#🏃┃animation

1 messages · Page 16 of 1

red bramble
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yes, because you must either create an avatar or copy an existing one

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you can create an avatar from one of the animations, then copy it for the rest of the animations.

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you can also make the animations Generic. this means that they will only work for the exact armature used by the animation

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If all of your animations are for a humanoid-shaped armature, then it makes sense to make them Humanoid.

red bramble
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The software used to export the animation isn't relevant here.

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We're choosing how Unity interprets the animation data.

red bramble
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the asset doesn't have to contain any animations

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However, if you're importing mixamo animations, then you probably have a big pile of .fbx files

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You will need to create an avatar from one of them, then copy it for the rest.

plush elk
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ive got the raw data without the skin

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because I'm planning on working with Mixamo's Y Bot model for the time being

red bramble
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the meshes are irrelevant. all that matters is the armature.

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All of the mixamo animations will have identical armatures, so they can all copy the avatar from a single imported mixamo model.

plush elk
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... alright

red bramble
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The Avatar system is how Unity identifies that a particular animated model is humanoid in layout, and which parts of the model correspond to the legs, arms, head and body.

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You will probably have two avatars, then

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One avatar for the model you want to use

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One avatar for the Mixamo animations

plush elk
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can't i just use the avatar from the model for the mixamos?

red bramble
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No. The avatar must match EXACTLY

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Unity understands how to "retarget" animations from one avatar to another avatar

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that's the whole point of the Humanoid animation system.

red bramble
plush elk
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so i have done it before

red bramble
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You will wind up with a set of animation clips that are all Humanoid. They will be compatible with the animator on your character.

plush elk
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I just didnt know wtf i was doing at the time because tutorials haven;t exactly be been helpful

red bramble
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what tutorials have you been following

red bramble
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in this tutorial, the character model is from mixamo

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so it probably has an identical rig already

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If the rig on your character model is identical to the one mixamo uses, then you could just have one avatar that everyone uses.

plush elk
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im still lost on how to turn a model into an avatar

red bramble
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that's it.

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Create From This Model -> apply

plush elk
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... OH FOR FU-

red bramble
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which is #2 in that series

plush elk
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found it

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Alright

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Got to the blend tree now

red bramble
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Looks reasonable.

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These are 1D, so they won't handle strafing as well, mind you

plush elk
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better than nothing

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still the matter of getting these to work in the game

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But alright

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Everything's set up

plush elk
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well, now I have the idle animation set up

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but the transition between animations are fucked

warm prawn
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oh it works

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apparently even if u use a different rig as long as they have the same bones and names then it would still run the animation

frail osprey
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How am I supposed to handle the case of multiple weapons? For example I have a player character with fully working animator, and it has support for the main weapon of the game. But I will be adding more weapons, which means there will be new unique animations. In that case, am I supposed to add these animations to player animator and dump them by weapon ids?

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How does Battlefield serie handle the unique weapon animations for example, what can I follow?

mystic elbow
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My animations won't play on my rig if I export them with only the rig and none of the meshes, I can see the keyframes are still there in unity but no animation plays, if I export the meshes with the rig too though it plays fine, any idea what's causing this?

obsidian laurel
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hey, i want to change child of a gameobject in middle of an animation but i dont know how to do it. I tried splitting it into 2 animations and having a script change the child but now i dont know the ending position of the 1st animation. Can anyone help?

sand coyote
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I'm absolutely new to 8-bit top down animations (and animation in general). Im inspired by the mobile game "World flipper", cuz i like the minimalistic design so decided to make some basic animations in that style. If someone can critique so that i can improve them, it would be a huge help. ty

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(the screen recorder lagged a bit so it looks like the walking frames are uneven, they are not)

boreal canopy
ripe shore
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Recording a play session in Unity timeline, like Unreal, possible how?

sand coyote
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here's the actual character i took reference from

boreal canopy
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well yours has some similarities

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to your refrence image

magic gorge
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my animator gets stuck at an animation after running it

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i want it to go to default state once done executing

magic gorge
magic gorge
hybrid tinsel
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If they are already in segments, they can just be animated. You only need bones to rig them if you want deformation. I'd probably arrange the sprites into a hierarchal structure though, to make it easier.

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It only cares about the name and place in the hierarchy.

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It is really a matter of judgement where to cut them out, though I tend to try to use natural divisions in the object and to separate things where there would be overlaps.

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I'd probably do something like this

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Depends on the sort of animations you wanted to do

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I might separate out all the 'meaty' bits for additional vertex animation or something too, so that is an option

wise patrol
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Hi everyone, I'm working on making some mechanical escape armour for the player character in my game. My background is mainly programming though I'm self taught 3D moddler. My question is, should animation for machines be done with bones and animators or would it be just as efficient to do things through scripts and custom logic.

I'm more leaning toward the later as I'm both pretty new to rigging and animating properly, while having decent enough skills with maths and programming for this sort of thing. That said, I'd rather do this properly then just do what I know.

Is using the animator worth it? And for machines / mechanical devices should that all be done by animator or is using scripts and custom logic better.

viral egret
viral egret
hybrid tinsel
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For instance, for a chain or tail you'll usually have each segment as a child of the segment before it. That isn't required, but it is often easier.

hybrid tinsel
hybrid tinsel
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Pretty much you only need to cut something out if there are overlapping bits that need to be filled in

frail osprey
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so the animation exits after it gets completed

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there is supposed to be something named "EXIT" in the animator

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you don't create it, it's a fixed thing

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just check a little you will see

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so connect the animation that you want to finish it's function after it gets completed

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and it will return back to the Start state

magic gorge
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that makes sense

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tysm

frail osprey
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👍

viral egret
frail osprey
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since some parts may look odd

hybrid tinsel
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I mean, if you are going for some more exotic animation effects you might cut stuff out specifically for those but overall it is a fairly simple sprite in a head-on view

tribal notch
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Hi, how do I stop my character from teleporting down a little bit when exiting a walking animation?

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My character will teleport up when I start to move (Then continue moving that direction) and when I stop moving, my character will teleport down.

hybrid tinsel
prisma flint
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Hey guys i have a problem that, when i want to separate character upper body from lower body using avatar. And everything is good except that when i want to edit the character by adding parent to any limb, the animation is not playing on this limb

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You know i want to make parent for arms the arms just dont animate

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but without the parent they do

agile solstice
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In what context would you "separate" the body parts

prisma flint
prisma flint
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And it works

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but i cant make parent of any object

agile solstice
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I don't see why you'd need to add extra parents (gameobjects I'm assuming) to limbs

prisma flint
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Becuase i need arms to rotate where camera is looking

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and i cant do it by assigning arms, bc the rotation will be locked

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so the animation wont work as well

agile solstice
agile solstice
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Humanoid avatar system iirc have some feature precisely for pointing body parts at targets for aiming purposes, but I'm not familiar with it

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Animation Rigging package is another option

prisma flint
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okay ill try to move without parent for now

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but there is not a way to add parent to a limb?

tribal notch
agile solstice
stuck estuary
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i'm having issues exporting animations to FBX so that i may work on them in blender, the best i could manage while in blender is the rotation being aplied to only the root bone instead of the whole armature causeing the model to just flail around while on a heavily distorted A pose, what am i missing here?

twin musk
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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.

frail osprey
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You should remove all animation points for position change EXCEPT the first one

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For example during the animation, position changes may be amount of 20

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You remove 19 of them so the position will be fixed

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Then drag the Y position of animation to up

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Try again

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It will perform your animation upper as position

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Which will solve the position problem

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If you didn't understand what I said, just dm me i will respond with pictures when im at home

sand coyote
robust perch
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I am facing some issues with blender. I am exporting a ballista model with a rig and animations but I can't get blender to export all of the objects (either that or unity can't import all of them)

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I select everything but I get only two things from the hierarchy in unity, even when I select everything. Why would that be?

warm prawn
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How do i make one bone follow another. for example i have a chainsaw and i have a character and i want the chainsaw hand bone to follow the character hand bone

junior zinc
compact wolf
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What do these grey and blue arrow symbols on the left of each property mean?

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Also, why can't I edit their heirarchy paths with F2?

