#šŸƒā”ƒanimation

1 messages Ā· Page 20 of 1

north shale
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Nevermind, fixed this, Player was on a wrong layer KL1Facepalm

distant valve
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in Unity, I have a player prefab and within this prefab I have my knife object, I have made an animation where the player is tossing the knife up into the air to catch it backwards (blade sticking out from the other side), however, I can't seem to be able to figure out how I can animate both the player and knife at once so they can be aligned and timed properly. Hopefully any of this makes sense.

glossy furnace
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So I have a 'charging up' animation play when it recieves the trigger 'attack', which then is supposed to immediately transition into an attack animation when it finishes. It successfully starts the PreAttack charge when it recieves 'attack' but it keeps looping and never goes to the actual attack animation. Both the pre attack and the actual attack have looping off

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me sad

cerulean ore
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I have a rotation animation in 2D that is rotating around the center of the parent animator object, which rotates them from the wrong centerpoint of the child

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for instance A B C child objects but the centerpoint of their parents are all B

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i'm unable to move the parents positions because it is locked by the animator

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since they also have a positional animation

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for instance, the blue highlighting is the child, but the centerpoint of parent animator here is in the middle as you can see.

agile solstice
cerulean ore
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I am even trying to change the RectTransform's pivot of the parent, it's not fixing it

cerulean ore
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which is why there's a problem, because those positions are fixed of the parent

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please tell me I don't need to make a 2nd parent

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-_-

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i do think that would theoretically work, but it seems SO SLOPPY

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have a grandparent/parent/child, the animator is on the parent and the grandparents position controls the objects center position?

agile solstice
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I'm not sure I totally understand
All transform values are relative to parent transform values

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The parent is always the "pivot point" of its child transforms

cerulean ore
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yea so the parents are all in the same position in a container.

the children have differing positions, which contain the sprites etc as you can see in the image.

however, as you just said the parents have the pivot point, which is fixed in the center of that parent container

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so if I want to rotate the children at their center, i have no idea how to accomplish that

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they all rotate around the center of the parents, which is not what I want 😦

agile solstice
cerulean ore
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so I need a separate animator for the child to do rotational animations?

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let me try doing that

agile solstice
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No

cerulean ore
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?

agile solstice
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Within the Animator's hierarchy any transform can be animated individually

cerulean ore
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oh

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SHIT

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yes i was wondering that

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i gotchu

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ok let me remake that with the right object (the child)

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for just the rotational one

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in the same animator

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I used the parent, so that would make sense

agile solstice
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Transform values are simply inherited down the hierarchy

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Any and all components in the whole hierarchy under the Animator can be animated

cerulean ore
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Problem solved. Works as expected now. Ty. Did not understand heirarchy applied to animations in the same way. Thank you so much!

agile solstice
glossy furnace
agile solstice
glossy furnace
agile solstice
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Any State is the nuclear option and it's very easy to create problems with it
I'd only use it for death animations or any such similar that absolutely must take precedence

glossy furnace
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Lol thats funny cuz im also having problems with the death animation

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I have a transition from anystate called 'death' and if its triggered it should start a death animation

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but once i create the animation, even if he doesnt die, he stays still and doesnt move

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no matter what trigger

agile solstice
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Could be a conflict with the other Any State transitions

glossy furnace
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yeah probably

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ill def take your advice and stay away from anytrigger

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Thank you again!
Edit: ayy it be workin now! I just gotta fix the death anim

agile solstice
# glossy furnace ill def take your advice and stay away from anytrigger

It may seem at first like a convenient way to make the state machine simpler and more direct, but that doesn't really pan out
It's better to avoid it and instead learn to master the transition settings and other features of the Animator like sub-state machines and layers to make the animator controller more efficient instead

toxic orbit
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Why cant I animate my character?!

agile solstice
agile solstice
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(memes are not tolerated here so I'd remove that but) quite literally "it's just not"
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

dusty tree
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This is a semi-programatic animatio question. I'm working in 2D. I have a game where electricity can flow into a tile from up/down/left/right, and leave the tile up/down/left/right. Ultimately, there are 12 different combinations, with lots of symmetry. Each would have a simple animation of a yellow dot (let's say) going from up to left (or whatever). My main challenge here is that these can be overlaid, as a tile could be getting electricity from multiple directions at once, and 12! is way too many animations to draw by brute force.

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Does anyone have a recommendation for how to best draw this?

edgy pelican
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Hi all, how are you doing ?

I have a simple question that i didn't find the answer yet, so i thought directly asking here was good idea.
So i'm using Humanoid Rigs to make Avatars and do some retargeting in Unity. But i also have to do this with facial animations, is it possible to do so ? A "Face" Avatar kind of ? Or is there any option on the already existing Humanoid Avatar ?

Tried with the Generic Type Rig, which seems to do the trick but my models were also copying the proportion of the original model that was animated, i don't want that. I need to keep the proportions of every mesh, that's why i'm using Humanoid. (don't know if my explanations are clear lol)

Thanks in advance :)

wet crow
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Hi guys, having two blend trees for normal and crouch walk, but I want to make the transition to set the collider size and position (center).
Anyone an idea how I can achieve that?

agile solstice
deft frost
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Hello,
I currently have an animation for an attack with a spear which is using both hands. I want the spear to be hold in both hands during the animation the whole time while both hands are actually grabbing it. The problem I have is that I would have to change the rotation and position every keyframe with what I currently have and I don't want to hard code any values. Is there an easy way to do this without coding, or at least with a universal solution as I have more weapon types using both hands during their animation?

deft frost
wet crow
agile solstice
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Just like they animate the limb transform properties would the collider size be animated as well
Another option is to use synced layers to play different clips simultaneously in the same states

edgy pelican
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It'll definitely need some adjust after that, but that should do the trick for the rotation.

deft frost
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Thank you, I'll try that. It's my first time making a 3d game which is why I still have some difficulties.

edgy pelican
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I recommend you to do some research on the Animation Rigging package, it's a really powerfull tool for this kind of things :)

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And it's fairly easy to use

deft frost
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Thank you, I appreciate your help.

edgy pelican
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You're welcome šŸ‘Œ

edgy pelican
dusty tree
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I have a 2D game with tilemap where a given tile should have something like a yellow dot moving across it up/down/left/right going in, and up/down/left right going out. But each tile could have multiple of these things going on, so I need to do this programatically.

I’m not sure what is the best tool for this. Ideas:
-Animated tile: I would need 8 tilemaps, and constantly draw/undraw tiles representing the particle effect.
-Different animated gameobjects, each with an animation controlling monobehaviour: This could lead to 2000 gameobjects each updating, and I want to avoid that.
-Other? I don’t really understand unity’s particle system, or shaders, or what tools are available for this sort of thing.

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(I’m reasking with some more ideas on what I could do. I honestly just don’t know what tools would be right for the job)

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In theory, I would also like to just change color of the tile below as the yellow dot passes over (instead of just drawing a raw yellow dot), but that would be a bonus. idk if I need to learn about shaders, particle effects, other animation, or fancy tile animation.

wispy nebula
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For 3d modeling for use in unity which program would be recommend for a beginner? I am only aware of Maya or Blender by name. Would one have a steeper learning curve than the other? Which do you personally prefer?
I believe Blender also has some integration with Unity? Would Maya have similar?

agile solstice
crystal parrot
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hi guys i have a question. If i made animations without using a model (no rigging) but then added a model later on, would i have to redo the animations to include the rigging? or is there a better method? thank you for your time everyone!

agile solstice
# crystal parrot hi guys i have a question. If i made animations without using a model (no riggin...

Animations can be re-used for different meshes as long as the mesh has vertex groups that match the rig's bone transforms, so the mesh can connect to them
It should be technically possible to export and import the two separately into Unity, but in my experience Unity enjoys removing "unused" rigs from meshes so zealously that I just export animations with a placeholder mesh / meshes with a placeholder animation to make it easy for myself

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If you've got characters with Humanoid Avatar configuration, then you can re-use animations between them even if they don't exactly match, adjusted to the character's proportions too

agile solstice
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Rather than within just the realm and rules of visual effects and animations

dusty tree
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so I have an electrical grid that moves electricity through it.

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i can represent the yellow dot’s behaviour with like 8 bits: 4 directions going in, and 4 going out, and any number of those 8 bits can be on/off at a given time

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when something in the level changes, i need to change what motion the yellow dot(s) display

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i have no issue getting the data, and representing it

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i could know for sure that X tile needs to show Up/Left going in and Up/Right going out. no problem

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but idk what tool to use to display that

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because I’m not making 2^8 different animations

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does this make sense?

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i could draw on 8 different tilemaps, all overlaid on top, each with a different single animation for up/down/left/right * in/out

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but that doesn’t seem right

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i feel like there’s an important animation tool i’m missing

agile solstice
# dusty tree i could know for sure that X tile needs to show Up/Left going in and Up/Right go...

That's helpful
My idea is you could use VFX Graph (or even Particle System in a pinch) to instantiate a dot animation on the corresponding tile
Both of them support flipbook animations and moving particles, whichever makes for a better dot
VFX Graph in particular recently implemented instancing so instantiating a Graph of matching type should combine them to one, rather than creating a new Graph component

dusty tree
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i see. so VFX graph is the right tool?

agile solstice
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Sounds like it to me

dusty tree
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and this is lighter than stacking a bunch of tilemap renderers ina dumb way, right?

agile solstice
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Most likely
VFX Graph supports millions of particles easily, though it has an overhead cost and is GPU bound

dusty tree
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so the first time I use it is the biggest cost, and then after that it’s very efficient?

agile solstice
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Yes

dusty tree
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ty. i’ll look into it

agile solstice
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If it's not available to you due to render pipeline or platform limitations, Particle System could be an option
It's not very expensive to instantiate, but does lose out to VFX Graph instancing by a long shot if you need hundreds or thousands of them
You could potentially squeeze performance out of one by reading and writing its live particle properties individually through code, though that'd be a very manual process

dusty tree
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also, before I go to deep, is VFXgraph good for 2D?

agile solstice
magic cargo
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Hey! I’m trying to re-create Billy from Dani’s upcoming game Karlson and for the inverse kinematics, I’ve found pretty much the only tutorial on Billy’s IK. If anyone is familiar with the Happy Chuck Programming video on making Billy, you’d know that before his final attempt, Billy has multiple mini seizures (minor glitches) thus being fixed by swapping the left and right IKs. I’ve tried everything in my power to see if anything I do could fix him, but nothing seems to be working. Today however, I got him to stay balanced in a sort of crouch position. If anyone thinks they can help, I’d be so thankful. I won’t be on my computer for the rest of the evening nor the whole morning tomorrow. (EST) thanks so much!

