When the animation plays in game, the sprites i set in the animation are only applied during the keyframes, and inbetween keyframes, the default sprite is rendered instead of the previously set sprite.
Outside of playmode, the animation does play as intended.

I checked and the animation and the Hash doesn't interpolate between the keyframes. So i'm not sure what causes this.

If anyone can help i'd greatly appericiate it. Thanks!

brisk ice
#

Any help? I'm using premade asset for character movement

#

Everything works fine until I try to change Idle animation

#

I get this

#

my player is laying

brisk ice
#

Why animations in Unity and blender are behaving different?

agile solstice
#

Root motion is a way to sync animation and movement
If you don't use it, you just move your character as you otherwise would, but the animation isn't guaranteed to match movement then
If you want to try to match them better you could use blend trees and layering to separate weapon animations from movement animations and play them at the same time

hot gulch
#

Hello, I am making a cooking game and I have a question regarding animations:

Customers are supposed to sit down once reaching the table, and it isn't a huge issue but still a little annoying
For some reason the state only changes to "Order" after Frame 13 even with an Exit time of 0
Is it just not possible to cancel the previous state immediatley (at frame 1) in unity or am I doing anything wrong?

agile solstice
#

Also avoid using Any State at all

hot gulch
hot gulch
green hemlock
#

why is the same animation different on each character?

#

the blue one is my main character but the hand positioning is always off

#

the character is rigged with mixamo

#

and the animation is also from mixamo

#

but i still get some weird anamolies

near sierra
#

so i plan on adding a double joint system to my animation rig (knee and elbow bones) would this affect any unity animation features like IK or animation rigging package as a whole?

hybrid tinsel
violet hawk
violet hawk
#

is it normal for a blend tree to be delayed and or not tracking properly? it works properly animation wise it just doesnt update the direction tracker image.

buoyant trellis
#

My animation wont work and i get this warning

#

But my player does have a animationcontroller

#

new problem now but the player is active

tulip forge
#

Hey i want to style up some elements with animations and i wanted to ask how costly the animator is, because im unsure if i should code or animate them(around 50 entities, all constantly playing very quick, supposed to be able to run in web)

mental elbow
#

question - I have a VFX Graph play during an animation - it works perfectly fine with my enemy but for some reason it doesn't work on my player, everything is named the same and works perfectly fine in the editor, but when I playtest the VFX object doesn't have any visuals. Anyone know why this is happening?

*again, it works perfectly fine with the enemy, and nothing really is different between the enemy and player, they are exact copies of one another.
Also - it only doesn't have any visuals if I have it start as inactive, but if I activate it and run the playtest, it works perfectly fine! Just with a completely different issue, it doesn't turn off!!! It turns off when it's supposed to, but as soon as a new animation plays, it pops back into existence.

hybrid tinsel
#

Sounds like it could be an animator problem. HOW are you activating and deactivating it?

mental elbow
# hybrid tinsel Sounds like it could be an animator problem. HOW are you activating and deactiva...

by animation, like through keys. But even then, I tried just making a duplicate of my VFX object and make it a child to the real VFX, but that also doesn't show its effects - but when I un-child it, it starts playing perfectly fine. And if I have a VFX that has a different name than what's in the animator, that works fine too (I just can't turn it off, unless I guess I switch to animation events but that still doesn't answer the question as to why this is happening in the first place and only to the player) @w@

hybrid tinsel
#

You shouldn't activate and deactivate vfx via animator usually; best to use a script triggered by animation events.

hybrid tinsel
#

Most likely you have 'write defaults' messing with you though, I'm guessing

gilded hollow
#

hi, does anyone know why unity animation cant capture material surface type, tried to cange it from opaque to transparent in animation but it wont captured

agile solstice
warm prawn
#

Hey how do I have a side bag with an armature separate from my character armature and was wondering. How do I manage the handle of a side bag on the character to align with the Character animation enough that it doesn't just look weird and passing through his cloths during things like spins and back flip

sharp charm
agile solstice
atomic lance
#

im a beginner with unity animating and im a bit lost on how to animate these fan blades. Regardless if i use local or global rotation, it appears its using the global axis whenever i play the animation, is there any way i can animate on its local rotation?

sharp charm
#

i encapsulated the wall segment into a prefab

#

made a simple slide in animation using two keyframes

#

and its almost what i want

#

except now the translation that i do in the code to set it away from center doesnt work

#

and also the animation doesnt take the rotation into account

#

the code behind looks like this

#
public class WallBehaviour : MonoBehaviour
    {
        private const float DistanceBetweenTiles = TileWidth / 2.0f; 
        private const float TileColumnCount = 17.0f;
        private const float TileHeight = 0.026f;
        private const float TileWidth = 0.019f;

        private WallPartBehaviour.Factory _wallPartBehaviourFactory;
        