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Not even modifying the text file directly works

mellow zealot
mellow zealot
mellow zealot
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And you likely can't rename or repath them because its a humanoid avatar

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or rather - they're for a humanoid avatar, but if they're missing you could either be using the wrong avatar, or not a humanoid one

hybrid tinsel
floral canyon
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i know i'm missing something extremely basic but...
changing the Z rotation value for one keyframe changes it for all of them.
what am i doing wrong?

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nevermind. turns out i'm supposed to click the "timeline" point (white bar across the whole thing) instead of clicking the keyframe diamond icon

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problem solved

obsidian laurel
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hey, i have a problem that i want to animate a prefab character i downloaded from the asset store but when i just click the record button in the animation, the position changes, how do i fix this?

slate cove
obsidian laurel
obsidian laurel
obsidian laurel
warm prawn
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I've been on it for a while and it still wouldn't work

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Ok I think I know the problem

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It's more like, if I enable is kinematics on them they both don't follow each other

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If I disable it then they start getting this weird distortion

spice sparrow
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i changed the name of my scene and now my enemy ai stopped worked wtf

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turns out the script just dissapeared of unity, solved

obsidian laurel
slate cove
obsidian laurel
obsidian laurel
slate cove
slate cove
hybrid tinsel
obsidian laurel
# slate cove https://youtu.be/Htl7ysv10Qs

yeah but i dont really need that, i just want the character to have simple walking running etc... animations. Its just that im new to animations and want to have a character have a specific animation

hybrid tinsel
obsidian laurel
slate cove
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Well np

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We have all been at that stage where we did not know what r humanoid

obsidian laurel
warm prawn
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U sure your character is not on generic with the animation on humanoid. Both of them being different usually cause that to happen

hybrid tinsel
warm prawn
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If u play he goes below

hybrid tinsel
obsidian laurel
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and also as the character, should i use the prefab or the model?

warm prawn
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Either

warm prawn
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I'm blank

obsidian laurel
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heres a video of it if that helps

warm prawn
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Ur copy from other model is blank

obsidian laurel
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the source avatar? I already tried setting it but still doesnt work

warm prawn
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Then sorry man no idea why that is happening

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I've had that problem but can't remember how I fixed it

slate cove
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Select the capsule and show it in game scene

obsidian laurel
# slate cove Select the capsule and show it in game scene

hey, so i kinda fixed the problem, i set the character and the animation from humanoid to generic and pasted my character into the site i downloaded the animation from so i would make the animations working for the character and it works

compact wolf
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Do you guys know how I can convert humanoid animation clips to work on a generic rig?

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I would think that would be reasonably possible

hybrid tinsel
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Unity makes it needlessly complicated

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It has a built in converter but won't let you access it.

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The easiest way is to use the fbx exporter

slate cove
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If u have any more problems ping me

obsidian laurel
daring relic
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I have a 1s animation in Blender
I export it to Unity
then, I change that animation, and it becomes a 1.5s animation in Blender
but for some fucking reason, if I export it to Unity again, it does not update it
it just stays with the 1s animation
even though that data is literally gone from the fbx
unity just for some reason refuses to import the new animation
so I end up having to export the file with a different file name because that for some reason works
its so annoying

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does anyone know how to fix this issue?

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tl:dr unity doesn't import fbx files properly, i need to create a separate file and re-edit everything

red bramble
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are you sure you haven't created a new action in blender

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unity can import several animation clips from a singler .fbx

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you should look at the asset's import settings in unity

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the Animation tab has a whole list of animations that Unity found

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there may be several

daring relic
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I'm looking at them in assets

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they don't appear

daring relic
red bramble
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you won't see multiple files appear in the project viewer

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well, I guess if you unfold the asset, you will

daring relic
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just look at this

red bramble
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you've got six clips in there

daring relic
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yes

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bugged

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this animation has a 1.1s duration

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while this animation (ignore the loop enabled) has a 2.5s duration

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what's noteworthy, is that both of them are from the same .blend file

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the only difference is the name of the file

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one of them if ClyneWalking1 and the other one is ClyneWalking2

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everything else is exactly the same

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so it makes no fucking sense

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@red bramble it feels like the fbx can't be updated in any way

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and im so tired of exporting new files every time

red bramble
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Then you’re doing something wrong. Overwriting existing fbx files works fine.

daring relic
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because then I look into my animation list and I see this

red bramble
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Again, check the import settings for the model asset. Don’t look at the individual clips

daring relic
daring relic
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Import Animations is on

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god this is painful

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@red bramble also started getting these.

sharp ingot
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how do I hide all of the circle thingy in the avatar config?

red bramble
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export it, import it into unity, then modify and export it again

plush elk
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well, i have a blend tree for my animations set up

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and an animator and animation controller all hooked up

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and it works fine in the game

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EXCEPT for when it hits 1 second of moving

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then i just freezes

red bramble
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sounds like Loop Time is unchecked

plush elk
obsidian laurel
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hey, i making an fps game and i downloaded some animations from mixamo, but the animations tilt the head to the side so the camera view doesnt really work, and i wanna ask if i should use these animations (because i think they are made for third person shooters) or should i make my own animations? Also i would want to have animations for reloading specific guns so i would need to make them. And also, should i use a whole character for a fps game or just use the hands?

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@slate cove

obsidian laurel
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if i would use the animations from mixamo i would have to somehow lock the rotation of the camera so it doesnt rotate with the head parent object

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I have a quiet a few questions like this, so i think it wouldve been better if i could go on a discord call with someone and screenshare it. So if anyone would want to help then please dm me. Or i could just buy a unity fiverr teacher for 20 euros but i dont really want to do that.

mellow zealot
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Having some issues with reparenting transforms in animations

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Reparenting an object via code seems to prevent anything that's a child object from moving

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It seems like, when changing the parent of an object controlled by an animator, the transform is no longer bound by that animator

red bramble
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the animator follows a path to get to the object that needs animating

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if you reparent an object, it will no longer be at that path

hybrid tinsel
hybrid tinsel
obsidian laurel
sharp ingot
hybrid tinsel
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Usually to the character transform.

hybrid tinsel
sharp ingot
slate cove
slate cove
obsidian laurel
obsidian laurel
mellow dove
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Hello,
We're having quite an issue with animations & blendshapes.
We have some animations controlling blendshapes of our character, they work perfectly fine.
BUT, when we play an animation WITHOUT BLENDSHAPES from the animator of our character, then the blendshape are froze and we can't modify them via script etc.
Any idea? We tried exporting the FBX with many different tools but this seems to be an issue from Unity.

Having a character with an animator that has just one animation using some blenshapes seems to freeze the blendshapes when the animator is on. Anybody knwos what can be done about this?

Linked to this Unity topic: https://forum.unity.com/threads/blendshapes-not-working-with-animator-controller-existing.704009/#post-5799244

agile solstice
mellow dove
# agile solstice At a glance this sounds like a "write defaults" thing which to my understanding ...

Thanks for the help, but that wasn't it, I unchecked "Write defaults" in the animator states and I still have it
Just to clarify a bit more, I have this animator with two animations:

  • CEO_IwantToStart with face blendshapes
  • T-pose without face blendshapes

When the state is on "T-pose" I would except to be able to modify the blendshapes, but I can't. I can only modify the blendshapes that are not used in the animation "CEO_IwantToStart"

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And when I delete, "CEO_IwantToStart" from the animator, then again I can modify all blendshapes freely

agile solstice
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You might be able to modify the blend shapes in addition to the animator if you do it in LateUpdate and set your script's execution order after the Animator

mellow dove
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Ok thanks, if there's nothing that can be done to solve that I'll go for the solution you propose. Thanks a lot for the help 🙏

red bramble
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That makes sense.

red bramble
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is that documented somewhere, or did you just figure that out through experience?

echo perch
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Greetings. I have a question regarding pairing 3D animation alongside character textures, such as 2D facial expression changes during specific animations, using a single sheet/file of face expressions.
I understand that it can't be done through mesh renderer, as animation clips can't reach there, as far as I know. Would it be alright if I asked for help for this?

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If possible, I'd rather not resort to code lines for this, as easier as that would be.

slate cove
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Then put the camera a child of the model and make the camera the head

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Easy

agile solstice
obsidian laurel
obsidian laurel
hybrid tinsel
fiery smelt
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I need some Blender help if anyone knows about it

When animating, how do I make sure the mesh/rig of what I'm animating doesn't cross a certain plane?

