#šŸƒā”ƒanimation

1 messages Ā· Page 21 of 1

burnt fiber
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I feel like most of the humanoid system is actually just a subset of rigging system. Not really an animation system

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But I don't know if my hunch is actually true, I am programmer and not artist who very proficient in animation

rancid zodiac
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Not sure if this is the right channel but I imported an animation from Blender to Unity and I would like to know how do I add an Animation Event to it?

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as you can see the animations are "read-only"

lost epoch
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Hey guys - how would you create a 2d conveyor animation?

Specifically I'm talking about the chain.
I created a single image using a rounded rectangle with dashed lines, but not sure how to animate it. It's not something I can simply rotate.

lost epoch
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This is pretty much what I want, the chain: https://youtu.be/WFB9vp8W9eg?si=mIcyWZ8YioAtE9tg&t=253
But inside Unity

https://drive.google.com/drive/folders/1GTRWiqnOZx7rXbINF6753f0NXQLv_4Hz?usp=sharing

HOW TO ANIMATE CONVEYOR BELT - After effects Tutorial in 5 mins

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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.

hybrid tinsel
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I really am not sure what you are trying to achieve. The humanoid system is primarily designed for retargeting- allowing any valid humanoid animation to work with any humanoid character. The built in IK is a bonus.

lost gazelle
burnt fiber
hybrid tinsel
hybrid tinsel
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Your posts have all been essentially "I have a problem please help."

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Like, if your animations are incorrect it might be something wrong with the importing, it might be something wrong with the exporting, you might have the wrong avatar type, you might have some script that is animating chunks of your character... Who knows? I sure don't.

hybrid tinsel
lost epoch
lost gazelle
jovial seal
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so i have my scale on one animation different from another, and when i run my sprite like scales down to get to the scale of the animation, i dont want that visible sizing down tho, i just want it to switch to the animation immediately to the appropriate scale, is there a way to do this?

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^ theres an example

burnt fiber
# hybrid tinsel What I feel is that you're not explaining yourself very clearly.

Well, it still really vague idea that's why I want to ask anyone with experience about animation. But the point is, if the humanoid system would be merged with Animation.Rigging package, there would be no conflict between 2 system because humanoid would be just another set of rigging system. And it would also easily expanded into semi humanoid or animal

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What I wonder is, if it really true that we could make Animation.Rigging package doing everything in place of humanoid system. Not just IK and aiming

hybrid tinsel
burnt fiber
hybrid tinsel
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Ok, So do you actually know what retargeting is for?

burnt fiber
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I think, from the programming perspective, it just map the naming of the joint and bone to make any animation with the similar structure of bone can reuse animation, is it?

hybrid tinsel
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No.

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Or at least, that is only part of it. It converts the animation to a format that will allow the same animation to work with characters of different proportions as well. Rather than being directly based on the transforms, it uses virtual muscles and a 'pose space' data format. The built in humanoid IK is used to allow adjusting the resulting animation to avoid errors such as feet 'swimming' when the animation of a character with differently sized legs is used.

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For instance, you can see here what a difference it makes.

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The animation rigging package doesn't really do any of that stuff. It doesn't really care about the structure of your object or any of that stuff, and works on transforms rather than muscles.

grave forge
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hey weird questions, my fbx import generated like 70aniamtions, how do I combine them in one file?
As you can see between blender and unity are massive differences

hybrid tinsel
grave forge
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luckily the files aren't in binary format, I'll just write a quick python script

hybrid tinsel
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Like I said, if the source file is all in one take, it will import it as one animation.

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I don't use blender so I can't be more specific about setting that up.

burnt fiber
agile solstice
# jovial seal so i have my scale on one animation different from another, and when i run my sp...

Your animation transitions blend animated properties linearly over the duration of the transition
So, your transitions must be made instant with 0 duration
Most properties can be blended, but sprite references can't be so you have not spotted this issue visually until now
But it did exist though, as trying to blend sprite reference keyframes will pick the closest one resulting in a delay when blending

jovial seal
agile solstice
jovial seal
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Oh wow. I don’t know how I overlooked such a setting. Thank you so much it even fixed my other problem

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. Before adding the avatar, the animations worked fine.

chrome grail
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It seems like any animation pack I have tried from the asset store doesn't work with any of the models I've tried. Mixamo models, various asset store models, armature model. Am I just doing something wrong? I get one error that says the hip bone is not correct but I don't know what's wrong with it.

agile solstice
chrome grail
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The armature and various models are humanoid as well. The animations are humanoid too.

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The error is when I try to change the animation rig source to ArmatureAvatar this import message shows up Copied Avatar Rig Configuration mis-match. Transform hierarchy does not match: Transform 'Hips' for human bone 'Hips' not found.

hybrid tinsel
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You only copy rigs from existing when it is essentially the same model.

hybrid tinsel
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The custom mesh is how I did the tires and chains for this bike, for instance https://i.imgur.com/llQbtsf.mp4 but that was before the new packages. I'm not sure which of the two is more suitable for this.

hybrid tinsel
lost gazelle
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*closed

chrome grail
sharp bison
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Someone can explain me why when i import an animation from blender it don’t work in unity and give me this message ?

When I watch tutorials on youtube people do the same actions than me but for them it work but not for me

agile solstice
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Animations work by finding the explicit path and name of the property

sharp bison
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How can i know what is precisely the good position where they have to be ?

agile solstice
sharp bison
hybrid tinsel
sharp bison
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Oh yes you are right but it is strange

agile solstice
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If there's empty space before the keyed property, that implies the property is on a child gameobject
If there's not, that implies it's on the same gameobject as the animator

sharp bison
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To work the animator need to be placed on the Prefab Folder and not directly on the door

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But it is strange because it can be difficult if you have many objects to animate

agile solstice
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These two are 100% different property paths as far as the animator is considered

sharp bison
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With all of these i find it is more easier to animate on Unity than on Blender šŸ˜‚

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But thank you for help

hard brook
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my walk to idle transition needs some tweaking, wondering if anyone could make some suggestions. currently when stopping movement, its not an instant transition with the walk continuing a hair. if i set transition duration to 0, it will switch faster but then just doesnt look good as it's snapping from walk to idle

wet mesa
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is there any way to retarget animations between quadrupeds?

agile solstice
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This is an issue with weight mapping, and usually occurs with automatic rigging techniques
Unity versions do not touch this kind of mesh data

stuck elm
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I've done it with nevron in Lightwave, but that was a while back and there are probably much better tools for it these days

quick swift
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Any experience, examples or tips of skirts/dresses rigged in 2D skeletal animation? I'm really struggling with it.

twin musk
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how would you go about combining the animations for seperate parts of the body?
say you have a walking animation that only targets the legs and

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some kind of upper body animation

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that way you could combine upper body animations and lower body animations

lost epoch
hybrid tinsel
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Math is probably the best way but you can also just draw it using a cylinder as a reference

lost epoch
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šŸ¤” not sure what you mean by drawing it using a cylinder.
I mean it sounds like a static image, which I wouldn't be able to connect the chain to the other parts and then make the texture "move"

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but if Math is the best way - I'll go with that. Thanks!

sharp solar
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Hi everybody! Yesterday I started with the animation rigging package. It seems so good! But I don't understand how to bake animation back to the hierarchy. The editor complains about human animation. Someone can help me please?

inner marsh
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Hi Everyone!!, I am new to timeline and splines and I am trying to move a gameobject from point A to B using spline and timeline but the surface between the points are inclined (environment is path along the mountains) whenever I tried to animate using the animation clip the game object is floating on the air when it reaches a level ground. I have given the spline but the game object is agreeing only one either spline or timeline and even if it agrees timeline it floats on the air when it reaches a level ground. Let me know if there is any solution to achive the game object to walk on the inclined surface and when it reaches the plain ground it should stick to the ground not float on the air. Thanks in advance for the help!!

uncut salmon
quick swift
twin musk
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been figuring out how to make an looping elevator with doors

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basically i have an infinite loop of the elevator going up and down

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with 2 more nodes acts as a break

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i tried adding the oppening and closing doors but

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it just doesnt work

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its basically

IsElevatorDown (Break) -> elevator up + Bottom door close -> Upper door open + IsElevatorUp (Break) -> Upper door close + elevator down -> back to start

agile solstice
twin musk
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howd i do that

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do i really have to time

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the other animation clip too?...

agile solstice
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This could be done with nested Animators
The doors could have their own Animators since they don't really need to know what the elevator is doing at all times, only listen for signals to operate the doors when appropriate

agile solstice
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You control them as if they were on separate gameobjects, even if they exist within the same hierarchy and the one below inherits transforms from above as you'd expect

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The only tricky part is that when you press the record button to modify animations, the editor can seem ambiguous which one of the Animators you're modifying

lost gazelle
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I need some help setting up on avatar please, the character’s fingers are clenched when I chose the right bones, why does this happen?

little sluice
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If I'm using an Animator Override Controller, can I change the speed of a specific animation state via script?

crystal moat
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Hi All

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I'm trying to work with a simple game to test Animation Events but the never get triggered. I must be doing something wrong but I can't figure out what. I'm using Unity 2022.3.4f1

dim patrol
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I have an animation that sets a game object to be off on an addtive layer

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but in play mode, the game object is not off

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and I also cant manually turn it off, it keeps getting set to on automatically so long as the animator component is attached

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but I went through every single animation, its not being set to on in any of the anims imts playing

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why is its state not being set correctly?

