#šŸƒā”ƒanimation

1 messages Ā· Page 17 of 1

edgy quail
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??

edgy quail
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It don't make no sense!

agile solstice
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Does your Animator have parameters?

edgy quail
agile solstice
merry sluice
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Bump

edgy quail
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How could I make the body invisable and just see the arm? But when other people join they can see my body.

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nvm

rugged meteor
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I'm trying to create pixel art guns for a 2D side scrolling game, should the guns firing animation (including things like recoil and muzzle flash) be all done through the sprite, or is it better to add muzzle flash through something like the particle system?

hushed plover
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It's there any issue if I have the character like this for the animations from mixamo? My character is not performing the idle animation

blissful edge
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This is the sketch an artist made for my character for my 2d game. Do you think it is possible to rig the character when he’s done?

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Should be possible right?

hybrid tinsel
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You can do typical stuff, idle and walk, easily enough with something like that though the angle is perhaps not ideal.

edgy quail
edgy quail
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How do i do it

versed fog
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soooooooooooooooom how now days we export blender rigify animations to unity? still need manually to delete bones? as it seems changed quite a lot on blender side. or there is more humane method?

edgy quail
versed fog
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For me when I export as humanoid unity dont get correct bones and importing gives error.

edgy quail
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idk then

versed fog
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so I assume rigify BASIC HUMAN rig and unity humanoid rig does not convert nicely.

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and I can only find data from 4 years ago about these things, weird

feral scaffold
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yooo does anybody now why i cant have a thirth parameter called speed

hybrid tinsel
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Have you tried adding it while not in play mode too?

feral scaffold
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i fixed it already i was in gamemode

versed fog
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Maybe anyone have idea why bool fly changes to true automaticly after first rotation of idle animation? There is no code that turns it to true, I triple checked

versed fog
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Solved by manually on start set this fly bool into false. But still dont understand why it sets it self to true by it self otherwise.

lyric owl
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how do i make it so my object moves slower at the start of the animation and faster at the esnd

ocean sage
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How do I add a sprite sheet animation on top of another?

frail osprey
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Should work

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Besides of that i am pretty much sure that there is more basic ways, but cant remember

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Oh and you want to show arms only, no idea then

near sierra
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very nooby question but for animation layer, does the ordering matter for the layers when it comes to animation override? If so is it bottom most has highest priority over the animations played from the higher up or is it top-most that has the highest priority?

near sierra
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gotcha thanks

twin musk
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Skinning editor is buggy in LTS 2022.3.4f1

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Does unity have checklist of items to check before sending off to production?

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I Cant move/rotate the bones in preview mode.

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Skinning editor is not working. what is going on here?

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i can click on a bone, and i can rotate it on the side where a box pops up, but that doesnt move the polygons

trim hatch
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is this your first time using it?

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idk what you've done yet, but I'm assuming you've weighted the vertexes, right?

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also the process is similar to most 3d animation weights but I've never done that

twin musk
trim hatch
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weird, idk then

twin musk
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im dragging and dropping the .psd file into the editor. but it doesnt automatically see it as a .psd.

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in 2022 lts i can change it to import with psd imported, but it is broken. in 2021 i doesnt notice it at all

agile solstice
crystal turret
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Hello, I am working on a 2D top down game. The current setup I have is a parent object that houses multiple sprites as child objects. The player script is attached to the parent object. I am wanting to attach the Animator to the parent object as well. However, when I do that, I can't see to reference the child object sprites for animation. Does know how to solve this?

twin musk
agile solstice
leaden pebble
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So I have an animation for a character, and I had to shrink the sprites down since they were too big. Then I needed to replace one of the frames, but it kept its original size and I don't know how to shrink it down to match the others. I tried changing the size with keyframes in the animation, but nothing changed. Does anyone know what's going on and how to fix it?

thorn skiff
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Peeps, I am using Visual Scripting to start an animation I created with an audio visualizer, that has 13 separate audio files, which is a multitrack. They need to be separate, because each of them is in a different location and using spatial sound. They sync perfectly in unity when I set to play on awake, but I needed to create this script graph, so I could have a 'start' button in the VR world I am creating in Spatial. When I upload into spatial.io the audio files start to play approximately 500ms before the animation. Is there anything I can add into the VS to sync the audio and animation? Spatial only allows for Visual Scripting. Also note that there are only 2 audio files in this example, as it is only a test and I have not added the other 11

sweet glacier
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why can I only put keyframes every second and not ms

bleak cypress
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Aight so, Im trying to get some 2d sprite animations working and I have gotta say, the "default" workflow of doing it in unity of:

  1. Slice sprite sheet (even automatically)
  2. Manually find the start -> end sprites and select them
  3. Drag and drop em to make an animation out of em

Is a nightmare, especially if your sheet is packed up so your start to end sprites of the animation dont get consecutively numbered by unity correctly via the automatic slicing...

Is there any saner way to do this, ideally via some way I can just pick the sprites from the sprite editor?

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or better yet an automatic way where if I have a sprite sheet with all the frames already organized horizontally, it just assembles all of the animations for me by assuming Left->Right horizontal "row" of sprites = 1 complete animation?

plucky kayak
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Hi all! I'm struggling with creating animations for my project. I have create a skeleton rig for my Sprite character. Whenever I try to record animations if in the first frame I do not move a bone from its original position but I move it in the second frame the bone gets also moved in the first frame. Is there a work around that?

old crypt
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does somebody know why changing the animation speed to -1 doesnt reverse my animation?

        animator.speed = -1;

the animation just stops

agile solstice
tulip talon
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i jsut wanna ask, im not too sure myself. but the animation doesnt always plays when an input is taken even if when the animation is over

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that all my code

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so i dont really understand why

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and it somtime does the animation like 2 in a row

haughty fulcrum
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If you’re switching from an idle state to your swing state as part of a character controller or something, I recommend using a blend tree, if you just right click on empty space you should be able to make a blend tree the inside there you can add your idle and swing animation’s in and have the swing animation activated by a change of a one to a zero, I recommend looking up on YouTube how blend trees work and then going from there

hybrid tinsel
hybrid tinsel
# tulip talon that all my code

Animator.Play() doesn't restart an animator state it is already in. If you want to be sure it will trigger, use a trigger to transition into the state instead of playing it directly.

old crypt
versed fog
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Once another question I am struggling to warp around. I created New Rig for character with simple animations. On Animation preview, animations works for that character. But when I Run it in game, I get stuck in T pose. Animator switches states correctly.

If animator is on Parent object 1, it is stuck at T pose, if it is on FBX prefab, it actually switches to animations. I am using same avatar and same animations controller. (yes I disable or enable one by one, both of them is not running.)

This is not the first time I had similar problems, so I want to learn why this can happen?

Rigs are humanoid, muscles works correctly in rig preview. In animation preview if I drag this model also it shows that animations works on this rig. So I am super confused why this does not work in runtime.

And also I need to have animator on parent, as it is networked project and it is one of requirements. Before I somehow were able to work around it, but now this problem appeared again I cant find a way.

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This what i mean by preview

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but if I put animator on spot 2, animations are registered. Do I need to create somekind of custom avatar?

versed fog
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Okay I found how to workaround:
Get FBX -> Avatar Definition set to : Create From This Model -> select avatar, ctrl +D to duplicate it outside the FBX. then go to FBX again -> Copy from another avatar -> select the avatar you duplicated -> reasign that duplicated Avatar on animator where it is. And it is working............................... Well it works, but WHY? Anyone can explain me?

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As this forces me to have all bones game objects on, and I cannot use "optimize bones" feature.

hybrid tinsel
hybrid tinsel
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The hierarchy is counted from the root transform, so if you put the animator on a transform that doesn't line up with where the avatar says it will be, it will break. Your workaround is basically creating an avatar that includes your extra transforms.

agile solstice
hollow torrent
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is it possible to retarget an animation to a model with a different rig

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both are humanoid but the rigs are different

agile solstice
feral fiber
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how do i slow down an animation

charred wraith
crimson mica
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Is it possible to change duration of transition from script? Animator

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And if yes then how?

nova dawn
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I’ve never done animation - I’ve basically got this box as a player and I want it to fall apart if it hits something is there a way to do that?

faint jay
agile solstice
agile solstice
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If you're authoring the animation within Unity, you can move keyframes further apart from each other in time

feral fiber
gritty otter
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hi guys! im following a tutorial to get my character climbing in to a box, all is working, but when i hve to move the character controller to the end where the animation is doing the climb is not working fine, maybe i hve to set an offset or how can i do the best approach for this?

lunar jacinth
neon sun
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make sure the animations have Loop Time enabled

lunar jacinth
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where is that

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oh i found it

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thanks man

lunar jacinth
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im sorry but id rather not map the whole thing out again. is there a way to turn on loop with those animations that are mapped already?