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I know for a fact that it isn’t a code issue because the scripts were given via the description of the video.

olive prairie
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How Animation Rigging works?

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Where can i find tutorials?

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can it work for a bow?

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only humanoids?

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I tried setup on this bow no IK works

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Chain IK does not change a thing about my model

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Is there anything wrong?

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Chain IK don`t change a thing also

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Is there anything that i can do?

edgy pelican
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Can you explain what are you trying to do first ?

olive prairie
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bend the bow

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attach the string on player hand

edgy pelican
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Ok, so how does the Bow's Rig working ?

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What is making it bend, just pulling the String bone ?

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Or do you have to rotate the arms of the bow too ?

olive prairie
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I`m trying to bind string bone to left hand

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Right now animation is bending it but not right

edgy pelican
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Have you tried putting the arms bones at the base of your IK Chain instead of the root bone ?

olive prairie
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Humm, MY ik chain was inside the bow not player

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Do i need to add it on player?

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I can equip multiple bows

edgy pelican
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Not yet, let's see if we can setup it first

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So i think you would have to do two chains everytime (Arm_Low -> String, Armo_Up -> String), one for each arm, setting your IK gameobject as the target of both chains, then in theory you will just have to put the IK Target in the hierarchy of your hand

olive prairie
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Setup the chain on player itself?

edgy pelican
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No, on the bow

olive prairie
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But it is not even working

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If i move the target object

olive prairie
edgy pelican
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You need to try with the arm bones

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with two separate chains, one for each arm, see ?

olive prairie
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I will try, i don`t understand how animation rigging works

edgy pelican
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It's ok

olive prairie
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I tried using hand l but still nothing changes

edgy pelican
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Oh, my bad, when i said arms, i was thinking the BOW's arms x)

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Could you maybe give me a package of your bow ? So i can show you ?

hot dock
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I'm just starting out trying to get simple cube guys to do animations, but it sets them to like the position the animator has them set to

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so when it starts they all teleport to the same spot

agile solstice
edgy pelican
hot dock
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do you think I should maybe try to do my animations through blender?

twin musk
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from going to blender to unity, does exporting the IK/FK bones along with deformation bones matter? do exporting those extra bones affect anything?

olive prairie
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Why do this jitter happens while using rigbuilder?

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animation rigging package

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Look at arrow teleporting

edgy pelican
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Root motion is something simple yet complicated to understand, i recommend you go watch some tutorials on youtube that can explain it.

edgy pelican
# twin musk from going to blender to unity, does exporting the IK/FK bones along with deform...

I wouldn't recommand to export your IK Bones to Unity, the less bones you have in Unity the better it is.
Animations with IK simply need to be baked to function in Unity, then you only have to export deform bones,
If you still need IK functionalities inside of Unity, you should check out it Animation Rigging package who comes with lots of constraint component such as IK Chains, orientation constraint etc.. (that can be enabled or not thru code, more for a dynamic/real time approach if you need specific interactions).

edgy pelican
golden ruin
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With root motion my character goes up into the sky when facing upwards and having animation of going forward. How do I fix it?

agile solstice
golden ruin
agile solstice
golden ruin
agile solstice
golden ruin
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Is root motion not suitable in this case?

agile solstice
golden ruin
agile solstice
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Root motion does different things depending on whether it's on a rigidbody, a charactercontroller or neither

golden ruin
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Never even heard of character controller actually

golden ruin
agile solstice
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Root motion works in the local space of its own transform, but you can modify that vector by applying it manually via scripts

clear current
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hope this is the correct channel to ask this question, i have been working the last few years in 2D and now moved onto learning 3D. I am not sure how to create animations in 3D. what i want is my player to do a melle attack. but keep the player and the weapon seprate. my player is 2D like paper mario but in a 3d envirmoment. So my question is if the hammer is animated. will that animation only work in the position i recoreded. so ie. the attacck is recorded from left to right and my player is facing right. if i then turn my player left becuase its a 3d envirmoment will it get the correct angle or willl it just play the position it was recoreded

hybrid tinsel
devout osprey
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Just imported an animated character from blender to unity and suddenly the animation is "Read Only" with no way to copy it or something.

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Unity is giving me brain damage every single hour.

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Oh, I duplicated it and now I can change whatever I want.

grand ruin
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anyone know how to make it so that when my lower half is running my upperhalf doesnt tilt forwards?

full bridge
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How can I adjust render layers hierarchy withing the unity sprite skin

cerulean ore
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I have a script that animates the child GO (no animator attached), then I tried to do some animations on it's parent and hook up an animator with normal parent animator -> child relationship, and I'm getting the dreaded position locking problem where if the child position has changed, the animation is starting from where the parent is located

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i'm not sure what i've done wrong but I'm wondering if animating the child via script is causing the problem?

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the position of the child is correct, and the child script animations work fine. But whenever the trigger for the parent animation occurs, the position gets all messed up

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i wonder if trying to mix parent animations with child scripting animation is a no-no

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yea i think it wont work with what i'm trying to do. i'm just going to script all the animations then... if anyone knows a solution that i'm not seeing though pls let me know

agile solstice
cerulean ore
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yea after beating my head against the wall for 2.5 hours, i just scripted the rotation with a lerp and it works fine šŸ˜› took like 5 min

agile solstice
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The officially sanctioned workflow for adding scripted motion on top of animation is the Animation Rigging package

cerulean ore
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sometiems you just want something to work, and its the wrong choice

agile solstice
cerulean ore
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i'll check out the rigging package later, isnt that more for character animation type stuff?

agile solstice
stuck elm
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Is there any way for timeline to animate the blendshapes of a mesh separately from the animation clips? If not, that feels kinda insane...

agile solstice
stuck elm
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I mean that when adding an animation override track in timeline to control blendshapes, it seems to work fine in the preview but then when actually running the game there is no animation from that track.

agile solstice
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Hmm I'm not familiar enough with Timeline
They shouldn't be different from any other property in that regard as far as I know

stuck elm
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Well, the problem seems to be that the override track only seems to be working for transforms in the avatar mask

hybrid tinsel
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Unity still doesn't properly support additive timeline anim tracks. It kinda has them in the api but they are a pain. I just use the timeline to control a separate script for my character faces.

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Which sucks, but...

stuck elm
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Weirdly, the blendshape track works when you use the unity recorder

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So I'm gonna see if it works in a build

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If it does, then I can live with it... though it'll be a pain being unable to test anything without building

lofty shale
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does anybody happen to know of any good places for finding animation references online?

errant arrow
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why does this animation play ten times faster than

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this one?

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when i play the first one the frames progress at a breakneck pace

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the second one it's about 5 frames a second

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and then when i actually activate it ingame, it either doesnt animate, or is so animating so fast i can only see the first frame

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ah it's set to 60fps instead of 12

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but...

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how do i change it?

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you can only change it in... debug mode?

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well theoretically it should be working properly now

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but the animation still doesnt animate

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the animation bar just doesnt progress

wheat flint
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Does anyone know of a method to animate if a player is pressing a toilet lever? obviously the toilet lever will do the animation that it was pulled and return to its original state

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*toilet flush handle

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that is the correct name xd

hybrid tinsel
wispy token
stuck elm
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Yeah,the question is pretty ambiguous

stable seal
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Hey guys! If I have an animation clip open for my model, is it possible for me to set the current position of my model to the position it's in on the animation? I'm using preview mode to make animations and ewhenever I go off preview mode, the actual model is in a completely different position to the animation, which isn't what I want

agile solstice
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If you need the gameobject to be in a specific spot when the animation begins, I'd use a script to move it there
Or if it's a cutscene, perhaps use Timeline to ensure it all happens in pre-fixed locations

stable seal
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I just want it to appear in the editor where it currently is on the clip I'm previewing, so I can make another animation from that position

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This isn't really a case where I'd need a script. I just want to set it's position in the editor like it is when previewing a particular clip, so I can work from that position to make something else

wanton tusk
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Today I am learning about animations. Does anyone know how to make my custom animation from a given model I have from the asset store?

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What tools should I use? what are some key words that I should search to learn this + any good personal favourite resources to learn from?

agile solstice
stable seal
errant arrow
agile solstice
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@errant arrow Did you try tweaking sample rates of the clips

errant arrow
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hm i didnt see that

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but i got it playing at the correct speed

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problem is when the bool that aftivates the animation gets set to true

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the animation starts but never progresses

fleet veldt
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Animation

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someone please?

random gale
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Diving Zombie Boss, diving problem:

In my game there is a character boss that dives, and jumps.
The diving zombie boss has 4 animation that do jumps and dive animations.
When I export my zombie boss to Unity from Mixamo with his dive animation, when the diving zombie boss does his walk animation, then does his jump animation, it's like he does the dive from a standing fixed position, like he does not dive to the left, then continue his walk animation afterwards.
So, I want the boss to dive left, but actually dive 2 meters to the left instead of just doing the animation like he is stuck in his original position.
Can you help with this problem?
Here is a video of what I am seeing with diving zombie.
Do I need to write in C# for Diving Zombie needs to stay in the position he dives to and continue walking from there?