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there are no other scripts or special anything, the anim is just failing to turn it off but also preventing from manually turning it off

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is it because the animation layer is additive and not override?

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im really confused

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looking through all the anims, some of them keyframe game objects to be off

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these animations all work as expected

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except for this one animation on this one specific game object

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nothing is different about it yet the keyframe turning it off wont fire

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and I cant manually turn it off either because its state is keyed to the animation

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the animation that isnt turning it off

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after further poking it seems the problem is that if an animation sets a game object to be disabled on the first or last frame, it just won't do that

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it just ignores that command UnityChanThink whuch makes no sense

lost gazelle
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I need some help setting up on avatar please, the character’s fingers are clenched when I chose the right bones, why does this happen?

lost gazelle
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Pls

devout dome
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can anyone guide with this
The animation works fine in windows viewer and Maya but in unity
I have this warning on my HipL_1 and 2

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this is a animation with the character in it. It should be animating the whole body but its only body the whole body as a 1 piece

little sluice
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Is it not possible to animate Image sprites in the Animator? Because it doesn't seem to work

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Like swap out the sprites in the animation

agile solstice
neat talon
hybrid tinsel
hybrid tinsel
lost gazelle
hybrid tinsel
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You use the term 'right,' do you mean 'the bones on the right side' or 'the correct bones'? Who knows? When you say 'clenched' you mean in the avatar test view? When playing an animation? Does your animation even have fingers? What do you mean you 'chose' them?

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Being able to articulate your problem properly is often half of the way to solving it.

hybrid tinsel
lost gazelle
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What I mean is that when I set up an avatar, some of the bones had wrong rotations in the animation and in the avatar preview in its so called "t-pose" when the fingers were making a fist like gesture

upbeat breach
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I just started working on animations. I viewed a lot of videos and tutorials and think i got an OK understanding on how it works. My problem comes when i want to use root motion.
For simplicity, i have two animations. One is a walk animation. I'm using root animation and linked the root to the hips which seems to be the correct choice - except now the players origin is no longer the feet, it is the hips. I can change the origin of the parent gameobject (y=-1.2f for the current model) so the player aligns with the floor again. This seem to work (there is some drifting to the side and very slightly upwards, but that is not my main problem right now). The problem comes when i add the idle animation. I could check the root motion and set the hips as reference again (because that would be just copying what worked) but then the animation actually behaves and the hips being the center, and the animation is slighly moving the hips, which means that when the character is idle, you see the feet sliding across the floor as if the character was hooked up to a swing that kept he hips stationary. This makes sense so i figure "right, why would i want root motion on an idle animation anyways?". I disable the root animation, but now we have a problem - the idle animation leaves the character floating in the air... I can't be the first with this problem? What do you usually do?

jagged ruin
# upbeat breach I just started working on animations. I viewed a lot of videos and tutorials and...

bake your idle animation at the start of the clip, (clip import settings) to not use root motion -- or set it however you want.. Your goal here is to get it to look correct in the 'preview' window. That is all.

Then it will work... and if yuo have any problems, you know that's not related to the clip.. but the animation controller (you know this, because it looks correct in the preview window for the animation.)

Also, do not choose 'motion' under clip settings... unless you are going to use root motion for the clip (like for a moving attack animation, or a jump animation... that has to go to a specific point in world space)

Idles do not really require 'root motion' afaik

lost gazelle
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I need some help setting up on avatar please, the character’s fingers are clenched when I chose the correct bones for it, why does this happen? It does this in avatar preview and animation now

I’ll try and send images soon

devout dome
hybrid tinsel
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And when you say they are the same in both, you mean that they have the same hierarchy, or the same naming? Both?

devout dome
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hierarchy and name are the same
I took the character I was using previously, sent it to a animator and he made a new animation on it. Now this warning popped up

upbeat breach
jagged ruin
# upbeat breach Ok. Thank you. I was a bit worried about the baking of the y axis since then i w...

how much height difference and whats the problem you're having specifically? -- vertical root motion is for something like a jump animation where you want to get the characters 'world height' at the end of the animation... or the difference in height between sitting and standing looping animations....
I mean i guess you could use it for offsetting characters heights, but this sounds more like you have setup your rig/avatar incorrectly...

upbeat breach
# jagged ruin how much height difference and whats the problem you're having specifically? --...

I'm only playing around with one model atm, i was just worried i might run into trouble later if i baked a fixed height into the animation. I've decided to go with your approach and not worry for now - there could always be problems later no matter what solution i pick, i guess that's how it always is - but perhaps i'll be back with more silly questions later šŸ˜„ Thanks for now, i feel a bit more confident going forward now.

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I'm fighting the root motion drifting now - i guess i thought a walk animation would never stray on more than one axis if you looped it forever but i think i found a solution - i'm applying the root motion in my controller and i've decided to just calculate the position based on startPosition + accumulatedRootMotion + a Lerp of how far the motion strays from the desired end location

hybrid tinsel
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Have you looked in the avatar configuration?

jagged ruin
plucky finch
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Is there anyway to update a property of an animation clip at runtime?

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Im currently using animation rigging to make a "hold" animation.
For example, when the player is in "idle" state, an pulls something out, it moves to the "idleHolding" state.

I want the player's hand to turn according to where the player is looking towards - so the camera. But the animation is probably overriding that, so using something like:

playerLeftHandTarget.transform.localRotation = playerCamera.transform.localRotation;

Will not help. Even though i'm calling it from late update.

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The only solution I could think of is to update the animation clip's property - Rotation.z in my case - at runtime.

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If there are better solutions (and im sure there are) - please someone let me know.
Othewise I guess I'll go with this, if I found out how to.

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Although it seems like the target's rotation is getting updated...

But the hand is not turning as it should.

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In the animation clip too

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I really dont know whats happening

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I just solved it by completely removing this rotation property and setting the values of the rotation dynamically, with X and Y being cosntant (0, 90), and roatation.z being a variable that changes depending on the camera's rotation.
If there's another, more scalabe solution, i'd like to here it :)

last wren
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Image
anyone know why i have this error
it doesnt affect my animation or anything like that (at the moment) but its annoying i have no idea why its there

shadow obsidian
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What error?

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I see the WORD "Image". Was there supposed to be an image?

last wren
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idk my image of there error has gone ill get it again

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@shadow obsidian

shadow obsidian
# last wren <@349017582105526273>

Hmm. And you're sure this has to do with animation?

Honestly, I would try just deleting my Library folder to see if it goes away on regenerating the cache

last wren
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yea im like 99% sure its with animation

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when i searched it up someone said u had to change some settings in blender and even after doing that it is there

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hopefully som,eone who has experienced this turns up

shadow obsidian
last wren
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ill cherck again but dont tyhink

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as i imported the model then modified it a bit there is some random like poses and things but idk if that effects it

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@shadow obsidian

shadow obsidian
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@last wren Hmm alright. I would recommend deleting the library like I said, if you haven't already tried that.

When you changed the settings in blender like the person said, you had DELETED the previous import, right?

last wren
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yes

shadow obsidian
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Ok, just making sure

last wren
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lol it would be helpful if the errors were a bit clearer and made sence

cerulean ore
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I'm trying to get the TakeDamage animation to be interruptable if it is triggered many times in succession before the animation can finish. Is this doable using interruption sources?

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this is how i'm trying to set up the transition

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it appears the animations are queueing up, and not interrupting each other right now

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The return transition has Exit Time enabled, and set to 0s

last wren
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@cerulean ore

cerulean ore
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it seems like an editor problem

last wren
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nope ill do that now

shadow obsidian
last wren
shadow obsidian
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It is in the unity project folder

last wren
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im new at unity so if i have it idk where it is

shadow obsidian
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Unity wont work without it

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It is in the same folder as the Assets folder. The root project folder

last wren
shadow obsidian
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Do it when unity is closed though, of course

last wren
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i think resetting unity mightve fixed

cerulean ore
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yea try restarting, then if it doesnt fix then @shadow obsidian 's suggestion would be next step

last wren
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yea it did

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thats lucky

cerulean ore
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ok cool

shadow obsidian
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Have you not restarted unity for a couple days? I thought you said you had this issue yesterday?

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Be sure to close unity every so often

last wren
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its probasbly because i imported my animation like 5 times as i kept making mistakes and exporting wrong things from otehr stuff

last wren
shadow obsidian
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Yeah, so part of it was stuck in the cache I bet. So restarting regenerated that part of it automatically

last wren
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thanks everyone for helping

cerulean ore
merry parrot
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Hello, I don't know if I touched something I shouldn't have but now I don't see the preview of my animations

shadow obsidian
cerulean ore
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to answer my own question, I think the solution is using AnyState instead

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this appears to make interruptions work correctly

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its also way cleaner than all my exit loops

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so this is my new Animation flow, if anyone has any suggestions/comments let me know

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One thing to note is I am using Interruption Source -> Current State for the transitions coming out of Any State

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Learn how Unity's Animator Transition Interrupt Sources work for all values, None, Current State, Next State, Current State then Next State, and Next State then Current State!