For example, if I wanted to animate a walking animation, how do I make sure that while I'm working, the character's feet (and the mesh in general) can't cross a plane I designate to simulate the 'ground'?

modest briar
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Does anyone know of a technique to have 1 Master animator component and then have the rest follow that master.

For example I have a modular character with a Head, Arms, Legs & Torso and they all essentially will animate using the same animations but I have to have an animator on each part. Which mean 4 animator components ticking when its playing the same exact animation just for a separate section of the mesh. With 20 characters in a match this could get hectic for performance.

In unreal I used something called a lead pose component. Was looking for something similar or guidance on how to create it on my own

modest briar
fiery smelt
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This is for blender btw, not unity

modest briar
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Yea I know. thats why I said you need to sim physics (floor collision) or a clever driver which you can set up in the control

fiery smelt
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Damn wow that seems very complex for something so simple

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Couldn't I just make a floor constraint where it pretty much says "this mesh can't breach this z coordinate?" (I.e. a plane floor)

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Does everyone have to do this when they work in blender to animate walking?

modest briar
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Most people just manually tweak the animation so it doesn't. What you want is for the controls to do it automatically thats going to take some clever thinking.

For instance I animate in houdini. You can procedurally fire a ray at the ground and automatically adjust the location of the foot ik control to follow the grounds collision.

Idk if theres a built in tool like that for blender so you will probably have to make it or get clever.

I can see a ground contraint working but which constraint would you use?

fiery smelt
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I just want this

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Mesh A can't pass through Mesh B

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Actually I think I found it

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It's just a constraint

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I'd be FURIOUS if blender couldn't do this like, out of the box. That's like day 1 stuff for a 3d modeler. Luckily this is exactly what I was looking for

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Thank you for your help of course!

obsidian laurel
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when i try to import fbx character from unity to blender this happens

agile solstice
red bramble
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yes, you shouldn't be making round-trips

obsidian laurel
agile solstice
obsidian laurel
agile solstice
obsidian laurel
agile solstice
obsidian laurel
agile solstice
obsidian laurel
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and how do i check if it has them?

agile solstice
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Go through all the importable files of the asset and the description

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If there are none then you're probably out of luck
Reverse engineering already once exported rigs is a huge waste of development effort

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Or wasteful, rather

obsidian laurel
agile solstice
obsidian laurel
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the weird thing also is that when i only delete the armature i can normally see the character

agile solstice
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Perhaps you can edit the mesh without the armature and export the edited version while preserving the vertex groups that connect verts to the bones that would be there
I haven't had luck doing so

plush elk
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when i hit plau, it goes on idle. then once I hit w, it's not until the sprint key is hit that the walking animations start

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and then to make matters worse, after the fact, it then replaces idle with walking

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so that once I let go of any of the motion keys, its still walking

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any ideas?

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also, it accounts for the fact that I jumped while walking, despite there not being a designated motion for that, and then plays the running jump animations AFTER i started to run

agile solstice
# plush elk any ideas?

Showing the transition settings of idle to walking and walking to idle may provide some clues t o us

plush elk
agile solstice
# plush elk

You missed that transition condition for walking to idle requires speed greater than 2.5, rather than less

plush elk
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gimme a sec

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issue is still present

agile solstice
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The transition for idle to walking has appears to have such a big transition offset that you'd have to be walking almost a whole 9 seconds before the transition occurs visually

plush elk
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hm...

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im thinking about running with just purely triggers

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but might be something else

agile solstice
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Because the issue is that the transitions have all kinds of wonky settings

plush elk
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exit times, perhaps?

agile solstice
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That too

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It makes transitions happen in normalized time even without meeting the conditions

plush elk
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hm

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doesnt explain why it keeps sticking with walking despite the chatacter not moving

agile solstice
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and it shows you what in what state or transition the state machine is at that point

plush elk
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... remind mow to do that?

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something about clicking and dragging, i remember

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nvm found it

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fuck

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so once i let go of sprint, and then w

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it stays on walking

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any other solutions?

agile solstice
# plush elk

The speed appears stuck at 2.5
That's something your code is responsible for

plush elk
#

... wait, shit

#
    {
        if (IsSprinting == true)
        {
            movingSpeed = sprintingSpeed;
        } else
        {
            movingSpeed = walkingSpeed;
        }
    }```
#

think I found the issue

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one sec

hybrid tinsel
hybrid tinsel
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Thats how(for instance) UMA does it.

plush elk
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HOWEVER

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it keeps overwriting it and still sets it to 2.5

timber terrace
#

Hi, i want to change some animation rigging components values from a script but the namepsace "using UnityEngine.Animations.Rigging;" is not being understood even though it is the right name. Did somebody else have this problem before and maybe a fix?

tulip talon
#

how would i remove this

agile solstice
tulip talon
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cause i cant add a function on it

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it say no function is able to add

agile solstice
agile solstice
plush elk
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im trying

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also, still struggling to understand the part where the game needs the sprinting input to get the character moving at all

hybrid tinsel
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Because all your movement is inside the sprint function in your code?

agile solstice
#

Or if it's not, we don't know that

hybrid tinsel
#

Well, all they showed us so far was a function called sprinting()

jovial parcel
#

Hello, I've animation for walking forward, backward, right and left. For each animation I've the same but the player injured how is the best option to mix these animations so if the player is injured play the same animations but injured using as few blend trees as possible

hybrid tinsel
jovial parcel
#

thank you

agile solstice
jovial parcel
tame wadi
#

Hello, I want to use "Multi-Aim Constraint" in Unity to automatically move/rotate towards a point. I've been trying for 5 hours now but I haven't been able to get it right; it always rotates in the wrong direction. I have brought along some pictures, and I would appreciate any help! (It might be because of the axes; I don't know which two to use.)

Z & -X are placeholder

agile solstice
tame wadi
agile solstice
tame wadi
#

It doesn't work; his hand should point towards the purple dot, but somehow his hand looks broken xD.

haughty girder
#

Ok I am really confused.

I have a question on how this can happen:

A button in my menu is animated, the "knob" pulses and changes color and the button itself changes color to darker when selected.

After abruptly switching menu mode, the button stays discolored but the knob doesnt pulse anymore.

Its almost as if the animation got stuck half way. I am really clueless how this can happen and how to fix it?
I have the suspicion that it is happening because of the drastic inventory mode change and that there is no time between it and the Update to change the animation. But prior it worked properly... no idea what changed

haughty girder
#

I cant find a solution... I am using the exact same setup in a different menu and it works fine there. I am really at my wits end

#

First everything is fine. Upon entering the inventory for the first time.

#

then I leave and go to the main menu.

#

After re-entering the inventory, this happens. The last marked option in the prior inventory screen stays colored in this dark blue.

I use the same system for the main menu and it works fine there... Really no clue what is the issue.

keen jolt
#

Is it controlled by C#? Could you debug any variables there?

#

If not you can try to have the animator for an offending button open at the same time as you run your game. You can watch if it gets stuck in a particular state, or if the problem is in transitioning out of that state.

cedar moon
candid radish
#

anyone know how to create a Enumerator that cycles once, for an example when something is unlocked there's a small animation (Once)

#
if (RebirthUnlocked == false)
            {
                StartCoroutine(RebirthUnlockEFFECT());
            } else if(RebirthUnlocked)
            {
                StopCoroutine(RebirthUnlockEFFECT());
            }
#

this shit doesn't work

#

Coroutine does NOT stop

#

idk why

#
private IEnumerator RebirthUnlockEFFECT()
    {
        RebirthUnlocked = true;
        
        for (byte i = 0; i<=255; i+=5)
               {
                    IconRed.GetComponent<Image>().color = new Color32(255, 255, 255, i);
                    yield return new WaitForSeconds(0.02f);
               }

    }
#

Here's the enumerator

faint elbow
#

I am trying to animate a car's suspension. Currently I have a setup in blender that uses IK constraints to accomplish it pretty well, however unity's IK tools are not complex enough to allow for the same setup, I was wondering if I should consider making an animation for each wheel and selecting a frame based on the simulated suspension position. Though I am aware this will make it so I will need a TON of frames to make it look smooth, it would also be complicated to correctly standardize the frame count so I can have multiple cars. I am considering writing a catered IK solver but I dunno if the performance sink that will create would be worth the effort to write it. Are one of these two solutions the better choice or is it really just up to preference?

blazing rain
#

Hi I made an animation on my GameObject, and I am having it tween a value. I have a problem though that inorder for the object to update visually a method needs to be called. I was doing this through a property, but the animation system doesn't seem to work with properties(just public variables). I could call the method through events, but I would have to have an event every frame? What would y'all suggest?

wary robin
#

newbie question: I don't really get transititon offset. I think I sorta do for transition duration which is the time for animation to go to another one. But what does offset do? For reference, I have two animation rn, player_walk and player_run but when I try changing the offset value, nothing happens

#

I thought there would be a delay from walk to run animation since it's called offset

#

but I don't quite get this

#

feel free to ping me

blazing rain
wary robin
#

From what I’m reading the offset is where the second animation(the one you moved to) started playing from

#

But I don’t really get it so meh

blazing rain
#

I think if you have a rig it will blend the two animations?

