#🏃┃animation

1 messages · Page 19 of 1

twin musk
#

try resetting the normals but im not sure it will work

#

and reimport it after

grand ruin
twin musk
grand ruin
twin musk
grand ruin
#

Do I need to put the sphere thing of the armature further up on the arm?

twin musk
hybrid tinsel
#

Looks like a combination of factors. Too few vertices, bad weights, and a poorly placed joint.

grand ruin
#

like is the joint too far out or not far enough, where should the additional verticies be, and why are the weights bad

#

I take it I need more verticies around the elbow?

hybrid tinsel
grand ruin
#

Okay, i added vertcies to the elbow and the bend is definetely better now

grand ruin
grand ruin
hybrid tinsel
#

It isn't a hard rule, more of a guideline. And good weights can compensate for too little geometry to some extent.

timid prism
#

How do I add an already animated (animator with keyframe property animation) item into the timeline, without resetting the item's values?

It adds it to the timeline, with animation from track option, but it sets transforms as 0/0/0

warm prawn
#

Sorry. It's cool though I already fixed it

#

Another problem though but this is definitely animation problem

#

Basically I put an object mask on a second layer called aim layer and I made it only on the hand then made it play an empty state

#

I also increased the weight of the aim layer so that's definitely not the problem but it's still playing the one underneath

#

Thought that I probably just need to add an animation instead of leaving it empty but now the full body is playing the animation not just the hand

plucky river
#

I'm having a problem with dynamically-generated AnimationClip.
It work perfectly inside the editor, but once built nothing move and Unity doesn't raise any error.
I'm not relying on anything that's Editor-dependent (it wouldn't build otherwise), so not sure what's wrong exactly.
Tried both with an animator component and the old "animation" one, since there some warnings about non-legacy animation not being allowed to use SetCurve at runtime.

proper grove
#

im having some trouble with my animations

#

i think my animations are interfereing with my player rotation

#

how do I fix that

hybrid tinsel
warm prawn
#

yes

#

I can

#

I can't even test again all my animations after I switched to generic basically make the player enter the ground and all the body part brought really close to each other

warm prawn
#

figure out all of the problem

#

tnks. they were just stupid things I didn't know would create problems

wet idol
#

do you all include leaf bones or NLR strips in your fbx settings when exporting them?

wary sundial
#

accidentally animated an object when it wasnt in a parent so now when the animation starts it starts off in a random position, is there any way to fix this other than recreating all the animations

#

nvm sorted it

marble jolt
#

I have a problem that my animation curves (exported as fbx from maya) is not keeping the step tangent type on keys. It looks like it's resampling the animation even though resampling is turned off. I'm trying to animate scale on objects to turn off/on. Anyone got a clue?

frozen cloak
#

Anyone have anything on this?

#

Video^

frozen cloak
#

Dont worry I figure it out, I was on the wrong axis!

#

I simply changed movement from y to z lol

novel robin
#

OK so I have a basic animation done and im wondering how I would do it with other wepons. I found a pack on the asset store for free and it has some animations and everything I would need for now but I would like to add more wepons to my game. How would I reuse those animations but replace the gun?

soft cloak
#

guys so I have a tree in my animator that I will have to use for every enemy I have with different anims

#

anyway I can do it in the same one?

#

or do I have to keep creating new ones?

twin surge
#

hello guys! i need some help with these animations i set up in blender. basicly i made some animations in blender for my weapon model to use in unity, and im using a "childof" constrainet in blender to attach the left hand to the magezine and it looks totaly fine in blender. but in unity? nah, it just jitters and moves around and isn't stabily connected to the magezine. is there anything i can do to fix this?

twin surge
#

Can anyone help me?

balmy rampart
#

Hello everyone!
For some reason, I can't play the animation on the object after switching enable

#

I dont know why

#

I playing animation using method animator.Play()

balmy rampart
twin surge
#

the part of code where you play the animation

twin surge
balmy rampart
#

I subscribing this method on event

twin surge
#

so this works before disabling and enabling the object?

balmy rampart
#

If i dont disable the object animation is playing.

twin surge
#

is the OnWeaponTaked() function being called? did you debug it?

balmy rampart
#

yeah, the method is called

grand ruin
#

Is there a way to swap weight paints from one vertex group to another in blender?

lethal river
#

If I have multiple animations in one blender armature and I import it to unity, how can I separate all the animations?

red bramble
#

I could use some advice w.r.t. how to do blend trees for human locomotion.

I need walking and crouching stances. For each stance, I need sneaking, walking, and running animations. I'm planning to have eight animations -- one for each 45 degree angle.

Right now, I have a linear blend tree to pick between walking and crouching. I only have a single walk animation, so I have a linear blendtree to pick between idle and walk.

I see a few choices in two places. First, stances:

  • Stance is a linear blend tree.
  • Each stance is separate. I transition from one to another when the player changes stance, such as by hitting the crouch button.

Second, the animations:

  • The sneak, walk, and run animations are all in a big 2D blend tree.
  • Each movement speed is a separate 2D blend tree. I transition from one to another when the player changes move speeds, such as by holding the sprint key.

Any thoughts on that? I'm a little worried about just making one enormous blend tree -- that's a lot of animations playing simulaneously.

red bramble
lethal river
#

Only ones showing up because they’re on different nla tracks

red bramble
#

AFAIK Blender will export all of the actions that apply to the armature

#

I'm a little fuzzy on the internals

hybrid tinsel
#

Unless you need them all tightly synchronized.

red bramble
#

I’ll see if synchronization is important

tranquil stream
#

Don't know if this is the right channel. However I brought these animations and plan to edit them in blender, hwoever I cant seem to export them all as am fbx likeI brought them as. tl:dr does anyone know how to export animation clips with the model as an fbx?

dry ledge
#

Hi, I have a really good animation for my character but when I run it, it will look like this in the video - looks like a wide step and arch leg shaped on the front. Can anyone confirm that it has to do with a poorly rigging setup or maybe a bad weight map? Or what do you think is an issue? Please let me know and thank you so much.

finite mango
#

I'm not an animator, but aren't those legs a bit far apart for comfort? And those arms uncharacteristically bent sideways rather than forward?

manic glen
#

Hello

#

Is there a way to unparent an object for animation

#

I need to do that for a reload animation

#

figured it out.

dry ledge
hybrid tinsel
dry ledge
#

@hybrid tinsel Thank you for the reply. It is using the avatar from its own FBX in the inspector.

hybrid tinsel
dry ledge
#

@hybrid tinsel Just my character model. I also test it on the other animation (different developer) and it still have that weird walk.

hybrid tinsel
#

And you made sure the avatar on the imported animation is correct too?

#

You might need to adjust your character's avatar muscle settings

dry ledge
#

Hmm, do you mean the avatar from the animation FBX and drop it on my 3D character model?

hybrid tinsel
#

No. You want the avatar from each model on itself.

dry ledge
#

@hybrid tinsel Okay. I am going to try rigging that character model and see if that fixes it.

toxic robin
#

So I have an open book for the pause menu for a game I'm working on. Different book tabs will be different things inv, settings, etc. I'm new to animation and am trying to get the book tabs when hovered over they extend outward and then back in if not hovered on. And if clicked the clicked tab comes outward and the previous one goes inward. I've tried looking at several different tutorials but I can't seem to find one that fits my needs. Any help on what to do would be greatly appreciated!

red bramble
#

(i'm using Animancer, so it's pretty easy to do that)

#

then I spawned a bunch of copies of the player

#

time spent on animation was still very low

#

so I think I'm just doing One Giant Blend Tree for the moment

faint nova
#

How can i fix my animation so it dont loop?

agile solstice
faint nova
agile solstice
#

If it's from an imported mesh, you need to do that in the mesh's import settings

agile solstice
#

There's also animation layers which are often used for movement modes or stances

red bramble
#

i was reading a blog post about making good strafing motions that don't wind up with weird leg-crossing problems

#

you wind up doing several smaller blends that you transition between at the right moment

#

seems like a lot :p

agile solstice
#

Sometimes you may want moving animations that use pelvis rotation than simple strafing instead, or in addition to strafe movement

drifting hearth
#

how can i make my animations starting position play at where the sword is currently facing?

toxic robin
#

So I have an open book for the pause menu for a game I'm working on. Different book tabs will be different things inv, settings, etc. I'm new to animation and am trying to get the book tabs when hovered over they extend outward and then back in if not hovered on. And if clicked the clicked tab comes outward and the previous one goes inward. I've tried looking at several different tutorials but I can't seem to find one that fits my needs. Any help on what to do would be greatly appreciated!

hexed niche
#

how can i run all 4 together?

agile solstice
hexed niche
agile solstice
hexed niche
agile solstice
agile solstice
# hexed niche thanks

If your animations are imported along with a mesh, you may need to also define an additive reference pose in import settings

old fractal
#

https://hastebin.com/share/ibevoqanig.csharp I am having an issue where the animation freezes position and rotation when swapping back to that weapon, I tried switching off write default however that didn't completely fix the issue, and I also tried using a trigger in the animator.

old fractal
#

Maybe this is something to do with the rotation?