So in the Animation Controller for Diving Zombie boss:
So there is a transition from Entry to the walk animation.
Then there is a transition from walk to the attack animation, Has Exit Time is Unchecked on this transition.
Then there is a transition from the attack animation to the walk animation, Has Exit Time is Checked on this transition.
Then there is a transition from the walk animation to the jump 1 animation Has Exit Time is unchecked.
Then there is a transition from the Jump 1 animation back to the walk animation Has Exit Time is checked.
My friend say:

''Seems like you have the walk animation as default with the animation state.
Moving his position can be done the same time as running the animation in the script.
Honestly most of that positions should correct it self out when you fix the walking, but if not might need to edit the animation a bit.''

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

public class DivingZombie : Enemy
{
    private string[] triggers =
    {
        "Jump 1","Jump 2","Jump 3","Jump 4"
    };
    private string trigger;

    private void Start()
    {
        StartCoroutine(JumpRoutine()); // Start the coroutine for diving.
    }
    
    // Method to trigger a diving animation.
    public void Jump()
    {
        trigger = triggers[Random.Range(0, triggers.Length)]; // Select a random diving animation trigger.
        Animator.SetBool(trigger, true); // Set the selected animation trigger to true.
        agent.speed = 6f; // Set the NavMeshAgent speed to 6 for diving.
    }
    
    // Coroutine to repeatedly trigger diving.
    private IEnumerator JumpRoutine()
    {
        yield return new WaitForSeconds(2f); // Wait for 2 seconds before the first dive.
        while (enabled)
        {
            Jump(); // Trigger a dive.
            yield return new WaitForSeconds(5f); // Wait for 5 seconds before the next dive.
        }
    }
}```
#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class JumpStopper : MonoBehaviour
{
    private Animator animator;
    private NavMeshAgent agent;
    private Vector3 Startpos; // Store the starting position of the hips.
    public Transform hips;
    private string[] triggers =
    {
        "Jump 1","Jump 2","Jump 3","Jump 4"
    };

    private void Start()
    {
        Startpos = hips.position; // Store the initial position of the hips.
        animator = GetComponent<Animator>(); // Get the Animator component of this GameObject.
        agent = GetComponentInParent<NavMeshAgent>(); // Get the NavMeshAgent component of the parent GameObject.
    }

    // Method to continue walking after the dive animation.
    public void ContinueWalk()
    {
        // Calculate the distance traveled during the dive.
        Vector3 distance = hips.position - Startpos;

        // Move the parent object back to its initial position.
        transform.parent.position += distance;

        agent.speed = 3f; // Set the NavMeshAgent speed to 3 for normal walking.
        
        // Reset all diving animation triggers to false.
        foreach (string trigger in triggers)
        {
            animator.SetBool(trigger, false);
        }
    }
}
fleet veldt
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make a thread

fleet veldt
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thats the first reason why its not working

random gale
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80%

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chat gpt is a good lad

fleet veldt
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yeah and gives you code which doesnt work

random gale
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true but sometimes it works

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depends on what it is

inland knot
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If I duplicate an animation asset (which puts it out of the FBX package) Unity seems unable display a preview model automatically. Is there a way to fix this?

vestal acorn
#

Hello, I am trying to do a doom style animated sprite thingy in a 3d environment. However, I cannot figure out how to even make an animated sprite in the first place. I managed to apply a spritesheet as a texture to a Quad, I also managed to splice up the spritesheet into its respective sprites, however I have no clue where to go from here. Any help would be greatly appreciated

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Please ping me if responding, thanks

uncut salmon
fleet veldt
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how can i animate a humanoid?

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because i cant use transforms, i have to use the muscles or whatever they are

crimson delta
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Working with a Vroid model, and I wanted to know...how do I create a brand new blendshape? And what I mean by that is...putting in the ARKit 52 blendshapes doesn't move my eyes for LookLeft, LookRight, etc, but I can manually MOVE my eyes myself after finding my eye bones in the Hierarchy.

Well after I go into the Hierarchy and move my eyes to the right for LookRight...how exactly do i register/copy/confirm/create a blendshape of that movement? As far as I know, all I've done is permanently (until I undo it) moved my character's eyes on that model.

#

Or maybe I can use te hierarchy to modify the existing LookRight blendshape by manually moving my bones to record that for that blendshape but I don't know how, and I can't find resources on that.

And no, the sliders that come wit ARKit blendshapes don't work, the preview doesn't show my eyes moving, so I figured I have ot manually do it

fleet veldt
#

@stuck timber sorry for pinging you again, but i just found this video, its super useful, i understand it more now
https://youtu.be/LEwYmFT3xDk

#

this is exactly what i need

stuck timber
fleet veldt
#

i want to blend the animations, but the thing is when i use the blend tree, there is not transition when i change direction

#

this is what i mean, thats when i use a blend tree

#

and this is what it looks like by doing it this way

#

the interuption source is set to next state and the transition to 0.25 on each of the arrows

fleet veldt
#

this is what i do in my code

#

so basically i need to make transitions in the blend tree

#

because im using GetAxisRaw so its instant

agile solstice
#

Use GetAxis instead or do your own smoothing for the parameter

fleet veldt
#

i tried doing something like this

hybrid tinsel
static temple
#

Hey So i got 3 animations as poses that i want to use as additive. I have no idea what im meant to do or how to do it and im pretty stuck...

#

my idea was to have the idle pose as the base

#

and have the rest be additive

#

and it is not moving what so ever and i have no clue why

#

when i click play it just goes to idle pose

#

is there some settings i need to mess with that i am unaware off

static temple
#

well i just found out i need to have the original pose in frame 0

#

and now additive works but not really

crystal parrot
#

hi everyone i have a question, I have a fbx package import with a mesh, a quick rig and an animation clip (read only). I also have 2d sprite sheet animations. My question is, how do I combine these 2? How do I get the rigging from the fbx package? Thank you to whoever answers care

obtuse sapphire
#

and it freaking starts at like 20% of the animation, instead of the beginning. And never ends it fully

#

when i spam, it starts doing it a little more, but that's not a fix šŸ˜›

lost gazelle
#

Hello, I need some help with animation. I have two fbx armatures with the same bones, but I can't play the same animation from the other armature on the main one.

red bramble
#

If the bones match exactly, then you should be able to import them both with the "Generic" animation type

#

(which is the default)

#

you would want to make a single animator controller that uses animation clips from one of the imported models

lost gazelle
red bramble
#

when you say "the same bones", are you talking about two humanoid characters with roughly equivalent skeletal structures, or do you mean they have identically laid out and shaped bones?

lost gazelle
red bramble
#

okay, so both Generic and Humanoid animation types should behave properly here

#

So all of your animations are defined in character A's model, and they're failing to apply to character B.

#

I created two models with the same skeleton but different meshes. Putting an animator on both and assigning an animation clip from one of the two works correctly.

#

I don't see any obvious errors if I make the two skeletons different.

#

although you do see these "Missing!" messages in the Animation window (not the Animator window) if you select something with an animation on it that doesn't match

#

So I would suggest opening the Animation window and clicking on the character that isn't working (making sure it has the Animator component with the right Animator Controller assigned to it, of course)

#

see if you get a ton of yellow channels like that

hybrid tinsel
obtuse sapphire
#

then goes back to idle

#

i could screenshare if it's easier to show

hybrid tinsel
#

My point is that those numbers are a percentage of the animation you are devoting to the transition; you can make that shorter, and/or add more lead time to the animation file.

obtuse sapphire
#

tbh ive tried a bunch of stuff, switching from triggers to bools, playing with the transitions durations, etc. I've been trying to get the animation to perform fully the WHOLE day xd T_T its rly frustrating lol

amber bison
#

Hi I'm starting to learn and mess with animations and I'm running into an issue where the camera changes from third person to first person for the duration of the animation and then back to third, any ideas what I could have missed?

agile ruin
#

How come when i input my animation frames to unity the frames randomly change position slightly? its still there even if i delete and put them again (Original animation for reference)

hybrid tinsel
bleak harness
#

The left and right start to work but are a little laggy but forward and backwards just isn't working correctly

eager yoke
#

Hi guys, a friend of mine made a video in Adobe After Effects containing a loop of a card. I want this loop do be added as an animation in Unity so I can decide when to do the next animation. Should this be done by exporting it to many many images and then glueing them together (like this video suggests: https://www.youtube.com/watch?v=KTBOahrXTBE), or are there better ways to import this video as animation?

Do everything inside After Effects and a lightweight open source utility. No scripts, no plugins, no AE expressions. Takes literally a minute to do.

GlueIt download link*: https://github.com/Kavex/GlueIT
*APRIL 4, 2017 - THE ORIGINAL SITE (http://www.varcade.com/blog/glueit-sprite-sheet-maker-download/) LINK NO LONGER WORKS BUT IS STILL HERE FO...

ā–¶ Play video
hybrid tinsel
#

Shoebox tools has a good sheet generator too.

eager yoke
vestal acorn
uncut salmon
vestal acorn
#

I am either forgetting something or I am approaching it wrong entirely

uncut salmon
#

You need to apply it to an object and animate it that way. It's a visual process, it's probably worth just finding a tutorial on how to animate a sprite. It will take <5 minutes to understand.

vestal acorn
#

i tried looking for sprite tutorials, problem is it is still all greyed out for me and for them it isnt

uncut salmon
stable coral
#

How do I add walking animation to my character?

fleet veldt
#

how do i make my player hold the weapon like this?

#

im going to need to do this for like 100 items

gusty garnet
winter lagoon
#

my character does an specific animation very slow how do I speed it up

gusty garnet
#

if you have no loop time on your animation this also happens

#

make sure to tick the box on both animations

#

i just tested it out. if loop time is not ticked the blend tree acts like that, the animations are played very slow

#

in the asset folder choose your animation package

winter lagoon
#

I have loop ticked

gusty garnet
#

did you maybe change the blender speed itself

#

beside that as mentioned in the blend settins in the motion window the animaiton speed

#

these are pretty much all the things that could affect the speed

fleet veldt
#

how can i still use humanoid with this?