#

Or blend into the new one

wary robin
#

I think that’s more similar transition duration

#

There is also a separate blender but I haven’t gotten into it yet

#

So like if you have 0.5 for offset the second animation(say a sword swing) will begin playing from middle of the animation rather than the start

#

But don’t count my word for it

worn ruin
#

Yep, that's it - it's so that you can have a transition from, say, starting to run with the right foot forward to a looping animation which starts with the left foot passing - using offset of 0.5 means it will transition in at the halfway point, when the right foot is passing.

opal dawn
#

Hi, I have two blend trees, one for the boxer class and one for the warrior class. However, regardless of the bools on the transitions, only the boxer animations are being played. Can you help me fix this issue?

agile solstice
opal dawn
#

I have different races and classes, that's why I decide to do this this way

#

this animations is for humanoid race

#

I can decompose it, I did it this way because I didn't want to create an animator spaghetti.

green hazel
#

when i click play and the animation starts, this parent object scales to 100?

#

why?

tough orchid
#

Is the following information from chatGPT true? I would need someone to verify this info.

When importing a humanoid figure from Blender into Unity, Unity uses a process called "Auto-Mapping" to determine the mapping between the bones in the Blender armature and the corresponding body parts of a Humanoid avatar in Unity. 

Head: The bone with "head" in its name or the bone closest to the top of the armature hierarchy.
Left Arm: The bone with "upperarm" or "arm" in its name on the left side of the armature.
Right Arm: The bone with "upperarm" or "arm" in its name on the right side of the armature.
Left Hand: The bone with "hand" in its name on the left side of the armature.
Right Hand: The bone with "hand" in its name on the right side of the armature.
Left Leg: The bone with "thigh" or "leg" in its name on the left side of the armature.
Right Leg: The bone with "thigh" or "leg" in its name on the right side of the armature.
Root: Unity will automatically determine the root bone based on the bone that has no parent in the armature hierarchy or the bone closest to the bottom of the hierarchy.
polar spruce
#

Hey guys, I'm new to Unity and wanted to make animations for a cat. Does anyone have free resources such as pre-baked animations for cats or something like a documentation or a video that explains how to create animations for cats/other animals?

agile solstice
# opal dawn

Seems a bit difficult and pointless
Use Animator Override Controllers instead

agile solstice
agile solstice
olive hawk
#

I have a question about animation override controllers. Is there a way to override a whole substate of animations? Like i need different logic changing between animations for different override controllers?

agile solstice
sage prairie
#

does anybody have any good techniques/tutorials on how to alter a button (maybe enhance its size, color, make a noise etc) in order to draw the player's eye to it at a specific time?

As in: the button was just disabled and I want to make sure players are drawn to it when I enable

near sierra
#

unsure if this goes here but for FBX files. If an FBX file gets reuploaded with additional new animations, what will happen to the old animations in unity even if they're still present in the reupload?

sturdy ledge
#

guys any ide how to match the midi bars with the camera? adjusting just the main camera is not working

#

I think I need to strech the midi bars but I don't know how

#

when I modify just the midi bars from the manager section "where the midi bars are located" and not main camera, it is not working somehow, they keep going back to theyr old positions

wary robin
#

Need some clarification, does the exit node in animator returns to the statemachine or the very beginning entry?

magic gorge
#

how can i make it so that an animator doesnt play the default state on start?

agile solstice
agile solstice
last slate
# candid radish ``` if (RebirthUnlocked == false) { StartCoroutine(R...

You have to pass a coroutine object to StopCoroutine. Is it returned by StartCoroutine:

// Store coroutine with a field
Coroutine _coroutine;

if (!RebirthUnlocked)
{
  _coroutine = StartCoroutine(RebirthUnlockEFFECT());
} else if (_coroutine != null) // check if it is currently running
{
  StopCoroutine(_coroutine);
}
candid radish
#

thanks fam

last slate
#

and use that value to stop it

candid radish
#

i tried to use stopCoroutine function before

#

didn't work

candid radish
last slate
green hazel
#

why does a single animation play randomly for no reason?

agile solstice
#

Could start by looking at the Animator window during playmode for that animator and seeing which transition is the one that occurs "randomly"

#

Then look at that transitions settings for wrong conditions or exit time

viral egret
#

how can i make the left bone structure connect like the right one

#

figured it out

crystal holly
#

Hi guys i'm very new to unity. In my script I apply force to my character for movement with default force mode. For some reason though when I use animations my character velocity is much slower and instant even though I use default force mode. What may be the reason?

manic wagon
# crystal holly

Root motion allows animator to control movement. If you aren't' using it (doesn't seem like you are) untick the root motion box.

crystal holly
#

so it will stay in the same place

green hazel
#

hi guys

#

how do i only play an animation once

crystal holly
#

I may be wrong tho cause im very new

manic wagon
crystal holly
#

Yup, so if I use root motion then animator controls movement okay. But then why disabling root motion makes my addForce not work correctly

#

Why he goes back into same place?

#

lmk if you need video

manic wagon
# crystal holly lmk if you need video

I don't know too much about root motion, but it's typically used for things like... say you have a 3D zombie and you have an animation where it stumbles around left and right.
You can use root motion to allow the animator to move the zombie's root, so that the animation moves it around a bit.

crystal holly
#

I see

jagged cypress
#

Can anyone help me understand why my character's skinned renderer would be behaving this way? (The flickering arms). Driving me nuts! I'm using the animation rigging package for IK controls btw.

#

I have the bone renderer on, the weird thing is it doesn't appear that the bones are moving at all in a way that would create this behavior

spice sparrow
#

my Player falls halfway into the ground when i start keyframing my animation. can anyone help?

manic wagon
#

Weird... animations shouldn't be tied to ground collision normally.
Maybe your animation is moving the transform for some reason?

spice sparrow
manic wagon
# spice sparrow i want to move the Weapon, do i just record and move it or do something else?

If you are gonna animate it in Unity then yeah. I think you need to just keyframe it ye.
But if your whole character sinks to the ground when you do that stuff then my guess is that something is moving the transform all the bones are parented to.
If you are not using root motion, you might wanna check that you don't have it enabled.
Otherwise (like the name implies) animation clips can move the root around.

spice sparrow
manic wagon
#

Also it might be that the animations set the spine at Vector3 0.0.0 so if you have moved stuff from that it might reset it back to where it was.

spice sparrow
#

the weapon is connected to a Two Bone IK constraint to make the arms go to where the pistol is

manic wagon
#

Oh yeah, I've also heard that import settings allow you bake root transform position, might also be worth checking out.
And double check that Rigidbody (gravity etc.) or Character Controller aren't the ones messing with it by just disabling them temporarily.

Aside from some bugchecking (for the sinking into the ground-issue) I dunno all that much about the actual workflow here.
I more often animate my 3D stuff in Blender and my models are usually relatively simple.

Maybe someone else would know more about the constraints etc.

spice sparrow
viral egret
#

should i cut out the mouth if i want to like animate it to close

hybrid tinsel
hybrid tinsel
#

Since it'd allow you to animate the mouth separately from the insides

hybrid tinsel
spice sparrow
hybrid tinsel
#

In some rare cases you can have a clip with both generic and humanoid curves on it, but you pretty much have to do that deliberately.

hybrid ibex
#

Why when I import a PSB archive some colors are wrong?