#

I've tried everything, researched and no luck, I will get back to this another time been doing this for hours.

silk viper
#

is there a way to make blend trees blend a bit more when using float values on a 2d directional? If im just constantly strafing left and right is there a way to make the animations transition a bit smoother?

dry ledge
#

I am not sure if I answer your question right but maybe this will do if you adjust it here?

short ginkgo
#

if anyone here knows DOTween, is there a way to kill DOVirtual.Float?

hybrid tinsel
toxic robin
hybrid tinsel
cerulean ore
#

Hey do you know why this happens?
I use Generic Character animations from Mixaxmo and it works on the YBot but when I use another character downloaded from mixamo it looks like this xD (Neck, Streatched etc.)

agile solstice
merry tide
agile solstice
# merry tide so do you know a way i can fix it

You could move a parent transform of the gameobject that has the animator so the animation inherits the position change heirarchically
Or use additive animation layers to overlay the two kinds of motion within the animator

merry tide
agile solstice
merry tide
#

two bone ik constraint

agile solstice
#

Doesn't really matter where the Animator component is, if you move its parent gameobject transform then the whole animator hierarchy will be moved in space without issue

#

With Animation Rigging you may be able to use Multi-Parent Constraint to move the arms transform in a way that complies with animator hierarchy, worth trying

#

I don't know the correct workflow for using nested animators aka animators within another animator's hierarchy, but at least if your gun is a prefab you should be able to create animations for it normally when editing the prefab in isolation mode

merry tide
#

ok ill see what i can do

merry tide
merry tide
#

@agile solstice hi, thanks for the help, temporarily disabled the animator for the ik on the arms and it automatticly made one on the gun it self and that fixed the issue

tardy cedar
#

I am looking at mixamo character and animations, specifically Maria jj ong. when i try to import walking or running animation, both legs are runed backward
Is it a problem with the character or a setting ?

red bramble
#

Which animation are you using?

tardy cedar
#

very basic

#

the walking

tardy cedar
#

Hmm.. i've just use a different model on the same animation and knee is also bent backward

red bramble
#

yes, but there are many walking animations on mixamo

tardy cedar
#

Its called "Walking"

#

@red bramble I searched walking then used the one that says "walking" didnt change anything

#

exported with the most basic settings

#

When i configure the rig and remove the knee and down save and then re add the joins . It get fixed partially

#

the toes are still curled up

#

But i have a error saying, character is not in T pose

dire tangle
#

@quartz halo ?

quartz halo
#

@dire tangle Hey there. Thought this was for external tools more than within Unity haha.

#

So you said ExitTime is the key here?

dire tangle
#

I'm no animation expert, but yeah fiddle around with the exit time

quartz halo
#

Where is that indicated?

#

I don't see it in the inspector when selecting my animations.

red bramble
#

This would be in the animator window

#

when editing an animator controller

#

each transition has an Exit Time, which is the point at which the transition is allowed to fire

tardy cedar
#

Any idea about the animation weirdness ?

#

with the bent backward leg ?

quartz halo
#

Oh I see, its a checkbox that is HasExitTime on it.

#

And its on the transition not the animation itself.

#

I appreciate you pointing this out to me!

#

And yes, that fixed it. 🙂

tardy cedar
#

Man... can seem to fix.

#

Its something with force t-Pose issue

#

When i reset pose, the issue is almost gone, except the toes

tardy cedar
#

So its something with the rotation of the leg it seems for somereason in in t-pose its messed up

little thicket
#

Hello! I'm working with a 2D paper doll-style sprite system (Mana Seed) and it has animations on multiple layers. All of the sprites I have used up to this point have just been single layered.
What is the prefered method for accomplishing animation or even rendering with multiple layers?
On first glance, it seems like I need to have multiple children under the player prefab which will each have a sprite renderer and an animator. Then maybe in a player controller script or maybe even a dedicated animation controller to call each animator and syncronize the animations? This seems tedious and maybe not the right approach. I'd love any advice or maybe even video guides on how to accomplish this sort of thing.

Thanks!

twin musk
#

ive been want to take a preview of theese 2 animation transitioning to each other but dont know how to see it

#

apparently it was ctrl+p

#

i have played the animations but like

the transitions of it going up > down is just not what i want

after it goes down it goes right back up and slowly back down again

agile solstice
#

You're letting the Down animation loop once while the blend is happening slowly

twin musk
agile solstice
# twin musk how do i do that?

The simplest way is to drag the blue arrows together, then drag them together exactly to the point where the Down animation ends

#

By that I mean shorten the gap between them to nothing, then move their position

#

You can also unfold the Settings to see exactly what your blend settings are

twin musk
#

oh wow cheers it works 👍

#

also the animations is going a bit too fast, is there a way to like add some sort of 5 second delay

agile solstice
#

You can get to clip settings by double clicking an animation state

twin musk
agile solstice
#

But it may be clearer to make new animation states for when the elevator is at the top or at the bottom

#

So you can rely on transition conditions rather than blend settings for the delay, but it's up to you

twin musk
#

so itll be a looping animation but much cursed then

twin musk
#

i see i see

#

its abit cursed but works very well 👍

#

considering i have to do it in the first place to connect the doors opening and closing for it

#

i have made both have different offsets (accidently) and im ok with it

#

hopefully no one with OCD notices it :trollface:

agile solstice
faint lava
#

ello here

#

why does root motion animation after perform resets its position from beggining?

red bramble
#

does your animation have a frame at the end that pulls it back to the start?

#

also, do you have "Bake Into Pose" checked on the animation?

#

if so, it won't actually do any root motion

faint lava
#

so baking for root motion is not used?

#

and yeah, after animation is finished, it starts from beggining, as reset i think, in animation view

#

if i dont bake anything, it does animation but cannot fulfill movement because of collider, i did various heights and its colliding with it

red bramble
#

the "Bake" checkbox gets rid of all root motion

#

rotation, Y axis, and XZ axes

#

so the animator will not move its own transform; it just moves the animated objects around under itself

red bramble
#

You may want to redirect it into, say, a CharacterController

#

so, for example, here's a little class I use

#
using UnityEngine;

namespace Pursuit.Entities
{
    public class RootMotionRedirect : MonoBehaviour
    {
        private Entity entity;
        private Animator animator;

        void Awake()
        {
            entity = GetComponentInParent<Entity>();
            animator = GetComponent<Animator>();
        }

        void OnAnimatorMove()
        {
            entity.locomotion.AnimatorIKTick(animator);
        }
    }
}
#

it tells the entity's locomotion system to apply the latest tick of root motion

#

which is basically just

#
    public override void AnimatorIKTick(Animator animator)
    {
        if (isActiveAndEnabled)
            controller.Move(animator.deltaPosition);
    }
#

in my case

#

where controller is a CharacterController

#

my code currently ignores root rotation

#

i may or may not change that

faint lava
#

so, charactercontroller by default doesnt support root motion?

#

i mean, i have charactercontroller, not rigidbody

#

and i did roll forward root motion and it transforms, but its just on plane, this one is over obstacle

red bramble
#

I forget if the CharacterController will automatically receive the root motion.

faint lava
#

guess i need to dive deeper into animator and root motions

#

is there any specific stuff i need to do to enable/disable messing with root motion?

red bramble
#

If you have a component next to the Animator with OnAnimatorMove defined, then the Animator will send a message to it

#

instead of applying root motion normally

#

noticed how it says "Handled by Script"

#

I don't see a similar popup when I slap a CharacterController on the same object, so I do think you have to do that yourself

faint lava
#

yeah, already handling it through script, having two functions, to play animation with and withour root motion

weak tangle
#

How do i get only 1 character?

red bramble
#

I did swear I’d read that somewhere

agile solstice
warm prawn
#

any idea why my blender exports will not play any animation in unity

#

this has nv happened before

#

It's just t-posing in that mini animation window

agile solstice
warm prawn
#

I promise u I did

#

I just noticed this warnings tho

#

Can't calculate tangents, because mesh 'cs_foot_01' doesn't contain normals.