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i got it

lunar jacinth
agile solstice
lunar jacinth
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how do i do that?

lunar jacinth
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can someone explain how i would have the turning animation ONLY be able to be performed when "D" is clicked while not moving (if its a script thing please tell me)

placid void
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I suppose you can have a bool monitoring if d is pressed and put that bool in at a transition parameter? For the not moving part you can have a bool checking if there are any movement inputs and put that in as a transition parameter

hollow torrent
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i blended these two animations together using the inspector and I would like to make them into one animation. is that possible?

gritty otter
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how can i improve this effect when finish climbing and move my character controller up and play idle animation ?

charred wraith
gritty otter
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i finally fixed using state machine exit

agile solstice
agile solstice
#

Blend trees are also an option for playing more than one animation at a time in a blended fashion

charred wraith
#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ZombieAI : MonoBehaviour
{

    public GameObject ThePlayer;
    public GameObject TheEnemy;
    public float EnemySpeed = 0.01f;
    public bool AttackTrigger = false;
    public bool IsAttacking = false;
    public AudioSource HurtSound1;
    public AudioSource HurtSound2;
    public AudioSource HurtSound3;
    public int HurtGen;
    public GameObject TheFlash;



    void Update()
    {
        transform.LookAt(ThePlayer.transform);
        if (AttackTrigger == false)
        {
            EnemySpeed = 0.01f;
            TheEnemy.GetComponent<Animation>().Play ("Z_Walk");
            transform.position = Vector3.MoveTowards(transform.position, ThePlayer.transform.position, EnemySpeed);
        }
        if (AttackTrigger == true && IsAttacking == false)
        {
            EnemySpeed = 0;
            TheEnemy.GetComponent<Animation>().Play("Z_Attack");
            StartCoroutine(InflictDamage());
        }
    }

    void OnTriggerEnter()
    {
        AttackTrigger = true;
    }
    void OnTriggerExit()
    {
        AttackTrigger = false;
    }


        IEnumerator InflictDamage()
    {
        IsAttacking = true;
        HurtGen = Random.Range(1, 4);
        if (HurtGen == 1)
        {
            HurtSound1.Play();

        }
        if (HurtGen == 2)
        {
            HurtSound2.Play();

        }
        if (HurtGen == 3)
        {
            HurtSound3.Play();

        }
        TheFlash.SetActive(true);
        yield return new WaitForSeconds(0.1f);
        TheFlash.SetActive(false);
        yield return new WaitForSeconds(1.1f);
        GlobalHealth.CurrentHealth -= 5;
        yield return new WaitForSeconds(0.9f);
        IsAttacking = false;
    }
}
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@agile solstice im not using the animator but animation tab instead

agile solstice
charred wraith
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oh ok

agile solstice
exotic garden
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Hello boys, girls etc !
An animation pipeline question.
My coworker has the following character animation workflow :

A fbx character with a set of animations from an Unity plugin/package.
All these animations are in .ANIM.

I would like to know if there is a way to export the FBX character with these animations inside any DCC software (blender, Maya...) ?
The aim of operation is to import the character with these anim, in order to to retarget it to another rig/mesh.

blissful edge
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Does anyone have a solution for this problem?

hybrid tinsel
hybrid tinsel
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Main things are to minimize the influence of each leg on the other, so you'll definiutely have some distortions in the back leg since that is the least destructive place to stick the stretching. You ant the front leg to have its entire outline firmly weighted to its bone.

blissful edge
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So you mean to make a cut between the two legs like here?

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I don’t really understand what you mean

hybrid tinsel
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Well, ideally you'd make two separate pieces, one for the front leg and one for the back. But if you can't, then you just have to minimize the distortion

blissful edge
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Do you think it is possible to tell the graphic designer of the character that he should seperate the legs?

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So that they aren’t connected anymore

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Or you think that would ruin the character

hybrid tinsel
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Well, I'd say it'd be the best option, though you could probably get away without doing it it will be a lot of work.

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I'd probably split them something like this

blissful edge
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So they’re overlapping?

vestal iris
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What can I check if my model isn't animating? I got a model with animations, added a simple animation controller with one state, but the animation isn't playing. If I "apply root motion" the model bounces, so I know the animator found the skeleton. If I preview the animations they animate in the preview, so I know they're good, just can't seem to connect them up. Animations are humanoid and a unity avatar came with the asset pack

hybrid tinsel
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They are overlapping NOW

vestal iris
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What are my options for callbacks from the animator? I know I can add animation events to my animations, but is there something for states?

blissful edge
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So delete this section

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Then he could just move his legs just his hip won’t rotate with them

hybrid tinsel
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That's how I did this one

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Though I also had a separate bone for the hips there

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I mean, that is an artistic decision really.

lunar jacinth
placid void
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Maybe something along the lines of:
If (input.getkey(keycode.d))
{
Animator.setbool("d", true);
}
I think thats how you could do it

lunar jacinth
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can i share u my code and u can see if its right

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now i neevr used c# because ive done java in schooling but i just started 3 days ago

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do i have to make a variable for the boolean or smth

snow depot
lunar jacinth
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and also how would i make a boolean for if there is any other key pressed?

snow depot
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I'm going to be honest, it looks like the way you set up your animations could have been done easier with an animator blend tree

lunar jacinth
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man i started like 3 days ago i dont know what im doing 😢

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please help me

placid void
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Relatable

lunar jacinth
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ive been following misc. tutorials

snow depot
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sorry

lunar jacinth
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what does the blend tree have to do with a standing still motion tho?

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like running and turning that would be useful

snow depot
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I meant the following tutorials part. I have been using unity on and off since like 2016 and I constantly watch tutorials

snow depot
snow depot
snow depot
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you can simply insert an idle animation that plays when both x and y speed are 0.

lunar jacinth
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i want my guy to only use this turning animation when standing still. but if you double click the key while running it does it.

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idk how but do u see what i mean in that video?

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does that better explain what im trying to fix?

snow depot
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I think I understand what you're saying. I haven't done that before, though.

lunar jacinth
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aw man

placid void
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If you want to do that you can get the horizontal and vertical input. Then check if both are 0. If they are set the bool to true and otherwise set it on false. Wouldnt that just fix it?

snow depot
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I would try creating 2 blend trees. one for running/idle animations, and the other for turning animations.

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you could ease into the turning blend tree if the player's velocity approaches 0.

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that blend tree itself could have a variable for the camera rotation rate

lunar jacinth
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but how do i code that

snow depot
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so when moving, the movement bleend tree is in effect, not the other.

lunar jacinth
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this blend tree stuff is so hard tho

prime tree
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i wonder why is my model disappearing in the middle of my animation

snow depot
placid void
lunar jacinth
snow depot
#

create a new animator, and a new skeleton in the hierarchy with that new animator. watch tutorials on how to set up your blend tree.

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the goal is to not 'break' your previous setup if you have trouble with the new implementation.

lunar jacinth
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ok i guess

snow depot
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I love this guy. very good, condensed tutorials

lunar jacinth
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ok

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ill check out

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thanks

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i did it

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im sorry but the blend tree was to much for me to handle atm

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the movment tutorial i did i realized made a variable for if he is moving so i put that if he is not moving and the key is pressed then do the animation

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blend tree looks a lot more veritile but too confusing for me rn

vestal iris
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ok actual animation question: I have a getting up animation: if I don't bake xz root transform - I get sliding at the end of my animation, as it tries to keep the root at my transform's center. If I do bake the xz root transform, the animation plays correctly, and I'd love to have a chance to realign my transform center to the model, but before I do at the end of the animation the model slides to the transform's center.

blissful quiver
#

Weird Sprite sheet artefacts

untold plank
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does anyone mess with AnimatorState.timeParameter?

hybrid tinsel
untold plank
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just used it at all

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I'm trying to change the timeParameter at runtime and it seems busted

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it works, i can see it change in the inspector, but I'm interpolating the value of the newly set parameter from 0-1 and its not advancing the state

autumn river
#

Hi I have an animation question: Whenever i click on any of my transitions in the animator, the transition properties in the inspector in the are all grayed out and unclickable. Does anyone know why this is/how to fix this?

hybrid tinsel
#

Also you might need to disable root motion, I don't recall whether it will do that for you or not

autumn river
shrewd spoke
#

Why in the hell is multi-parent constraint moving my character's head to the middle of the chest rather than the camera? Its a parent of the rig

onyx bloom
#

hi folks, i have a potential use case for timelines and would like to know whether or not this is possible:

i have a moment in the game where i need to play some animations, but the animations need to vary slightly depending on certain game state conditions. the number of possible permutations is very high (scales exponentially with number of players) so making individual animation or timeline assets for each one isnt possible. the animation variations are not physics-related so i cant just rely on physics to take care of it.

is this kind of thing possible with timelines? the timelines would have to involve some cinemachine camera movement, particle effects, and 3d model anims.

agile solstice
onyx bloom
# agile solstice What exactly are the potentially infinite animations the characters need to act ...

thanks for asking, here are some examples

scenario 1: a tie between 2 teams occurs. the characters from both teams should walk to random positions in their team's area in the scene and randomly do an unhappy animation.

scenario 2: one team barely wins. the winning team characters walk to the winners' area, losing team goes to losers' area, and characters do some happy/unhappy animations

scenario 3: one team wins by a landslide. similar to scenario 2 but more VFX and just dialed up versions of the animations.

i would imagine this would be at least 3 separate timelines (1 for each scenario) and maybe a timeline-within-timeline thing to handle some of the lower order things. but i need the timelines to figure out some stuff at runtime, like figuring out the walk destinations because that depends on the number of players.