#

In Unity

#

In GIMP

hybrid tinsel
hybrid ibex
#

How could I fix it?

#

Any Idea?

hybrid tinsel
#

By changing your compression settings.

#

Looks like you might also need to adjust your sprite outlines; you are clipping a couple spots due to the low resolution.

jagged cypress
hybrid tinsel
#

Not having a pole object, or the pole being in the wrong place?

jagged cypress
misty glacier
#

Hi guys, how do I make an animation of turning the tower behind the enemy? I have 8 sprites of different sides

autumn moon
#

how do you presicly animate an object with root motion on

rugged willow
#

Whenever I set my transition duration to zero, it doesn't animate my character when it transitions to another state

#

Idle_East doesn't animate

#

Oh nvm. just had to uncheck, "can transition to self"

hybrid tinsel
high depot
#

added another animation to my bird asset and it can no longer move

#

the animation is not linked to the others so i dont see why its affecting it

agile solstice
high depot
#

parent gameobject? im sorry this is my first year of coding

#

2d btw

#

its the one in the middle, if its not attached is it still overriding the position @agile solstice

daring relic
#

also, you should probably use "Any state" for dying

#

so you go "Any State >> DeathAnim"

#

I think the way that works is no matter what animation is being ran, if it can play an animation that it has a transition to, it will

#

that way you don't need to have a transition for each animation that just goes into deathAnim

high depot
#

its not a long term project so im not worried about that rn tbh, i just want this one error fixed unless theyre directly related

agile solstice
high depot
#

so empty gameobject, chuck the phoenix in its bracket, then attach movement and animiation scripts to empty gameobject?

agile solstice
high depot
#

yea only got phoenix gameobject with scenecontroller and sprite controller scripts on it

#

sorry i dont understand and i dont expect you to explain, would creating a condition that never runs fix it? say if i created one where it collided with something tagged "something" that it cannot actually collide with

nocturne forge
#

@high depot whats going on?

high depot
#

I created a new animation for my bird becoming invicible by adding a bubble around it in 2d

#

now that animation is overriding the movement code i have written for my bird

nocturne forge
#

i see

#

can i see the code?

#

in code beginner i guess

high depot
#

very new to this discord can i just copy and paste

nocturne forge
#

put it in code beginner tho

high depot
#

kj

#

k

viral egret
#

if i add a collider to any of the children of T2_Normal they don't rotate or move when you animate the arms but if they're in the bones they do however it creates some jankiess any suggestions?

agile solstice
viral egret
nocturne forge
#

for some reason, when i preview the animation in the editor its fine but when it plays in the game the movements are very minor. instead of the arms waving all over the place, the very slightly wobble

agile solstice
nocturne forge
#

ah, thats not a good file type

agile solstice
nocturne forge
#

yeah hold on

#

WHY IS IT AN MP3?

#

that was way too complicated

#

idk why it just barely moves ingame

agile solstice
#

Looking at the Animator side by side with the Game window during Play mode with the animated gameobject selected often gives a clear picture of what the animator state machine is doing

nocturne forge
#

yeah i think it is cdoing that

nocturne forge
#

yeah its repeating it a lot

#

so how do i fix that...

agile solstice
agile solstice
nocturne forge
#

figured it out

#

solved it

jagged cypress
haughty fulcrum
#

I have a motion tree for my animation, but sometimes the animations pick up halfway through, for example I have a boat and the fishing line swings when the boat is idle and flaps when the boat moves, however it looks really weird when the idle animation picks up where it left of

#

How do I make it so it always starts at the start of the animation

hybrid tinsel
twin musk
#

hey people, i wanna know what is the problem here about the red ball, it seems that its not in the right way and i don't know how to make it in the right way

misty glacier
#

Who will help make the animation? I've scattered the sprites into degrees, how can I do it all in the code now? so that the tower turns behind the enemy

#

help

stiff moss
lunar geode
#

Humanoid vs Generic Avatar: I'm trying to find good information about the differences, and they seem small to me. The greatest benefits of humanoid seems to be easier IK setup and retargeting, which the latter is not relevant to me.
Humanoid causes issues with extra bones though, and my googling says that it would be less of an issue with generic. Are there other pros/cons that are not directly apparent?

viral egret
#

so i have all these psb files and some of them are the same sprite but with just a different color and every time i import them in unity i need to add the bones for each one
is there a more efficient way

stiff moss
hybrid tinsel
edgy quail
lunar geode
stiff moss
agile solstice
#

And nothing's wrong with the interpolation

#

What you need is to get familiar with animation fundamentals, and a real tool for animation
Unity is woefully inadequate for animating something complex like a humanoid from scratch

#

The reason it seems stiff to you because the thigh and knee movements happen separately, and to a full stop
In natural movement there's always simultaneous movement with nearby joints, and momentum or "follow through" for limbs in motion

noble tinsel
#

where do i change the fps?

#

and how do i reduce the amount of frames?

agile solstice
#

I'm not sure what you mean by "reduce amount of frames"

near sierra
#

so i made a humanoid character on blender with some animations and tried to use the humanoid rig in unity which caused my animations to stop working. Is it possible to use the humanoid rig while keeping my blender animations or no?

hybrid tinsel
near sierra
#

i guess how would you convert it to humanoid?

#

like renaming the bones?

noble tinsel
noble tinsel
#

well no cos it counts up from 0 to 2

#

so theres 3?

agile solstice
#

That doesn't practically matter

#

Usually when you want a clip to take longer to play, you simply place the keyframes further away from each other

#

Having keyframes packed as close as they physically can go might cause unpredictable results

#

If you want to swap between two frames, you normally duplicate the second and place it further away in time still, to indicate how long to hold the second frame for before end/loop

noble tinsel
stiff moss
misty glacier
#

I do not know where to register it in this method;*(

stiff moss
#

Then inside Aim(), instead of rotating the model, you can pass the angle you calculated into the animator using animator.SetFloat

misty glacier
#

I have a 2d game on sprites

stiff moss
#

sprite, same thing

#

is it working now

misty glacier
#

why can't I throw the controller here?

stiff moss
#

?

misty glacier
stiff moss
misty glacier
#

I installed it here

stiff moss
#

drag the animator onto the spot that says None (Animator)

misty glacier
#

Sorry, I blunted

stiff moss
#

👍

#

is it working now?

misty glacier
#

no work

#

😭

stiff moss
#

If you want, we can do a private call and you can share your screen

misty glacier
#

sorry, I don't speak English, I think I'm attached to the turn of the tower for 3d, I need where the bullet flies, and it follows the enemy

stiff moss
#

Select the turret and show the animator

misty glacier
#

I didn't understand

#

what do you mean?

stiff moss
#

then click this at the top

#

and show me

misty glacier
stiff moss
#

now show me the parameters in the animator, it should look like this

misty glacier
stiff moss
misty glacier
#

no

stiff moss
# misty glacier

can you add

Debug.Log(calculatedAngle);

to the end? and tell me what it shows in the console

misty glacier
stiff moss
#

Try it again

misty glacier
#

I have a 2d game, why should I use it?

#

Quaternion

stiff moss
#

You can just use math to calculate it instead

#

Trigonometry

#

What matters is that you get a number from 0-360 and put it into your animator

misty glacier
#

I led the same values in animator

stiff moss
#

Yes, but you need the code to change this value

#

animator.SetFloat will let you change that value in code

#

You need to calculate the angle in your code and put it into animator.SetFloat

misty glacier
#

through what can I make this calculation here?