#

26 of them

#

nv seen that

agile solstice
warm prawn
#

I guess but I don't know what that is. Especially since I've been exporting with the default settings for months now with no problem. suddenly this started

warm prawn
#

Have another question

#

just answering this is ok for me

#

when I reduce the weight of my multi-aim constraint to zero, my model arm stay in T-pose while the rest of the body play their repective animation

#

I was thinking it'll just transition to the normal animation once I make the multi aim constraint zero.

#

And disabling it till usage doesn't work since it need to be enabled from the begining for some unearthly reason

#

I'll read up some more docs I guess

#

need sleep

hybrid tinsel
#

Have an empty state

#

Use that as default

warm prawn
#

does anyone know a more active unity discord

#

?

#

I have a list and browsing isn't helping much. I just get stuck for a while before either solving it myself or getting lucky with the research

hybrid tinsel
#

I mean, you're asking obscure questions in the middle of the night.

cosmic oyster
#

i have a chain ik and i want some bones to only move a certain ammount, how can i limit them, i tried writing a script that clamps the rotation but it doesnt work

cosmic oyster
#

Difrent question, if i have a chain ik and i want to have something like a hint from the 2 bone ik how can i set that up ?

twin musk
#

Hello I am making an animation where every frame the player rotates 45° to the right.
The issue is that the movement is smooth, while I don't want it to be like that.
Can anyone help me to fix this?

agile solstice
warm prawn
agile solstice
twin musk
#

I did some research and I found out that I need to change something in the curves part, but I still don't know what to do.

#

Guys why even if my animation has the frames like this.
It still does changes in between the frames

agile solstice
agile solstice
#

Would've wanted to see the whole state machine during playmode, not just the blend tree

rain obsidian
#

what do i do here

hybrid tinsel
rain obsidian
#

on my model

#

i couldn't use empty gameobjects as legs

#

it doesn't let me dont have legs too

hybrid tinsel
#

What do you mean, it doesn't let you?

rain obsidian
#

throws an error

#

doesn't let me access animation panels and stuff

old fractal
#

https://hastebin.com/share/ibevoqanig.csharp I am having an issue where the animation freezes position and rotation when swapping back to that weapon, I tried switching off write default however that didn't completely fix the issue, and I also tried using a trigger in the animator.

faint lava
#

im back with root motion questions, anyone here using root motion transition movement with charactercontroller? not moving but actions, climbing, vaulting over etc?

#

cause my root motion, vault over can do it properly only from ONE side, onder specific direction, no matter how much i try normally or from other side, no sucess

#

as for CC, im not sure if i have to configure something more to handle root motion, cause "climb up" animation stays in ground level and plays it, so it doesnt go in height up etc

faint lava
#

do we need actually disable CC/rigidbody component when player is performing root motion animation?

warm prawn
#

it's best to handle both climb and vaulting with script even using rootmotion

#

keep your character at the center in the climb and vault animation so it doesn't perform any movement during the climb and vault animation. Then slerp your character to the top of the object for vaulting. for climbing u could add force

#

u could also just zero your velocity once u detect a ledge then play the grab ledge animation that would automatically help with run up wall or when u are falluing and ur character clips through an edge it'll automatically grab it

#

regardless script is always best for this things even if u are using rootmotion

agile solstice
faint lava
#

well im still learning, trying to figure out, i saw root motion can handle transform, without complicating much so tryina figure out. my player actually does height movement, but its stuck in place, it doesnt actually transforms forward as shown in animation itself, like object is preventing it to actually transform

warm prawn
#

can i just post a send a video of what im having problem with?

faint lava
#

can anyone at least point me to right way to handle climb up and vault over? i dont need whole parkour system, except handling those mvoements, because player is not even jumping, always on ground, but ground is elevated on parts

warm prawn
#

...

#

script

warm prawn
#

it would, do it. enable isKenematic after the animation

faint lava
#

so because it isnt kinematic, it cant handle that root motion properly?

warm prawn
#

no becaus eit isn't kinematic it ignores physics

#

so it no gravity or drag to hold ur player

agile solstice
#

If isKinematic is enabled, Forces, collisions or joints will not affect the rigidbody anymore. The rigidbody will be under full control of animation or script control by changing transform.position.
to be precise

warm prawn
#

yh

faint lava
#

hmm, havent tweaked this yet, let me playtest this

agile solstice
#

I haven't had time to really experiment and learn unity's root motion but my understanding is that:
The Humanoid avatars, maybe Generic ones too have separate settings for vertical (Y) and horizontal (XZ) root motion
By default the root motion simply changes the transform position, which is not a proper way to move a CC or RB since they have their own physics-complying movement functions
You should be able to read the root motion in script and apply it to whatever component needed in a more flexible way

agile solstice
warm prawn
#

almost got punished for posting video last time they said unless im permitted to

agile solstice
warm prawn
#

that's the only problem I haven't been able to solve

#

thought it might be heirachy related but I cloned theirs to no avail

agile solstice
warm prawn
#

I don't even know how to feel about that. Could it have something to do with the fact it doesn't work if I put an animator controller in the 'RigTest' object ( the parent game objeect to represent the player)? Let me send a video one sec

#

and aparently, with the controller there, I can't drop weight

#

I need to sleep

agile solstice
#

If you have more than one that sounds like a big suspect to me

warm prawn
#

oh

#

i ll try that after eating

#

did it

agile solstice
#

Animation Rigs are designed to work within an Animator hierarchy in a way that doesn't cause conflicts
This is important because Animators have full control of the transforms / other properties that they control at any point

#

Even overriding other Animators, if they're nested it would seem

warm prawn
#

if I put it on the on the rig test object only since it had the animation builder. It now plays the animation but it doesn't aim at all. This gave me an idea though

agile solstice
#

The one and only Animator Controller you should have is the one responsible for the character animations
Rig Layers should be driven by that

rough scaffold
#

I'm having trouble with a character with both script controlled and animation controlled movements here, the head by default would look at wherever you're pointing, however death animations among others would override that, however I figured that an animator would still have the rotation locked even when it's not in a state where it's used, is there a proper workaround for this please?

agile solstice
rough scaffold
#

This one should do?
And here's the code that controls the head movement

    public void HeadControl()
    {
        Ray ray = thirdPersonalCamera.camera.ScreenPointToRay(Input.mousePosition);
        if (Physics.Raycast(ray, out RaycastHit hit))
        {
            head.rotation = Quaternion.Euler(head.rotation.eulerAngles.x, EulerUtil.ClampEuler(head.rotation.eulerAngles.y, body.rotation.eulerAngles.y, 90), head.rotation.eulerAngles.z);
            Vector3 targetRotation = Quaternion.LookRotation(hit.point - head.position).eulerAngles;
            targetRotation = new Vector3(targetRotation.x, EulerUtil.ClampEuler(targetRotation.y, body.rotation.eulerAngles.y, 90), targetRotation.z);
            head.rotation = Quaternion.Slerp(head.rotation, Quaternion.Euler(targetRotation), 6 * Time.deltaTime);
        }
        else
        {
            head.transform.LookAt(head.position + transform.forward);
        }
    }
agile solstice
#

Animation Rigging would be the "proper" way to control animated limbs through code
It's not the only way but you'll run into issues with script and Animator conflicting trying to change the same transforms

#

A brute force fix would be to call your limb movement in LateUpdate and set it as the last in script execution order, but that's not reliable in all situations

#

Another option could be to create a distinction in the hierarchy between transforms controlled by script and those controlled by animation

#

The head transform controlled by animator could have another head transform as its child that's controlled by code, with the head mesh parented to that secondary head transform

#

Or they could exist in parallel in the hierarchy, with the scripted head transform copying its rotation and adding to it from the primary head transform
It can easily get hacky though

#

Animation Rigging package has a bit of learning curve but it's worth it in my opinion

rough scaffold
#

Okay I'll attempt animation rig first, thx

warm prawn
#

also I got it to work a bit with script. now it at least toggles between pointing at the object and when I toggle, he keeps running. Problem with that one is anytime I enable the rig builder for him to point again, there is aq random rotation in the hand which makes him nv realy point well after the first on

agile solstice
warm prawn
agile solstice
#

Avatar is a property of the Animator, is it not

warm prawn
#

yh

agile solstice
#

Not even a separate component

warm prawn
#

wait

agile solstice
#

So you can't have extra Animators in addition to the Animator with the avatar

#

Only one Animator like I've been hammering for a while

warm prawn
#

yh

tardy cedar
#

In animator how can i control different params to different axies ?