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in other words i need this stuff to work with runtime variables to avoid ballooning the number of different timeline assets needed

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at the same time, i would really like to be able to preview things in the scene view, so i'd like to avoid constructing the timeline purely from code

mint wedge
#

Hey wasn't TOO sure where I should ask this but since it has to deal with animation I figured here would be okay.
Having trouble with a pooled object and it's animation trail currently. Because when I re-activate the pooled object, the animation from it's previous "life" is still going so it creates lines from where it was before, to where it is now. Is there any good fix to this besides just shorten how long the animation trail lives?

agile solstice
onyx bloom
agile solstice
onyx bloom
#

i guess i want a timeline to manage a large sequence of things going on, and maybe that isnt the right approach

agile solstice
#

A Timeline isn't necessary for cutscenes at all, it's just a tool to temporarily override gameobjects' individual animation with a greater synchronized animation

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If what you're doing doesn't naturally fit into one big set of keyframes, I'd explore other options first

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It's just sometimes the most convenient way to do it, if that's what has to be done

onyx bloom
#

yeah, i do want to synchronize timing on this stuff. like the cinemachine camera should sync with one teams' characters moving, then swap over to the other teams' characters, and some vfx / prop animations should happen only while the cameras are looking appropriately

agile solstice
onyx bloom
#

that makes sense. i think the main thing pushing me towards a timeline based solution is the fact that we are trying to do a bunch of cinemachine stuff, which is easiest to do in a timeline context

agile solstice
lunar jacinth
#

Does anyone have any ideas why my character doesn't do his animations and only stays in this pose

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it says hes doing it in the little screen on the bottom right corner but he is staying in that crouched position

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i will send a ss of whatever u think u want to see

agile solstice
#

Even if the preview successfully previews individual states, you need to confirm at runtime that the gameobject with the animator is playing the correct states

stray fulcrum
#

One short question: I want to create an Idle Animation for a machine in Unity. It should just look like this and move not at all. I try to do it with the animation window in Unity, but it does not set any keyframes, I assume it is because I don“t move parts

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Will it still work, even though there are no keyframes? Or is it not possible to create such an idle state in Unity

rapid rivet
#

Hi. What 3rd party 2D animation tools (not the one included in Unity) do you guys use? Any alternatives to Spine?

agile solstice
hybrid tinsel
hybrid tinsel
hybrid tinsel
stray fulcrum
#

I can“t add any keyframe manually

hybrid tinsel
#

What is grayed out?

stray fulcrum
#

the "Add Keyframe" Button

hybrid tinsel
#

You need to add a property to key.

stray fulcrum
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do I have to add every movable part as property?

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because I think that I can only add them one by one

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and I have quite many

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nvm, I found a way, I can right click it when selecting

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before I simply used double click to add it

main wadi
#

For adding keframes you can also use the record mode:
*) enable record mode (redi circle button)
*) go to frame
*) make the changes within scene

That should automatically add all the modified properties and keyframes for them.

When done exit record mode.

stray fulcrum
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That is the way I did it before

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but my Idle animation does not make any movements

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so there was no change which would have automatically set keyframes

stray fulcrum
#

One more thing, I tried to create a turning animation for the conveyorbelt now, but it seems like I have to constrain some rotation directions

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it can be seen in this video

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is there a way to fix the tiles from rotating towards the screen, so it moves like a normal conveyorbelt?

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I think in blender there was such a thing as locking certain coordinates and rotations of an object

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but I don“t really see it in Unity, only the "Enable constrained proportions" button

agile solstice
stray fulcrum
stray fulcrum
#

nvm, I changed the curves to linear so the Conveyor belt moves fluent instead of having a little stop after moving 1 tile, and now I have the same problem

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even though I changed the Interpolation of every Rotation Property to Quaternion ;_;

minor hornet
#

I'm trying to do a basic animation for a Sprite I imported via .psd, however in the "Animation" tab it's showing as "Name: Sprite (Missing!)" and nothing is rendering
However, when I use a SpriteRenderer it renders fine

frail osprey
#

How can I fix this bending issue? As you can see, the mesh gets in chaos whenever I change arm position, but I want the arm to bend correctly to outer sides without touching the body. I haven't found many sources about this problem and Two Bone IK Constraint's Hint feature, which I think it is the solution but I have no idea how to use it

void zealot
#

Does anyone know if there's anything like "Spline IK" from 3ds max and blender available in unity? What I want to be able to do is take a cyclinder with say 10 bones along its length, and have it move along a spline. (And I'd like to do it to many things, so efficiency would be nice, and flexibility so realtime not baked)

late bane
#

I can not drag and drop pictures into my animation window

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does someone know what could be the problem

hybrid tinsel
hybrid tinsel
late bane
hybrid tinsel
#

And you're dragging the spriterects in, not the sprite file?

kind nova
#

Anyone tried out the Nodachi Animset from the last Unity Bundle ?

https://assetstore.unity.com/packages/3d/animations/nodachi-animset-212073

I tried redirecting a character but it seems like the thumbs are going crazy with other humanoid meshes.

Would love a hint on what could cause that, maybe fixing it with IK? I dunno.

Thanks guys

Elevate your workflow with the Nodachi AnimSet asset from wemakethegame. Find this & other Animations options on the Unity Asset Store.

edgy quail
#

Why does it do this when I play my animations? I have an avatar selected for the model.

lunar jacinth
#

cause the tutorial i followed uses some and they work but i cant find any other ones

hybrid tinsel
hybrid tinsel
edgy quail
white crag
#

yo i tried animating a mario rig and it doesn't work and i followed like 3 tutorials can someone help

white crag
#

@edgy quail

edgy quail
white crag
#

idk what parameters

white crag
edgy quail
white crag
#

nah

#

dont got any

edgy quail
#

Create one

white crag
#

4 options

edgy quail
#

bool

white crag
#

now what

#

do i checkmark it

edgy quail
#

Name it something like: isIdle

white crag
#

i also checkmarked it

edgy quail
#

Click the arrow leading to the idle animation

white crag
edgy quail
#

oh shoot, sorry i thought it would go to a different place

white crag
#

oh

#

its fine

edgy quail
#

I can link you to a tutorial

white crag
#

ok

edgy quail
# white crag ok

Learn the fundamentals of animating characters with Unity's animation system, and understand how & why it all works!

This beginner-friendly tutorial is a thorough break down of the Animator component in Unity 3D and explains how to use the component's five properties: controller, avatar, root motion, update mode and culling mode. By the end o...

ā–¶ Play video
white crag
#

wait so now if i play will it play idle?

edgy quail
#

Yep, what was your idle animation?

white crag
#

wdym

#

oh yeah it didnt work btw

#

i js tried it

edgy quail
#

nvm, to see if it works. do this layout. click play when done

#

Sorry i didn't see that it doesn't work

white crag
#

it shows the bar on the idle

#

the yellow thing

#

but its not playing on character

edgy quail
#

What was your idle animation. was it moving or just a still thing?

white crag
#

moving

edgy quail
#

ok uhhhhhhhhhhhhhhhhh

#

idk then man sorry

#

at least watch the tutorial

white crag
#

can i share my screen

edgy quail
#

oh okay

white crag
white crag
remote ibex
#

https://hatebin.com/maectjkwyf anyone know how to add animations to this?I already made walking, idle, Jumping animationsbutThe last code looked like thise

sullen geode
#

!learn

dusk valeBOT
#

šŸ§‘ā€šŸ« Unity Learn can offer you over 750 hours of free live and on-demand learning content for all levels of experience! Make sure to check it out at https://learn.unity.com/

remote ibex
#

DUUUDE

near breach
#

This is probably a common problem but i'd really appreciate some advice: I've got this character rigged in Blender. when I import it into Unity, the nose an mouth deform at different rates to everything else. All the objects are parented to the rig with automatic weights. I've tried: parenting the objects with different settings, merging everything into on object, reseting the origins, parenting the objects to different bones, applying the transformations of the objects.

agile solstice
#

It depends how many bones your character's head has though
If it's just one you won't even need automatic weighting, you can simply weight paint the whole head to the head bone

near breach
#

Looks like thats pretty much fixed it. Really helpful, thanks!

#

(head only has one bone so the weight painting thing worked)

violet python
#

I want to layer animation without screwing up the spine. What's the best way to go for? In Unreal Engine you could make spine being effected or not but in Unity there is no such option and no control on this without coding it up. What should I do in this case?

agile solstice
violet python
#

when trying to play on upper portion ofcourse

royal portal
#

when ur in the configure window for avatar whats the red highlighted bones mean?

agile solstice
violet python
#

I got normal movements

#

Then I want to play lets say reload or aim

#

Now facing trouble doing that and facing somewhere else even with all direction animated @agile solstice

agile solstice
violet python
#

At best I can do is update spine at lateupdate but that doesnt look too healthy since animator updates transform in parallel

edgy quail
#

bruh

obsidian laurel
#

hey, i wanna ask, if you have like a third person shooter game with like 10 different guns, do you have to make crouch, run, walk, reload, side walk etc... animations for every gun? This would mean like 100 animations for all the guns. Do you have to make like animations for reloading while running, while walking etc..?

agile solstice
obsidian laurel
obsidian laurel
# agile solstice Yes

And also i wanna ask, can you use animation rigging and normal animations together?

edgy quail
agile solstice
# edgy quail bruh

You're going to have to provide more detailed problem description than "bruh"

agile solstice
#

It doesn't seem possible to tell if this is even related to animation

edgy quail
#

omg

#

im so stupid

#

i put it in the wrong channel

#

😐

normal oxide
#

Question Unity 3D URP:

I have a mouse controlled character 3rd person that is supposed to cut down a tree. The animation can be always the same angle and so on. Is it possible that the character grabs a gameobject axe and chops gameobject tree with it? What would I need to animate? (Tree animation and Character?) How does the chopping and tree shaking get synchronized?