#

my animations are no longer working

#

i need it humanoid

static temple
#

the ik hand gun position is all correct. the reload does change the positions and everything but i assume i also need to make reload animation for when its pointing up and down

#

do i actually have to do the same shit that i did for the looks but this time for reload?

hybrid tinsel
# gusty garnet

The blend assumes that all the clips are the same length. If one of the clips is a lot longer, then the other slips will be slowed down to match the length.

#

Because it treats the time as going from 0-1 for each clip.

lost gazelle
#

Hey I need some help with avatars please

wheat flint
#

Hey, does anyone know about this error? I wanted to make it so that every time the player pressed E the lever was lowered but the animation only ran once, does anyone have a solution?

#

also im using this script :void InteractWithObject(GameObject obj) { if (objectAnimator != null) { objectAnimator.SetBool("Flushing", true); } }

lost gazelle
hybrid tinsel
lost gazelle
hybrid tinsel
#

Well, I'd suggest checking the unity manual for more details about precisely what the humanoid avatar process does; you can add extra transforms to it but they won't be retargeted and if they are between humanoid bones then they will likely be ignored because the animation is converted into muscle pose space.

lost gazelle
hybrid tinsel
lost gazelle
hybrid tinsel
#

the import options for the object's rig

#

I am on my phone so I can't post a screenshot

#

But there's a foldout optiomn for adding additional bones in the avatar setup tab

lost gazelle
#

Oh ok

random gale
#

I can get Diving Zombie boss to walk then do the diving animation with this state machine transition.āœ…

I can make the diving zombie walk for 10 seconds then do the diving animation.āœ…
So this is great...but.

If I check loop pose on the jump 1 (which is a dive animation to the right) he does the dive but in place where he stands and it does not look right, like he is rooted to the spot where he stands.
Without loop pose checked the diving zombie boss moves back to his original position where he started the jump 1 (dive to the right animation) after the jump 1 animation is finished.
Do I need to write in C# for the Diving Zombie boss to continue his zombie walk animation from 2 meters to the right after he has done the jump 1 animation.
So I need to update the zombie boss's position based on the jump animation's end position.
I made this video so you can see what is going on with my diving zombie boss.

fleet veldt
#

sooo, im thinking, i have a holder on my camera for like weapons, axes, u get the point, and thats for like the object which the player holds, and im thinking to have each of the items in the holder have its own arms

#

like export just the arms from my character

#

and i can then easily animate everything inside the unity editor

#

but im not sure how i could attach the arms to the shoulders

#

IK?

#

if someone could just watch this video and tell me how hes done it

#

this is also that he wrote

#

can someone open a thread and help me out make the same thing?

#

have each object have its own arms

#

connected to the rest of the character somehow

#

also same here

#

i need to make this so it wont look weird in multiplayer

lost gazelle
hybrid tinsel
#

You need to set it to 'from this model' and add your extra bones

bleak arrow
#

can any one help me with a certain syntax to access the animation track of timeline asset so that when the game starts i can have the animator changed for that animation track

livid oriole
#

Guys

#

I have animation clips for my weapons in game

#

How do I actually play the animations?

#

These are all my clips

fleet veldt
#

each item you can hold to have its own arms

#

but the arms are bugging out

#

im not sure what i can do

#

they have to be attached to the shoulders

#

someone please help i've been stuck at this for like more than a week now

#

i cant progress any further

fleet veldt
#

i beg someone just help me out with this

#

i wanna get back on track but i cant

#

im willing to even pay at this point

obsidian stream
#

My attack animations will repeat whenever transitioning from idle to movement, these are all in 2D Unity, and are 4-directional. How should I fix animator to prevent this from happen?

lost gazelle
hybrid tinsel
hybrid tinsel
lost gazelle
hybrid tinsel
lost gazelle
#

I’m meaning about bones for props that are animated

stable coral
#

how can i add to my character some animation? did you have some tutorial?

gusty garnet
plucky viper
#

guys i want to animate the offset od this material, but when i click to recor it move offset of all materials

lost gazelle
fleet veldt
#

anyone know how to get over the "Keyframing rotation on humanoid rig is not supported!"

#

im trying to make animations for my humanoid character in the unity editor

#

any way to get around this?

hybrid tinsel
lost gazelle
hybrid tinsel
lost gazelle
# hybrid tinsel

Yes, I have found it and done this. But every other animation I need to do it again

hybrid tinsel
#

Once you have the mask made, you can copy that mask to other animations.

lost gazelle
#

How do I ā€œcopyā€ it?

#

Copy from other mask option?

hybrid tinsel
lost gazelle
#

Now it wants me to use an avatar mask

hybrid tinsel
#

Yes. The mask you made in the previous step

#

If you haven't actually made one yet, you can't add it

lost gazelle
#

? How do I copy the mask from the previous animation

#

it wants me to choose one of these but that isnt for the actual thing

#

Ohhhh

#

Wait

lost gazelle
#

How do I create the mask for the character and the bones

lost gazelle
hybrid tinsel
fleet veldt
#

i tried it and its too much effort

#

might just do them in blender

#

prob easier at this point

hybrid tinsel
#

Well, that's what they expect you to do

crimson delta
#

I created a path that a trail of smoke follows, The path is a game object, I copied the path, adn want to mirror it so it's symmetrical with the first one, side by side.

#

How do I mirror it?

hybrid tinsel
crimson delta
#

Changing scale below zero doesn't work

hybrid tinsel
#

Add the skeleton to that, choose the transforms

hybrid tinsel
crimson delta
#

reverse the sign means what exactly?

obsidian stream
crimson delta
#

Oh wait i see

#

this might work

lost gazelle
crimson delta
#

Nah, that didn't quite work

crimson delta
#

Is there no way to just simply mirror a path over an axis?

wheat flint
#

Hey, does anyone know about this error? I wanted to make it so that every time the player pressed E the lever was lowered but the animation only ran once per Start, does anyone have a solution?

orchid pumice
#

Hello, im a bit newer to animating, but was wondering if I would be able to take a humanoid animation and apply it to this "undead" character. When I try converting the rig over it doesnt seem to help. Is this even possible?

#

with the exception of eyes, the generic (left) and the model I want to use (right) have the same bone structure, so I seen no reason why this wouldn't work. Also they are both from protofactor so I feel like that raises the chance that they would mesh

orchid pumice
#

got it figured out. For anyone wondering you just have to convert you model / animations to humanoid. This tut works https://www.youtube.com/watch?v=Cxn24UKtw4A

Unity Tutorial - How to convert Generic to Humanoid
ā–ŗ Twitch = http://www.twitch.tv/theMessyCoder
ā–ŗ Discord = http://bit.ly/messydiscord
ā–ŗ Unity3D asset store = http://bit.ly/themessystore

In this video I show how you can convert generic models & animations to humanoid manually and then I show how you can use UMotionPro to help speed up the pro...

ā–¶ Play video
jovial lark
#

I'm trying to import a png file to unity but despite setting the compress setting to none my image is still being compressed/distorted, has anyone had this same problem?

#

this is for unity 2d

edgy pelican
#

Yo,
anyone has experience with Mechanim (Humanoid Rig) + Facial ?

fleet veldt
#
  • facial?
#

i got plenty

lost gazelle
#

I need some help please

I have some avatars and I need help with the rigs

Some bones don’t have animation anymore

full bridge
#

what program do you guys use to animate 2D drawing

west chasm
#

Hi animators, all I'm trying to do is make it so that when my player picks up a puzzle piece a different animation is displayed on the UI but I'm new to unity and don't know how to code with tutourials and can barely use the animator. Anyone generous enough to walk me through this process?

jovial lark
full bridge
#

and for non pixelart

#

been using asesprite for a while know and wanne try something else

jovial lark
#

Oh I haven't really been using anything else currently, I don't have much experience with 2d animation

full bridge
#

ive been using clip studio paint to draw art but animating in it has been a struggle

hybrid tinsel
#

Anyone happen to know what to add to a script to execute while timeline/animation preview is running? I remember that such a thing exists but not what it is called to search for

prisma lintel
#

Question. Im new to animation and have been using aseprite and its great, Im now importing my sprite sheets into unity and have suddenly just realized....animations dont save over...and you have to reanimate the timing in unities animator...now treat me like a child when I ask this question...but isnt this anti condusive or anti productive? If you spend time animation something why would you animate it a 2nd time in the game engine and not just have it running as a gif?

past plover
#

Hello! Im starting work on a retro styled FPS and am working on adding basic weapon bobbing to the weapon using basic animations. I have added in a basic sway left to right kind of animation to the sprite and have also setup to have transitions back and forth between the default state and the moving state.

#

However Im running into the issue of the animation having a hard cut back to its default resting state without any smooth transition out of its current state

#

I was wondering if there was anyway to script it so the animation can grab where its at and smoothly transition to its default standing position instead just hard cutting back to default once the triggers have been activated

#
{

    public Animator gunAnim;

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

    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.S))
        {
            gunAnim.SetTrigger("Bob");
            gunAnim.ResetTrigger("Stop");
        }
        if (Input.GetKeyUp(KeyCode.W) || Input.GetKeyUp(KeyCode.S))
        {
            gunAnim.SetTrigger("Stop");
            gunAnim.ResetTrigger("Bob");
        }
    }
}```
#

I have a very basic script attached for this animation to trigger. Not sure if I was supposed to go to scripting or here, so sorry if Im in the wrong channel for this type of question

past plover
#

Ive checked online and it seems like maybe crossfade might do that? Not sure

slow veldt
#

Hey Idk where to ask this but I have a question about the Unity's spline tool. I want to make a train with multiple carts follow the spline but now I only have the front following the spline and I don't know how I can make all the carts follow it as well. Does anybody have an idea how I can do this?

crimson delta
#

I figured out how to do my tornado like effect, it was literally just using Velocity Over Lifetime

echo flume
hybrid tinsel
wheat flint
#

Anyone knows how to solve this error in which objects that contain the same animator, having one instance reproducing the animation, all instances will do the same?

echo flume
#

does it happen even if you leave prefab mode in the hierarchy? and how does the code look like

wheat flint
# echo flume does it happen even if you leave prefab mode in the hierarchy? and how does the ...

here its (the interactiveButton tag is the toilet flush handle tag)``` public float interactDistance = 3f;
public Animator objectAnimator;

void Start()
{
    objectAnimator = GetComponent<Animator>();
}

void Update()
{
    if (Input.GetKey(KeyCode.E))
    {
        Ray ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0));
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit, interactDistance))
        {
            if (hit.collider.gameObject.CompareTag("InteractiveButton"))
            {
                InteractWithObject(gameObject);
            }
        }
    }
    else
    {
        objectAnimator.SetBool("Flushing", false);
    }
}

void InteractWithObject(GameObject obj)
{
    if (objectAnimator != null)
    {
        objectAnimator.SetBool("Flushing", true);
    }
}
#

and what do you mean with prefab mode?

echo flume
#

InteractWithObject(gameObject);
shouldnt that line be
InteractWithObject(hit.transform.gameObject);

#

ah wait nvm this is on the actual toilet, right?