#

target correctly? as done through a shot

stiff moss
#

Try this ```cs
var originPos = new Vector2(transform.position.x, transform.position.y);

var targetPos = new Vector2(tgtPoint.x, tgtPoint.y);

var calculatedAngle = Vector2.Angle(originPos, targetPos);```

misty glacier
#

where should I write this in which method?

stiff moss
#

Actually use Vector2.SignedAngle, not Vector2.Angle

misty glacier
stiff moss
#

OK, now use calculatedAngle in the animator

#

animator.SetFloat("DirectionX", calculatedAngle);

misty glacier
stiff moss
#

Don't worry about the warning

#

It should work now

misty glacier
#

no work

stiff moss
#

Can I call you

misty glacier
#

yes

bronze island
#

I have loop time enabled on all of these animations. Is there any reason why they dont loop? Here is the code

viral egret
vestal iris
#

I downloaded a model asset with animations and running into 2 issues: 1) I want to scale it down, it defaults to scale 100 and is to big for me. Tried setting the armature/skeleton scale to 50, but as soon as I go in play mode it scales back up. (I'm 99% this means the animations themselves scale the skeleton transform?) - I actually split the jump animation into new clips to match the startes assets and now when I jump the scale animates between 100 and 50...

the second issue is I thought I can fix it by parenting an empty scale gameobject above the skeleton, but inserting an empty object between the skeleton and the armature with the animator seems to break my animations (they no longer play).

(this is odd to me because when I try to parent the skeleton of the starter 3rd person controller example everything works there)

vestal iris
#

Also my animator doesn't seem to reference the armature/bones, I don't understand how the animations "know" which bones on the scene they should animate

agile solstice
agile solstice
vestal iris
# agile solstice They find gameobjects and properties to animate by looking for their literal nam...

Thanks, I think I'll leave the scaled animations, for now I "solved" this by scaling my entire player object (the one with the character controller, animator, player input etc). I don't like this because my character controller/collider is now in a weird scale.. but what I would really like to understand is why my model stops animating if I insert a middle parent between the player controller/animator object and the skeleton. According to what you're saying it should still work?

agile solstice
#

The path between the Animator and the animated mesh/sprite should stay intact

vestal iris
#

I took the layout from the starterassets 3rd person, where the animator is on the toplevel "player armature", but I can move it down and clean up my scaling, thanks!

agile solstice
#

That way Animator can't accidentally override the character's transform and it becomes very easy to plug in/out different character visuals

vestal iris
#

That makes a lot of sense, thanks!

spice kraken
#

How I can fix this?

#

the player has to go back, but for some reason he sits down

agile solstice
# spice kraken

That pose is the Humanoid default pose
Seems to imply that the state you're blending to is empty

ancient pumice
#

hey, having a strange isssue with an animator where if it's not constantly doing anything, the avatar will sink into the floor. I am attempting IK for the avatar's legs and the feet meet the floor fine, but the legs go beneath the floor, with their target points below as well. I have no idea what's causing this, I just added a change that makes the walking animation the IK is based on only activate when the character is under motion, but I have no idea why it would cause this.https://i.imgur.com/2KRN2tk.png

{ animator = GetComponent<Animator>(); newPos = GetComponent<Transform>(); animator.SetTrigger("Moving"); animator.ResetTrigger("Moving"); } private void Update() { if (animator!= null) { if (newPos != oldPos) { animator.SetTrigger("Moving"); } else { animator.ResetTrigger("Moving"); } oldPos = newPos; } }
this is the new code that seems to have caused the issue
let me know if you know what's going on or how to help. Thanks!

agile solstice
ancient pumice
#

so the walking animation does, but the "Idle State" has no animation associated with it. would the Idle state need an animation associated as well?

vestal iris
#

I've set up animation rigging and multi aim constraint to look at a specified transform. I can move the target in the editor and it works fine. But I want to move the target on an arc, and decided to keep it simple so it has a local offset and I'm rotating the parent. But if I do that my constraint no longer works. only seem to follow a target I move directly.

agile solstice
ancient pumice
#

that's my current issue

#

it also happens regardless of the trigger being set immediately on start or not at all

ancient pumice
#

found the issue (sort of) The idle state is set to move the character into the ground for some reason, but this told me that the trigger was not being set properly. So, I changed the trigger to a bool and used vector 3 from the transform.position of the character instead of the transform directly, and now it works! I also did have to change the idle animation to be something and the robot kyle default animations seem to cause this same pitfall, even with the changes.

plush gust
#

I saw that an animation isn't working on 2 UI elements. It also has a yellow color. Does this mean that the elements can't find the animator or smt?

plush gust
plain marten
#

If I have a 2D sprite and want to animate it using 3D objects so the lights can affect it, I have to break it in to parts and apply a material to planes? Or is there a better way?

#

This is what I ended up with so far.

toxic viper
#

Hi, how can I prevent animations from slowing down before reaching the next key?

glad herald
#

how do i import a rig into blender

vestal arrow
#

Hi, Im pretty new to game design. I recently started on a little topdown 2d game but how do you keep a character facing the last direction you were walking in?

#

Just ideas or anything that could help. You dont need to go too far with explanation

limber saffron
brisk acorn
#

why is the animations stuck like this?:

magic heron
#

Hey people, I had a question. If I add an animator to a gameobject, and then record the animations on one of its child components, does this mean that when the parent component moves (not by the animation, but instead on being picked / grabbed / something else), the child component (+ it's animation) moves along with it as well? Let's say I have a controller animated, to moving towards a cube up and down, when the cube was originally placed on a table. Now, the animation on controller moving up and down the cube is playing. But, when the cube is picked, will the animation also move along with it?

Hierarchy of Objects :

EmptyParent-CubeWithPickAnimation (Has XR Grab Interactable attached as it's component)
=> Controller Prefab (Is the object, that's animated, from the Empty Parent's animator)
=> Cube Object

manic wagon
# magic heron Hey people, I had a question. If I add an animator to a gameobject, and then rec...

I would have thought that detatched parts would stop moving due to being separated from the parent with the animator, but after Googling around I found a post where somebody was complaining about how they made an animated spider enemy and it's legs keep animating even after being detatched. lol

Anyhow normally child objects follow their parent. Animation or not.
That's why a player can be moved around with rigidbody.Addforce and the animated limbs keep following, still attached to the player.

If you attached an animated floating cube to a hand as a child object, the cube would probably keep floating up and down in the hand, but the hand would NOT follow the cube.
Instead the cube would follow the hand.
On the other hand if the floating cube was the parent and the hand was a child, then the hand would keep moving along with the cube.

The opposite (make parent follow child) is called inverted kinematics and isn't something that normally happens.
I don't know if XR stuff affects this somehow, though.

magic heron
manic wagon
magic heron
#

No no.. What I'm trying to achieve is;

Cube stays as is, without moving, a Hand prefab (mildly transparent, to indicate that it's just an animation) will keep moving up and down the cube, indicating that the cube should be picked. Now, when the user does grab the Cube (essentially the cube, and the transparent Hand Object are all part of a single Empty GameObject, with a Grabbable Property, a Collider, and a Rigid body), I want to know if the hand will still be animated, but relative to the position of the cube, or would it still be animating over the same place it earlier was? I actually want it to follow along, and continue animating wherever the cube is moved.

#

But, after reading your answer, I was able to understand that I would be able to achieve this dynamic when I have the parent object, as the cube itself, because then, the child component (the hand object, that is being animated) will be following the parent game object (the cube) when it's picked / thrown away?

#

Am I correct?

manic wagon
#

Oh that sounds way more complicated than I thought.
Well if the hand is floating and not parented to anything, then I suppose you could try making the cube a parent.

But then if the cube say spins or falls or w/e the hand would go along with it...
I'm not really sure how to handle this stuff, to be honest. Hopefully someone with more animation experience knows.

vestal arrow
gusty lava
#

i've created 2 animation rigs one so that i can hold my weapon in idle state which is holstered and other when i aim with my weapon i want to transition between the two what should i do

magic heron
#

Will explore more, and get to understand it all better.

hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
plain marten
#

@hybrid tinsel Ahh, got ya. I was doing it the hard way it looks like. It looks nice though. 😄

proven tartan
flint estuary
#

How do i fix this error

hybrid tinsel
flint estuary
#

yeah, I fixed it now tho

rain river
#

Does cycle offsets work with 2D Sprite Animations?

#

i'm asking because well, i cant seem to get it to work...?