I would be happy about all sources

edgy quail
#

For some reason when I play the animation and stop it, it pushes my character back a little bit.

violet python
twin musk
#

im a beginner in animation, i tried using my animationos that i made in blender beforehhand. the blend tree doesn't really work for me. I already haev a script for detecting whether the player is moving or sprinting, and the number in the blend tree changes accordingly, but the only animation that plays is the idle animation. The preview window thing in the bottom right hand corner also doesn't play any animations when i press play. Can someone help me?

#

(don't mind my cylinder)

twin musk
#

thihs issue is so annoying theres prob a simple fix 😭

agile solstice
agile solstice
twin musk
#

I’m a dumb beginner sadok

violet python
# agile solstice I can't find any info about global or local spaces in context of animations, so ...

Hey everyone! Today we're looking at the Layer Blend Per Bone function inside the Anim Graph. This cool little thing allows us to play animations only on certain parts of the body whilst leaving other parts unchanged. This is extremely useful for separating animations between the top and bottom half of your characters so they can do things while...

ā–¶ Play video
#

TLDR; what's the equivalent of Unity for this?

agile solstice
violet python
#

no way to control

#

lemme show you image

twin musk
#

Like

#

Just do one animation

#

Reload

agile solstice
agile solstice
twin musk
hybrid tinsel
violet python
hybrid tinsel
#

My guess is that your mask might be incorrect; the 'masked animation rotates the character ' thing often happens when the root is accidentally included in the upper body mask.

agile solstice
hybrid tinsel
#

But like Spazi said, you haven't shown us enough info to really debug.

violet python
#

found it from quick google. What's the solution for that?

agile solstice
#

I often prefer additive animation layers that only move the bones that need to be moved, and also inherit idle motion from the base layer
If you specifically need it to override base layer motion then override layers could also work in a similar way if you have "write defaults" disabled, so bones untouched by it would not be overridden
But I haven't tried the second way yet

violet python
#

why looking that way?

hybrid tinsel
#

What should it look like?

agile solstice
#

How does a random image from google help at all

violet python
#

damn it lemme set it up hold on

violet python
#

by default it is like this

#

moment i apply to upperbody to walk animation, it becomes like this

agile solstice
violet python
#

should be like this

#

upperbody contains this only

agile solstice
#

The problem looks to be not that the spine is getting twisted, but that your aiming animation expects it to be twisted but it's not

#

Which implies your mask is excluding the aim's spine pose, or it doesn't have a pose for those spine bones to begin with

violet python
#

this is the avatar mask

agile solstice
#

If the animation didn't move the spine even before you were excluding bones using masking, then that suggests the motion isn't there at all

#

Masking can't create motion where there is none

violet python
#

idle is somewhat fine

#

but problem causes when walking

#

unreal engine solves it by providing more options

#

when unity got only one which applies locally instead of globally

agile solstice
misty echo
#

Can someboyd help me

#

When I try to create another animation

#

It goes to my aiming animation

#

is it possible to have more than 1 animation per object

agile solstice
agile solstice
violet python
#

toggling this one makes the animation applied at global

agile solstice
#

I can't even tell what that says

#

"Space" in Unreal context is same as "blend tree" in Unity, apparently

violet python
#

There is another equivalent of Blend Tree in UE4

#

damn it now i need to open Unreal Engine to explain?

agile solstice
#

The "space" referring to the same kind of weight field unity's blend trees use to determine animation blends

#

Like I said earlier the problem appears to be that your gun pose does not include necessary keyframes for the spine

#

Twist is not a problem, but lack of it

violet python
#

In Mesh Space it looks like this

#

The pose I want

#

Toggling off makes it looks like this

#

@agile solstice

#

Now how do I do that in unity?

violet python
agile solstice
#

I believe Humanoid Avatars have IK aiming (as well as some other IK features) but I've only been using the Animation Rigging package's IK

violet python
#

like as image i want spine rotation of how it is in upperbody

#

but lowerbody does its own thing

agile solstice
violet python
#

i do know LateUpdate trick/Rigging Tools to solve those problem however you are stuck with spine animation you provide through code

#

didnt saw anyway to extract from animator

agile solstice
#

IK from both Avatar IK and Animation Rigging IK work together with the animator and don't require any code

violet python
#

like calculating in single thread or something

#

which screws up performance

agile solstice
violet python
#

we took steps like making custom transitions, disabling animator and predicting states from future, etc.

agile solstice
#

2000 animations, or animators?

#

I recommend stress tests early, in any case

violet python
#

did it already it slowly falls off just around 500-1000+

#

we solved it by disabling animator altogether

#

and using predictions and relying on few booleans to check when and when not to enable/disable animator

agile solstice
#

Most likely a Humanoid Avatar attempting to play a Generic or a missing animation clip

#

Remove what?

#

You can see all the animation clips in the Controller with the Animator window
But the problem is that the Avatar has no motion

#

So it resets to that default pose

#

Or no valid motion anyhow

#

If New Animation has no valid motion, then it assumes the default pose you are seeing

#

You need a Humanoid animation clip of that pose

#

I don't know, I don't work with Humanoids

You cannot keyframe a humanoid rig in Unity. It's disabled by design because our keyframing workflow is not powerful enough for humanoid rig. You should use an authoring tools like blender, max or maya to keyframe your character, they have better workflow and their tools are made to create asset.
Mecanim-Dev in 2016, but who knows if that's changed

low atlas
#

how can i make animations shorter

#

i downloaded a weapon and all animations are in one animation

agile solstice
willow idol
#

How can I record a new infinite clip in an animation track after a normal one

hardy falcon
#

How do i fix this problem:
My character has forwardrun, forward right run, right run etc. When he transitions betweens right to forward right sometimes its like the legs swing extra fast and it looks strange. Is this a common problem? I turned of transition speed in unity

lunar jacinth
agile solstice
agile solstice
hardy falcon
#

@agile solstice wow it looks insane with blendtree

#

thanks for the tip!

lunar jacinth
#

maybe the script or can u help me with the animator thing

ancient echo
#

Im not sure if this is a code or animation question, but what might be the best way to get different AI to use different sets of animations? I have a "melee" and "ranged" AI, that both execute an "Attack" state periodically, but everything else like movement, falling, taking damage, etc are all the exact same, does it make sense to have 1 Animator Controller that has every possible attack and assign them with a int param, or use a naming convention to call the state directly per-AI (or maybe use layers per AI?), or give each AI a different controller with the "Attack" state being the specific animation for them? If the latter then how could I centralize the common animations like movement, falling, taking damage, etc?

twin musk
#

why tf is my preview just stuck in a t pose

#

wtf

twin musk
bleak cypress
#

Is there an easy way to set up such that, in an animator, a param must be a value for a period of time before you actually transition into the animation? For example here, I have Down_Run when State = Running, and then Down_RunStop when State != Running, but I want it to be like that for at least 0.1~0.2 seconds or so before it actually will switch over (so if I quickly swap back to Running, it doesnt hiccup into RunStop)

hybrid tinsel
hybrid tinsel
twin musk
opaque urchin
#

What do transitions with three arrows mean?

hybrid tinsel
novel quest
#

Hi! In 2D: what's the best practice when it comes to switching between two different "landing"-animations; one for when landing from a higher jump/fall, and one for when landing from a shorter one.
I am relatively new (on and off two years) with gamedev, but I suspect that a raycast (which I don't fully understand yet) could be implemented with some sort of Yvelocity check, but not sure exactly how. Any suggestions would be greatly appreciated šŸ™‚

agile solstice
novel quest
#

transitioning from jump/fall, ofc

agile solstice
#

If you need to be able to transition from many animations into both, they could be a sub state machine

novel quest
agile solstice
#

The parameter HardLanding could also be a trigger or a float (for multiple velocities) and the different landings could even exist within a blend tree

novel quest
agile solstice
dusk valeBOT
#
Posting code

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

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

novel quest
keen violet
#

sorry if this has been answered before. I'm trying to do a shotgun shell reload, and want to have an expandable ammo size. In the animator window however I can't set a condition to fire when currentAmmo = clipSize. I can only set a hard value (currentAmmo = 8 in this case). How would I go about setting the right value to another parameter?

jagged ruin
vernal yoke
#

hi there, I'm wondering if anyone has any advice for this issue I'm having with a blend tree and my locomotion animations.

Overall they work as expected, but whenever the tree tries to blend between the left and right strafe and the left and right diagonal forward animations it does this really dumb looking blend of the two and I'm not sure what I should do to fix it.