#

the script

wheat flint
#

yeah,in the flush handle

#

that thing with the purpose to flush the toilet

echo flume
#

in the video that you sent, inside of your hierarchy you can see that you got the actual prefab selected and not the scene hierarchy, it would be wierd if that was the issue but can you try and unfocus the prefab in the hierarchy ?

wheat flint
#

yeah

echo flume
#

the litle arrow under the + symbol

wheat flint
#

ahh ok

#

Do you want me to show you the hierarchy of the project? not the prefab

echo flume
#

Wait nvm I think I know what it is

#

if (Physics.Raycast(ray, out hit, interactDistance && hit.transform == transform))

wheat flint
#

Ahhh thank you

#

šŸ’€

echo flume
#

did it work?

wheat flint
hot dock
#

I'm using a unity blend tree for a character walking motion and when I try to make the character go diaganol in the blend tree it goes the right speed, but in the game it ends up being slowed down and then the characters steps dont match the move speed

stoic depot
#

Is there no way to hear audio while in preview mode?

#

Not even with a package or smth?

agile solstice
stoic depot
agile solstice
# stoic depot The animation preview in the Editor

Probably not easily
You can call AudioSources to play in the editor with scripts that run outside of play mode, but the animation preview of the inspector is not coded to care about any other components afaik

#

I prefer to use the scene window for previewing animations anyway

stoic depot
#

So there is no way in unity to sync animation and audio/other events unless I press play?

agile solstice
#

As I said, I believe you can

stoic depot
#

But how do I make a script that runs outside of Play mode?

wooden lark
#

can somone help me make animation of a updown 2d game

crimson delta
#

Still asking, can anyone help me with this? Want to make the particles all flow upward in a line, not spread out at the top there. There is no gravity modifier applied, just velocity over time.

wooden lark
cursive hollow
#

1 - its from animation package, rest are from mixamo / net. Why is there such a big difference?

wooden lark
#

can anyone help me get updown movment with animation

wooden lark
#

.-.

agile solstice
agile solstice
wooden lark
#

i just want help geting top down movment into my game i dont think i can add more to that

agile solstice
agile solstice
wooden lark
#

the coding and animation

#

and they leave

crimson delta
#

Is this high school, you want us to show your work before someone on here decides to help?

#

A bit silly

agile solstice
#

If one is stuck on that path, then I like to help them get moving again

hybrid tinsel
hybrid tinsel
hybrid tinsel
wooden lark
#

can somone help me with updown movment code and animation

wooden lark
agile solstice
final wagon
#

Is there a something to learn animation

agile solstice
# final wagon Is there a something to learn animation

There sure are a lot of resources for it
But since there are many styles of animation you'd have to look for a specific one
Additionally the technologies to make animations and to implement them in game engines are often different

iron cobalt
#

Can someone help me? I made a animation in blender, and when I import into unity I get like 30-40 actions

agile solstice
iron cobalt
hybrid tinsel
# iron cobalt

I'm not a blender user but I believe that unity will default to creating a clip for all 'actions' or 'takes' in the source file. You can edit that in the file importer dialogue.

agile solstice
iron cobalt
iron cobalt
agile solstice
agile solstice
# iron cobalt Its a door with like 6 parts.

Like previously mentioned you'll probably want the animation in an armature, since it can be solely responsible for animation of all bone transforms in its hierarchy and let them share actions that way
If there is some way to do the same with non-armature objects, I have not figured out what's the way to do it

formal schooner
#

Hey! Can someone help me understand why my animation is doing this? See video. I'm currently finishing up Creating With Code 2, and am in the process of replacing all primitives in my near-finished "game" with existing assets. I thought it would be even better with adding animation, which I had done earlier in the course. But something is acting up. Here's what I want to achieve:

  • When the player runs, play the running Running_Static animation
  • When the player stands still, play the Idle animation

Here is my full Player script:

And here's an excerpt which sets my paramter bool:

#

https://gdl.space/inaqiqexek.cpp

        //Animation
        if (Input.GetAxis("Vertical") > 0)
        {
           playerAnim.SetBool("Running_b", true);
        }

        else
        {
            playerAnim.SetBool("Running_b", false);
        }
agile solstice
#

That's the one that seems to start when it shouldn't

formal schooner
# agile solstice What are the transition settings from run_static to idle like

I wanted to show you, but after posting my message I decided to start over by deleting the assets, and re-importing them. I had played a bit with the parameters and wanted everything to be as it was when I originally imported. That broke something. šŸ˜… So I'm first rebuilding and then I'll try again and post here. šŸ˜’

stable coral
#

someone know why i get this?

agile solstice
untold rampart
#

Hey, folk. So I am taking a prefab that I see in a scene in the first pic - the fishing rod. It has an Animator attached to it which matches the animation on this current character.
Anyway, I took the prefab and put it into the same bone position on the character in my practice project, and it's much, much smaller and in the wrong position, even when I give it the same transform data. And it's in the same bone for sure, so it should just work with the humanoid, afaiu.

stable coral
stable coral
#

thx

hybrid tinsel
weary pond
#

Hello ! I have an gunsling animation which is launched randomly after an idle and I want to know make the gunsling cancellable. For example if I start running while being in the gunsling animation, it cancels out and start animation run. In fact, I need every state to cancel the gunsling. How can I do it ? Thanks !

random gale
#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ZombieBossTenSecondParticleSystem : MonoBehaviour
{
    // Reference to the particle system attached to the zombie.
    public ParticleSystem zombieParticleSystem;

    // The time interval (in seconds) between each particle system activation.
    public float interval = 20f;

    // Timer to keep track of the elapsed time.
    private float timer = 0f;

    private void Start()
    {
        // Check if a ParticleSystem component was assigned.
        if (zombieParticleSystem == null)
        {
            Debug.LogError("No ParticleSystem assigned to the script.");
            enabled = false; // Disable this script to prevent errors.
            return;
        }

        // Initialize the timer to start counting.
        timer = interval;
    }

    private void Update()
    {
        // Decrement the timer by the time elapsed in the last frame.
        timer -= Time.deltaTime;

        // Check if the timer has reached or gone below zero.
        if (timer <= 0f)
        {
            // Trigger the particle system to play.
            PlayParticles();

            // Reset the timer to the specified interval.
            timer = interval;
        }
    }

    // Function to play the particle system.
    private void PlayParticles()
    {
        Debug.Log("Playing particles!"); // Add this line to check if this method is called.

        // Check if the particle system is not already playing.
        if (!zombieParticleSystem.isPlaying)
        {
            // Start playing the particle system.
            zombieParticleSystem.Play();

            // You can also add additional logic here if needed.
            // For example, you can play a sound effect or apply gameplay effects.
        }
    }
}```
#

This script chatgpt does not work to play a particle system on a object after 20 seconds, what is wrong in the script?
The particle system is a child on the cube and the particle system is in the box of the script.

hybrid tinsel
random gale
gleaming timber
#

what are these lines?

zenith fable
#

Hey, I need some help on making an object appearing or disappearing when its animated or not, I am doing a FPS animation which consists on the arms picking up a box, but I don't know how to make the box disappear at the end of the animation and when it is not animated at the start, I was told to use "SetActive()" but I don't know what the hole script will consist of, I also don't know how where does the script needs to be added, is it in the prefab or only in the object, I also don't know how can I tell the code if the animations playing or not, I tried using a bool parameter in the animator but I didn't got it to work. Some help will be deeply appreciated

gleaming timber
zenith fable
zenith fable
#

thx

untold rampart
untold rampart
#

But then what about all the golden toilet salesmen?

little path
pliant tulip
zenith fable
#

Hey, Using a script and Animation Events I made an prefab disappear when its animation was not playing, I got it to work but now the animation won't start, I believe it is because the script for making the prefab disappear is present in a parent of the it but the script that launches the animation is in the prefab itself and that maybe causes a bug when the two got to start at the same time, I tested and saw that the animation was not starting at all in the Animator, is there any way to fix this?

frosty notch
#

Hey there, i have sprite sheet animations that has a freezing problem but can't figure out how to solve this issue

basically i have a player character with sprite sheet set attack animations that i play using Animator.Crossfade, but when setting up the animations i have this weird invisible frame at the end that i can't edit or remove and that causes the animation to freeze on the last frame, any ideas why this happens or how to remove this last ghost frame?

also i'm pretty sure the sprite sheets are set correctly since they don't have an extra invisible frame (i checked multiple times)

random gale
pliant tulip
hybrid tinsel
pliant tulip
#

I don't know what I'm supposed to say

severe canopy
#

could someone help me with animations

#

I wanna play knife animation after pickup the knife object

#

Wanna make the knife play attack animtion for the player

pliant tulip
pliant tulip
severe canopy
#

how to play the knife animaton if knife script unity

#

????

hybrid tinsel
frosty notch
pliant tulip
hybrid tinsel
#

Ah, yes, sorry. seems my phone hadn't loaded the whole video.