        [Inject]
        public void Construct(WallPartBehaviour.Factory wallPartBehaviourFactory)
        {
            this._wallPartBehaviourFactory = wallPartBehaviourFactory;
            
            this.gameObject.SetActive(true);
            
            this.StartCoroutine(this.ConstructWallPartsCoroutine());
        }

        private IEnumerator ConstructWallPartsCoroutine()
        {
            for (var i = 0; i < 4; i++)
            {
                var wallPartBehaviour = _wallPartBehaviourFactory.Create();

                wallPartBehaviour.transform.SetParent(this.transform);
                wallPartBehaviour.transform.RotateAround(Vector3.zero, Vector3.up, i * 90.0f);
                wallPartBehaviour.transform.Translate(0, 0,-(DistanceBetweenTiles / 2.0f + TileHeight / 2.0f + TileColumnCount * TileWidth / 2.0f));

                yield return new WaitForSeconds(1.0f);
            }
        }
    }
#

any ideas? 😐

#

should i remove the animation from the animation controller and invoke it in the code as well?

sharp charm
#

one idea i have is to move the destination loc/rot into the _wallPartBehaviourFactory.Create(); method by passing them as parameters, instead of moving it around after initialization

#

but i'll try that tomorrow

rapid lynx
#

can someone help?

hybrid tinsel
rapid lynx
#

it gives me that error altho it has hips

rapid lynx
#

pls can someone give advice

#

i dont know why its doing that

#

i also tryed downloading 2 models from mixamo, made one to copy from the other`s avatar and the same thing

rapid lynx
#

taskete gusai mas

hybrid tinsel
rapid lynx
#

yes but why

#

dont i have to do that?

dense mica
#

how can i change the amount of frames per second

#

anyone?

#

Also i have another question

#

how can i make it so the animation waits a bit

opal dawn
#

Hi, I have a problem, my opponent rotates several dozen degrees when I move a certain distance away from him, he should be facing me and running towards me, everything is fine as long as he doesn't stray too far

proven shale
#

Hi, I'm new to Unity and I was making animations for this character. The problem is that it doesn't show the idle animation.

gleaming reef
#

I want to animate the offset of a texture on a mesh that has two materials on it. When I animate it then I automaticly animate both material offsets..
How can I animate just one materials offset?

proven shale
dense mica
#

So I have an animation which affects the position of my character like it makes it go downwards the y axis how could i stop that

dusky phoenix
#

So i have this animation here. for some reason theres a magical non existent extra frame that plays.
I use a coroutine for it, the animation is a little under 0.1 (But i have a pistol thats 0.05)
the pistol has the exact same settings, works just fine.

for some reason this one is borked.

(Oh yea pictures)
*the reload transtion
*the last frame on the animation
*GIF example

agile solstice
wheat dagger
#

how do i make it where the animation will play in any position? when I play the animation it will teleport to the position that it was animated in.

hybrid tinsel
hybrid tinsel
hybrid tinsel
wheat dagger
#

oh

#

so i have to animate the child of the 3d model?>

sharp charm
#

im at a loss

last mural
#

cycleOffset is a weird variable.
Right now I'm trying to have an animation play from the beginning on its first loop, then play from a second in on all subsequent loops. But instead, cycleOffset just changes what time the animation gets transitioned into and then loops the animation like regular from there. Pretty much the exact opposite of what I want, lol.
Could someone show me how to do a sort of inverse cycleOffset?

sharp charm
#

is there any way i can make the entire game object fade in?

#

i tried researching but all solutions point me to manipulating the individual tile's material

#

and i want to fade in the entire game object containing the tiles

hybrid tinsel
hybrid tinsel
#

Annoyingly, unity only supports loop points like you are talking about for audio.

last mural
dusky phoenix
# agile solstice How are you using a coroutine for it exactly
public IEnumerator Reloading(float wait)
    {
        shootAnim.SetBool("shoot", false);
        isReloading = true;
        shootAnim.SetBool("reload", true);
        yield return new WaitForSeconds(wait);
        shootAnim.SetBool("reload", false);
        isReloading = false;
    }

I've also got it set to 1f & tried setting to 0.5f etc, doesn't fix the issue

wild sleet
#

Looking for a quick opinion from an animator.
I'm reconstructing animation states by the exact frame over a network. Unfortunately, I cannot directly modify the transitions when rebuilding this state. I can only pick a state to play, with it's time offset. Blend trees work fine. This is mainly just for like reloading, weapon switching, etc (things that don't use blend trees).