In this tutorial you'll see live examples of how not understanding how these work can negatively impact your game's polish feeling, and how to make it feel polished!

In-...

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wheat flint
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does anyone know how to make it so that when my animation finishes executing a variable is incremented into the script of the object with animation? It is a mix of animation and code

wheat flint
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Thank you my love

hybrid tinsel
humble tapir
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I'm noticing my character is doing a little moonwalk at the end of their movement because it is finishing either the walking or running animation before returning to idle. How can I get idle to interrupt in the middle of the animation?

I already have the Interuption Source as Current State and the transition durations as 0 seconds, so I'm a little stumped...

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okay...above was an easy fix. Just untick 'Has Exit Time', for anyone else encounting this problem šŸ˜…

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seems that even though I'm specifying a 0 second transition, because it has an exit time it still wants to play the whole animation

devout dome
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guys I want to export animations from my character so I can fix in maya and reimport them

vernal hemlock
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So i have a blending tree setup for my idle animations but when i goto a positivve y value on my board it still gotos idle foward insead of back

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Hell the only idle animation that will play after i finish walking is this one

topaz solstice
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every time am trying to select a bone to move it , it giving me the big box and it just multi select the bones , idk why it do this i try to look what am doing wrong but no luck
thanks

clear current
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trying to rig a model but i keep getting this

shadow obsidian
clear current
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no, my character doesnt have one. its a can of drink with arms.

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not sure how to get around it

shadow obsidian
hybrid tinsel
hybrid tinsel
hybrid tinsel
clear current
shadow obsidian
clear current
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ok thanks

blazing drift
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how can i make this in Unity ?

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while the circle rotatate and the seat still constrain like this i make in blender

rigid stream
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Hello, I'm trying to make animator transition that has exit time and parameter.
I want it to change state when exit time has passed OR parameter true, can I do that? The default is it only change state when exit time AND parameter is true.

rain coyote
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how to tell blend tree to start animation from the first frame?

agile solstice
sage thistle
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Does anyone know anything about scale compensation in regards to importing animations from blender to unity, was not aware that unity doesnt do/handle it the same way blender does so squash and stretch and other things have broken all my animations, was wondering if there was a script that could be written that would go in and fix them without having to reanimate as we're talking about 200+ animations at this point. I'm using the CGdive plugin in blender btw to bake animations to the deform rig so animation editing can be more modular.

agile solstice
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Some of them may have extensions or converters to make them work with game engines though

sage thistle
agile solstice
sage thistle
agile solstice
agile solstice
blazing drift
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@agile solstice not working what i'm i do wrong?

agile solstice
blazing drift
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yes

agile solstice
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That makes no sense

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You'd use a different non-rotating object as the rotation source

blazing drift
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i'll try agin

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it's work now BUT how can i make top of it the right positon?

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like this above

agile solstice
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To see the pivot precisely when selecting objects, make sure Tool Handle Position is set to Pivot here

blazing drift
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i'll try agian

agile solstice
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If a parent gameobject is being rotated, the child gameobjects will rotate around the parent's transform / pivot
This is true for all inherited transforms, not just constraints

blazing drift
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how can i move Pivot point to the top of capsule?

agile solstice
blazing drift
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i can make it. Thank you so much for helpful Constranint componet @agile solstice i luv you friend thank you

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@agile solstice How can i make escalator?

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in unity?

agile solstice
# blazing drift <@166982635950702592> How can i make escalator?

Could be a bit hard to explain in case you aren't familiar with making tank track -like animated mechanisms for Unity
You'll probably want to make it from an armature of bones
Most of the steps of an escalator move rigidly in a straight line, with only the first and last couple of them dipping inside the machine
This means that all the steps that move together can be a joined mesh sharing one armature bone
The steps that move independently would have each their own bone, animated to go inside the machine or come out of it
Then you only need to animate only couple of "steps" of movement, and just reset the animation using Constant keyframe interpolation

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The players would never notice that most of the steps aren't even individually rigged, if you can make the skip seamless

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Or you can rig the whole chain like you would with a tank track, if this trick seems too complicated

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Just note that a lot of tank track tutorials you find online use non-Unity compatible techniques, like a curve modifier or instancing

blazing drift
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thank you

blazing drift
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how can i bake animation in Unity

agile solstice
lost gazelle
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I need some help setting up on avatar please, the character’s fingers are clenched when I chose the correct bones for it, why does this happen? It does this in avatar preview and animation now

I’ll try and send images soon

uncut salmon
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Why do you keep regurgitating the same message over and over?

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You even include the pointless "send images soon", and don't.

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At some point, accept the fact you're not giving enough info for anyone to take this bait to try to help you.

blazing drift
twin musk
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Silly question, but is there any way to multiply the offset of bones in animations?
examples being these silly mods:
https://www.youtube.com/watch?v=07k64aL4alg
https://www.youtube.com/watch?v=bOFDeWlCPmU

hybrid tinsel
rain coyote
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is there a way to blend animation from script without blend tree?

hybrid tinsel
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Yes.

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Though it is kinda involved. Much easier to just call states from code than to do actual blends.

tribal patrol
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I have a model with an animation. Does anyone know how one would get an attached animation to play?

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Made the animation in blender and am trying to get it to play in unity

dawn wharf
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Hello all, I'm working on a simple box model in Blender. It's rigged with an armature so I can then rotate its various parts inside of Unity. However, inside of Unity, after rotating, the shading is messed up. It seems as if the normals are not updated for some reason. Any hints?

stuck elm
dawn wharf
stuck elm
#

Should they not be?

#

If you want no smoothing, you'd probably need to change the normal calculation settings.

dawn wharf
stuck elm
#

You have to bear in mind that normals are per vertex, not per face.

dawn wharf
#

The model is all quads as far as I can tell.

agile solstice
agile solstice
stuck elm
#

Yeah, if the imported shading is smooth you'll probably need to calculate normals with 'none' as the smoothing source... And if that isn't enough, you can either add more geometry to tighten the shading interpolation, or separate the face geometry.

dawn wharf
#

@agile solstice

stuck elm
#

Also, there is no such thing as quads. It is triangles.

#

(In unity's rendering system)

dawn wharf
stuck elm
#

Yes, but you can clearly see the triangles in the shape of the shading artifacts you are getting.

agile solstice
#

The triangle distortion could indicate that the weight mapping is not perfect across vertices that are meant to be level with each other

stuck elm
agile solstice
#

This problem should also appear in Blender if you use a similarly shiny material there

agile solstice
#

But it's a bit unclear what the desired result is

dawn wharf
charred belfry
#

Try with the earlier settings but turn off vertex welding

dawn wharf
#

It's a box, so I want totally flat shading

charred belfry
#

It looks like the backside has merged with the front

dawn wharf
stuck elm
#

It is right in that same panel

charred belfry
#

Which may also have happened in the modelling program

agile solstice
dawn wharf
stuck elm
#

You still have smoothing enabled

#

You want that to be set to 'none' otherwise it will smooth it.

dawn wharf
charred belfry
#

At this point it may be worth sharing the model if you can, maybe someone can have a play

stuck elm
#

You might just need to bite the bullet and add more geometry.

dawn wharf
stuck elm
#

Like 3d artists have had to do since the dawn of phong shading.

#

You're not exporting to FBX?

#

That could be causing issues, too. Unity's .blend support is obsolete and buggy at best.

dawn wharf
#

@stuck elm That would be OK, but I don't get why since it's such a simple model.

stuck elm
dawn wharf
#

@stuck elm No, I'm using the Blender file directly. But I already tried exporting to FBX and it's the same

stuck elm
#

It has one normal value per vertex and interpolates between them across each triangle.

#

And depending on how the bones are set up the geometry might not be remaining flat when deformed, too, which would mean that the normals at one end are not pointing in the same direction as the other anymore.

dawn wharf
#

I'll give that a go then. I'm far from being a modeler, so I'll report back later šŸ˜›

#

Thank you all so much for all the help!

stuck elm
#

This is one of the basic tradeoffs that go into real time rendering. It isn't ideal but it is well understood at least. šŸ˜›

#

If you wanna post an FBX I could take a look

#

I don't have blender on this machine

dawn wharf
#

Just realized this might have to do with how I assigned the vertex groups to the bones. I assigned them by faces, so it means that some vertices are sharing the same bones. I'm going to do a test and report back!

#

Hmmm... Seems to be the same :/

stuck elm
#

Have you tried unwelding the faces from each other?

blazing drift
dawn wharf
stuck elm
#

You have problems one way or another. You need to decide which you want to fix.

agile solstice
#

They're not much more than transform hierarchies, with some additional features

blazing drift
#

the platform i use support bake animation and unity animation with no constrant is there anyway to bake?

agile solstice
blazing drift
#

how can i reccord transform?

stuck elm
#

@dawn wharfWell, I can at least confirm that it does seem to be an issue with your mesh

#

That was with a totally ordinary(albeit kinda ugly) skinned mesh, originally with smooth normals, with these settings.