#

Though an explanatiuon of what we're looking at might still help.

pliant tulip
# pliant tulip

two images below is showing the arrows which I normally use for when the player attack while at the top is having the issue

frosty notch
pliant tulip
#

yeah I know my second game is going to be bigger

frosty notch
#

yeah i really hate working with the animator just because of these :(((

pliant tulip
#

yet I still don't know why the run attack is the only one that is not working

hybrid tinsel
#

I personally put my attacks on a second layer that overrides the locomotion

#

But that doesn't work for everyone

devout moth
#

I'm not sure if this is the right channel, but I'm trying to upload a 3d model to vr chat using unity and I had to add an animator component coz there was an error in the vrchat sdk companion thing about no animator component. However, I'm not sure what all the settings mean and I'm not sure where to find any guides that are up to date.

hybrid tinsel
hybrid tinsel
#

Good luck getting it to work!

agile solstice
#

But that's just a general tip for the future

hybrid tinsel
#

@pliant tulipSo are your bools being set correctly during gameplay?

agile solstice
#

The delay is more likely because you're using crossfade

#

You can't blend or crossfade sprite animation, because there fundamentally is no interpolated state between two sprite frames
It just picks the one that has the most weight

#

This causes the sprite change to be delayed or flicker between sprites with competing blends

frosty notch
#

so what can i do to fix it? is there another function to play animations through code without going throught setting them up in the anim controller?

agile solstice
#

Iirc it cannot replay an animation state that's already active though

#

But that's probably a limitation with the other functions too

frosty notch
#

okay i will try replacing it and see how it goes

cerulean ore
#

In a 2D project with sprite rigging, how would I do an animation with rooting the feet, so I can move the hips without the rest of the body moving?

#

Currently, the hips are the parent of the rig

#

So if I move the hips, then the body just moves with it

#

oh sounds like i need to do IK?

agile solstice
cerulean ore
#

sweet

random gale
#

This script will make a zombie do a animation it got from mixamo every 10 seconds, you could use it for a boss attack every 10 seconds.
drag the animation into the fil=eld in the script in the inspector, and select the animator controller for that zombie in the box filed in the inspector.
then add the attack animation in the animator controller, but have the animation not do any transitions from other animations.

using System.Collections;
using UnityEngine;

public class ZombieBossTenSecondAnimation : MonoBehaviour
{
    public Animator animator; // Reference to the Animator component (if needed).

    // Name of the animation to play for this specific zombie boss.
    public AnimationClip animationClip; // Drag the animation clip into this field.
    public float initialDelay = 10f; // Initial delay before the first animation.
    public float interval = 10f; // Time interval between animations.

    private void Start()
    {
        // Start the coroutine to play the animation after the initial delay and repeat every interval.
        StartCoroutine(PlayAnimationRoutine());
    }

    private IEnumerator PlayAnimationRoutine()
    {
        yield return new WaitForSeconds(initialDelay); // Initial delay.

        while (true) // Infinite loop to keep playing animations.
        {
            // Trigger the animation.
            animator.Play(animationClip.name); // (if using Animator)

            // Wait for the specified interval before playing the animation again.
            yield return new WaitForSeconds(interval);
        }
    }
}```
crimson delta
#

If i have an .anim file that is a pose, how do i get my model in the Play scene to do the pose? Where do i put this .anim file on my model hierarchy so they do it when i press Play?

agile solstice
#

You can add animations to your controller by drag&dropping the animation assets into the animator window

marsh zephyr
agile solstice
# marsh zephyr

Delays and transition offsets are handled in the individual transition settings

marsh zephyr
#

I've set "Has Exit Time" to off and "Transition Duration" to 0 in both setups

#

I am pretty sure it's something specific with using the "Any State" state

sour lava
#

how can i setup a 2d sprite animation so i can set different times for windup, swing and cooloff through script?

agile solstice
#

Or use the Animator which does just that

quiet ivy
#

Hello, I have a problem: I need to make animation the enemy die like in super mario bros nes? (if necessary I can show the enemy script)

agile solstice
quiet ivy
#

like that

agile solstice
# quiet ivy Well, for me now this is a problem, as for a beginner

The likely simplest way to do it is to have a squashed sprite for the enemy, and play that sprite as animation when enemy is killed
Or instantiate a prefab that's just the squashed sprite, as there's no need to have a functional enemy gameobject after it's stomped

quiet ivy
agile solstice
quiet ivy
#

ok

sour lava
#

for a simple animation like this. if i want to implement a delay in it through script ( stay on frame 3 untill attack is completed ) how can i accomplish that?

#

ive already written some statemachines for attacks, but no clue on how to match my animations to it

snow depot
#

@sour lava animation event

sick spindle
#

Is there any way to stop an animation from moving an object away from the origin of its parent? I downloaded some mixamo attack animations which dont have an in place check so they offset themselves and dont go back after attacking

crimson delta
agile solstice
sour lava
snow depot
#

@sick spindle The problem is that those animations were made with characters moving in mind

#

you can delete the root gameobject property in the animation file, which requires that you duplicate the original animation file so that it's no longer readonly

#

it's not going to look good

sick spindle
#

its not nice

snow depot
#

uhhh

#

other alternative is to leave that root gameobject property

sick spindle
#

so im going to attempt to move my parent in accordance with animator.deltaPosition

snow depot
#

have that character model be the child of a gameobject that has all your player scripts on it

sick spindle
#

yeah the main problem is that it calculates the rotation based on a parent rather than the object that gets animated so when the animated object gets offset by root motion the radius of rotation gets altered

snow depot
#

oooh that sucks

#

......

crimson delta
snow depot
#

@sick spindle is it possible to take the animation data from the original and put it in an animationcurve?

#

what I mean is that the animation file itself won't modify the root

#

but you can manually move the parent with the root animation data?

sick spindle
#

you can definitely remove the root motion in the animation curve i did that already

#

but im still on the fence about whether I want the motion or not

#

because one of them is a greatsword jump attack

#

and it doesnt feel quite right in place

snow depot
#

don't you just want the y motion then? I assume the character physically jumps

sick spindle
#

oh yeah i kept the y* motion

#

but like

#

the feet placement looks off if they're standing in place

#

because in the original they step forwards

snow depot
#

rip. There's only so much you can do with assets that weren't purpose made for your game

sick spindle
#

yeah its only a school project so im not super worried in the long run

#

anyways i have my solutions I just need to mix and match etc.

agile solstice
crimson delta
#

I'm working with VRM models, would you know how ot make it so their necks and heads can rotate? LIke I can manually rotate it myself? Scale seems to be the only option that works in Unity when I click on their Head or Neck in the hierarchy

#

Or maybe I just can't do it in an active Play scene

#

Is there a way to apply a .anim pose outside of Play Scene so i can line up my models how I want before pressing Play?

#

or will the .anim pose ONLY work after I press play?

bleak glacier
#

Hi! Does anyone know how to have two objects animated in the same animation?

#

I'm trying to take the object in the glass case and move it down as same colored cylinders move through the glass cylinders, like water pumping through a pipe.

hard brook
#

do you need to be working with a human rig to use animation layers? i have a mech robot im working with and wonder if i need a different approach to do what i want

jovial lark
#

Does anyone know how to move a sprite in an animation? here in the video you can see that the sprite automatically centers on the player location, and I do not know how to change this

hybrid tinsel
hybrid tinsel
stuck elm
mortal zealot
#

Hi. I am currently using skeletal animation for 2d. Can I change the bone sprite somehow. It baffles me that the sprite is one, and not a composite of other sprites

hallow bay
#

currently working with rotation animations, and I've seem to run into a problem where I believe an animation isn't finishing correctly, causing it to slowly become more and more offset, despite the values on the curves being the correct rotations

bleak glacier
solar halo
gritty walrus
#

Hi everyone!

So I'm trying to create a simple equip animation, and I made a test one to make sure its working. However, when I try to edit the animation, it seems it completely ignores it, even after restarting the play view. The animation updates correctly, as shown in the gif, when I preview, it plays the new animation, however when I go to pick up my gun, it plays the old, test animation.

The animator is switching to the animation clip properly, however it for some reason is not updating the animation! I've checked that it IS the same animation and there is no duplicates in my assets.

https://gyazo.com/a9dd978856645dfaad66b418fbf4f0fe

gritty walrus
#

Ok! So I can modify the position of the gun, but for some reason the rotation of the gun is not being updated, even with keyframes.

Fixed it. For some reason it allows the gun to be moved anywhere and will be updated, but the rotation doesnt get updated. To fix, I just created an empty game object and used that to rotate, then made the gun a child of the game object

signal mulch
#

Hi hoping this is the proper spot to ask, Im working on an assignment and Im strggling with the animation, dose anyone have some time to help?

agile solstice
signal mulch
#

ok. . . . .Im trying to move objects if the player interacts with them, as well as hiding and unhiding if the object is in the player's possesion

#

Im also trying to make an object spin, and another object create an emission light

#

Im open for a Dm if anyone would like to have a better understanding

crisp jungle
#

Uhh... so I've got two animations - riverE and riverE_W, and whenever I do Play(riverE_W) it plays riverE. Is this a quirk of the animator?

#

Do I have to rejigger the names so there are no nested titles?

#

It will be inconvenient so I'd rather not

#

Oh never mind. riverE is just the default state. So something else is wrong

hybrid tinsel
#

You're supposed to give it a string

crisp jungle
#

I wasn't giving literal code

#

The problem was that I changed the name of the animation 'asset' but not in the 'state,' which is the only place where it looks

hybrid tinsel
#

That would do it

crisp jungle
#

Yeah it's kind of confusing... I feel if you change the name of the animation it should also change the name of the states for that animation

#

not sure why that would be separate

#

but there's probably reasons

hybrid tinsel
#

There is a pretty good reason.

#

You can have animator variants that use the same states but different animations.