I know it's because the strafe animations have the character running to the respective sides with their back sort of turned in the direction it is going, and the diagonal forward animations have the character facing forward, so I guess it's doing this weird like, combination of trying to blend those together. I'll attach a clip of what i'm experiencing.

If anyone has a suggestion as to what i should do to make this not look terrible i would be super grateful. Thanks!

agile solstice
#

distance to ground will always be zero or close to it at the moment of impact no matter how long the fall was

novel quest
hot quest
ember crest
#

Hey ! I've just created one of my first character for my game (before I just downloaded sprites online). But now I need to animate it. That's seems very hard but I'm ready to learn. The Idle Animation isn't complicated but others are... But before starting, I wanted to know : Is the character I've designed good for animation ? If you have tips for me please don't hesitate.
Have a nice day !

novel quest
# ember crest Hey ! I've just created one of my first character for my game (before I just dow...

I think it looks like a good place to start. Smart choice going for less details, making animation easier for you. shape and shading makes it interesting to look at. Good work! You could start off very simply by lowering/raising the chest area one pixel, and have the head follow in the next frame.

If you do this up/down over the course of four frames you have a simple idle-animation going. I take it you have layered the different parts of the body? Maybe it's actually faster and easier not to layer them, and just copy/paste and then cut/move. Good luck!

hybrid tinsel
vernal yoke
hybrid tinsel
# vernal yoke thank you so much for responding! so all of the movement directions were taken f...

It is hard to say without being familiar with the asset; if the animations loop you might be able to use the animation's 'cycle offset' to adjust the foot timings- one thing I've noticed is that strafe animations are often mirrored, which means that the foot placements are wrong for the mirrored ones because they're being blended with unmirrored ones. (So for intance blending a right foot raised in the walk with a left foot raised in the mirrored strafe.)

vernal yoke
#

interesting, okay.

do you think there's a way i can set maybe the parameters so that it's a little more snappy between the strafes and the forward diagonals? i feel like if it wasn't trying so hard to blend those it would look better.

I don't expect you to take the time to look at this, but if you wanted to, this is the asset i got, they have a video on there that showcases all the movement animations.

https://assetstore.unity.com/packages/3d/animations/free-32-rpg-animations-215058

Elevate your workflow with the FREE - 32 RPG Animations asset from Blink. Find this & other Animations options on the Unity Asset Store.

lunar jacinth
#

want me to record and show u

#

so via further inspection its not sinking in the ground its sinking to the ground\

#

i jump then it reaches this point above an object where it lands and sinks till it hits the object

prime tree
#

my Spider-like turret is running at me with the wrong side of the animation

#

what is hapenning

#

happening

#

happenning

#

idk

#

its in the wrong orientation

vernal yoke
twin musk
#

can anyone help i am trying to do an animation loop in unity but it just keeps like slowing down at the end wich makes it look bad

wary robin
#

if I want to animate a projectile, is the only way to add a animator to it?

#

ping me if someone replies

vernal yoke
#

like what do you mean?

wary robin
#

let's say like a bullet spinning

#

then do I add a seperate animator for that bullet?

#

or is there an easier way to achieve that

vernal yoke
#

you could make the bullet a child of a parent object that is the "projectile" and put a script on the bullet itself (not the parent) that just does rotates it

wary robin
#

ok I'm sry idk why I was giving an example but what I'm actually to do is making fire breath

#

so I want the fire to come out and go back in

#

but for bullet that was prob a better idea

#

the fire is gonna expand out and then extinguish smaller over tmie

vernal yoke
#

or is it the parent object?

prime tree
#

i imported it from blender

vernal yoke
#

yeah no for sure, so pulse turret is the parent?

prime tree
#

yess

vernal yoke
#

when you click on it in scene view and switch to world space is the spider facing the blue arrow?

prime tree
#

i think it is

vernal yoke
#

is the animation moving backwards? or does it look like its walking forward but moving backwards?

prime tree
#

what

#

simplify please 😭

vernal yoke
#

like does the way his feet move look like hes walking forwards but hes just facing backwards and coming towards ytou?

prime tree
#

the animation plays fine, when it starts following me it turns sideways

vernal yoke
#

huh, your script have it follow you by doing transform.LookAt(you) or something?

prime tree
#

nuh uh

vernal yoke
#

how's it following you in the script?

prime tree
#

one sec

#

the script

vernal yoke
#

also you could try adding transform.LookAt(player.transform.position) to the script on him

prime tree
#

let me try

#

yeah but where do i put it

vernal yoke
#

in update

prime tree
#

ok

vernal yoke
#

you could do it here

        {
            anim.SetBool("walking", true);
            engine.SetDestination(Player.position);
            if (distance < engine.stoppingDistance)
            {
                anim.SetBool("walking", false);
                anim.SetBool("idle", true);
            }
            else
            {
                anim.SetBool("walking", true);
                anim.SetBool("idle", false);
            }
transform.LookAt(player.tranform.position);
        }
prime tree
#

wtf is happening

vernal yoke
#

well i mean i don't know if your player object is called "player" you would need to get a reference to the playher

prime tree
#

ik

#

it is "player"

vernal yoke
#

i dont see in this script where you're setting the object, i see you declaring the variable Player but I don't see where youre setting the player object to it

prime tree
#

still doesnt work

vernal yoke
#

where are you setting the value for Player?

#

i don't see it in the script you posted

prime tree
#

here's the thingy

vernal yoke
#

you no i see that

#

youre declaring Player here:

#

are you adding it in the editor?

prime tree
#

of course i am

vernal yoke
#

well the null reference error means that one of the variables youre using doesnt have a value

vernal yoke
#

the error you took a screen shot of

prime tree
vernal yoke
#

yes

prime tree
#

oh this is just an unity bug

vernal yoke
#

oh so it was happening before?>

prime tree
#

no

vernal yoke
#

that's not a unity bug

#

if it didnt happen until you added that line

prime tree
#

wait

#

im gonna try removing that line to see if it dissapears

#

disappears

vernal yoke
#

ok

prime tree
#

dissappears

#

idk man

#

words are hard

vernal yoke
#

disappears lmao

prime tree
#

ooh

#

thanks

vernal yoke
#

one of them was right!

prime tree
#

still there

vernal yoke
#

idk it might be breaking your spider

#

so it does follow you right?

#

just doesnt face you?

prime tree
#

yes, it does follow me, just doesnt face me.

vernal yoke
#

\so the engine.SetDestination is working then

prime tree
#

yes, it is

vernal yoke
#

and that error isn't related to the code

prime tree
#

no, its related to the editor, probably if i restart it, it will disappear

vernal yoke
#

the transform.LookAt should make it face you, if it isn't facing you then probably it isn't facing forward in it's object in the hierarchy

#

you could just try player.position

#

since Player ios a transform

prime tree
#

ok

vernal yoke
#

i don't know if it isn't working beyond that then i would say go into the object that has the turret thing and make sure it is facing forward, as in in the direction of the z-axis arrow

prime tree
#

ok

vernal yoke
#

actually it would be with Local world space, not global

prime tree
#

yep, didnt work

vernal yoke
#

yeah then it's an issue with the object itself

#

just make sure where you want it's forward to be facing is the forward spot in it's object

prime tree
#

i dont understand

#

i will just, close unity and go to bed, tomorrow i think more. Cya

lunar jacinth
#

do any of u know anything to do with my problem?

low atlas
hybrid tinsel
cinder light
#

hello i need help making voxel animation with unity. most tutorials i've seen involve rigging the voxel models but i want it to be more like 3d sprites. i want to be able to take the different voxel models i've made and turn them into an animation but i havent seen any good ways of doing it

slate python
#

how do I give one sprite two different box colliders that each trigger their own unique animation?

wary robin
#

how do I make differnet hitboxes/colliders based on the frame the animation is on? I found a tutorial where he just click on the collider during the frame but it doesn't seem to work for me

#

from vid,

#

it just suddenly appears when he clicks edit collider

#

for me it changes the collide for all the frames and doesn't create a new diamond on the left

wary robin
#

also pls ping me if someone replies. Thx in advance

normal oxide
#

I am pulling my hair about this one.
Made an updated character and wanted to import it fresh for clean up but now none of the animations are shown as usual in the right lower corner??
I am not able to make this stupid thing work and it worked flawlessly before...

#

Made the character and animation in blender and exported to fbx

#

Opening in 3D Viewer all the animations are working 😦

agile solstice
normal oxide
agile solstice
#

Clicking it will open the preview window

normal oxide
jovial parcel
#

Hello I have a problem I have a gameobject Player that contains other gameobjects that take care of things related to the player but I have two characters male1 and male2 ignore male2 because it is simply the same character but changed clothes my problem is that my animations with root motion are They are applying to the Male1 object and the male1 is moving without affecting the Player object, which is the one that encompasses everything, right now it works fine but I want the position and rotation of the male1, which would be the root, to be changed to the Player object so that it moves the entire player object with its respective children.

rigid salmon
#

I have creating bones on this charachter for the animation. The legs and one arm are moving fine. But the head and torso are not moving, What could be the potential issue? I have checkred the bones and sprite influences and they seem to be correct

celest remnant
#

Hey, I'm making an animation for my 2D character

#

but each two frames my characters disappears

#

here he has disappeared

#

and here is visible :

#

please mention me

prime tree
#

Help guys, i have an AI that follows me and plays some animations.. When its on the walk animation, it goes after me sideways?? Its pretty weird, I tried the Root Transform thing in the Animation tab in the model, i tried rotating it 90 degrees in the actual animation, it worked actually, but when it switches to the idle animation it goes quickly sideways again the idle animation. Idk whats going on

#

Im having this problem since yesterday (you can check the messages)

rigid salmon
# hybrid tinsel show the weights?