If someone created a first person shooter with 0 transitions between each animation state, are there any scenarios where it would definitely 100% look choppy and awful without these transitions?

#

I assume as long as the artist can create seamless animation states, it should look perfectly smooth at all times, right?

hybrid tinsel
wild sleet
#

clients tell server the state of things that they're seeing

#

in a controlled manner

hybrid tinsel
#

Just saying, when you are talking 'frame perfect,' you generally will eventually need to change the state from an unsynced one to a synced one, right?

#

So there will be 'jumps' but how awful they look is really a matter of taste right?

#

Or am I misunderstanding

wild sleet
#

wym jumps?

#

Basically the clients are viewing just regular-old animations. I'm not reconstructing states on clients. They simply play based on whatever inputs other players are holding down. No need for this to sync to anything

#

All I need to know is: Can I not use transitions, and still have it look AAA quality?

hybrid tinsel
#

Probably.

wild sleet
#

great

agile solstice
agile solstice
proven shale
midnight moth
#

Wassup,
I got a problem related to Animation Rigging. Everytime when I play the game the model (in this case V1 from Ultrakill) glitches for like 1.2f into the ground.
The same happens with every other Humanoid ive tried.

I got 2 arm iks with targets & hints,
2 leg iks with targets & hints (unrelated to my problem),
1 head ik multiparent constraint

Here are some screenshots (red cubes = targets, red balls = hints):

#

I intend to use it for VR so im not playing classical animations on any body parts.
Root motion is deactivated.

midnight moth
#

solved

primal field
#

ive never used the animator before and am trying to get a chest opening animation to works i have an animation clip that i would like to play when the player opens the chest but the animation is playing when the games starts and i can figure out how to make it not do that. I put an animator on the object i want to animate.

thorn skiff
#

Peeps 🙂 I am using this example script out of the unity manual, to record animations in play mode, but instead of recording Transform I am recording transparency change. so far the only way I have gotten it to work is just replace 'Transform' with 'Meshrenderer' but as you can see I get all the things under Meshrender in my record. How would I isolate it to only Material_Base Color, as this is the only thing changing in the animation

blazing venture
#

Hey, is there any easy way to add an emission map to a 2d spritesheet that's separated into different animations? I've seen brackeys do it using a material but he has a single 2d texture that contained all his animations.

blazing venture
#

is there a way to do it without involving materials and shader graphs?

agile solstice
#

The custom material will work with any sprite which the sprite renderer uses, provided the sprite asset has an _Emission secondary texture defined

blazing venture
#

He set the material of the sprite renderer to a custom one and put the 2d spritesheet in

#

I don't know a lot about shadergraph

agile solstice
#

The Sprite Renderer component will provide the _MainTex property to the material, which is whatever sprite reference you define in it

blazing venture
#

Ohhh right

#

Thank you

#

I'll try it then

#

So the default doesn't matter?

agile solstice
blazing venture
#

Okay it does work but now any texture without the emission mask glows

agile solstice
#

(mine here is _MainTex but you'll want to do it to _Emission)

blazing venture
#

that's so helpful

#

thank you so much

#

I've been struggling with this the entire day

tough orchid
#

This is a picture from my blender model. Which shape key is at index 0? Is Basis at index 0, or is legs at index 0?

violet hawk
#

also one of my animated tiles wants to start at the wrong frame, idk why start frame is set to 0 specifically the last frame instead of the first

thorn skiff
#

Hi peeps, another question. Is there a place I can actually set my animations to record at 30 FPS and not 60 FPS? I first tried In the timeline

violet hawk
#

samples I think is what you want

thorn skiff
#

Then Chat GPT told me to try this, lol!

thorn skiff
violet hawk
#

thats not true, the timeline controls the overall speed. make sure you change it to 30 and then click off the box

#

its a little finnicky

thorn skiff
violet hawk
#

like make sure the samples say 30

thorn skiff
#

I did

violet hawk
#

so why does it say 60 in ur screen shot?

thorn skiff
#

Because after I set it to 30 FPS, I used a script to record in play mode, and it reverted back to 60 FPS in the record

violet hawk
#

well its the script thats the problem then, and idk how to record in 30 if you have a script setting it to 60

thorn skiff
#

Its is not the script, there is no FPS in it

polar cobalt
#

heeeeeyyyaaaaaaaa

#

🙂

#

so, i have a question

#

why i can't see the "any state",etc.... add my animation by dragging it, add an empty state,etc....?

polar cobalt
#

nvm

red bramble
#

(no animator controller was selected)

covert heath
#

I'm trying to make a nice looking magic cast for the first time and was wondering, do you bake the vfx into the animation? or do you control them seperately in a script

small vault
#

Anyone experienced with Animation Rigging able to weigh in on if the results are worth it?