#

Though all the large and weirdly shaped tris you have going are pretty much guaranteed to cause SOME kind of render error

dawn wharf
#

Thanks @stuck elm . I'll probably go with the route of separating the meshes and getting rid of the armature

agile solstice
#

@dawn wharf @stuck elm I don't think there's anything weird about the mesh
It seems that something at some point is merging normals that are identical, and I'm not sure what

#

This happens when exporting a rigged but untwisted cube with fully flat normals

#

The corners remain sharp because they're sharp to begin with, but the vertices on the cube faces seem to be merged

stuck elm
#

Now that is curious.

agile solstice
#

Regardless of import settings

stuck elm
#

Though I suppose that the answer to that is to export the box folded and use the bones to unfold it

#

Instead of the other way around.

agile solstice
#

Yea I think that'd work
As long as the folds are in the mesh instead of pose

stuck elm
#

What happens if you add an animation to the mesh? Do they still get merged?

#

that is, if you add an animation to the FILE

#

Might be worth digging into the asset preprocesser and seeing what's up; it might be some sort of attempt at optimization.

agile solstice
#

These are the only relevant settings in blender's FBX importing which don't do anything for our purposes

#

No flatness even with animation in the file

#

There are shaders that can render flat shading even on meshes with merged normals but it seems weird to have to rely on it
Especially if we want only some edges to remain sharp

stuck elm
#

Hrm, interesting.

dawn wharf
#

This seemed like such a simple model I could make šŸ¤¦ā€ā™‚ļøšŸ˜…

stuck elm
#

You could provably write a script to eparate the faces if that is what is happening.

dawn wharf
#

Just to make sure my model above wasn't messed up for some reason, I did a 2 planes file and the result is the same ĀÆ_(惄)_/ĀÆ
Any thoughts @stuck elm @agile solstice ?

agile solstice
#

I'm thinking that instead of merging the normals, the normals might be smoothly rotated by the mesh skinning so that hard faces never form visually

#

Here's a cube bending smoothly even though none of the verts are welded and some faces I moved to be entirely disconnected

dawn wharf
#

What would you recommend to circumvent this?

agile solstice
dawn wharf
#

Thanks @agile solstice , I'll give that a go

worthy verge
#

I am Trying to build a 4leg walker with unitys Animation Rigging system. I got this far, my walk cycle looks absolutly fantastic and im really happy. But in the red Circle on the head, where the 4 Leg Bones come together, i would love to have an option to move this point up and down with Code so i could lower it depending on movespeed. Is there something i did wrong with the Model or am i not seeing the whole picture here ?

worthy verge
#

Even if i add a Transform Constraint and move the Bone around, none of the other bones follow. They all just act like the model got moved (which it got) i have no clue how to manipulate a single bone 😦

worthy verge
#

UGH. I fucked up my bone setup so badly that noone couldve helped me ... Thanks anyways for reading ā¤ļø have a nice day!

potent imp
#

is there a fast way to remove root motion instead of deleting those root stuff one by one?

#

my friend made all animations with root motion šŸ˜…

#

quite time consuming to remove those things

gaunt estuary
#

i've been making a tool to convert animations with one reference position (like a gun on the shoulder) to another reference position/rotation (like a gun on the shoulder when crouching) and i finally got it working except i keep encountering gimbal lock and despite my best efforts have no idea how to avoid it, basically:

i get the local euler values from the provided animation, construct them into a list of vectors, then convert them into quaternions, "subtract" (aka multiplying the inverse) them from the provided rotation, which is the clip's reference roation, (which is a euler made quaternion), then "add" (aka multiply) them by another provided rotation, which is the new reference rotation (also a euler made quaternion), then finally convert that calculated quaternion to euler to add to the new animation as keyframes

which all works except for gimbal lock. everything i've found says to "use eulers as little as possible" but from everything i can find im doing just that, the only time i'm using eulers is when im getting them and storing them from the animation, and then converting quaternions into them to add to an animation. any ideas on how i could fix this? is it possible i can use quaternions for the animation directly?

i also tried using quaternion interpolation (and setting the curves to linear) and uhhhh, yeah i dont even know what's going on here:

sage dock
#

Hello Good Day everyone!
i have Problem with my character.
i tried to humenoid it for character animation BUT.... im getting this error !
I've checked the bone mapping and everything was fine.
and even created a new avatar.
also checked parenting in blender
but still dont know what to do
Please help!!!

hybrid tinsel
gaunt estuary
plain scaffold
worthy verge
plain scaffold
worthy verge
gaunt estuary
#

i think there's some shenanigans from how it goes from these 2 rotations

#

because the conversion from quaternion to euler angles is wildly different on the third frame compared to everything else

#

or maybe this isn't it at all and ill spend another several hours wintering away trying to figure out why my rotation swooshes from left to right instead of just simply going from a to b

gaunt estuary
magic fox
#

is an animator required for clothing mesh to be applied to a character using skinned mesh renderer? I want the skinned clothing to follow the character as it moves around. a bit unclear on the setup or if it actually needs two animators (player and clothing)

hybrid tinsel
steep tapir
#

Hey there, I new to Unity and dove in because I needed to adjust 3D animations in an app I bought. But, there's a hitch. The animationClips aren't syncing with the main mesh of the human body (it's called: "Genesis3Male.Shape"). The animation tab shows parts of the mesh as "missing" (see image below).

Any help massively appreciated!

hybrid tinsel
steep tapir
hybrid tinsel
#

Then what were you expecting to happen?

steep tapir
#

Sorry - not familiar with Unity

#

So now I need to import this mesh into Blender, rig it and make sure it matches the name perfect and then it would work -- right?

#

@hybrid tinsel

#

The mention of "Skin: 172 bones" in the inspector of "Genesis3Male.Shape" indicates that the 3D model does indeed have a bone hierarchy... is there any way for me to verify this?

hybrid tinsel
#

The rig tab of the importer.

midnight terrace
#

This is prob an easy fix but can anyone help me I'm trying to make animations and my character keeps going under a bit

#

I tried many things but didn't work

steep tapir
agile solstice
# steep tapir

This is not the mesh import settings
You've clicked on the mesh data within the imported mesh

steep tapir
#

I clicked here...

#

and this pops up

agile solstice
steep tapir
#

Yessir!

agile solstice
# steep tapir Yessir!

That explains the lack of import settings
Unfortunately we don't deal with decompiling here, for multiple reasons

steep tapir
#

:(

lucid monolith
#

i struggle really badly with 2D pixelated walking animation

quartz crypt
#

why i can open only last animation other not works

#

is this big problem?

shadow obsidian
# quartz crypt is this big problem?

Can't use a Humanoid type without the right bones. Choose generic. Might be the direct reason you can't open the others šŸ¤·ā€ā™‚ļø

sage dock
#

Hello can any one recommend me a good tutorial for making custome animation for my character and humenoid rigging in blender or unity it's self?
šŸ™šŸ»šŸ™šŸ»šŸ™šŸ»šŸ™šŸ»

#

I have Problem with mixamo animations!

gray bough
#

Hey guys
Im a beginner game developer just trying to figure out this huge animation problem in unity
ive been trying to fix this issue for weeks now but i cant seem to find a solution to it.
All i've been trying to do is to animate a simple rotation of the player going around the map
as part of the whole flight shooter experience im learning to build.
I have like no clue whats going on but whenever i TRY to animate a simple rotation
Unity's math goes completely bonkers and it somehow messes up and offsets the animation completely off the map.
I have like NO IDEA why it does this and honestly i dont know what to do when it comes to this issue.
I know this is just another case of the wannabe novice developer trying to ask someone with more experience for help
but if i can find an solution to this problem, it'd be greatly appreciated! It really will help with me finishing this game the way it was mean't to be played.
Here's a clip for demonstration:

dusty fern
# gray bough Hey guys Im a beginner game developer just trying to figure out this huge anima...

You simply have 4 keyframes which hold a rotation and a position of your playerrig.
It linearly interpolates between those keyframes on the basis of time.
I'm unsure what you are trying to show with your video, it seems the 5th keyframe is far away on the position, but I have no clue what you are trying to show with it, or why you are deleting it. From the third to the fourth keyframe it looks fine.
Anyhow, I'm not sure what kind of answer you expect here, because it simply interpolates between those keyframes. If you sit exactly on that frame, you will be on the exact rotation and position you made for that frame.

neon sun
#

If the ship is indeed very far away from the origin of the PlayerRig, rotating the PlayerRig would cause the ship to "orbit" it at a very far distance

#

If you want the PlayerRig to represent the player's position, you probably want the position of the ship to be 0,0,0 relative to the PlayerRig

#

maybe show some more screenshots of your object's transforms

#

Try changing to these settings in the scene view to more accurately see where your objects are

gray bough
neon sun
#

and you are saying this doesn't happen if you have no rotation keyframes?

gray bough
#

yes sir
the moment i implement rotation into the timeline.
this starts happening.

#

please forgive me if im not explaining it properly.

neon sun
#

can you click on your ship's gameobject and screenshot the position / rotation / scale on the right?