Sure, Can you guide me where can I access the weights? There is an auto weight option which I generated but I am not able to see the specific weights for each bones

hybrid tinsel
rigid salmon
hybrid tinsel
#

Though you have so much overlapping crap that it is hard to tell

#

I don't use auto weights for stuff like that generally.

rigid salmon
#

I mean what should I use instead of auto weights in that scenario

hybrid tinsel
#

Well, the auto weights suck, is the problem. Especially with overlapping bones and stuff. Generally you'll want to do some weight painting using the brush and slider tools.

rigid salmon
hybrid tinsel
#

I also usually hide the bones and sprites that overlap the parts I'm working on, makes it a lot easier to weight things.

rigid salmon
hybrid tinsel
#

So zero is 'no change'

#

You can also dragselect vertices to only change their values

rigid salmon
#

both face and right arm are now started to working

hybrid tinsel
rigid salmon
twin musk
#

does anyone know how to make a material that changes color like rgn effect ?

agile solstice
twin musk
#

ye i did it that's it

meager smelt
#

Hey why is the animator only animates the collider and not the object itself?

lunar jacinth
#

why do mixamo animations make my character go into a sitting position? does it have to do with something not matching in my script?

agile solstice
lunar jacinth
#

cause i cant find any root motion anims for free besides on mix andi really need it to work

agile solstice
lunar jacinth
#

so i fixed it to play but here is another issue

frank anchor
#

i just finished adding bones to the pc power cable game asset i'm making, is there more stuff i need to do to make it move and bend like a cord when picked up?

lunar jacinth
#

how do i know if an animation is root motion cause i think i coded root motion right but the animation just plays and he stays still

#

can i send my root motion code maybe?

#

or whatever u want me to do

agile solstice
#

Root motion isn't something I've practiced so far either so my knowledge about it is spotty

wary robin
#

How do I change collider shape/size on individual animation frame?

#

I’ve seen other people done it and the diamond shape on the left appear when they click edit collider but for me it just change the collider for the entire animation, not just one frame, and the diamond shape didn’t appear

agile solstice
lunar jacinth
golden sonnet
#

Hello,
I have a problem with my Skinned Mesh Renderer
I try to equip de new part on my player
I copy properties to another object as model
My problem is : the part remains invisible despite the Skinned Mesh Renderer properties being identical to the original model
But, if i copy/paste manually the values of the Skinned Mesh Renderer component, the part appears !
Maybe some properties are hide on the inspector ?

golden sonnet
#

Yes, it looks similar

twin musk
#

if i made a pistol shooting animation in blender but it's just the slide moving back and forth would recoil look really bad in unity or would there be a way to add gun movement

night lake
#

is there anything that lets you modifiy the positions of keyframe tangents?

twin musk
#

is there anything wrong here

#

the firing animation just doesnt play

worn chasm
#

Did anyone else have problems when importing animations from blender to unity?
I made a simple idle animation, with 3 frames, where first and last are the same. Something like down-up-down. But when importing the animation to unity, I wanted to copy the animation in order to be able to modify it later without having to open blender. The thing is, instead of 3 keys, I have about 7. But the unity doesn't even seem to use them, the animation looks like I made it, but with the keyframes Unity has, it should be broken, because it misses a key at the "up" point. Did I make any mistake? I imported the animation directly from an obj btw
I added an image with how the keyframes are in Unity, and marked with green where they should be (the way it is in Blender)
Btw, by "animation should be broken" I mean, the keyframes at 0:24 and 1:10, are both lower than "up" (1:00) so the animation should not go up all the way, but it strangely does.
I am new to animations so it might be something that seems simple for others, sorry if that's the case

agile solstice
# frank anchor any help?

It really depends on what "pick up" means in your game's context, but I'd assume you want physics so you'd give colliders and constraints to the bones

frank anchor
agile solstice
#

Is there some particular part you're getting stuck on, and do you have an example of what kind of cable movement is your goal?

agile solstice
agile solstice
#

Blender's FBX export settings likewise have settings for animation baking and compression that can alter them

worn chasm
agile solstice
worn chasm
#

In that case, my best bet would be just to try to recreate the animation in unity if I really want to have full control outside of blender? Like I said, Is not something very complicated, but blender had a bit more tools to help me

agile solstice
#

Animations in Unity can be overlayed with different animations to modify them at runtime, and there's also all the tools of Animation Rigging package to modify them in specific procedural ways

worn chasm
#

Yeah, I will try more
Thanks a lot!

low atlas
#

is there a way to import child of contrains into unity

wide rapids
#

When exporting my FBX with animations into Unity the armature's scale is always at 100 which screws with the Ragdoll Mapper. Any idea why this does happen? I applied all transforms (scales in particular) in Blender

ocean wedge
#

Hi everyone, first time posting here. I've been trying to learn from the Happy Harvest demo about 2D animation and rigging, but I don't seem to be able to "Edit Bone" in the Skinning Editor. I'm trying to click on the bone from pre existing assets from the demo.

When I try to click on a bone nothing happen, but when I try to drag the mouse a little near the bone, a big blue selection happen (even tho I barely moved a couple pixels).

Wondering if you guys had any idea what is the problem here šŸ˜… (Also let me know if there's a better channel for this)

agile solstice
ocean wedge
frank anchor
agile solstice
frank anchor
agile solstice
devout rock
#

I'm having this weird problem where my animation is flipped. Can anyone help me with it?

frank anchor
agile solstice
#

I'm sure there are tutorials for it

frank anchor
frank anchor
agile solstice
#

Most of your questions would be answered just by following the steps from relevant tutorials
I can point you towards the workflows you need but I can't list every step required by those workflows

misty anvil
#

Is there a way to stop the animation resetting to the default position if there are no keyframes? I have a door on a power box and a swich. To keep things "clean" I gave the animator to the parent. Player opens the box np. It plays that animation. Interact again and it plays the switch animation plays AND the door slams shut, even though there are no keyframes for the door in that dopesheet. Silly me thought that "no keyframes means it stays where it is" not "go back to default." It'll be kinda lame if this is the only way this behaves.

agile solstice
misty anvil
#

Thanks. I knew it had to be somewhere because that would be really dumb otherwise.

agile solstice
#

You can also have the switch and door animations on different animation layers
(and may need to have them to not interfere, I don't precisely remember what it took to disable Write Defaults and make sure clips of different properties don't interfere with each other)

#

The Animator was in many cases a bit eager to override properties that are at any point driven by an animation state

misty anvil
#

I forgot about layers, tho that would have been overkill for a three state animation. Write defaults worked just grand.

balmy rampart
#

Hello! How to disable the return to the original values of the transform when i switch animations

#

I have an animation with switching a weapon, and when i play another animation, weapon transform returns to origin values.

#

Ping me pls, if someone can help me sadok

graceful stream
#

I've made an animation clip but I've heard it's better just to use animations. How do I do that

#

Btw if this message makes 0 sense, it's my first time making animations at all, so

hybrid tinsel
agile solstice
graceful stream
#

I can do Animation.Play but not AnimationClip.Play

agile solstice
agile solstice
agile solstice
balmy rampart
agile solstice
balmy rampart
agile solstice
#

So I take it your animation has your character holstering a gun, but the gun won't stay in the holster because the next animation places the weapon bone/transforms elsewhere

balmy rampart
#

I can describe the whole problem, but it might be weird.

agile solstice
#

What "sticking" means can be many things
One option is to change the parent through code
Another is to use a multi-parent constraint if using Animation Rigging package
Another still is to have multiple guns both held and holstered, and enable/disable them as needed

balmy rampart
agile solstice
agile solstice
balmy rampart
#

to attach players hands to weapons grips

balmy rampart
graceful stream
#

@agile solstice Basically, I made an animation. It is the type AnimationClip. How do I play that using code

#

If I can’t or shouldn’t, what should I be doing instead?

agile solstice
#

After that you can force animations to play directly using Animator.Play() or perhaps more preferably call the Animator's parameters to trigger animation state transitions

manic sand
#

Hey, can someone help clarify one thing. For example, the appearance and hiding of frames around the button when hovering and dragging the cursor, respectively. For example, I have the corresponding animations and their values are from 0 to 1 and from 1 to 0, respectively, but the problem is that if the previous animation did not have time to finish until the end (the button frames did not have time to appear) when I decided to move the cursor earlier, the hide animation still starts from 1 to 0, and not from the value that the object currently has. I don't understand why I have to strictly set animation values, why can't I set a key based on the current state of the object values, what should I do with it, how can I solve it? Thanks

balmy rampart
# agile solstice Sure it's good to describe the whole problem

So, i wrote a script for weapon recoil. This script change weapon position and rotation. Also, i create an animation, changing weapon position and rotation when player PickUp/Switch weapon, and i got a problem. I cant use weapon recoil script (change weapon position and rotation) or change the position in any way, cause of animation.