#

at least from the preview it isnt working

gusty lava
#

i've created 2 animation rigs one so that i can hold my weapon in idle state which is holstered and other when i aim with my weapon i want to transition between the two what should i do

golden sonnet
#

Hello, I bought an asset on the asset-store containing several animated characters.
There are 6 different postures (one-handed weapon, two-handed weapon, bow, magic weapon, bare hand, etc.) and specific animations for each posture (walking, running, dodging, multiple attacks, jumping, etc.)
So I'm going to encounter a problem because I can't put all these animations in the same animator.
Has anyone ever made a game in which the character can have several animations for the same action depending on his equipment, and could give me a little advice before I start?
Thanks in advance

agile solstice
#

Remember to use animation layers and sub-state machines also to minimize the need for repeated states and excess transitions

agile solstice
agile solstice
#

Loop Pose has no effect on sprites and no relation to Cycle Offset
Cycle Offset offsets the entire cycle so it begins and ends at a different point

#

But it does have an effect on sprites

gusty lava
agile solstice
gusty lava
#

Ok

gusty lava
agile solstice
gusty lava
agile solstice
gusty lava
#

what does multi parent constraint do?

golden tangle
#

how do i delete the transition from the entry to "flash" i do not want my animation to play constantly i want to activate it in script

#

nvm homie i got it

#

fix was right click "set as default state" on another block

#

The legacy Animation Clip "Flash" cannot be used in the State "Flash". Legacy AnimationClips are not allowed in Animator Controllers.

well how do i make a non-legacy one?

#

i am baffled every tutorial uses this method but i get this error

agile solstice
golden tangle
#

ive just recreated the animation but now im not able to edit it?

#

nvm got it

echo rune
#

Hey folks, I'm trying to use triggers to switch from a blend tree to a different state and back but despite the animator editor highlighting the other state, the animations are still played from the blend tree. Any hints?

#

If you need to see a screenshot of anything, please let me know

#

This is the graph, I have two Triggers "Grabbed" and "Released" to go to the "Grabbed" state

agile solstice
gleaming root
#

What's the best tool to use for 2D frame-by-frame animation?
I've been trying to use the Legacy animations, but can't get them to work so i was wondering if there was anything i should use instead (ps: i have very little idea of what i'm doing/talking about)

agile solstice
echo rune
#

Thats weird.. I see the progress bar switch correctly but the animation doesn't change. When I set it as default state it is active though

gleaming root
agile solstice
gleaming root
# agile solstice Krita, Gimp, LibreSprite, depending on style Legacy animations are unsupported a...

My bad, i misspoke. I meant a replacement for Legacy animations; i already have a spritesheet and a program to make them in.

The reason i used Legacy was https://docs.unity3d.com/ScriptReference/Animation.Play.html. The last line says, "
Animations must be marked as ‘Legacy’ in the Inspector for the animations to be found by this method. This option appears after switching the Inspector Window to ‘Debug’."

agile solstice
#

Animator is the correct one

gleaming root
#

Ohhhh alright, thanks, i'll check it out!
So far i've just been using the Unity docs so i think i just clicked on the first animation-related thing i saw lol

modern oak
#

someone please help me

#

is the 1:00 a second

#

why does it only go up to 0:55

#

it cant be in seconds if it only goes up to 0:55 milliseconds or whatever thats measured in

lean sage
#

It's seconds:frames

modern oak
#

so when it says 0:30 that means its 0.5 calm

agile solstice
modern oak
#

I changed it to 100

gleaming stump
#

Hey all, so I've been dealing with this issue a few days now, I'm still not sure where to post it, since it's kind of a basic graphical issue. These turret gameobjects are children under the rigidbody ship, and I cannot get them to move smoothly together. I think I need something to get teh sprites to blend between pixels better, but I don't know what that would be.

I've tried:
Setting rigidbody to interpolate/exterpolate.
made sure my pivot s are set to center.
Changing from point filter to bilinear and back again on the sprites.
Going back to default materials.
Playing around with resolutions and the pixel perfect camera.
Using the SmoothPixel material from the asset store.

gleaming stump
#

I'm leaning towards the idea that the pixel perfect camera is an issue

#

sigh...

#

that's what it was

#

@quasi fable My issue from yesterday, sorted it out, I shouldn't have been using the pixel perfect camera... which in hindsight, is rather obvious.

versed fog
#

Maybe someone could recommend on asset or location where I could get or buy decent fly character animation set? Asset store search results were a bit weird. While unreal asset store had it more simple, but... who uses unreal am I right 😄 jokes aside, any recommendationsare welcomed.

twin musk
#

For some reason this doesn't work, I have a bunch of triggers I trigger whenever the player holds the respective button but for some reason it constantly switches the animation when you press the buttons too much and just looks very weird, does anyone know how I can make it look more smooth?

pearl hedge
#

so for this, (for every animation, it goes back to the idle animation with the bool false and goes to the other with bool true) but for some reason without me setting anything like this from code, when i finish the combo 1, SOMETIMES if i wait for my cooldown between combos to go about half or lower, it switches back to the idle animation and i dk why

agile solstice
#

Also, you'll likely want to use booleans instead of triggers to match the user's input, that avoids problems, simplifies code and usually just feels better

agile solstice
agile solstice
pearl hedge
#

well i got exit time only when coming back to idle

#

because they have to go back there in case the attack doesn't end

#

attack*

#

combo

#

whatever

agile solstice
#

If I understood correctly the problem was that the transition to idle was happening automatically
You could disable exit time for the to idle transitions to verify if it stops happening

agile solstice
#

If it doesn't stop happening that suggests something in your code is causing the transition to be called prematurely

pearl hedge
#

the animations are ended and started when they are supposed to

#

it's just that on the animator it shows going back up to idle after a little little while

agile solstice
#

It's either something in your to idle transition conditions, or the code's animation parameters
I can see neither in action so I can only guess what in there could be doing that

pearl hedge
#

could that be from the animation itself?

agile solstice
#

I can't think of how it would be
Animation states or clips cannot decide the time they play
It's all handled by Animator, whether by parameters and conditions or by code calling states to play directly

pearl hedge
#

because if i do the same thing for 2 and 3 it works fine

agile solstice
#

Anyway, the problem is somewhere either in conditions or code

eternal garden
#

i have these animations i imported from an fbx, they are for different objects and i want to play some of them at the same time, how can i do that?

#

i found that i can make separate layers for each object and trigger each one of them

pearl hedge
#

but it's bigger than i thought

#

ye i wasn't going in a state but i see for the first it's not even going into the animation

#

and i have tried a few animations and it is not doing them either

#

someone i work with told me it's because i got the animations in a ,,aditive"

#

but what is that, why is it happening and how to solve it @agile solstice

#

sorry for asking to many questions but you were the only one interested to help me in this topic

agile solstice
#

Additive layers look different but the states within them follow the same state machine logic as other parts of the Animator

agile solstice
pearl hedge
#

the states are playing

#

but the look is either broken

#

like limbs flying or just barely moving like not moving

#

you understood completly

#

is there any fix?

#

or alternative for animation?

#

i have 0 experience with animation

agile solstice
# pearl hedge but the look is either broken

That doesn't sound like the same problem as originally described about idle state playing prematurely
You can always confirm which states are playing by viewing the Animator window side by side with Game window during Play mode with the gameobject selected

pearl hedge
#

i said i had a state problem if you see

#

and solved it

#

how i determined the new problem was more or less bad

#

yes , now the states are playing good

#

it's just the animations that are weird

#

either barely moving resulting in almost nothing or distorted

agile solstice
# pearl hedge and solved it

Ah, good UnityChanCheer
You can swap an additive animation layer to override to only play that layer's animation, which may help you verify that the motion is correct in isolation

#

Additive animation is as the name implies added to base layer's animation, so ideally the base layer's limbs that you add another animation onto should be in the reference pose

#

Otherwise you get two animations at the same time which likely will look completely unexpected

pearl hedge
agile solstice
#

Gear icon button on the animation layer itself

pearl hedge
#

K, thx

upper elbow
#

Can anyone help me solve this kind of problem? After playing the animation, the character moves at high speed

robust perch
agile solstice
# upper elbow

The animation is made for root motion but you're not using root motion, or not using it correctly

rigid salmon
#

I am assuming that "Any state' will run the crouch animation from whichever state the player is in as the name suggest, and documentation says the same about it. Is this correct? Because crouch is not runing when I am trying to run it from "Any state"

agile solstice
#

Do not use it unless you know for a fact that you should

rigid salmon
agile solstice
#

Most likely the transition condition isn't right or the paramater isn't being set

violet python
#

back from what i was saying

#

i am doing culling stuffs

#

culling can do that

#

where it keeps record of transition and states only

#

but gets back on track after turned on

#

in my case i dont want animations to be played at far distance

#

at the same time i want to this sort of culling whenever i want

#

anyone?

rugged willow
#

Any way to add a custom enum as a paramater?

novel nacelle
#

Im trying to set the speed/length of a specific animation in my animator window to be based on a variable

#

so if i change the variable in code, i want the animation to speed up or slow down

novel nacelle
#

how can i get access to the animation speed?

agile solstice
# rigid salmon Looks fine though

Since it's a boolean condition I expect the animation keeps restarting every frame as Any State checks for the condition every frame
I have to resort to guessing though as half of the transition settings are cropped away in this picture
You could disable "can transition to self" but I still recommend against using Any State at all because of pitfalls like this

pearl hedge
# agile solstice Animator's Layers tab

yes the animations work completly fine, but the ones on the lower body do not work when using override, and they used to work when on the uppser i used aditive and on the lower override

#

do you know how to solve this too?

agile solstice
# pearl hedge yes the animations work completly fine, but the ones on the lower body do not wo...