#

So right now i got forward and backward cover by using creating a new state from new blend tree

#

in that blend tree i've used the vertical params

#

but i also have other animations like jump or strafe

agile solstice
tardy cedar
#

I tried to make another state with a transition but then the vertical animations are just ignored

#

@agile solstice so basically only the jump animations plays

edgy olive
#

Hey, I'm making a 2D RTS where I have ~10ish different units types which will share the same animations, just with a different spritesheet. (e.g. frames 1-5 are idle, 6-10 walk left, etc...) But it seems like I need to make separate animations and animation controllers for each unit? Seems super tedious and like there should be an easier way to do this which I'm missing. Anyone have any tips?

agile solstice
#

I may not be understanding the full picture

tardy cedar
#

Basically in locamotion stated, i use "Vertical" Param to control the animation

#

That will make the character walk forward and backward

#

Now the same way i want the Horrizontal param to control strafe

agile solstice
# tardy cedar So

You have Vertical twice here, change the other one to Horizontal
Also your Running Backward is missing a minus so it overlaps with Run

agile solstice
tardy cedar
#

Hmm so wait when i add animation with the + how can i tell the animation to use the horizontal param ?

#

yea

agile solstice
#

Should be horizontal and vertical

tardy cedar
#

When jumping there's an animation for that, same with strafing

agile solstice
#

"Pos X" is the horizontal parameter

#

Which is being ignored here

agile solstice
# edgy olive Hey, I'm making a 2D RTS where I have ~10ish different units types which will sh...

There should be an easier way but by default there isn't
In some engine the animations would contain sprite sheet indices, so you could swap the sprite sheet to another
Unity instead tracks individual sprites by ID separate from their sheets, and animations are references to those sprite IDs
You would have to make your own component that maintains an array of sprites as a "sheet", and assigns those to the Sprite Renderer via a "current index" variable
Then you'd animate that component's current index variable instead of the sprite renderer's sprite reference

#

And swap the sprites in the array out to another to change the "sprite sheet"

edgy olive
agile solstice
edgy olive
tardy cedar
#

So basically i have 2 params and they they are represented in the motion table as Pos X and Pos Y

#

I would assume that it will only have those 2 params so adding an jump would have to be on a transition ?

tardy cedar
#

I dont see any way to handle a boolean

agile solstice
#

I recall you could have even 3D blend trees but you probably want the jump to be its own state or blend tree

tardy cedar
#

Like i guess i could do the jump hight as the driver of the animation with clamped values

agile solstice
#

Since blend trees are for 1. blending between motions 2. syncing them
Jump would not benefit from syncing and it's even be detrimental

tardy cedar
#

I think i need to play more with animations 🙂

agile solstice
tardy cedar
#

Hmm i will play with it a little to see

#

I think i'll just have to check the hight from the ground and set that as the float

red bramble
#

I'm still bikeshedding over root motion based locomotion

#

The player has four possible speeds: sneaking, walking, running, and sometimes sprinting

#

Which layout seems more sane?

Blend Tree
Sneak Blend Tree
Walk Blend Tree
Run Blend Tree
Sprint Blend Tree

OR

One Huge Blend Tree

#

the latter would be four concentric circles of states

#

i'm also a little unsure what I should use for thresholds

#

the obvious choice is to just compute them from velocity

#

the other would be to make sneaking movement have a radius of 1, walking movement have a radius of 2, etc.

#

The former means that whatever X and Y values I plug in are literally the speed I get. So if I put in [2,3] and the animations can go that fast, the player moves exactly that fast.

#

The latter means that it's easy to snap between the different animations. So if I put in [2, 0], I walk sideways, and I'm not left blending between two different animations

agile solstice
#

But if you have sneak between walk and idle that means you can't start walking without going through sneaking

red bramble
#

oh yeah, that's a good point

agile solstice
#

Unless you snap the values and ignore blending

red bramble
#

i haven't had to deal with this until now because my animation system has literally been

#

idle
walking

#

sneaking just played the animation slower lol

#

Hm, yeah, so I think I'll do the former.

#

I might go with direct blending

#

so that I can skip from any kind of movement to any other kind of movement directly

#

I'm using Animancer, so this will all be done in code, but it's very similar to how Mecanim works

tardy cedar
#

Hmm so i've create i have made the jump param boolean and linked it to character distance from ground and updating the animator correctly

#

however i am not sure how to add it withint the graph

#

this again will only play the jumping animation and ignore the others

red bramble
#

that ain't a boolean parameter

#

that's an integer or a float

#

change that to be a bool, then add a condition to the transition into the "Jumping" state

tardy cedar
#

Sorry i mean i made the jump into a float

red bramble
#

click on the arrow between the two states to select the transition

#

If there are no conditions, the transition is automatically taken when the exit time is reached

#

If there are conditions, the transition is taken either instantly (if there is no exit time) or when the exit time is reached

agile solstice
mystic willow
#

I have multiple instances of the same model, all with the same animation controller, so their animations are in sync.
What's the best way to get the animations out of sync? Individual anim controllers with a slightly diff cycle offset(?) ... or is there a way to use the same anim controller and have them out of sync?

tardy cedar
red bramble
#

I've been learning a bit of Unreal on the side and there's some crazy stuff you can do to make animations blend nicely without just forcing them all to have the same normalized time

red bramble
agile solstice
tardy cedar
#

Chemicalcrux gave the solution to the ignore other animations

#

my transition happened instantly and therefore the other state got ignored

#

I've added a transition to the jump tree and that got fixed i think. only the value for some reason stays at 1 which is code issue i will fix

agile solstice
mystic willow
agile solstice
#

Which skips to a random time of the first animation

#

Other stuff to do could be to add random multiplier to their animation speed, or a parameter that's randomized so when used as a condition it isn't guaranteed to trigger immediately

mystic willow
#

I'll use that script, cheers

tardy cedar
#

Hmm now the animation wont go back to the main state

agile solstice
tardy cedar
#

yea i linked it back

#

@agile solstice do you think its something to dow ith Has exit ?

agile solstice
#

I recommend you read the docs related to it and other transition settings so you'll know what you're doing

thin ginkgo
#

i dont know if im right here, but when i us playable graph. my animator controller is empty in editor and assigned on runtime. so what if i need to have a reference to animator controller in editor?

tardy cedar
agile solstice
cosmic oyster
#

why doesnt my twist chain constraint align with the target object ? The normal chain ik worked fine now i removed it to try out this one to have some rotation aswell but it doesnt work at all, the RightShoulderIK is at the same position as the shoulder bone if thats a problem

red bramble
#

perhaps I should do completely separate states and just set the normalized time of the incoming state to match that of the outgoing state

#

I will never be parked between two stances or between two movement types -- so maybe blend trees are completely inappropriate here

#

oh, that's promising!

#

that works really well

#

it perfectly switches from fast and slow versions of the same animation

silk kernel
#

I have a bit of a weird question that I'm not sure would go in here or with code, but it has to do with animation. I have a game that's going for an Ed Edd n Eddy art style with the lines squiggling for pretty much all interactable objects. Would there be anything wrong with writing a script that has an array of sprites that it goes through at a set speed instead of making an animator and animation for each object? I mostly just mean for ones that won't have different animations and will have only one animation (that being the outline moving a bit)

red bramble
#

That is pretty much what the animator is doing

#

That sounds reasonable to me. No reason to use the entire animator system

#

I do prefer doing things in code instead of in an animation if it's practical.

#

spinning objects, sliding doors...

silk kernel
#

Thank you, I figure I could use it for any objects that do require different animations when necessary

#

I just didn't know if there was anything wrong with how I'm doing it

#

I guess another question I have though is if there's a way to have one animation made but reuse it across different objects

#

Basically the only thing in the animation I would want to use is the timing for when the sprites change, but not have to make a different animation for every sprite if that makes sense?

#

I'm actually not sure how to word my question

#

Maybe I could draw what I'm talking about if that's not clear

red bramble
#

The animation contains the specific sprites to use

#

So I'm not sure you could get around that

silk kernel
#

Yeah I figured not

#

Unless I'm doing what I'm doing now, but that can be handled in code at that point

#

Anyway, thank you for your help, animation is something I'm struggling with a bit so I appreciate it

red bramble
#

Someone else might have more insight there. I do very little 2D animation

#

you could make an animation that sets an int field on a component, I think

#

then the component could pick a sprite based on that

silk kernel
#

I'll ask around then, most of my animation experience in game dev was in other game engines and they all felt pretty different from how unity handles animation

agile solstice
silk kernel
#

Yeah it definitely does sound pretty similar

#

I need to avoid overthinking it in my case I suppose, this is just meant to be for finishing a game jam game I couldn't finish in time due to unforeseen circumstances. I'll let you guys know if I have any other questions as they pop up though, thanks for your help

obtuse mulch
#

how do i reset the animator to show me the animations and not the entire f0cking grid?