#

So if changing the clips changed the states it would totally break.

frosty notch
#

Hey there guys! i've asked this question before but did not get any answers, basically i have a characters sprite sheet animations and use them to create some animations, i use animator.play(int StateNameHash) to play them through code, however the animations have this weird freeze at the end where they freeze at the last sprite frame
I also have this weird extra space in my animation window where the last sprite is in the animation (not sure if it's just something normal) but idk if it's what causing the animation to lock on the last frame, can anybody help me solve this issue?

here's what i tried for now :

  • remaking all animations (maybe i set them up wrong at first) and that did not work
  • adding and remove extra keyframes but that does not do anything
#

i really don't know where the problem comes from and i really can't seem to fin an answer, i don't know if it's the animation window bugging or if it's something within the sprite sheet (although i checked the sheets many times and they are totally fine and imported correctly) i've also made sure to check off animation looping for animations that do not require looping and there is no exit time on any state since i don't use the animator states anyways

frosty notch
#

can anyone help me with solving this issue? :(((((

agile solstice
hybrid tinsel
frosty notch
#

Basically i have a coroutine that does:
Float delay = animator.getCurrentStateInfo(0). length
Yield return new WaitForSeconds(delay)

#

And then switch back to checking for idling or walking animations and setting them accordingly

#

But even with that the animations keep freezing

random gale
#

Can a box collider and capsule collider effect each other in the scene, especially with ray cast?

I have a box collider on my zombie boss which acts as the trigger for the zombie boss to punch the player I use for when the player.
Also on the zombie boss is a Capsule Collider that I use for when the player shoots at the zombie boss to trigger a particle system hit effect (as if bits of flesh are coming off the zombie boss when hit by bullets)
On some zombie bosses the box collider and capsule collider overlap and it's working fine, but on other zombie bosses the guns do not trigger the particle system hit effect, so I lowered the box collider and I got it working again in play mode when the player shoots at the zombie boss.
So the capsule collider and box collider effect each other?
and what can I do to shop the capsule collider and box collider from interfering with each other in play mode?

agile solstice
hybrid tinsel
hybrid tinsel
#

Like I said, the length of an animation includes the length of the last frame.

frosty dove
#

got issue importing animation from mixamo to unity, any idea why?
ping me if u know
thank you

frosty notch
frosty notch
wide rapids
#

In Blender I have 4 bones. finger 1-3 and one finger.ctrl as bone control. finger.2 has a bone constraint (chain length 3) attached.
When exporting to Unity and using the Bone Renderer however I can only see finger.1 and finger.2. The rest is available but not visualized. Any idea why that is?

agile solstice
#

You can alt-click the arrow of a GO hierarchy to maximize (or minimize) it entirely, then shift+click to select a range of GOs and then drag&drop into the renderer's list to instantly have it render all bones

#

Maybe there's an even better way but this one seems quick enough

wide rapids
agile solstice
#

The 4th bone is called "ctrl" which implies to me it could be a control bone and may not be connected hierarchically

wide rapids
#

yeah it's separate and I used ctrl only for posing purposes to build the animation in blender. But now using Animation Rigging package in Unity I feel the ctrl bone is messing up the posing somehow :/ I thought it's related to the visual representation somehow but doesn't seem to be the case

random gale
#

Also I was looking at the unreal engine and the graphics are a bit better by like 10% but thats it

sleek field
#

Hello! I'm looking for a Unity artist, someone who can animate movies within Unity. Please DM me.

mellow zealot
#

I'm having the most confusing animation problem ever.

#

I have an animation that looks and works fine
Until I copy the keyframes

#

Which I need to do, in order to edit it and add animation events

#

This is frame 56 in the source clip

#

and this is frame 56 in the new clip, which consists of
the source clip copied into the new clip

#

There's no errors on import, no errors in blender, no errors at all actually

#

But somehow, it just fucks up

#

In blender, I have now changed the rotation order to ZXY to match Unity, and shall check if that works

#

it is now broken but in different directions.

#

I'd really appreciate some help with this, because this is the first time that its happened

#

A new development has been made

#

ONLY the arms are broken

#

scratch that

bleak glacier
#

(nvm I figured my question out)

zenith ginkgo
#

so im pretty new to unity and Im trying to learn how to add animation to my sprite.. My box collider was working well until I added my idle animation, which it moved the box half way under the sprite, im trying to fix this but cant seem to get it working properly.. does anyone know the problem?

#

this only happens when i click play

sly sedge
#

does anyone have a youtube tutoral or something to help me get started with game develpment and just get the basics down

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/

agile solstice
# zenith ginkgo so im pretty new to unity and Im trying to learn how to add animation to my spri...

Animator overrides component properties such as transform position when the animation plays
Transform properties such as position are relative to parent transform, and collider center is relative to its own gameobject transform
I guess you might have moved the character "above floor" when making animations for it, but that means the collider is still centered to transform zero, and so is the sprite when the animation is not playing

soft cloak
#

Im trying to edit some coliders on an animation

#

but everytime I do something

#

only the first one is changed

#

and Im not even trying to change the first one

red bramble
#

hey, did you even wind up finding a solution for this? I'm having this exact problem now...

peak sigil
#

uhhh maybe? i don't recall too well

#

give me a sec i'll open up the project

#

yea no i can't recover the blend file i have nooo clue where it went since i changed my file organization since then: however

#

somehow i got the animations to be humanoid animations and i'm fairly sure that was a large part of the problem with my og setup that i was trying to troubleshoot

#

i don't remember at all how i went from then to now though >>

#

@red bramble hope that clears something up

red bramble
#

the problem I'm having is that I'm trying to export animations that just set one bone to a constant value

#

Blender really likes throwing those out completely if I don't turn on "Force Start/End Keyframes"

#

I guess that's because it "bakes" the animation, so it just looks at what each channel's value is at each frame

#

there's no real difference between an unkeyed channel and a channel that's constant

#

oh! i just realized

#

i can export one animation that has many poses and then make many clips from it

red bramble
#

bit of a nuisance -- I can't easily make an animation that just animates one bone to be the same as the default value, since Blender eats it

crimson delta
#

Why can't I press Play, record something new, or add a property to this anim file i got from mixamo? Is it because it's already tied to a blendshape? I can delete keyframes and change values which modifies it, but that's it. I want to add a property to it

#

is it read only or something?

agile solstice
crimson delta
#

What do you mean? Yes it's a humanoid avatar, but I don't udnerstand why i can't edit this animation that I got separately from Mixamo, is it because when I downloaded it from Mixamo, it was already attached to a rig?

agile solstice
crimson delta
#

I see

#

so if I download an animation from Mixamo, am I able to modify it, or do all of mixamo's animations just come baked as a Humanoid type?

agile solstice
crimson delta
#

Got it, thanks

wind sparrow
agile solstice
wind sparrow
agile solstice
crimson delta
#

I watched a video on how to change the idle pose for a model, by applying a Controller (in my case a second one) to the ROOT of the model, then going into the Animator window, and drag/dropping the .anim file onto it, then linking it to the Entry node.

My problem is that that video had an anime file that was simply a pose change, like from standing to a sitting position. What i want is to use a whole 2 second animation for my model's idle pose, basically make their default standing pose a swaying motion, not just static standing in place.

I can't seem to get it to work, is there an easier way to change a model's default idle to a moving animation instead of static standing/t-pose?

wind sparrow
agile solstice
crimson delta
#

@agile solstice I get that, but in the video, she does this....Entry is linked to the Orange tab, which is her Empty State that she linked her pose animation too. And it worked. I do the same exact thing with an animation that isn't just a single frame long on a loop, but with a 2 second looping animation, and it won't work, yet the animator says that it is running and looping

agile solstice
twin musk
#

unitynub here, got a new 2d animation working perf, except the 360 rotation of my player body (top down) messes with it when playing during player rotation. What's the trick do make the anim play and also account for the player's movement?

#

the animation is a pickaxe swing - so pretty basic - 90 degree z axis rotation, then back. it works, but if I also rotate my player the same 90 z, then it ends up negating some of the pickaxe swing.
My player object hierarchy looks something like:
Player
-PlayerRotation
--PlayerBody
--PlayerPickaxe

twin musk
#

here's the issue demonstrated. anim look good when player not rotating. can i make the anim play and stay relative to the player's rotation? i'm guessing it's easy, like i said, i'm newb, so thanks for any insight!

hybrid tinsel
hybrid tinsel
agile solstice
agile solstice
sage onyx
#

Is root animation even worth the effort.. my character is moon walking forward??? not synced with the walking or running.. ik is checked and unchecked??

hybrid tinsel
#

And foot IK is mostly to correct for different proportions when retargeting.

agile solstice
static cosmos
#

Hi, I'm having problems exporting an animation from blender to Unity

agile solstice
static cosmos
#

these are my options and modifiers, the animation only moves the object to the X, that's the reason why it only moves to that direction but in Unity, it doesn't consider the curve that makes it move that way, the animation is doing what it should but it isn't moving curve how it should

knotty condor
#

I have a slash vfx using particle system, however I want the slash vfx to launch forward, do i just use the animator to achieve this or another way?

raw zephyr
#

Anybody know how Starfield has such good lipsyncing? I'm not sure I've seen another game with lipsync as good as it

dark jetty
#

attacks instantiate gameobjects. How can I make those gameobjects play a spritesheet animation with least amount of work?
also don't want it to be performance heavy.

agile solstice
astral cave
#

Hello everyone! Im new here and I'm not very into unity yet šŸ™‚ But I've made couple of 3D models in Blender, with animations, textures etc. Something weird happens with some animations while used meta-rigs. My model goes wild 🄲 I have no idea why tbh, have tried every solutions I've heard about, but nothing worked at all. I hope to find some tips here (probably it

agile solstice
astral cave
agile solstice
astral cave
astral cave
agile solstice
astral cave
thin ginkgo
#

anyone know a good assetpack with 8 directional animations for basic, pistol and rifle? and i need strafing for left right

west chasm
#

UI animation is not playing and I have no idea why?

#

I used the same technique on my other scene and it works perfectly fine

loud halo
#

hey guys, anyone got some tips for mobile animations? We have 2d characters animated for 30fps, but those animations don't really feel smooth compared to 60fps, but I think simple animations like idle/movements should be smooth in 30fps

ancient cove
#

Hello, is anyone familiar with IK? I am using LIMB IK but for some reason if you straighten the limb the ik seems snappy.