Hard to say for sure
Setting it to override was just for the purpose of checking that the the upper body animation looks good in isolation, it's expected that all other motion stops in that case
The important thing is to make sure the upper body doesn't have any kind of significant animation (or any animation at all) when you're introducing upper body motion to it from an additive layer
If you've also got an override layer that needs to work together with other animations I believe you may need to place the additive layer below it in layer order, and/or disable "write defaults" to stop the override layer from resetting non-moving limbs to zero on any layers that come before it

#

If you're using the Avatar system it's possible that the animations require avatar masking to be able to work together

pearl hedge
#

i saw the option for avatar masking

#

can i use it to select the parts effected by my animations?

#

i tried, doesn't work

#

sucks

#

dk why it doesn't work with the mask

agile solstice
pearl hedge
#

but idk if i am doing it correctly

#

i have watched countless tutorials on this thing

agile solstice
#

It's a very specific kind of configuration process which I'm not familiar with

pearl hedge
#

oof...

#

so if i ss you my config you won't be abel to get much info from it?

agile solstice
pearl hedge
#

sadly you are the most helpful and active source from this channel so the hopes of finding someone who knows in time are brim

#

Maybe there is another way to do it without using a mask perhaps?

agile solstice
# pearl hedge Maybe there is another way to do it without using a mask perhaps?

I get by without any Masking by using additive and override layers very carefully, which I spoke of earlier
Currently I'm guessing your additive animation looks weird because it's being added to different upper body motion on another layer when there shouldn't be any, and/or the "additive reference pose" is not correct

pearl hedge
#

yup you are 100% right

#

but somehow the mask doesn't work at all and i do not know why

agile solstice
pearl hedge
agile solstice
#

It's not a workflow that I use

pearl hedge
#

THANK UU found it

#

♥️

jolly dragon
#

Hello! I have a bit of an issue and since I can't find an answer online I feel like the answer is something simple I'm overlooking.

#

I'm trying to edit tangents but when I right click a key the only option I'm given is to add another key.

#

Actually feels more like I can't click the keys at all to begin with, just the curve...

jolly dragon
#

OK so I can click the keyframes in the dopesheet and edit tangents there but not in the curves window. I'm gonna go even balder from this lol.

agile solstice
#

On the key it should be like this

jolly dragon
#

Yeah that's what I want.

#

But I get this

agile solstice
#

Shouldn't really be any extra steps to it
I'd restart the editor just in case

jolly dragon
#

I'll give it a go. Been like this since the start though.

#

Tried creating a new project and importing the old one too. Same issue. At least I can work around it for animations, less of an issue for particle curves.

jolly dragon
#

For sure. :D It's all coming together though.

obtuse moth
#

Hello everyone
So rn I'm working on reallusion software, specifically Character Creator 4 and I have a little problem that is (I hope so) on unity problem.
Okay, so what I need to do is create crowd scene with min. 18 avatars with highquality version with Animation and Blendshape animation as facial expression is important for my project.
Firstly I just created Avatar and simply exported it to Unity. I did everything as tutorial said and everything with animations and blendshapes works perfectly.
Secondly, what I came up with, is that I will just create avatar and export it with using InstaLOD BUT I will keep original Avatar. I did this and exported to Unity. As expected everything worked perfectly until i checked facial blend shape animation. They simply don't work. I would understand that, however the problem is, that bodymesh of original avatar contain blendshape keys under Skinned Mesh Renderer.
So right now I stay in the corned trying and googling solutions however nothing works

merry sluice
#

Noob question: I downloaded two animations from Mixamo to (1) turn my character 90 deg and to (2) have my character walk forwards. The walking forwards animation works great but when I do the turn right 90 deg animation, it just turns the model to the right and doesn't change the forward facing direction. Because of this, when I go back to the walk forwards animation, my character snaps back to the original direction and starts walking forwards. I understand why this happens but is there any way to change it to what I want where the turn right animation changes the forwards-facing direction of my character and so they can walk forwards in that new direction?

stone estuary
#

Hey guys, I'm using something from Mixamo to try and animate a simple Walk animation, and I can see the little red orbs Debug move properly in scene view, but the mesh itself does not move at all. Can't find anything useful on the internet, and I'm sure it's a simple problem but I'm very very new to animation in Unity. Can anyone point me in the right direction please? Thx

twin musk
#

is there a way with unity ik to make it so a character always grabs a point even if it means stretching
for example a character always holds the railing even if he is 100m away from it

royal junco
#

Please help, how do I create conditions for a transition in the Unity animator?

#

All the tutorials I found have different things than what is shown to me.

#

Tutorial:

#

My interface:

edgy quail
#

How could I export animations from blender to unity?

agile solstice
royal junco
#

Thanks, it fixed it. How do I link the variable in the condition to one of the scripts?

agile solstice
royal junco
#

What does that mean?

royal junco
#

How do I connect it to an existing script? In my case, I want to make an animation of the bird pointing downwards if it is falling (velocity < 0), and upwards if it is flying.

agile solstice
earnest pollen
#

@twin musk you can set the end point of the hand gameobject to the destination and it should strech accordingly

earnest pollen
#

The model, inside the game object, there should be the armature, having a tree like structure of each of the bones

twin musk
#

yeah

earnest pollen
#

the bone of the hand, if you move it, it should stretch the mesh

twin musk
#

yeah but i want it only to stretch if an item it wants to grab is out of reach

#

for example the red box is the target, since it cant reach it naturally it should stretch for it

earnest pollen
#

Well then you need to code that.

#

What I would do is

twin musk
#

does final ik do this?

earnest pollen
#

I'm not sure if final IK does it since I've never used it, but it probably does. At least the first part. It's not that hard to code your own inverse-kinematics, but yeah, the way to would be to do some inverse kinematics if it's in reach, otherwise stretch

twin musk
#

i see

#

i will look into that

#

thanks

earnest pollen
#

Np

#

If you are using a humanoid, ik is provided by unity (at least some helpers)

twin musk
#

yep gonna look into that now

earnest pollen
#

👌

twin musk
#

do you know how thats

#

diffrent from their animation rigging package?

#

like whats the difference between them?

earnest pollen
#

I would say this is the default/legacy way of doing it

#

The rigging package is more advanced i think

#

but haven't had the need to compare them yet

#

The rigging package, correct me if im wrong, is mainly setup on the editor, while this one is by code

twin musk
#

yeah i think thats pretty much it

merry sluice
#

When configuring my avatar rig, if I reset the post, I get a message saying "Character is not in T pose" but if I click "Enforce T-Pose" it messes up the fingers on the model. How do I fix this with a proper pose?

#

(When I click enforce t-pose)

edgy quail
#

How do I make the grey square play when I am just moving, and the idle plays, when I'm not moving?

#

Also how do I rename the grey square?

mossy crane
#

Can you use one animator controller for two objects or does every object needs his own animator controller?

pearl hedge
#

@agile solstice after 6 hours i got it to work, but my problem now is that i need the upper body with a thing from the lower body and it breaks everything 😅

#

thanks a lot again

pearl hedge
#

thanks!!

#

i never had such problems with unity, well maybe because i only code ..

agile solstice
agile solstice
edgy quail
#

"Parameter does not exist in Controller"