#

fixed lmao

rich halo
#

how can i make the animator component turn on when it walk through a trigger

lost creek
#

I'm using a free asset from asset store (I forgot it's name now) and in it's animations idle animation (1st image) stand 1 block higher than, for example, attack animation (2nd image) and it looks ridiculous in the game. Can I move idle animation lower? If I can how?

uncut salmon
#

!mute 933134994568773633 3d You can come back and try your question again without the insults.

dusk valeBOT
#

dynoSuccess gta67#0 was muted.

agile solstice
#

If you use automatic mode then the pivots will be placed a bit wherever

lost creek
#

I was working with pivot points before asking here but it didn't change the result tbh

#

maybe I did it wrong but I checked, every slice has the same height/width as well as their pivots are in the same side/place

agile solstice
lost creek
#

both feet start at Y=12 btw

#

idk if this was what you asked but here you go sarueiSweat

agile solstice
lost creek
#

yes

#

when character starts moving or attacking it looks like it's changing it's size

agile solstice
lost creek
#

pixels per unit? yes

red bramble
#

is there an easy way to set an animation's rotation offset so that its root motion moves in a specific direction?

#

for example

#

I mocapped a walk cycle that goes a biiiiit to the right

#

very slightly

#

it needs a tiny rotation correction

#

but I'm --

#

oh nevermind I just realized: I can just do basic trig to compute the angle I need

drifting timber
#

yo so i want to add a single frame inbetween a idle and running animation, how do i make an animation file with only 1 frame?

red bramble
#

i don't know what that would entail

#

do you have two animator states for "idle" and "running" here?

#

and you want to stick a third state between them to give you a little transition when you start running?

peak sigil
#

small thing: does anybody know why when exporting animations from blender to unity, a whole bunch of keyframes are added for bones that aren't supposed to have them as well as having properties for every blendshape? the animation is supposed to only affect the fingers and is single frame (i've tried changing frame length as well as several export settings, didn't fix the problem)

(also have googled extensively for a solution to no avail)

red bramble
#

did you adjust these?

peak sigil
#

yea i've tried various permutations but none of them seem to rid of the problem: i'll try again just to make sure

red bramble
#

i'm not too familiar with how blender decides what gets keyframed

#

especially if there are several actions

peak sigil
#

i'm exporting like 16 different animations too, all affecting the fingers: i'm not very familiar with blender animation (first time attempting something like this) so i might have missed something crucial in the workflow

lost creek
agile solstice
lost creek
agile solstice
agile solstice
# lost creek it's empty

There is the sprite reference override, as we expect, but no scale
I'd check that the other clips are the same way

lost creek
#

yes

agile solstice
lost creek
#

lol, thanks anyway

agile solstice
#

This issue pops up often but the cause has each time been wrong pivot point or inconsistent PPU

#

If this happened to me I'd triple-check those two and even make the animations again just to be sure

lost creek
#

thanks again, I'll leave it like that for now and hope it won't look bad when there's so much going on sarueiLUL

smoky furnace
#

On an example where I have a character moving on a hill, is it possible to have the animation rigging package's IK override the animation to place the feet on the hill?

#

Looking at a couple of videos where people did this while the animation was running and they did it with Unity's Mechanim, but I wanted to know if it's possible to do it with the latter.

hybrid tinsel
hybrid tinsel
#

It just requires that you properly set up the leg ik yourself first.

outer galleon
#

hellow, i'm with a strange issue: i updated the animation path to match the hierarchy, however, even though the path is the same as the hierarchy it still displays "The game object or component is missing". Any idea how to circumvent this?

agile solstice
outer galleon
#

*there's "armature/hips/spine/chest" before the root, first letter capitalized as well - not sure if its caps sensitive

agile solstice
#

Very finicky thing though
Always takes me a few tries to get it right

outer galleon
#

yeah, i renamed by opening the .anim file, not sure if that can result in a bug or something

#

perhaps it takes into accout the relative path you put the .anim file in unity?

agile solstice
#

Relative?

outer galleon
#

mean if i put the .anim inside /x/y. it will start the path from there

agile solstice
#

Ah, could be

outer galleon
smoky furnace
#

Is there a way to set a custom execution order for the animation rigging package?

agile solstice
rough scaffold
#

I'm not sure what's happening, but if I have both the Animator and the rig builder enabled the physics becomes weirdly bugged, as if the velocity is constantly reset or something. When I test it with a stack of cubes it seems to work fine though, weirdly I see no variable difference.
The issue doesn't come from my player script either, a moment ago I tried dragging the player prefab into a separate scene, it drops normal, then I apply the used player prefab's modifications and now all of it falls slowly. (Stupidly I didn't keep the previous player prefab)

twin musk
#

Unity player parent transform not moving with nested animated bones.
Only when I press the pivot it happen to be same position.
Ideas why ?

rough scaffold
#
  • The Constrained Object doesn't matter, as long as it's a child of the root Transform the issue persists
  • The weight of the Rig and the Override Transform doesn't matter
  • Whether or not the Head (Rig) is enabled in the Rig Builder doesn't matter
smoky furnace
agile solstice
#

I expect they might conflict regardless of execution order if both Rig and bones simulator try to control the same transforms

smoky furnace
#

The gun doesn't follow the child, even though the child actually moves with the hand. I put both the position and the parent constraint and it still doesn't work. It doesn't work with both stand alone as well.

#

To add, the weapon follows the arm perfectly if it's attached in the hierarchy, but not through the animation rigging package. I'm on the assumption it has something to do with the execution order.

agile solstice
#

Parenting seems to always work because it doesn't appear to rely on any execution order

smoky furnace
agile solstice
#

They've got a discord link on their site

agile solstice
#

Or more likely you'd want the Animator to be a child to the gameobject that has the Rigidbody / whatever component that moves it

smoky furnace
rough scaffold
#

Hmm then issue is likely root motion, but I don't understand why the previous player prefab didn't have that issue

#

But I didn't intend to give the rig builder any influence over the root transform, why does it fight over control then?

#

What I need :
A animated character with gravity-affected rigidbody
The character must also support root motion (Or anything else that moves the character transform according to animation)
The character's head, at certain animation states, would look at where you're pointing at, while in other states the animation gains control

agile solstice
#

In the case of the gun it looks like simple parenting could solve that specific issue

smoky furnace
agile solstice
agile solstice
smoky furnace
#

If I swapped parents and stuff

#

I think I set it up in a way where I made this complicated for myself, I can probably figure out a work around, but thanks for the help! Appreciate it!

agile solstice
#

It doesn't have to be any more modular system than it needs to be! But as always these problems are hard to predict in the past

rough scaffold
#

With my current setup, only adding the rig builder (Enabled with 1+ length of Rig Layers) is needed to cause the bug, no actual rigs nor constraints needed

agile solstice
#

Maybe it's not related to the rigidbody after all

rough scaffold
#

Wellll... I don't do that because I need to use root motion as well

#

Uhhh... I had 1 successful creation before, one that fell normal with rigidbody, had animation and a rig builder, it worked constantly until just a moment ago, I go back to Unity, press play and it starts slowly floating up instead of falling, I didn't even change any setting!

agile solstice
rough scaffold
#

Alright... One question then, how could I read the root motion vector correctly?

twin musk
#

Is there a course I can take to become better at animating in Unity?

agile solstice
agile solstice
rough scaffold
# agile solstice I haven't had time to properly figure out the process but it should be done wit...

Deym, that turned the situation from object floating upwards to:
I applied the script, object sinks slowly downwards instead of upwards
I removed the script, tested it, added a line then commented it, and then added the script back before testing again, and now it teleports to {0, 0, 0} before sinking down slowly with glitchy teleports due to a ever building up velocity

Idk how it's possible but I often have inconsistent test results, for some reason it seems like I simply do a modification, revert back, and then the results changed.

#

However, if I use Transform.Translate() instead of Rigidbody.Move().... Guess what? It falls quickly instead, looks by far less bugged. Gosh this is just weird as hell

#

This is the script

smoky furnace
twin musk
twin musk
faint lava
#

about mixamo, i NEED to upload my character for animations for work? it can work if i download even generic like any other object? can it cause issues later or?

hybrid tinsel
faint lava
#

okay, when creating humanoid animation, if i choose existing avatar it throws errors, so i can use create from this model?