#

I can get get basic sample characters to work, but it is a constant struggle trying to get results on my existing prefabs / more complex characters

#

trying to use it with Character Creator 4 models/rigs

agile solstice
# small vault Anyone experienced with Animation Rigging able to weigh in on if the results are...

Well, it's the only pre-existing toolset for customizable runtime IK so it's "worth it" compared to not having any at least
I'm not at all familiar with Character Creator 4 but some rigs generated for CGI purposes are not really compatible with runtime IK after export
I find it's mostly an insufficient tool for authoring animations / full IK rigs compared to a dedicated animation program

small vault
near sierra
#

if i import my blender file directly into unity and i decide to make animations later for it in the blender file, will unity be able to see the new animations?

cosmic ledge
#

Hi, I'm unsure of whether this is the correct place to ask but is there anyone that is familiar with Unity ver.3.5.5 or around that, that would know how one would go about substituting a new mesh over an existing characters skeleton and still retain the animations?
Would I need to rig the new mesh over the existing skeleton in another application like Maya and then import it back?
Is it possible to then load that newly meshed character in the game if I do not have the original prefabs but rather packaged asset bundles from which I have extracted all these asset?
Would
The project I work with is a remake of game that has long been discontinued.
Any advise or direction to advise would be greatly appreciated
And lastly I apologise if what I have asked is the equivalent of asking a hardware engineer if its possible to build an iphone with sticks and mud. Or that this channel is completely unrelated to my questions

robust merlin
#

how do i play an animation until it is finished, than transition back once it finishes.

hybrid tinsel
hybrid tinsel
hybrid tinsel
viral egret
#

is it possible to animate sprites like this which are a single sprite

twin musk
#

Hello, I have a problem with my animation where the crouch animation is getting played lower than it should, so the player sinks into the ground (Does not apply to the walking animation as you can see in the screenshots). Does someone know how to fix this? | More information on how I made the animations: I rigged the character with mixamo and used their animations, then exported the animations and now I am using them in the animator controller. I don't use root motion so these animations are controlled by code (in place). |**I tried:**The only things I found were https://forum.unity.com/threads/feet-sinking-into-ground-when-animation-is-played.244226/ and https://gamedev.stackexchange.com/questions/186425/character-sinks-into-ground-when-switching-animations but the answers didn't really help since I am not using root motion.

hybrid tinsel
viral egret
hybrid tinsel
#

Well, you asked :D

viral egret
#

so how could I do it if its 1 sprite

hybrid tinsel
#

You can animate it, but will be limited in what you can do since it is all one piece.

viral egret
#

can I animate things like the tentacles though

hybrid tinsel
#

Not separately.

#

Unless you cut them out.

#

Like, there are techniques for single layer animation but they are literally more complex than just cutting the stuff out.

viral egret
#

I see

#

so I just cut out every part that I want to animate

#

seperately

#

is there any tutorial on how to animate stuff like this ive only animated things for which there were different sprites for

signal dagger
#

Hello, i'm using an Animator to open my doors, but i have a small problem, when i'm not looking at the door, the animation does not play, so if i open my door whithout looking at it, it does not open :/
Does someone know a solution plz ?

naive mortar
keen crag
#

I'm trying to make a placeholder animation to see if everything works. However, my keyframes do not store their positions when I click off. I have done this both in recording and non recording mode and put in the rotation changes through the inspector and turning it by hand. Does anyone know why its acting like this?

signal dagger
#

@naive mortar yeah thx i found it 🙂 i don't know how chatgpt could not help me with this 😮

burnt pike
#

how do i bring the 3d animation from blender into unity?

keen crag
burnt pike
#

i have a blender animation but cant get it in unity

#

dont know how

#

tried fbx but didnt work

safe cosmos
#

Why when I use Root Motion my character X position is slowly increasing and Y position is slowly decreasing when I am just moving forward? It is happening when I am tapping the button to move forward.

safe solstice
#

Hello. I have a quick question. Why does an animation show correctly in the animation preview window, but plays incorrectly in game?

hybrid tinsel
safe solstice
hybrid tinsel
safe solstice
magic gorge
#

i have a punch animation that just sets the spriteRenderer's sprite componenet to different images over the period of the animation. this animation is only made for the right side. when i have the spriterenderers flipX set to be true and then trigger the animation, it just turns the flipX to false and plays it for the right side. i was expecting the flipX to stay true so that if it were to be facing left and the punch trigger was called, those sprites would also be flipped. is there a way to do this?

agile solstice
plush gust
#

I'm trying to let a simple animation work (moving the position of the a gameObject down and up.). This is the script I'm using to summon it, but only the debug.log seem to react. Is there something I'm doing wrong here?