#

(2D)^

torn stirrup
#

not sure if this is supposed to be here, but

#

When dealing with animation controllers, avatars and the like

#

is there any major difference between a regular Mesh Renderer and the Skinned Mesh Renderer?

#

I know bones are a thing, and you can use those to control deformations, but, I'm under the impression that if you're just going to use keyframes anyways, aren't bones kind of unecessary? Or am I misunderstanding what's the skinned mesh renderer for?

dark jetty
#

can I animate a spritesheet without using animation controller?

agile solstice
dark jetty
#

I want to have animation spritesheet for every projectile/ melee slash attack. Wouldn't I need to make an animation and a seperate animation controller for each attack?

#

seems kinda bad

agile solstice
# torn stirrup is there any major difference between a regular Mesh Renderer and the Skinned Me...

Skinned Mesh Renderer deforms meshes according to weight maps so you can fit them over armatures in a flexible way, regardless of what's moving the bone transforms be it animation, scripts or physics
"Keyframes" are just points of animation data that tell the Animator to override properties of a component, usually Transform position or rotation, but it could also be blend shapes or sprite reference or anything

agile solstice
#

Then you'd animate that index instead of the Sprite Renderer, so your sprite arrays would then be functionally sprite sheets

#

Scripts can be set to run in editor so you can see the sprite changing when animating without touching the Sprite Renderer

#

These arrays could be most convenient to store as Scriptable Objects

dark jetty
#

yeah seems like that's a good option. I imagine performance would be worse than with regular animator controllers tho?

#

or not tested?

agile solstice
dark jetty
#

ok thanks

agile solstice
#

If you need like a thousand of them at once then you could look into shader based flipbook animation instead or something else more heavy duty like that

#

Though even with a thousand of them the scripts might not be your bottleneck

west chasm
#

why cant i press the play button or anything?

#

how do I change the sprite to an Image.Sprite

lost gazelle
#

Hey, how do I fix some avatar animations? Some of the animations play strangely, like my character's head goes up too much.

visual carbon
#

is anyone there !?

#

like i have a problem with timeline , im tryna add animation on a character like a walkin animation but the terrain the character is on is not flat , and the animation, well , is pretty much on the x axis , how do i apply like physic on the animation so that when the dude walkin , he stay on the floor and doesnt fly away

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i tried usin collider and shit but it only apply once the animation end , not b4 , not durin only at the end

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and that piss the shit out of me off

jovial seal
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so this is my issue and i have no idea how to fix it !!

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does anyone have any idea, because i guess its waiting for the idle animation to finish

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but id love that delay to not be there and i also dont want to wait for the running animation to stop before idling again

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this is the code, btw

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    void FixedUpdate()
{
        rb.velocity = movementInput * moveSpeed;

        bool state = false;

        if(rb.velocity.magnitude > 0) {
            anim.SetBool("isRunning", true);
        } else {
            anim.SetBool("isRunning", false);
        }

        if (movementInput.x < 0) {
            state = false;
        } else if (movementInput.x > 0) {
            state = true;
        } else {
            state = spriteRenderer.flipX;
        }

         spriteRenderer.flipX = state;
}
     void OnMove(InputValue movementValue){
        movementInput = movementValue.Get<Vector2>();

        anim.SetBool("isRunning", true);
    }```
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i added it in the on move input too just in case but it didnt help

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i think its just an animator issue

agile solstice
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There's probably a delay/offset and or an exit time set there

magic frost
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Hello, im using this line to get the progress of animation in my animator:
scroll.size = _playerScript.animator.GetCurrentAnimatorStateInfo(0).normalizedTime;
problem is, recently i had to make a few avatar masks and animation layers to combine them, this code kind of works, as it still gets the animation progress in the end but on the start it looks to mix it up with other animations because my scroll size is moving buggy at the start
So i wanted to know what would be the way to get the animation progress in the particular layer

west tulip
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Hey guys ^^
Is there some documentation/tutorial with the animation rigging package? Because my constraints are lost when I build the game...

agile solstice
west tulip
agile solstice
west tulip
lean valve
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First time doing 2d animation. So I was watching this video https://www.youtube.com/watch?v=k4LkNtp9_wU&t=142s which was the most detailed and most up-to-date video I could find, but then they click "Auto Geometry" at 4:35 and it creates a mesh for every body part of their sprite, but for mine (pic), it just makes a big blob around it. I did notice that they have they have all the body part spread out kind of like I do (2:21), but I don't know how to separate them like how they did in the video. Do I have to create a separate png image for each of the bodyparts or is there a way to manually split them?

Unity 2D Animation tutorial, about getting started with 2D Skeletal Animation in Unity 2020. By the end of this video, we will have a fully rigged character – ready for animation.

šŸŽ FREE High-quality assets: http://bit.ly/2dhp-free-yt
šŸ“¦ Download project: https://github.com/notslot/tutorial-2d-anim-character/releases/download/v1.0/Unity.2D.Anima...

ā–¶ Play video
west tulip
lean valve
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Oh shit I had the sprite mode on Single instead of multiple, but I still dont know how to do this

west tulip
lean valve
west tulip
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That's a good thing u.u

jovial seal
agile solstice
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Since it works on top of Animator code

lean valve
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..Okay so, the tutorial has me confused. On the picture you can see the bones I have on the test rig, but the head has bone influence of every bone, whereas I want each of the body part to be influenced by the bone that is on it. I think I could create one the bone under one body part, then move on to the next, but not sure how the hiearchy would work then, and it is not what they did in the tutorial (https://www.youtube.com/watch?v=k4LkNtp9_wU&t=142s), and I am pretty lost

Unity 2D Animation tutorial, about getting started with 2D Skeletal Animation in Unity 2020. By the end of this video, we will have a fully rigged character – ready for animation.

šŸŽ FREE High-quality assets: http://bit.ly/2dhp-free-yt
šŸ“¦ Download project: https://github.com/notslot/tutorial-2d-anim-character/releases/download/v1.0/Unity.2D.Anima...

ā–¶ Play video
west tulip
west tulip
west tulip
lean valve
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Does anybody know a goddamn up-to-date tutorial like this? There are several major thing missing or different in the tutorial than it is in my editor (2022.3.7f1)

west tulip
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Well let's hope some 2d guy comes here šŸ¤ž

lean valve
west tulip
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Wah for real... my constraints works only if I have imported the package samples. Even if I include nothing in my scene xD

merry garden
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Hi, does anyone know why this is happening? Unity version 2022.3.4f1 - I've restarted and still have the same issue.

merry garden
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Will do UnityChanSalute

stuck elm
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For such a low res image you'd probably have to manually draw polygons.

stuck elm
lean valve
# stuck elm It looks like the difference there is size and possibly compression. Their image...

Yeah, did it (I think), and it worked, but I really can't seem to get the bones correctly. Do you happen to know how to do this, or at least a newer tutorial explaining this? So far all of them did the thing I can't do, add bones without a body part selected. But for me, that causes all of the bones to be made only for that one body part and I can no longer follow the tutorial as they rely on adding the bones like that.

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If the question is a little difficult to understand, then my apologies, when I get home I'll add some pictures if you'd like that

twin surge
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Hello guys! im trying to add root motion to this model but something is not working. the charachter is moving faster then it should(with foot sliding) and then teleports back a little when the animation loop starts over. can anyone tell me what might be causing this?

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does it have something to do with the "Root Transfor Position (XY)" loop match being red?

hybrid tinsel
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Did you not actually enable root motion on the animator?

twin surge
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here it is

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evrey bone that is controlled by ik in blender just.. breaks

lost gazelle
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Hey, how do I fix some avatar animations? Some of the animations play strangely, like my character's head goes up too much.

stuck elm
dense magnet
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So I have a few animations I would like to add events to. The animations are Read-only and I would like to know if there is a way to remove the read-only status from the animations to add events OTHER than duplicating the animation?

agile solstice
dense magnet
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Found it

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Thank you

random gale
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With this script I am trying to get the audio source that is on the zombie boss model, to play when the zombie boss explodes when he dies.
the enemy script is on the empty game object parent, the zombie boss model is a child of the empty game object parent.
In the enemy script Explosion Audio Souce box fild the zombie boss model is selected.
I just want the audio source to play when the zombie boss dies and explodes, right now it plays but when the zombie boss spawns in the boss room when the player walks through the trigger

jovial seal
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hi im back with another issue lmao

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idk why but if i just lightly tap left or right on my keyboard the transition is perfect because the sprite just barely moves

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but if i lightly tap downwards the entire animation for the bottom plays which makes no sense

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down and left/right transitions are the exact same thing and they have no exit time

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exact same thing and yet for some reason the downwards animation just plays the entire thing and wont switch

split compass
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is my jumping animation good?

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or do i need more frames

lost gazelle
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Hey, how do I fix some avatar animations? Some of the animations play strangely, like my character's head goes up too much.

jovial lark
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I have a problem where I want my running animation to be on the ground, like my idle animation, but the running animation is not as tall as the idle, so it gets lifted up to the center of the player position. Does anyone know how I could lower the sprite within the animator?

agile solstice
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If you slice your sprite sheets by grid count / grid size and your sprites are drawn on the sprite sheet correctly relative to the sprite grid, then their relative sprite pivot will not change and no extra work is required to offset it

jovial lark
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For the first option, should the animator component be on that child gameobject as well?

twin musk
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Woah blender for 2D pixel art

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I rarely see that

agile solstice
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(nested Animators are possible but that's not what you want here)

jovial lark
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Yeah I see now, got it to work. thanks a lot

lucid monolith
jovial lark
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Thanks, I appreciate it

jaunty prawn
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Hi do you know a method for giving a feeling of animation on a 2d image, i try to animate resize (increase and decrease) but it not render well

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For giving breathing effect

jaunty prawn
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Image get bigger after smaller it s not look good

burnt fiber
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I have some crazy idea would like to ask

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Would it be actually possible to remove humanoid system out of animation system, and then inject the humanoid system back with Animation.Rigging package instead ?