#

At first i thought that i can just change current animation to another

#

ang then change the weapon position

#

but if i switch current animation, weapon transform will returns to origin values

agile solstice
balmy rampart
#

and scriptableObjects

agile solstice
#

If you use Animation Rigging then you'd prefer to do procedural recoil using constraints, since they give you more tools and work better with animator hierarchies

#

If you have scripts directly modifying transform positions I would only do that on gameobjects that the animator does not touch, such as a parent gameobject on the gun between the gun and the hand in hierarchy, for example

#

But those are difficult to include later as they change the hierarchy

#

AR Constraints can be perfectly well controlled with scripts without any of those issues

balmy rampart
#

But I control the position of the hands with the help of weapons

agile solstice
balmy rampart
errant raptor
#

I copied a few pictures whole and threw them into the scene and an animation was created for me in the hierarchy(GameObject -> Sprite Renderer and Animator Components). It appears in the editor and when I play game, but when I get the build, this animation does not appear. What is the problem?? Camera backgroud is solid color. I want to make loading screen with this animation actually(3d game). There are no scripts to affect this animation.

agile solstice
balmy rampart
sinful briar
#

Hello i wanted to create a simple chest opening animation but why is the add Keyframe and add Property grey out?

#

even when importing other peoples project the add property is always grey

#

ok nevermind solved it, you need to Select Object -> window -> Animation -> Animation then create Animation From There

frosty zealot
#

ok i have 2 animations with the parameters "talking" they are both different animation controllers tho but when i trigger one of the animator to switch the "talking" to true for some reason the other one switchs too

agile solstice
frosty zealot
#

they are not animating the same object i just have a script using the parameter and i want the animator to be interchangeble

agile solstice
frosty zealot
#

so i can use it for different characters talking in th future

misty echo
#

yo

#

I exported a fbx file with rigged arms

#

but the mesh isnt rotating with the bones

#

is there a component that I need to put on the arms to make it work

quartz lynx
#

Hi, I'm trying to get data from a custom timeline track into the Mixer. It's just bool to set if I want to keep the changes once the timeline is finished. How can I do this?

#

Nvermind, got it ^.^

long otter
#

Hey everyone, I'm trying to apply some very simple animations to a predownloaded rig but every time I begin recording any animations or movement this happens. I've tried looking up the Unity Learn tutorials and YouTube tutorials for animating 3D characters and can't find any answers. What's going wrong here? Thanks

long otter
agile solstice
#

Making animations for a humanoid avatar within unity is not supported, as far as I know

long otter
# agile solstice Making animations for a humanoid avatar within unity is not supported, as far as...

First of all, just wanted to say I see you in a ton of the channels here offering help and support - Thanks for all you do.

So basically I should try to use Blender for my animating? I have a couple of poses that are pretty specific to some objects in my game so no being able to animate them in Unity specifically would be a big challenge getting them to line up in-game after I reimport them. Can you pinpoint any resources for newbies who need to work with bespoke animation in their game? Pretty much everything I've been able to find is about using imported animations which will only get me so far

long otter
agile solstice
# long otter First of all, just wanted to say I see you in a ton of the channels here offerin...

UnityChanCheer
The animation system's developer wrote in 2016 that

You cannot keyframe a humanoid rig in Unity. It's disabled by design because our keyframing workflow is not powerful enough for humanoid rig. You should use an authoring tools like blender, max or maya to keyframe your character, they have better workflow and their tools are made to create asset.
Maybe that's changed since but I expect not

#

If you need keyframing within unity you could import them with no avatar at all, or assuming it's a Humanoid limitation, as Generic avatar instead

long otter
agile solstice
#

Unity's animation tools are barely passable compared to dedicated programs
What kind of animations did you need?

#

If you need entire poses or animations then I recommend a tool like Blender instead, but if you only need to modify existing poses then you may be able to make use of IK, either Avatar's IK or the Animation Rigging package's IK

long otter
#

It's basically a very simple time-based thing I'm doing - A character is spawned and the player needs to act of them within a certain time frame. There's an "idle" pose, a "danger" pose and a "Player has reacted" pose. The poses for the most part were intended to be pretty static already so just using three static poses using Animation Machine States with "Generic" rigs and calling it a day will work for now. I'll just need to try to figure out a new program for if I start feeling a little spicy and want to have the characters actually move around and interacting with things

#

I will take a look into IK in the meantime too, thanks šŸ™‚

hollow spade
#

FBX Exporter is installed however I do not get the option to export with fbx.
https://cdn.discordapp.com/attachments/1042237387255853068/1132096463397208166/image.png

I'm on the supported version.
https://cdn.discordapp.com/attachments/1042237387255853068/1132096670683910225/image.png

I've checked project settings and it doesnt show up.
https://cdn.discordapp.com/attachments/1042237387255853068/1132096986577899591/image.png

I did get this error at the bottom but i don't think it should affect it right?
https://cdn.discordapp.com/attachments/1042237387255853068/1132097157101531186/image.png

charred belfry
hollow spade
charred belfry
#

If the FBX exporter cannot compile, then yes

charred belfry
hollow spade
charred belfry
#

You don't get banned for modding, we just don't allow discussion of it. If you're modding that's all I wanted to know

hollow spade
#

yeah im modding

#

pls dont ban me !!!!!!!!

hollow spade
long otter
agile solstice
agile solstice
# errant raptor Can anyone help me?

There isn't really a common cause for animations to not work in builds so it sounds more likely that it's something to do with your loading screen implementation

#

For example if the application lags due to loading it may not update the animator, but that's just a guess
I'd start by trying to isolate the problem to know where exactly should you be trying to apply fixes to

#

Since at this point we don't know if it's the sprites, the animator, the loading screen, or something else

#

For example by including that animation in other scenes besides the loading screen and confirming that it works there

errant raptor
agile solstice
#

Set your game window to the resolution which your target device will use, and adjust the UI elements to be visible then

errant raptor
agile solstice
#

That may not be enough if the aspect ratio changes

#

Or if the animation is a non-UI gameobject

errant raptor
agile solstice
#

Sprite renderers don't work right within a Canvas, and cannot use the anchoring or UI scaling

errant raptor
agile solstice
#

Anyway, match your game window resolution with your phone's resolution then tweak everything to look right on game window

#

Only UI gameobjects should go within a canvas, so you'd make the animation on a canvas with UI images instead

errant raptor
pliant marten
#

How would one go about playing different 'Getting Hit' animation clips depending on the attacking units type?
There are different types of Units in the game, they may have different 'Attack' animations and also different 'Getting Hit' animations that the target unit is supposed to play.
Currently, I'm creating an AnimatorOverrideController for each unit type at the start of the game and using that to change the 'Attack' animation clips. But I'm struggling to figure out the 'Getting Hit' clips, for e.g. If there are 10 units, each unit would potentially have to play 9 other 'Getting Hit' anims. Which means those clips would have to be changed on the fly depending on which unit is attacking.
How can I tackle this?

#

Creating an AnimatorOverrideController each time an attack happens does not seem like a very performant solution šŸ˜•

agile solstice
pliant marten
# agile solstice Attack and get hit animation variants can all be in a sub state machine Attack a...

Wouldn't that require all the variants animation clips to be added in the animator in Editor?
I am trying to create a system where each unit type has a Scriptable Object data that contains references to their required animation clips, then I load those animation clips and create an animatoroverridecontroller for that unit type
This way, If another unit were to be added later in the game, I wouldn't have to add new states in the animator
Also helps with making the game more modding friendly

agile solstice
pliant marten
#

Each unit has its own 'Attack' animation
and a 'Getting Hit' animation for how other units should react when this unit performs its attack

#

Other units need to get this Hit animation into their state machine

agile solstice
#

I don't think I've seen any game solve that kind of problem
They'd just use generic animations to make sure everything is backwards- and forwards compatible

pliant marten
# agile solstice Doesn't this also mean that every modder who makes a unit needs to make new anim...

Each unit contains its required animations
Lets say we have a Doctor and an Engineer unit
The Doctor's data contains the attack animation and its corresponding Hit animation
So, when Doctor attacks Engineer,
Then the doctor would play its attack animation
And the 'Hit' animation from Doctor's data would be transferred into the Engineers state machine, then the Engineer would play the Hit animation
So, If a modder makes a new unit, they would need to make an anim for Attack and another anim for how other units react to that Attack

pliant marten
agile solstice
pliant marten
#

For now, I'll just look into Playables

mild sleet
#

If you're using skeletal animation for 2d sprites, but they won't deform at all (just rotate and reposition, etc.), do you actually NEED the mesh that gets created in Geometry in the mesh editor? Can you just have the sprite parts connected to a skeleton and avoid using a mesh at all? I would think this would help performance.

agile solstice
mild sleet
agile solstice
mild sleet
# agile solstice You drag&drop the sprite renderer gameobject under the bone gameobject in scene ...