#

it wouldnt cause issues?

hybrid tinsel
faint lava
#

okay, thank you

hybrid tinsel
#

Just make sure that you choose the unity compatible rig when exporting from mixamo.

faint lava
#

yeah, taking care of that, trying to retrack issue im having so checking from ground up for possible animation issues, now i can say its the code

unborn pilot
#

Sometimes the animation gets stuck ?? why ?

#

even though in code i have it clear that when it detects collision with "ground" which is the floor it checks if im not moving or jumping or anything and plays the "idle" animation

#

yet it gets stuck on player jump like that

unborn pilot
#

please

hybrid tinsel
plush bridge
agile solstice
# unborn pilot

So do as AleMarcati suggested and debug your methods, we can't practically do it for you

#

I wonder what's the point using those extra methods to play animations

unborn pilot
#

to make sure its not trying to play the same animation over and over

tame scarab
#

It's not much but I just made my first animated sprite ever and I can't wait to use it somehow

hybrid tinsel
hybrid tinsel
# unborn pilot

It looks like if you have a jump requested but are not actually jumping it will never enter the idle state.

And yes, that method of changing animations seems like it could have just been done using the state machine.

novel portal
#

anyone know what triggers your model to permanently change pose in edit mode when editing animations in the editor?

unborn pilot
hybrid tinsel
#

Most likelt from jumping while already jumping and not clearing the jump request

twin musk
#

@unborn pilot try using OnCollisionStay for idle and ground check also

livid raft
#

Is there anyway to animate status bar on top left to make it move like water?

faint lava
#

why does my character clips when does rootmotion climbup?

#

i can put short clip to see whats the issue, have no idea what should cause issue

dawn marlin
#

I have two different FBX files, one for the hands and one for the gun. These come with animations, for example:
AKM_Arm_Reload and AKM_Reload, how do I play both together within a single animation controller?

errant shard
#

@keen wasp why do u not want to use sprite sheets?

#

btw.. if u select all of those sprites and drag them into the Hierachy it will automatically make an animation clip out of em

rugged loom
#

The models I work on what do you think
Also taking commission

agile solstice
rugged loom
#

My bad

unborn pilot
#

even though booleans are false its stuck on the animation ??

#

ohh bc i made it solo

#

can someone tell me what does "solo" mean in transitions ?

#

i thought it means one way

reef egret
#

why does my rig fall through the ground when animator is turned on?

#

ground components:

#

the animation does work and plays problem is the rig just doesnt collide with anything

faint lava
#

does your rig have rigidbody + capsule collider / charactercontroller?

reef egret
reef egret
#

its not a player

faint lava
#

box collider is enough, rigidbody is for "players"

reef egret
#

its a combination of capsule and sphere colliders

#

oh ok

faint lava
#

so you want another object not to fall through ground?

reef egret
#

the rig

faint lava
#

try attaching rigidbody to the rig

reef egret
#

it already has a rigidbody

#

it collides with the ground if i turn off animation

#

but if i enable animation it just falls through

faint lava
#

dumb question, but did you make sure RB and colliders are not disabled when animation is enabled?

faint lava
#

hmm, rootmotion animation?

#

it can cause to ignore physics and colliders while playing

faint lava
reef egret
#

i dont have rootmotion enabled

#

also unchecked bake root motion

reef egret
faint lava
#

havent used rb long for now, but try to check collision mode to continuous, check interpolation settings -> "Interpolate" or "Extrapolate" and see if anything works

clever vector
#

I'm looking for free, redistributable humanoid animations. Where could I find some? I just need the basics like idle, walk, run, attack, die. (Mixamo and the other sites I know do not allow redistributing the source files)

stoic depot
#

When importing a rig and starting to animate it, do I need to select the transform manually for each of the rig bones?

summer bridge
#

Ambiguous Transform 'Head' and 'Armature/Hip/Spine/Neck/Head' found in hierarchy for human bone 'Head'. Transform name mapped to a human bone must be unique. Does anyone know how to solve this?

static prism
#

guys how can we achieve the same animation in unity , i am think to diagonally move a black image

past grail
#

when you animate, how do you make it so the animation extends after the last key frame when using the animator? I wanna hold the last frame for a longer time but i dont know how to extend the animation duration without moving or adding keyframes

#

ive never animated in unity soooo i dont know how to do that

agile solstice
# unborn pilot i thought it means one way

All transitions are one way
Solo and mute are for previewing transitions
Mute means "disable this" and solo means "disable all except this", taking terminology from audio mixing

agile solstice
agile solstice
agile solstice
sturdy stump
#

hi guys, i need some help, my animations for some reason are lagged

#

it's like, seconds delayed that fucks the flow of the game

#

anyone have any idea of what is happening?

#

btw, is there a way that i can override the animation instantly?

#

the next animation just plays when the previous one ends

#

and it's messing the things too

uncut salmon
#

You have to modify the transition in your animator. You can set the exit time and transition time to make it instant.

sturdy stump
#

thanks man

#

do you know something about overriding the animations?

uncut salmon
#

You can use an AnimatorOverrideController which lets you target an animator and then resassign animations for each of the states. Something to look up a tutorial on that can quickly cover its functionality.

ruby geyser
#

so i started out w/ the unity starter assets 3rd person controller package and added some functionality, where i currently stand is i have a character who's holding a gun but since i'm using the base animation from the starter asset she only holds it in one hand but it's a rifle i'd prefer she'd hold in both hands, so i already have an idle rifle animation, but i just need to get the upper body to follow that animation as the walking/running/jumping functionality is perfectly fine.

#

can someone tell me how i'd do this?

hybrid tinsel
hybrid tinsel
agile solstice
#

Thanks for the heads up!

hybrid tinsel
#

It ends sept 1, so I almost missed it

deep cedar
#

does anyone know if theres a way to save the hierachy in the avatar configuration

deep cedar
#

doesnt save the hierachy tho, only the settings

hybrid tinsel
#

I'm not quite sure what you're trying to do, then? The avatar is just those settings. It doesn't contain the model.

deep cedar
#

its alright i fixed it, thx for the help!

eager nacelle
#

Not positive if this is the best place to ask, so please redirect me if I'm wrong

I'm trying to record a specific texture and audio while in the production game, not in the editor, but I can't find a great tool for the job.

Right now I'm using Spout2 with OBS for the texture along with a window recorder also in OBS for the audio, but it has quality and desync issues that I'm trying to avoid, plus it's just an overall complex way of doing things.

Does anyone have any recommendations?

candid salmon
#

Hey all! I'm working on a model of a bookcase with cabinets at the bottom, I'm going to the key the cab doors in open and closed positions but I'm unsure how to make unity recognize them as animation clips. Do I need to export the doors and bookcase separately and reassemble in unity/animation? Or can I put the animations on like negative keyframes in my 3d software and tag it so unity recognizes it?

hybrid tinsel
eager nacelle
hybrid tinsel
#

Ah, hm. Well, you can still take screenshots in builds.

static prism
#

guys how can i make progress bar like this , but its not showing any progress at all

long terrace
#

how do i use keyframes??

#

I'm new to Unity Animation

long terrace
# agile solstice <https://youtu.be/sgHicuJAu3g>

Hey. So I just started watching the video and I started following the directions, by going into Window, and then Animation. I clicked Animation but the "To begin animating Cube, create an Animator and Animation Clip" didn't show up. What am I doing wrong?

#

nvm i figured it out

devout laurel
#

How can I export multiple animations from blender into unity? My model in unity just says "Scene", although what "Scene" is does change depending on the action I have selected in blender

trim night
#

Would you setup gun animations in blender or unity?

#

Making an fps game rn

misty glacier
#

Who work Spine?

rough seal
#

hey yall

#

i have this animation that supposed to play on awkae

#

when i instantiate new objects they skip a couple frames

#

does anyone know why?

#

thx

agile solstice
static prism
#

guys why i can't record textMeshPro Text

cosmic oyster
#

i have an ik rig and a funktion that disables the ik rig and enables ragdoll physics, how can i reset the rig so its an ik rig again without ragdoll ?

rough seal
#

thanks

agile solstice
rough seal
#

no all of that was set up correctly

misty glacier
agile solstice
misty glacier
sour perch
#

Workflow question....I have an animation where two other objects are referenced on the armature (a sword & sheath) but for a specific model. The animation is listing those as missing on the new model because they don't exist. If I add them, it still comes up as missing. Is there any workflow that anyone is aware of to make it so that the references are put back? I tried to create new references and copy the keys over but it's not quite right because the alignments are off, so it's like I'd have to record the animations for those pieces over again manually, which doesn't seem like a decent solution since there's like 100 different animation files with these two objects referenced.

agile solstice
# sour perch Workflow question....I have an animation where two other objects are referenced ...