{
     Debug.Log("shooting");
     animator.Play("Shot");
}```
hybrid tinsel
plush gust
hybrid tinsel
plush gust
#

Oh

#

Do I have to disable smt in the inspector then?

#

I thought that I saw a setting that might fix that.

agile solstice
#

Such as Idle to Shot using a trigger, back from Shot to Idle using automatic "exit time" transition

plush gust
#

Oh

plush gust
agile solstice
#

So using parameters to trigger transitions could eliminate the need for an idle/empty state
but usually you want one anyway

#

You'll want your shooty thing to be able to not shoot as well

plush gust
#

Indeed

late mantle
#

guys, how can I adjust my rig bones to match the humanoid model as I currently have a missmatch.

#

don't question my "art"

agile solstice
#

Unless you already did do weightmapping?

late mantle
#

I had a rig in blender

#

have*

agile solstice
agile solstice
# late mantle yep

Can you show it?
The skeleton I'm seeing doesn't seem to match your mesh at all proportionally

late mantle
#

oh

#

waaittt

#

I did an opsie

#

I had rig baked with weights

#

and changed the model itself

#

without rebaking

#

oh

#

that should fix it

agile solstice
# late mantle without rebaking

I don't understand fully how that relates to the problem I'm seeing but I hope that fixes things
If you have more issues, show more screenshots for clues

late mantle
#

sure

#

now it works

#

: )

late mantle
#

my arms bend inwards : |

#

ok now another problem lol

agile solstice
devout ember
#

how can i change the target of these things?

agile solstice
devout ember
#

its because i've changed around the hierarchy of my player object, so some things are out of wack

#

i want to make the animator component on the parent

#

and control the playerrenderer sprite renderer child

agile solstice
#

If you want the animator component elsewhere, copy/cut it elsewhere or create a new Animator and assign the earlier Controller

devout ember
#

okay thank you!

agile solstice
# devout ember okay thank you!

Oh and the reason you can't rename the Sprite seems to be because it's on the same GO as the Animator aka the root
So it's simply a property without any referred GO

#

It's a bit unintuitive how the pathing works

devout spear
#

hello, could anybody help me understand how animations work? cause ive been trying to add a simple 2d animation for my unity project (trying to understand the basics of everything) wich is basically a clone of flappy bird, i made a falling and jumping animations as some videos and guides sayd, however what happens is that the bird basically stays frozen on the spot, id gladly appreciate any kind of help, as i am still a noob at this

#

heres the code if need, again, im a noob at this so if it doesnt matter im sorry

#

also dont be scared to ping me, ill prob go to bed now cause its 2 am anyways, but ill respond asap when i wake up

crystal pond
#

@devout spear turn exit time off, also your jump animation is gonna play for 1 frame since isjumping is only gonna be on the moment you press space

knotty axle
#

how do i play an animation again without it needing to finish

viral egret
#

if you call .play again it doesnt need to finish I believe

magic gorge
#

i need my flipX variable to remain the way it is when the animator changes the sprites

magic gorge
#

i think ive gotten somewhat close to fixing the error

#

is there a way to disable the "write defaults" option for animation clips or animators? its apparently a thing for animation objects but im not using those

#

nvm found it

warm prawn
#

if i am using the same animation for two characters using the same rig. if I adjust the lenght of the bone in one character because let's say the finger is not as long. will the animation still play for it? or it won't recognise the rig

viral egret
#

so someone told me that if i want to animate this i should try and cut off the objects i want to animate

#

but i'm not sure where i should be cutting them off at

#

could anyone who has experience with this help out

viral egret
#

another question sorry
how could I rig all of these different sprites since most of the tutorials on youtube start you off on photoshop where you cut the limbs one by one and you export with a special file
is it possible to rig them like this or i do have to do cut them first inside something like photoshop

#

this is what happens when i select them all and go into the skinning editor

devout spear
plush elk
#

@daring relic with me?

daring relic
plush elk
#

you saw the screenshots i sent?

red bramble
#

you need to get a handle on what's going on before proceeding

#

I'm guessing some of your animations were imported as Humanoid and some were imported as Generic.

plush elk
#

i set em all to humanoid

#

theyre all missing avatar

daring relic
plush elk
#

no humanoid or anything?

daring relic
#

I used Blender

plush elk
#

huh

#

my shit is from mixamo