Thanks! Running into some rotation issues. These are the steps I took:

  1. imported psb file into assets folder
  2. opened the skinning editor, created a skeleton but didn't use autogeometry or autoweights (this created a sprite skeleton)
  3. dragged the entire sprite from the project folder to a game object in the scene
  4. when i tried to move a sprite body part to the matching bone, it said "children of a prefab instance cannot be deleted or moved" and suggested i unpack the prefab instance
  5. so i unpacked the gameobject in scene
  6. then i was able to move all the body parts under each bone

The problem occurs when I try rotating a bone. The sprite object rotates around its center, and not where the bone attaches to the skeleton (the joint), where I was hoping it would. Do you know how to get the rotation to occur at the joint instead of the center?

plush gust
#

I'm new to animations. is there a way to let "entry" stop playing? it keeps executing and resets my position for some reason

agile solstice
rain kernel
#

I believe

#
plush gust
# agile solstice No What do you mean by "resets position"

Simpely said with a fake example am I moving a block to the left when tapping the left button and moving it back to it's starting position (so right) when tapped the right button.

If I tap the left button, "MiniMenuButtonPopdown" plays, then it goes to exit. I see that entry plays again and teleports my block back to the starting position.

rain kernel
#

Is my advice not working out?

#

Oh wait yeah my thing is for any state transitions i misread your question

plush gust
# rain kernel Is my advice not working out?

Hmm. Idk if that will help. My situation is kinda weard. I don't have a basic or idle animation to play.

I basicly want all entries to stop and leave the object of the animation of the spot where it currently is.

rain kernel
#

Yeah im sorry i misunderstood

plush gust
#

Ah

rain kernel
#

Sorry i dont know much about animations either

#

Hope someone can help

plush gust
#

Hmm. Maybe I have to disconnect it from "Exit". Then it stays at the last animation played (which will stop the entry from playing). If I trigger another path in it, should it force the new animation to play?

coral frigate
#

idk how to make it look good like as u can see the animation puts my sprites weird instead of them being in the air

agile solstice
frank anchor
#

i was told this cable i'm rigging needs 3 more loops at each joint to prevent this shrinking at the joints, does anyone know where specifically though?

graceful stream
#

how do i hide this blurry thing that shows up when i use a constraint

graceful stream
#

thank you

agile solstice
frank anchor
agile solstice
frank anchor
agile solstice
manic sand
#

Hey, can someone help clarify one thing. For example, the appearance and hiding of frames around the button when hovering and dragging the cursor, respectively. For example, I have the corresponding animations and their values are from 0 to 1 and from 1 to 0, respectively, but the problem is that if the previous animation did not have time to finish until the end (the button frames did not have time to appear) when I decided to move the cursor earlier, the hide animation still starts from 1 to 0, and not from the value that the object currently has. I don't understand why I have to strictly set animation values, why can't I set a key based on the current state of the object values, what should I do with it, how can I solve it? Thanks

heavy walrus
#

can someone help me pls?

#

how do i fix this

agile solstice
grizzled eagle
#

Would moving the transforms of a skinned mesh's skeleton be faster than using Animator Controllers? I'm thinking about building my own animation system around parallel transform jobs.

peak sequoia
#

I made an animation for a prefab gameobject, that animates when the gameobject dies. This gameobject is being spawned every second.

When the animation plays, it only plays for the first gamobject that was spawned and the rest don't have this animation. How do I fix that issue?

agile solstice
grizzled eagle
agile solstice
grizzled eagle
peak sequoia
#

Do I need to create a new game object solely for animating a death animation?

peak sequoia
#

because it's only animating for the first gameobject that dies, the rest don't get this animation, so every prefab is sharing the animator component?

little depot
#

Would anyone know what’s going on with my blend tree? For some reason my animation won’t transition to any others and just freezes midway through

#

It doesn’t even play in game

little depot
#

Anyone?

little depot
#

Nevermind I swapped out the animation and got a slightly better result

umbral hare
#

Model from unity have animation, but when i imported to blender only retain the model not the animation. Can anyone help me why the animation won't transfer along with the model?

balmy spoke
#

is there a way I can make an exception to anystate? like any state can transition to this one, EXCEPT this one

frank anchor
gleaming timber
#

how to makes the default transition from one state to another in animator has the transition duration = 0 and no exit time?

twin musk
#

if I have a 2D frame by frame animation, is there a way to apply changing sprite mask using the animator component or must i use a script.. if I can't use the animator, is there a third way

summer bridge
#

Can anyone help me i have a model rigged and i have used the animations from the unity started assets but my charater is still sliding? I know this is simple but i can't find out why?

waxen harness
#

I am making a 2d game and my character when i make him use the run animation he swifts into the ground, the box collider stays where the idle model is. Has anybody else has this problem or a solution?

bronze orbit
#

Every time I import character animation from blender I need to recut and tweak the animation, if I want to add some new animation every time that's too much trouble, is there any way to solve this problem?

#

I thought about exporting each animation as a separate fbx file, but that would result in having a lot of duplicate bones and wasted capacity

gleaming vector
#

Hey guys. Quick question:
How would you guys create constrained moving objects?
Example: A door that open sideways like escalator doors or a lever you pull up and down.

Would you rig it with a single bone, use blendshapes, move it entirely via code or use a complete different approach?

sinful briar
#

hello my animator is empty but it was not yesterday. i think it got "scrolled" somewhere how do i focus on my existing one? XD

#

i can close and open my animator window again it solved the problem but is there any other way? like a shortcut?

agile solstice
sharp orbit
#

why is the transform positions of one of my animated objects in a different position in build than it is in editor? It is a shovel that is digging into the ground and in editor it is in the correct position but in the build it is in a higher position.

hybrid tinsel
hybrid tinsel
#

And just the one object?

sharp orbit
#

Its on windows and I believe that is the only object

zealous moss
#

hello! I've been struggling to have my character going ragdoll and falling to the ground, but have that as an animation, does anyone think they could help me?

hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
zealous moss
#

so Ive been wanted to have an animation of my Character collapsing to the ground like a video game death if that makes sense. I know a little of how to make a ragdoll but I have no clue on how to have a animation of it falling to the floor.

hybrid tinsel
#

Well, if you have a ragdoll you can just use the unity recorder to make an animation clip of it

zealous moss
#

I tried but the ragdoll went stiff when i tried to record

#

unless your talking about a different recorder?

#

I was using the one in the unity animation tab

#

sorry, what I meant is that when I try that it wont move or fall how it normally would because when I record it it doesn't play it sits in the default animator pose

zealous moss
#

thats what it looks like when I try to animate it and i dont know how to have it record it falling

agile solstice
zealous moss
#

it is, and i never knew

#

I am really sorry if my explanations of what I'm going for are not good or clear

zealous moss
#

I just got The model to fall the way needed but I don't know how to record the fall and put in in an animation

waxen harness
hybrid tinsel
zinc robin
#

I am trying to save the state of an animator to a data structure then set the animator back to that exact state later.

#

Is it possible?

#

I am able to store the state, but how do I set the animator to a specific time?

zealous moss
zealous moss
#

sorry, but it wasn't humanoid when I did the animation, so when I swap the controller back to the model needed (which is humanoid, I didn't have a model rig in the controller before I swapped back) wont do the animation and goes the the humanoid pose. Is there a way I can have that animation play while its humanoid?

hybrid tinsel
#

Kinda stupid workaround because unity won't just let you convert native anim files to humanoid in editor.

frank anchor
gleaming vector
# hybrid tinsel It depends on the specific scenario. For example, blendshapes are good for line...

So blendshapes would work well in the escalator door scenario but badly for the lever? That fits to my short adventure into animations I had yesterday .
So in your opinion one should use different approaches depending on the kind of animation?
When I think about it it feels a bit clunky. Wouldnt that mean I have to write 2 different system to use this animations? (In my head I'd need an invoke repeat to slowly change the excalator door Key from 0-100%, while I would need an Animator with lets say a trigger to start the lever rotate animation?

Or am I missing something here?

hybrid tinsel
gleaming vector
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Oooh so I can use them in animators as well?

hybrid tinsel
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Of course, bones would work fine for doors too.

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Yes, you can.

gleaming vector
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Ah didnt know that. The tutorials I watched so far havent mentioned that (Granted I just looked at the shorter ones :x)

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ok that helps. Now I just see one problem: Colliders. By default they wouldnt move with the blendshapes correct? So I would also have to move them inside the clip? Or would they work if I use Mesh Colliders and not Box Colliders?

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If I blendshape not only the door but also a rough low poly version of the overall shape of the door and use that as the target for a mesh collider, would that collider change depending on the blendshape state or is that locked in place?
I never had to deform a collider so far so thats completely new to me.

hybrid tinsel
gleaming timber
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How to create transition with settings has exit time=false and transition duration = 0?

hybrid tinsel
gleaming timber
hybrid tinsel
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That wasn't what you asked.

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I'm not sure if you can set it as a default, though you could write a script to automate setting those settings for multiple transitions.

frank anchor
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how do i fix this shrinking at the joint when i bend it?

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preserve volume helped a little but not entirely

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also @hybrid tinsel adding more loops at the joints didn't help

frank anchor
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just found out apparently both unity and unreal don't support preserve volume......

limpid pebble