#

not the PlayerRig, the StarSparrow object

gray bough
#

ok one sec

neon sun
#

right

#

so see how those numbers are big, for the position?

gray bough
#

yeah, what does that mean?

neon sun
#

that is the position of the StarSparrow relative to the PlayerRig

#

meaning if you move the PlayerRig to position 0,0,0, the StarSparrow will still be at that position you just screenshot

#

in other words, your StarSparrow has an offset from your PlayerRig

#

meaning if you rotate the PlayerRig, it will rotate the StarSparrow like this

#

it will rotate around the PlayerRig

gray bough
#

ohhhhhh

#

let me implement that

neon sun
#

what you need to do is change the StarSparrow's offset (position) to 0,0,0

neon sun
#

you will probably also have to change the camera's position, because it likely has a similar problem

#

this is why I recommend changing this setting in the top left of the scene view

#

you are currently on Center, but that doesn't properly show the position of your objects

#

if you change it to Pivot, it will show you the correct positions in the scene view and you might not accidentally have this problem again

gray bough
neon sun
#

Yes, so whats been happening is that your StarSparrow was offset high up in the air

#

you have had the "Center" pivot mode on, so when you clicked your PlayerRig, it showed the center of your StarSparrow (since that's the only thing thats visible)

#

you were actually animating the PlayerRig to move / rotate way down there, off the map

#

it just didn't look like it, because your StarSparrow was offset from that position to be much higher up and on the map

#

if you now start animating your PlayerRig, it should work properly

#

as in, moving the PlayerRig onto the map and essentially remaking your animations

gray bough
neon sun
#

I am saying you already fixed the issue if you have moved the StarSparrow to 0,0,0 (and fixed the camera's position as well)

#

and now just have to remake the track

gray bough
#

maybe its because i used AlignWithView to rotate it?

neon sun
#

not sure exactly what you mean but try adding a keyframe in-between the two that results in an incorrect rotation and make that new keyframe rotate the correct way

#

I believe that if your rotations are over 180 degrees (between two keyframes), it will just rotate in the "quickest" direction to get there

#

so you would need to add some in-between keyframes to basically tell it that you actually want to rotate the long way

#

if that makes any sense..

gray bough
neon sun
#

oh

#

well thats a different problem?

#

did you remake the rotation keyframes? or just use the old ones

gray bough
neon sun
#

just remake them and see if you run into problems

gray bough
#

thats what im doing

gray bough
neon sun
#

which problem?

gray bough
gray bough
neon sun
#

I have no idea why it would do that

#

I can only assume you are doing something wrong with the keyframes

#

but I cant know without seeing

gray bough
#

there are still big gaps between the keyframes at the beginning, so perhaps that is why it persists.

neon sun
#

is this your first experience with 3D animation?

gray bough
neon sun
#

well, if you scroll the timeline or hit the play button, it will play the animation by moving from one keyframe to the next, which you probably know. It will interpolate between them, as in it will smoothly move from the first keyframe to the next, and so on, over time

#

so if you have two keyframes with very little change in rotation, and they are very far apart, basically nothing will happen in-between

#

then you have a bunch of keyframes close to each other at the end

#

so it will quickly interpolate to all those keyframes once it gets there in the timeline

#

I believe its just doing what you are telling it to right now and you dont have an actual issue, but I could be wrong

#

but where you place the keyframes is important

#

each keyframe is like "At this time, I want it to be in this position"

#

or rotation

gray bough
#

also forgive me im trying to process all this helpful info at once

neon sun
#

yeah I cant just explain animation to you via text, you will figure it out

#

if you experiment with keyframe placement and just look at the result you will understand it better

gray bough
#

never realized it be that much of an issue for me

#

how did you figure this outt and come up with the solution quickly?

neon sun
#

basically all I do every day is use the computer for this kind of stuff lol

#

for many years

#

glad you got it all fixed though

gray bough
# neon sun for many years

how many years of experience do you have? you made any games?
but yeah i got this on my own now
i really REALLY appreciate the help you put in to me get this issue fixed.
i couldnt figure this out for months.
hopefully i didnt seem too much of a big baby when asking for help on here

neon sun
#

haha people have similar questions to yours all the time, no worries

#

hmmm, I probably have 6 years of experience with game-dev related stuff at this point, but it was slow in the beginning and I didn't focus on it that much

#

I have not really finished any games..

#

but yeah don't be afraid to ask questions

gray bough
# neon sun but yeah don't be afraid to ask questions

i made like 2-3 prototype games as part of a course im taking from GameDev.tv
almost done with this current one and gonna post it on my Itch.io page for reference when i try to get a entry QA job.
but you should consider getting a game done, especially with the amazing amount of technical know-how you showed me today! if you want ofc lol
but definitely not afraid to ask questions anymore! thank you!
ill just have to be more concise and clear to people what i need next time.

#

thanks alot @neon sun!

neon sun
#

I want to get one done, maybe I will one day. Yeah being clear about the problem and showing a lot of information will make your issues get resolved much faster (not that you didn't do this)

#

No problem

sage dock
dusky glen
#

i see your messages just fine

sage dock
dusky glen
sage dock
#

Oh ok.
Thank you.

#

I think I'm gonna fail my project 😢😢😢

modern light
#

I can't create the parameters

hybrid tinsel
celest remnant
#

Hey, I have an animator controller on my player but the idle animation doesnt works

#

i don't know why ?

uncut hamlet
#

Does anyone know why my timeline in playing at x2 speed on play mode but x1 when playing normally? i checked my project settings and my time scale is set to 1

tribal patrol
#

How do just base animations work? Say I have a scene with an animation of a cube going from point A to point B. If I were to load into another scene somehow, would that same animation play in the new scene but begin at the start of the animation again?

terse river
#

Had to compress the crap aout of this video

agile solstice
polar crest
#

hey, beginner here, i put "play automatically" off on my animation but it still plays automatically, how can i fix that?

red bramble
#

are you using the legacy "Animation" component here?

#

rather than an Animator

polar crest
#

yes, because i dont really understand "Animator"

red bramble
#

What's the use case here? What are you trying to do?

polar crest
#

i have an animation for opening and closing an ingame tab, and when i start the game, the closing animation always starts playing automatically

red bramble
#

because it starts out in the "closed" state, which means that the closing animation plays, perhaps?

polar crest
agile solstice
red bramble
#

tbh I just prefer to do these basic movements with code for this reason

#

i find it easier to reason about

#

You need to play the open animation when the state changes from closed to open, and play the close animation when the state changes from open to closed

polar crest
red bramble
#

well, I'd have to see your code and your setup..

terse river
burnt fiber
#

Are there anyone have experience using both Animation.Rigging and UnityChanSpringBone and VRMSpringBone package?

#

Is these package comparable or supercede each other?

sacred rover
#

hello friends!
I'm meeting a difficulty with animation rigging. It feels like a simple problem but I could not find out the issue on google.
I set up a simple two bone IK, and it seems to be working correctly, but moving my hips (parent to the thigh) causes the whole thing to move as if the target was moving with it

#

anyone got a solution to this? I'm considering simply reflecting the inverse of hip movement onto the target as an additional offset to its position but I'd rather avoid unnecessary code if possible. This should be working if it's anything like Blender's IK

#

(Also, the leg snaps back to the target if I deactivate and reactivate the rigbuilder OR/AND the animator)

agile solstice
sacred rover
#

it is not! (The hip bone here is called spine)

agile solstice
sacred rover
#

I think not; I just imported the model from blender where it was a raw full FK rig and first thing I did was adding this setup

sacred rover
#

a better showcase of what happens

lost gazelle
#

I need some help setting up on avatar please, the character’s fingers are clenched when I chose the correct bones for it, why does this happen? It does this in avatar preview and animation now. And the jumping animation is bugged too, they neck is really weird. It also shows a red loop match, is that an issue?

lost gazelle
grand ruin
#

Hey so I need greater functionality than the humanoid avatar mask allows me to have. I'm thinking I might have to resort to having two copies of the same character, and having certain parts of each character invisible so it looks like one character. Is this stupid? Are there other options, and are there problems with this method that I cannot see

#

Nvm it doesn't really work lol, but if anyone has any ideas please let me know. The problem is I need control of my waist / hip area separate from the legs, but with the humanoid mask I cant do that

static heart
#

So normally i only work with code but for prototyping until my team can get prototyping assets together i've been using a the thirdpersoncharacter controller with a standard animator and a basic prototype model, and my animator has gone rogue and is moving things all over the place seemingly completely at random

#

it works great when i was testing the AI's pathfinding ability and it was moving point to point, but now that i'm working with idle states when it's idle if the animator is active it's moving the entire object in random directions at varying speeds and bouncing into things

static heart
#

for those curious i FINALLY figured out my wandering animator problem that was happening with no script, my project settings hadn't saved and the ragdoll bone colliders were colliding with the capsule collider of the navmeshagent they are inside and throwing the character all over the place

worthy sandal
#

hello everyone , how can i make this kind of trail in unity by trail renderer?

#

iam having trouble in creating red area below line

burnt fiber
#

One quick way I can think of is, the trail actually at the y0. And enlarge the size of one end to match the plane programmatically

#

And use texture that transparent on lower half

#

Thick red line is another trail

worthy sandal
#

"enlarge the size of one end to match the plane programmatically" >> how to achieve this

lost gazelle
sacred rover
#

thanks! šŸ˜„

hearty crown
#

Hello everyone,

I have a animation state on which I'd like to change the speed.
So I added a parameter to multiply the speed (first screenshot)

In my code I have a reference to the animator. This reference is not null and is the good one because when I do a "animator.Play" everything is working well

But when I try :
animator.GetFloat(Animator.StringToHash("ReloadSpeed")
or
animator.GetFloat("ReloadSpeed")
I got 0 instead of the default value of 1 (and acording to the documentation 0 is the default value when the parameter is not found

The same goes for when I do:
animator.SetFloat("ReloadSpeed", 2)
which seems to have no impact

In play mode I can see my state machine working and I can manually change the parameters
But in script, I can't access to those parameters

I their option I missed somewhere or something I'm doing wrong?

lost gazelle
#

I need some help setting up on avatar please, the character’s fingers are clenched when I chose the correct bones for it, why does this happen? It does this in avatar preview and animation now. And the jumping animation is bugged too, they neck is really weird. It also shows a red loop match, is that an issue?

lost gazelle
hybrid tinsel
hearty crown
# hybrid tinsel Weird. You have no error messages?