Animation clips use explicit string references to find gameobjects by the exact hierarchy location and name
Slow double click or F2 (I don't recall exactly which) should be able to let you change the name of the reference, or you can rename the objects in the gameobject hierarchy
If that doesn't seem to work, it might work to edit the animation clip asset externally in a program like notepad++ or any IDE

toxic raft
#

Hey guys, anyone happen to know where I can find a door knocking or doorbell ringing animation file? I need one to animate an NPC. Have been looking around the asset store but can't seem to find any packs that contain the animation I'm looking for (or something that gets close).

sour perch
smoky furnace
#

How do AAA games make cutscenes along with the gameplay? What I mean is how do they override on top of the gameplay animation and let the cutscene animation take over smoothly? Is this done through the timeline?

gray bough
#

Helloo
i'm pretty new to Unity when it comes to animation, Idk if this is the right channel for help
when it comes to troubleshooting animations within my timeline.
But if so,
I need help with animating simple rotations within the timeline
idk why, but when i record a simple 90 degree rotation within the scene,
Unity's timeline seemingly doesn't know what to do with that and so the player rig goes way off the map
until the latest point where i last recorded that keyframe.
I hope someone has the knowledge and will to help me out haha

But yeah in the video, its not supposed to do that. My animation goes completely wonky when i record rotations.
Have no clue why it doesn't follow the path that i assigned it from the beginnning and behave from there.

Lemme knowwww

rancid sparrow
#

engine crashes on opening state

rigid stream
#

Hello, is there a way to make my cursor in timeline/dopesheet to snap to every 1s or 0.5s or 0.1s? At the moment it doesn't seem to snap at all and is quite difficult to put keyframe in correct position, creating a lot of accidental keyframe close to one another.

lilac grail
#

i want to animate a wepon in unity are there any good tutorials or should i make the animations in blender?

agile solstice
lilac grail
#

so i should go with blender are ther any tutorials to animate in blender for unity to make the size and movemenet fit?

static prism
# gray bough

your timeline is recording the "playerRig " Gameobject Position and Rotation , And you animation is only recording the position , and can you explain what is your need

astral horizon
#

Hey!

#

Does anyone know why I cant add more frames to this animation?

#

When I want to drag any frame, my crusour is literally " 🚫 "

wispy cloak
#

hmm

#

um

#

well

#

not really unfortunatley sorry

astral horizon
#

okey dokey

wispy cloak
#

I litterally downloaded unity today 💀

#

ive done animation before

#

but not with unity

astral horizon
#

hahaa, chill

fluid orchid
#

I'm having an issues with my animations, that I can't get anything other than the default animation to play. I have tried bools, triggers, and .play and none have made a difference

wheat zinc
#

hello! I'm trying to create a 2D animation for my 2D game but I can't drag and drop my images into animations. I could really use some help! Ty!

astral horizon
wheat zinc
astral horizon
wheat zinc
#

hmm

#

i don't really understand

astral horizon
#

My animation was short so that wasnt a problem for me, but If u got something already big there it is not the best solution

astral horizon
wheat zinc
astral horizon
#

np

#

look

wheat zinc
#

thank you !

astral horizon
#

fx u want to edit back walk

#

so u have to delete this file

wheat zinc
#

all i need is just to delete the animation and recreate it ?

astral horizon
#

not exactly recreate it

wheat zinc
#

oh ok !!!! Tysm !!!!

astral horizon
#

because after deleting file

astral horizon
astral horizon
astral horizon
#

u can have any number of animation in clip

wheat zinc
#

ok !!!!

#

thank you soooo much !!!!!!

astral horizon
#

npp ;p

#

as i said, not best solution, but only i found 😅

wheat zinc
gusty bay
#

I need help!
I’m trying to make a door system without code but I’m stoped in my process, to continue i need a playmaker plugin so I would like to know if can have another way to continue with state without Playmaker plug-in ?

#

Hi

wheat zinc
#

I really need help please guys

#

please guys :!!!!!!!

#

please I beg you !!!!!!

#

@astral horizon it still don't work when I delete the animation it delete the clip

#

<@&502884371011731486> do you have an answer ?

proud idol
#

Don't ping moderators for engine support

wheat zinc
#

ok ok so who does I need to ping ?

proud idol
#

this isn't an official support system, it's kind community members offering their time

wheat zinc
proud idol
mystic elbow
#

Does anyone know if the animation window is faster in newer Unity builds? I'm on 2021.1.10 rn and loading anims or clicking nigh anything leads to "Hold On : AnimationWindow.OnGUI.Layout" for a good while

rare nimbus
#

can someone help me with animating in 2d with bones?

sage plover
#

I'm using unity animation rigging for my IK and in the build it seems to lag behind. It works fine in the editor.

agile solstice
sage plover
#

ok, i'll look into that

#

Animation Rigging isn't part of the script execution order.

#

or, not part of the script execution order prefrences

#

ok, fixed it by moving the targets into the same parent as the weapon

rain obsidian
#

i have 3 different rigs on a character

#

in blender i can make all 3 animations play at the same time

#

how can i do the same in unity

#

it would be better if i could just make them be a single animation

hybrid tinsel
lethal river
#

How could I make the arm of my 3D character move with my camera during a specific animation?

rain obsidian
#

but if i could combine animations it would be better

#

do you mean combining animations or rigs?

hybrid tinsel
#

Both, probably

hybrid tinsel
magic cargo
# hybrid tinsel Inverse kinematics, probably.

Speaking of, Do you or anyone here know how to set up IK for a rigged arm? I’ve tried so many tutorials and they all don’t make sense. I don’t know what poles and homes are or how to set them up. I have a rigged model all ready so if anyone can help, I’d be greatly appreciated.

novel robin
#

I just made a simple animation for something using the animator but when I use it to open the door it loops but it wont loop on open. Anybody know why its doing this? Ping me if u can help

gritty walrus
#

Hi everyone! I'm relatively new to Unity/animation. I have a character who's entry animation is a tpose, yet the character is forced into my gun position. I've tried going to the animation manager or w/e and changing the pose to tpose, but it reverts as soon as I close out of the window or play the game! 😦

cedar ruin
novel robin
#

Alright so when i activate the button to open the door it starts looping the animation but when i close the door it wont loop the close

#

I have been looking and cant find anything that would make it loop

cedar ruin
novel robin
#

Its a simple sliding door that opens and when i turn it on it starts to open then it goes back to the closed state

cedar ruin
gritty walrus
cedar ruin
#

Maybe share a video or some screenshots.

novel robin
cedar ruin
novel robin
#

I want it to stop looping the open door

#

It just doesnt look right to say the least

cedar ruin
#

Is there a transition out of open door?

novel robin
#

I goes back to the Closed state when you click the button again

cedar ruin
#

But it actually doesn't?

novel robin
#

It does. Let me get a short video of it

#

Ok why is it a file not video?

#

Again sry for background music

novel robin
cedar ruin
novel robin
#

yeah

cedar ruin
#

Make the animation non looping and make sure there is a proper transition out of the state.

novel robin
#

THATS THE THING
IM A RETARD AND DONT KNOW HOWWWW

#

lol

#

I dont know how to unloop it

#

I i dont do anything with animations so i didnt know how to do any of this

cedar ruin
novel robin
#

im dumb thanks for the help tho

cedar ruin
#

Besides, if it's your first time working with a system, you would do a tutorial/course on it or read the manual.

novel robin
#

I am doing a tutorial thats why i had to animate for once

ancient echo
#

Is there a function to restart a Animator component? I tried waiting several seconds with a coroutine and toggling the component, and playing different states, but for some reason it wont play my idle animation (in the Animator window it IS playing though, just not in the scene, and this is not a prefab preview), unless I manually disable and re-enable the component from the inspector, how can I find what the enabled property actually is doing to reset the animator? And why is only doing it through the inspector working? Is there any specific info, screenshots, etc that would be helpful to provide?

compact plover
#

hello! when I add my psb to the game, instead of each skin of each body part, the game object should have the category with a Sprite Resolver associted, to choose between skins, right?

formal schooner
#

Hi! Is there a way to "mirror" an animation? I have an animation that has the character running forward. My Player can however also walk backwards. I saw a "Mirror" checkbox in the Animator inspector, but that's not it (I think). Here's a video. Can someone help? Thank you!

agile solstice
formal schooner
agile solstice
glossy furnace
#

Guys, my existing animations are working, but I cant create any new ones because whenever i open any animator it starts spamming these errors

#

Even if i open a previously made animation it starts sending errors

#

all animations are totally spazzing out

#

Nvm fixed, i just had to reopen the editor for some reason

#

kind of poopy

cyan igloo
#

i have 2 animations, idle and walking. when the condition for walking stops, the walking animation plays one more time before returning to the idle animation. Im pretty sure its not a problem in the code and something in the editor instead.