No but I finaly figured out

You can get or set if the animator is not initialized, and the animator componant does not initialise on "Instantiate", in fact you also have to wait for your game to first get enable (and some of my game object was instantiate disabled for later use)

I din't found any of those info on the documentation, I only understand that by testing and with obscure forums x'D

To fix my issue I havo done something like this :

    private IEnumerator SetAnimationSpeed(WeaponDynamicDatas weaponDynamicDatas) {
        while(!weaponDynamicDatas.animator.isInitialized) {
            yield return null;          //wait for a frame
        }
        weaponDynamicDatas.animator.keepAnimatorControllerStateOnDisable = true;
        weaponDynamicDatas.animator.SetFloat("ShootSpeed", weaponDynamicDatas.weaponParameters.shootSpeed);
        weaponDynamicDatas.animator.SetFloat("ReloadSpeed", 1 / weaponDynamicDatas.weaponParameters.baseReloadTime);
        weaponDynamicDatas.animator.SetFloat("TakeWeaponSpeed", 1 / weaponDynamicDatas.weaponParameters.changingWeaponTime);
    }

And i call " StartCoroutine(SetAnimationSpeed(weaponDynamicDatas));" when needed

lost gazelle
#

Just wait an hour or two pls if you don’t mind

hybrid tinsel
lost gazelle
#

ACTUALLY Both are broke

hybrid tinsel
#

Likely the bones are weird.

lost gazelle
#

the bones in blender are completely fine. theyy dont do this weird thing. before changing my character to humanoid and adding an avatar it didnt have weird fingers

lost gazelle
# hybrid tinsel Likely the bones are weird.

I’m really unsure of what to do, I’ve been stuck on this issue for so long and it’s my only way to add the same animations to other characters without it being complicated

hearty crown
hybrid tinsel
#

Take the hand from a working character, maybe?

lost gazelle
#

there is no working character, im trying to get this one to work

rigid salmon
#

I created this breathing animation in blender which is working fine, but when I imported the clip into unity, it is not working. Can anybody suggest what could be the potential reason?

ornate comet
#

so I am trying to add a blender animation to a model that I already have in the game with code on the model

#

how do I do it

twin musk
#

does anyone know why my character model in the preview is extremely deformed? And when i run the game it just goes below the ground, becomes tiny and doesn't play the animation.

#

the top game view is supposed to be the model, bottom right is the preview

ebon holly
#

Does anyone know why auto generating weights seems to put the colors in the wrong spots? ie green bone is weighting to purple, purple to blue, green to cyan, etc

grand ruin
#

is the process to move a pose from blender to unity the same as moving an animation from blender to unity?

grand ruin
grand ruin
twin musk
#

I just exported the armature from blender and then put the animation into unity's animator, but it doesn't work - the player model just disappears below the ground and becomes really small

grand ruin
#

could you get a better shot of it for me?

twin musk
#

and I don't really want to use the tutorial person's animation type

twin musk
#

do you need the animator screenshot, play mode screenshot, blender screenshot or all of the above

grand ruin
#

let's just start with unity playmode

twin musk
#

the right is playmode, left is scene view

#

it's not visible

grand ruin
#

ok, I would start by making sure you applied your scale in blender

twin musk
#

sorry if this is a dumb question i dont have much experience and doing this for fun lool

grand ruin
#

Control + a in blender

twin musk
#

ok brb

twin musk
grand ruin
#

make sure to apply scale for the entire model, and then re-import and try again

twin musk
#

wait so a, ctrl a then press scale

#

right

grand ruin
#

yeah

#

im also relatively new to animation, but i've been through enough pain to hopefully be able to help, we will see

twin musk
#

alright

#

should i keep exporting it by armature

#

because that's what worked foor me before

#

ill just try it

grand ruin
#

not sure I understand, usually you export as fbx

twin musk
#

which worked for me in my previous small test project

#

excuse my bad typing my keyboard is slightly broken

grand ruin
#

i would just export the whole project, there's no harm in it and you can always seperate it later on.

twin musk
#

btw should i expoort as fbx unit scale?

grand ruin
#

just dont change any of those settings i think

twin musk
#

exported to unity, preview shows it's not deformed so that's a good step

#

fixed the disappearing issue

grand ruin
#

Nice, what're the other problems

twin musk
#

animation won't play, and it's huge now haha

grand ruin
#

for the size you should be able to just change the scale no problem

twin musk
#

could it be an issue with how i animated it? i animated it by location and rotation

grand ruin
#

that should be ok

#

can you show me the animation asset in unity?

twin musk
#

everything seems fine before play mode the issues just appear after i click play

grand ruin
#

click on the triangle

#

and go to rig, does it say generic or humanoid?

twin musk
twin musk
#

oh copy from other avatar ill try that

grand ruin
#

k

twin musk
grand ruin
#

try changing it to humanoid just for now

twin musk
#

ok šŸ‘

grand ruin
#

and click apply'

twin musk
#

there's errors

#

I downloaded the model from a tutoorial ono youtube

#

and i guess they didn't make it an actual humanoid model

#

sorry if im bothering you

grand ruin
#

yeah so idk if they're trying to make a generic model or what, but im more familiar with humanoid. The reason your animation isnt playing likely has to do with the rig, at least that would definetely be the issue if it was a humanoid model

twin musk
#

okay im sorry ill try converting it to humanoiod, i just used generic before and assumed that it wouldn't alter it that much

#

thank you šŸ™

#

bc animations worked perfectly with generic before

grand ruin
#

hm okay yeah, it really depends what your going for, but it does matter. try watching more tutorials, for a beginner, idk why they would be teaching generics

#

and np your welcome!

sour flower
#

I have a problem with two bones ik. It bends in the wrong direction, and when I move the hint on the other side, it rotates them on the y axis instead of just bending in the direction, twisting my mesh in the process....
I tried rotating the bones in blender, but the hint always place on the wrong side...

#

So how can I specify which way is the correct forward direction for the two bones ik?

hybrid tinsel
hybrid tinsel
sour flower
#

It is not set to humanoid but to generic

#

I didn't set it to humanoid because I couldn't use "normal" animation when it was set to humanoid, and I needed it to dislocate the shoulders ahead of a two bone constraint

#

by the way the arms work fine but not the legs

#

both use two bone ik

#

and before I added the shoulder disolcation it was set to humanoid and the legs worked. But not anymore

rigid salmon
hybrid tinsel
rigid salmon
hybrid tinsel
rigid salmon
void zealot
#

Hiya. Is there any way to do key frame reduction in Unity on Clips that I’ve recorded in unity itself..? As they already exist in unity and aren’t coming from an fbx file I don’t think I can use the importer animation compression settings

hybrid tinsel
hybrid tinsel
rigid salmon
ebon holly
#

@hybrid tinsel Just wanted to say thanks a lot for your suggestion on giving the bones some length. This was exactly the issue I was facing. Auto weights, while not perfect like you said, does work as intended now. I'll have to keep this in mind next time I'm rigging.

regal mantle
#

Hello , does the animator have any buildt in Random chain function? - Im making a random attack animation.

I know how to do it by code , but if the animator has it buildt in then the work will probably be alot faster.

burnt fiber
#

Anyone know since when unity have fix blendshape and skinned mesh to work together?

#

I remember in some old version of unity (5 years ago? or more?) that blendshape skinned mesh will not bind to bone it suppose to. And need to put that mesh into hierachy

#

I wish to know since when it was fixed

hybrid tinsel
hybrid tinsel
#

And use that int as a condition in the transitions.

regal mantle
#

Yeah that was my first thought.

Random int

Animator.setbool ("Attack"+Randomint,true)

#

Cheers o/

quaint fox
#

hello guys, is there a way to set the foot IKGoals over the toes instead of the foot bone?

oak ember
#

I have this very simple set up and it should just work.
'walkForward' won't play until Walking (bool in paramaters) is set to true, the exit is when it's false.
It changes via script and it works.
However the entry node just keep on playing the walkForward animation always and it is a mad annoying design choice.
There are only three layers for now and I really don't have a lot of experience with animations because something like this always has to pop up.

quaint fox
agile solstice
#

Exit simply goes back to Entry, it's really only useful if you're within a sub state machine

oak ember
#

so that I can have the legs walk while the arms still idle

agile solstice
#

Which means no transitioning from one layer to another, they're all active
You simply control the visibility of the layer's animations by layer weight

oak ember
#

oh so I need to have the idle animation in the walking layer too?
but that just breaks the idea of having the legs walk while the arms idle. right?

agile solstice
# oak ember oh so I need to have the idle animation in the walking layer too? but that just ...

It wouldn't
You have two options here

  1. The walkForward state* of Walking is always active/running. You simply control its layer weight to blend to/out from it. Transition back to itself if you want to restart the animation though that's not necessary.
  2. Walking layer is always active and in full weight. It would include all animations required for lower body movement, including idle. It will always move the limbs keyframed in its clips. Usually you'd use avatar masking with override layers, or additive layers with additive animations
#

Any State is unnecessary here in either case

rigid salmon
#

I have import character animation in Unity which involves idle animation which I have created by scaling the character up and down to give a breathing touch.
The animation is working fine in blender, but not working in Unity. I am getting a Retargeting error which suggest that the scale animation is discarded. Can anybody suggest what could be the problem here?

lost gazelle
#

I need some help setting up on avatar please, the character’s fingers are clenched when I chose the correct bones for it, why does this happen? It does this in avatar preview and animation now. And the jumping animation is bugged too, they neck is really weird. It also shows a red loop match, is that an issue?

#

Here is the setup (ignore the x and checkmark)

fringe bear
#

How do I add animations from Mixamo to Unity I tried and it worked kinda… the arms weren’t animated and only the body rotated

jolly umbra
#

Hey, Im pretty new to unity. I am trying to add character animations for when it is idle, walking and running. The character is rigged, I have a character controller componenet and script, and an animator component. I have transitions set up in the animator tab for each of these animations with a Speed float to trigger them. However, when i start the game no animations trigger. Would someone be able to help me out or point me to where I should be asking this? (This is for a 3d game project I am doing for school)

hybrid tinsel
jolly umbra
#

Yes it is setting it and yes the controller is assinged to the animator, i can provide screenshots if you like

jolly umbra
#

I have done some work but im still having issues. Where im at now is the idle doesnt loop and when i stop moving the idle does not trigger

#
        if (moveDirection == Vector3.zero)
        {
            //Idle
            animator.SetFloat("Speed", 0);
        }
        else if(!Input.GetKey(KeyCode.LeftShift))
        {
            //Walk
            animator.SetFloat("Speed", 0.5f);
        }
        else
        {
            //Run
            animator.SetFloat("Speed", 1);
        }```
jolly umbra
#

I was able to get it, it was the gravity i was applying to the object making the moveDirection be -0.99 y so it was never triggering idle

hybrid tinsel
#

Yeah, generally what you do is use the input rather than the actual movement speed.

#

Otherwise you get all sorts of weird problems.

hybrid tinsel
#

If you use the movement speed, than ANYTHING that moves the character will make them 'walk' even if it is something like getting knocked back or falling

#

Or using elevators or whatever.

jolly umbra
hybrid tinsel
# lost gazelle Help please

The help you need is figuring out how to write your question so it gives enough information that people can reasonably solve your problem. It LOOKS like your problem is in your character, but it is damned hard to debug with the near lack of details you've given. The details you have given all point to the skeleton being improperly set up.

If I had to guess(which I clearly do because you will never tell me no matter how many times I ask!) I'd say you likely have an extra neck or spine bone that the mecanim importer doesn't recognize, so it is ignoring the animation on it and causing the neck to look weird. Alternatively, you might have a scale or position curve that is being ignored because humanoids don't take those.

My guess is that the finger bones have some weird rotation on the long axis or maybe the mesh is just not correctly weighted to the skeleton.

Loop match being red just means that the animation isn't a loop. If you don't need it to be a loop, then that is not a problem. If you do need it to loop, it is a problem.

hybrid tinsel
#

Are you sure you don't have it set to humanoid?

bronze tiger
#

Has anyone worked with root motion in Unity2D?
Instead of making the position relative, it just freezes the animation completely.
Also, I don't have a "Generate Root Motion Curves" choice in the inspector (The only thing I'm animating is the Y-pos of the Transform component of my object.

#

animation i.e:
y-coordinate: 0
y-coordinate: -2
y-coordinate: -1

expected: start at -1 in world space after looping

lost gazelle
hybrid tinsel
#

Are you using gravity or something that might be counteracting the motion?

mortal crow
#

I can't seem to figure out how to stop the stuttering from the Blend Tree Animation transitioning to the Walk Animation State.

I tried every animation setting, exit time, transition duration and transition offset with no luck.

Any help would be appreciated!

Here's an example video below that displays the stuttering between the Blend Tree & Walk State:

hybrid tinsel
#

When you say stutter, you mean the poses not matching between animations?

#

Or an actual delay in transition?

mortal crow
#

If I change the transition duration to 0 and set the walk animation to take over immediately at 0% - if I time it when the right arm swings back then there is no stutter in the transition

#

but I have to set it to 50% if the right arm is swinging forward.

#

Would be nice if there was a simple way to continue the animation from the previous pose smoothly

#

Well... it's from a Blend Tree using the Walk Forward animation to a New State using the same Walk Forward animation.

#

The Blend Tree is used for aiming & walking.

hybrid tinsel
#

Blends all the way down baby

mortal crow
#

hmmm I never tried that

#

I thought there would be a simpler way to transition, but maybe not. I will try adding another Blend Tree and see if that works.

woven kiln
#

Is there anyone who uses/have used UMotion pro and is willing to give me a hand? I have problem with a setup and its probably a minor thing

mortal crow
#

@hybrid tinsel the blend tree in between doesn't work. But I think I may have found the issue. My original Blend Tree sets it's values back to Zero before the transition, which makes it skip into the Idle animation for just a fraction of a second.
So if I adjust my code to keep the values until the transition then reset them, maybe it will look better.

hybrid tinsel
hybrid tinsel
mortal crow
#

I just figured there would be a super easy transition. Like how Blender knows how to interpolate between two positions.

#

I forget the term for it

hybrid tinsel
#

Motion matching?

#

Unity was working on something for that, Kinematica, but it was mothballed.

mortal crow
#

Boo! šŸ˜›

#

I will probably just have to change the Transition Duration based on the animator.GetCurrentAnimatorStateInfo()

hybrid tinsel
#

There are lot sof ways you can do it, but no one size fits all approach

hybrid tinsel
#

Not really an animation question, but there are several ways. The easiest way would probably be to use cinemachine, but if you want to stick to a custom script you can include some raycasts to make sure that the camera can see your character and is not under the ground

#

Though I literally just saw that exact same 'camera clips through ground' issue in the new spiderman game so believe me you aren't alone šŸ˜„

candid vale
#

how do i make an animation loop without having to put the first frame at the end and deal with the extra frame in the animation?

hybrid tinsel
#

You don't, generally.

candid vale
#

ok

hybrid tinsel
#

Though if you set the animation to loop pose, it will try.

grand ruin
#

So I just made an animation on blender at 30fps, however it looks pretty choppy. I noticed on mixamo that even if u have a 30fps animation there are actually multiple frames per frame. Are they using some kind of interpo;ation thing and can I enable that in blender? If there is some other way to make it smoother without increase fps let me know thanks!

potent imp
#

How to set up something like this in unity

#

Hello guys, in this quick and simple tutorial we are going to continue with my UE5 RPG Tutorial Series in Unreal Engine 5!
ā†ŖļøProject Files: https://bit.ly/GorkaGames_Patreon
šŸ”„Discord: https://bit.ly/GorkaGamesYouTubeDiscordServer

Arrow model: https://sketchfab.com/3d-models/arrow-3b7c2124180c4b349ca533f0bb4cc955

āž”ļøWhole Series: https://www.you...

ā–¶ Play video
#

I have a character I have a bow both are rigged and I also have the animation so want to have the character to shoot n spawn an arrow something like that

lost gazelle
#

I am in need of some help setting up on avatar please, the character’s fingers are clenched when I chose the correct bones for it, why does this happen? It does this in avatar preview and animation now. And the jumping animation is bugged too, the neck is really weird. The finger set up is shown in an image (ignore the x and checkmark)
The head bone is literally just one bone for the avatar. Everything is weight painted correctly. Before adding the avatar, it actually worked perfectly fine. I’m trying to fix it all to where it is normal.

agile solstice
agile solstice
hybrid tinsel
grand ruin
grand ruin
agile solstice
#

It might be possible to export animations without baking which would be useful in some situations, but I have not found the way to do so
And even if it's possible the interpolation type is not probably not preserved anyhow

hybrid tinsel
grand ruin
hybrid tinsel
#

Baking means that unity evaluates the anim curve at fixed interval(usually 60 frames per second) before key reduction.

agile solstice
#

Evaluates meaning it fills the animation track with keyframes for every keyed object/property

#

Iirc this happens as early as when exporting to FBX

grim glen
#

my animation is stuck at frame 1 (can transition to self is unchecked)

        animator.SetInteger("State", (int)state);
        animator.SetInteger("Direction", (int)direction);```
this is the code for the animator
#

the transitions work

#

but it gets stuck

lost gazelle
hybrid tinsel
lost gazelle
potent imp
#

N wanted to know how to make that

#

Like the string gets pulled n then shoots

agile solstice
rancid sparrow
#

Incorrect bones position.