#

is there something wrong here?

astral horizon
#

Is there possible in code to set the animation to any frame?

agile solstice
agile solstice
cyan igloo
#

oh

#

how do i fix that

agile solstice
#

And disable Has Exit Time

#

And read in the docs what the transition settings actually do

cyan igloo
#

ok thanks but it has to have exit time, otherwise its ignored

west tulip
#

hey guys ^^
I'm wondering about in game cinematic, and it looks like the way to go for moving the camera freely is to create and play an animation in Timeline.
Sounds a bit overkill, is it really how people do ?
Thanks 🙂

rigid totem
#

Or i'll use a cinemachine virtual camera to jump to a shot

#

and I'll use-preanimated assets for the cutscene, which I turn off once it reaches the end

west tulip
#

Just curious, did you have some stuff that you wanted in your timeline but that you instanced while in game?
Like I'm wondering if that doesn't just broke everything

#

But thanks for the feedback !

rigid totem
west tulip
rigid totem
violet jay
#

Can someone explain to me how to use OnAnimatorMove() when it comes to keeping a root motion'ed humanoid character facing the direction of Animation 1 (laying down), as opposed to him trying to rotate to the forward direction of Animation 2 (standing)? Unchecking bake into root for rotation does not solve this but I don't know how OnAnimatorMove works well enough to just keep his forward locked one direction during transition.

https://imgur.com/a/DDwT6E9

hybrid tinsel
astral horizon
#

Can i trigger a trigger from script in diffrent object?

agile solstice
astral horizon
#

can u give me example?

echo charm
#

This problem started to happen after I made the character humanoid. As the character moves and animations run, the character's model begins to shift more. I couldn't find the solution. Any help?

echo charm
frail comet
#

Hello in here, I am having some trouble with my animation controller. I have a fairly simple controller for a humanoid character split into four layers. The first layer handles movement animation, the second handles aiming the upper body, the third handles recoil animations, and the fourth handles weapon poses / firing animation. The last two layers set to Additive blending mode, but they don't seem to be applied at all. I have set all animation clips used to have an additive reference pose, but that doesn't seem to change anything. I do make use of blend trees for both second and third layer, could this be the cause of the issue?

#

I have spent more hours than I care to admit Googling, trying to solve the issue, but without luck. It is worth mentioning that I am inexperienced with Unity's animation system, though I feel I have somewhat of a grasp of the basics.

echo charm
frail comet
#

I have. The best result I've been able to produce so far has been just having each layer handle different sections of the body, using masks.

#

But it looks stiff, thus I would like to add some animations on top of each other.

#

diregard the slight jiggling, I believe that's just the target prediction being a bit overzealous

limber saffron
#

I have an issue where my animation is playing but it is insanely quick and doesnt really show up. it says it is playing in the animator but its not visible | one sec ill bring up the video

#

the code for it is here void Update() { if (Input.GetKeyDown(KeyCode.LeftShift) && canDash) { anim.Play("dashanim"); }

#

ik i shouldnt post code here buts its very small

gritty walrus
#

Exit time?

limber saffron
#

there is no exit time, do i need to add it?

gritty walrus
#

yes

#

set it to like 1s to show its working, then adjust it to what you need from there

#

make sure theres a blend below the exit time showing the animation transition

limber saffron
#

i though 2d animations work better without it tho

gritty walrus
#

ah

limber saffron
#

alr ill try it tho

gritty walrus
#

tbh ive worked little with 2d, so mb if thats wrong

#

figured it may be the same but maybe not, my bad

limber saffron
#

nah ur good man, ill try it out tho

#

it didnt seem to work, but i think 3d is way better for this kinda issue

frail comet
red bramble
#

I'm using root motion for locomotion. I want to prevent a walk cycle from playing if the player is walking straight into a wall.

But if I stop the player from walking into a wall, I'm also going to stop the player from moving at all, since you have to be playing the walk cycle to move!

I'm thinking about testing if the player should be able to move by doing a capsulecast, then reducing the speed parameter on the animator if something is in the way. However, I'm worried this'll cause the player to get stuck. It'll also be way too aggressive, since you can often just climb up slopes and slight bumps.

#

I guess I can compare how far I moved vs. how far I intended to move

#

hey, that kinda works!

hybrid tinsel
red bramble
#

hmm, i'm not sure how to reliably test for that

#

say the player is walking into a slope

#

i guess i could have an extra character controller that I just use to test if a move is possible?

hybrid tinsel
#

Raycast at whatever height usually works.

grand ruin
#

Anyone know any good alternatives to Mixamo? I couldnt quite find what I was looking for there

vast spire
#

Hey guys, I exported the starter 3d character asset made by Unity which uses the Unity Humaniod rig. I animated a sitting pose for it in blender then exported back the animation into Unity. however, the animation is not exactly the same once converted to Unity Humaniod rig, anyone know what i am doing wrong?

#

okay its fixed now but the issue is weird. because i export only the animation from blender this bug happens, but if i include the model, then the bug doesn't happen even when converted to humaniod rig

limber veldt
#

I have a question srry if this is the wrong Channel

I have two sprites i wanna animated but how do i play both at the same time? and combine them to one in the end? I cant send more screens right now cause i have to work now

#

I am completly new to this 😅

hybrid tinsel
agile solstice
limber veldt
#

Okay thx a lotYugiohEmoji1

agile solstice
#

Bone weights too smooth probably

#

As part of the weight painting process in modeling software

#

Not in any practical way

#

Maybe, but it doesn't look related at a glance

#

Avatar configuration shouldn't affect weights at all but I wouldn't be surprised if it turns out that it does

cerulean ore
#

Hey I'm trying to do a basic animation on a prefab asset that I've placed in my Scene. If I try to change the anchoredPosition on one keyframe, it changes it in all of them. I don't understand why?

#

oh i figured out to move between keyframes with the UI button, odd that clicking on the keyframes themselves did not work

agile solstice
#

Find weight painting guides
It's a whole process

astral horizon
#

How to set animation to any frame in code?

agile solstice
#

More concentrated on them so they deform less area around them
There isn't any very simple answer to how to weight paint "better" in this very particular situation

agile solstice
astral horizon
#

I mean fx, the time of any frame

agile solstice
astral horizon
#

again

#

i want to set animation with fx raising a hand

#

to the moment when it is in a middle of character body

#

So how can I know the time of animation, where the character got his hand on the middle of his body

#

?

#

or eseaier. I got cube that change color RED GREEN BLUE, thats the animation

#

i want to set the animation to GREEN then sth will happend in code

#

how do i do that?

agile solstice
#

But you can also set the animation to a specific time using the methods I just gave

astral horizon
#

Yes

#

i get the point, but still

#

where can i check the "time of animation"

astral horizon
agile solstice
#

Fundamentally you don't, keyframes aren't individually readable from the AnimationClip class
But like I said you can use an animation event to call a method at that specific time that tells you it's green time

#

Or note down at what time exactly does that happen and compare to AnimationState.time

astral horizon
#

But note down from where

#

where in Unity there is wrote a time of animation

sacred maple
agile solstice
#

Divided by 1/60ths of a second apparently

astral horizon
#

so fx

#

i want this frame

agile solstice
#

"fx"?

astral horizon
#

can u send me a simple code

astral horizon
astral horizon
agile solstice
#

You already have an event there, why not use that event to call a method that does what you want

astral horizon
cerulean ore
#

I have an animation starting from 0,0,0 and then i put the assets in a parent component to try and make them animate from their localPositions but they are still all starting from 0,0,0 within the parent, instead of at their pre-defined locations I set on startup

The assets are instantiated at start time with a script, which may be part of the issue?

cerulean ore
#

Oops, didnt realize I need to set the animator to the parent object

#

works now

hybrid tinsel
wheat flint
#

How are the animations of levers, buttons, etc made?

lethal river
#

Is there a way to disable/enable inverse kinematics? I’m using the animation rigging addon

hybrid tinsel
hybrid tinsel
wheat flint
north shale
#

Hey, I'm new to Unity and making a 2D platformer game. Can someone tell me what is the issue that my Player character disappeared in scene view yet still shows in game?
It also bugged after I tried to animate it – it moved correctly before adding an animation, now it moves correctly to the right, to the left it's rotated by 90 degrees. blobsweat
It also doesn't show anymore in animation preview.

#

Sorry if I put it in wrong topic, thought #🏃┃animation might be appropiate though.