#

Blender

hybrid tinsel
# rancid sparrow Unity

It is pretty hard to tell from your screenshots whether something is actually wrong or if it is just the different way that unity draws bones compared to how blender does.

agile solstice
#

I agree it doesn't look "wrong" different
Unity's bone renderer doesn't display "bones" exactly, but hierarchical relationships between transforms
The animation clip is moving the bones so it'd be better to compare them in the same pose

oblique sleet
#

When my humanoid characters change animation states, they sometimes briefly drop into the floor up to their hip and then jump back up. Does anyone have any idea what might be causing this?

hybrid tinsel
#

The 'halfway through the floor and half curled up' thing is the humanoid equivalent of the generic t pose.

tawny charm
#

How to handle animations when the player character has more than 40 animations? One layer State Machine(AnimController) would be massive with all the transitions?! So for Attack Combos for example

light arrow
#

Can anyone tell me why my animation doesn't go on my script?

light arrow
lost gazelle
unreal urchin
#

I got a door to open and close when I interact with it, but if I interact with it quickly of course, it doesn't open or close smoothly and realistically. It snaps from one starting point to the other, as determined by my two animations.

I realized that turning on "Apply Root Motion" in the Animator component does achieve the smooth motion between the two animations that I want, but then the door doesn't stop at the correct positions.

Any good solutions?

#

I guess I want the starting position of the object to be whatever it is at the time of the animation being triggered or something, rather than hard coded.

agile solstice
unreal urchin
twin tiger
#

hello. Is there any great tutorial to explain how the animation works? mainly that animation trees? catto

agile solstice
#

But it doesn't include blend trees

twin tiger
agile solstice
# tawny charm Anyone?

Utilize animation layers, blend trees, sub state machines and animator override controllers strategically to minimize the need for parameters and transitions

#

The power of the animator comes from how much you can automate logic between states and overlay animations with very little code if you do it right

#

Unfortunately it's not very intuitive at first, and there is no one size fits all solution
As rules of thumb the more animator features you're making use of and the less manual work you're doing, the better

hybrid tinsel
#

If you have a single set of LOGIC for combos but with different animations, override layers can be your best friend.

#

Set up your states once, then fill in the animations for each variation on a new override and switch between them.

#

Otherwise, just have multiple sub states.

unreal urchin
#

@agile solstice Got the door to work exactly how I want it to! Didn't think I would haha Thank you for pointing me in the right direction.

#

Honestly have no idea why none of the door tutorials I came across used blend trees. It's so superior.

hybrid tinsel
#

Well, for 90% of doors you won't need an animator at all.

#

(Or will drive it from the animation of your character)

unreal urchin
#

I prefabbed the door and am now trying to use a copy in a different location, and rotated in a different way, and the animation is freaking out. I looked it up, and it seems to be cuz the object is trying to use the original animation, and doesn't know it should do the animation relative to it's new location. Is there a good fix for this? Trying to google it rn, and not really seeing anything.

hybrid tinsel
#

Put the animator on an empty object with the moving pieces as children of it.

unreal urchin
#

Yeah, I got a door object with a empty object parent that acts as a hinge. The parent has the animator component.

hybrid tinsel
#

If you have any transform keyframes on the root, you will have that problem. The root of the animation defines the zero point.

unreal urchin
#

Hmm okay I'll look into that. Thanks!

unreal urchin
lime nova
#

I have a 3d character and i want to change a box collider during an animation but im getting this errror

#

i think an issue is that i have the rig under a gameobject, but the animation itself moves fine as is

lime nova
#

that was the issue and i was able to work around it

agile solstice
unreal urchin
# agile solstice Blend trees in this situation give you fine control over the opening speed and o...

My main issue was, I wanted to be able to swing the door back and forth in a smooth motion, so the door could start swinging the other way even if it was in the middle of swinging one way, etc. So I just wrote some code to gradually increase or decrease the blend tree parameter from 0 to 1 and vice versa, when I triggered the door.

I don't know how to use animation layers to achieve the same thing, but I'll experiment!

#

Here's what it looks like šŸ™‚

agile solstice
# unreal urchin

Looks good! All three methods can do the same thing, just with different workflows and different options for expanding
As Pinballkitty said it's also perfectly valid to skip using the Animator for something simple like this kind of door
Rotating objects that need to preserve their rotation and/or a rotation speed are generally better to make with scripts
The Animator can only blend values between predefined animation states after all

unreal urchin
#

This place is so helpful. Thanks everyone.

willow meadow
#

hi, I have a problem with my animations, on the video, we see that the animation does not play the beginning, but plays in the middle of its animation, and just after completely plays its animation, how do I make my animation plays completely when I launch my game?

agile solstice
agile solstice
#

But we'd have to know what exactly

#

We should also know if your animation's actual start is with the character up, or with the character down

willow meadow
#

I just did 1 animation for each of the character elements, I didn't change anything in the animator tab

#

should I create an empty animation for it to work?

jovial nimbus
#

Running into an issue with using an Animation Clip and Timeline.

Steps I did:

  1. Recorded a clip using Animator
  2. Put that clip into Timeline
  3. Positioned clip to where I want it to be played

Issue: Before the animation is played, I have to pause the Timeline to wait for user's interaction. When the Timeline pauses, the Animation plays early and skips to the last frame. After the user completes the interaction, the Timeline unpauses and the Animation resets and plays normally.

#

Does anyone know to fix? I'm stumped right now

tidal echo
#

I have made an 2D animation of my UI, what is happening is, in my animation timeline the animation is working perfectly, but when im playing the aimation on a button click, the animation is not working as expected.

neat solstice
#

Hello there. I was having trouble tracking down the right way to approach something. My game uses sprite sheets for its animation. How can I make an animation that will function correctly when I swap between sprite sheets for diffrent enemies. The sprite sheets have the same number of cells and have then in the same spot. I just need to get unity to understand that the animations are of locations on a variable sprite sheet rather than specific sprites on a specific sheet.

hybrid tinsel
hybrid tinsel
neat solstice
hybrid tinsel
neat solstice
hybrid tinsel
neat solstice
hybrid tinsel
#

If you need it to adjust for the changing shape of the sprite then you'll need to use a different method.

neat solstice
#

Thanks. Though, since I'm curious, what characters animations would have the exact same outline all the way through? It seems like this method could never work.

jovial nimbus
hybrid tinsel
#

Probably easiest to just set an empty state at the default state in the animator.

tidal echo
tidal echo
#

Alright, I found the issue, so there was an another animator attached to the child object inside of canvas which I was animating. After removing that animator which was attached to the child gameobject, the main animation is working properly, Thankyou all anyways :), I never thought that such a simple mistake can lead upto this behavior XD

topaz fractal
#

Do you know good tutorial on how work rig from blender to unity and how i Can manage Bone directly in unity

hybrid tinsel
viscid ibex
#

Heyo, quick (hopefully) question: I have a Trigger (as in, a physical trigger) on a weapon, with an animation for pulling said trigger. how do I make that animation be linked to analog input from the Input System?

I've so far been using a blend tree controlled via a inputReference.getFloat() script, but nothing seems to be actually occuring.

agile solstice
# viscid ibex Heyo, quick (hopefully) question: I have a Trigger (as in, a physical trigger) o...

Test them separately
First Debug.Log the signal from the input
Then test that your blend tree's parameter moves the trigger in Animator during playmode when you change it through the editor
Optionally also test that you can modify that parameter from the script and that it works also
Then if all three work, you should logically be able to make the input alter the animator parameter without issue

viscid ibex
#

it's not even animating it in the animator preview when I directly change the blend amount

#

hrm. it might be because it's all on the same layer. I should fix that

viscid ibex
#

yep, that did it

#

sorry about my being dumb lol

grave forge
#

weird question, is it possible to add animations, triggers and obviously transitions during runtime via c# script?
Here is the goal: modding support, I want the players to be able to register their own animations for their weapons, obviously having a base animator provided which gets switched out on equpiment would be one way, I was just wondering if there is a more elegant way to extent an animator?

#

I know you can edit an animator during runtime in editor, so I hope that it works via script as well somehow

agile solstice
sour flower
#

I'm making a full body tracking in VR, but I have a problem with the arms. I am using "ik two bone" for the arms, but when the wrist rotate I always get this 'collapse' at the wrist, and when fully rotated is does a wrap. I tried adding a twist bone, but I still get a collapse effect. I then used corrective shape keys, but now the problem is that when the wrist is fully rotated, i get a 'jump' effect from 180 degree and -180 degree.

#

How do you usually deal with this kind of problem?

hybrid tinsel
#

Are you using a humanoid animator?

tidal lance
#

Hey, does anyone know the best way to export animations from Blender while only including the keyframes that are in the animations?

Whenever I try to export an animation, it always includes bone position, which screws with generic rigs of different proportions. But when I disable "Key all bones" and "Force Start/End", it tends to remove keyframes that don't change, even those that aren't zero.

#

Wait, I think I might have found the cause. "Remove Constant Scale Curves". I hope that doesn't re-introduce the position

tidal lance
#

Ok nevermind.

#

It's still clipping out the keyframes

static haven
#

Hey guys, Created this here to control my ship animation.. it is working but the prob is that if I click to fast right and left sometimes it doesnt register and the animation doesnt happen.. anyway to fix that?

hybrid tinsel
#

Though on the animation side you can probably improve your setup. How are your animator states set up?

static haven
#

it seems like removing the turn left and right to false when key up .. solved it. Thank you tho.

lean sage
agile solstice
tidal lance
twin tiger
#

Hello. Dont you know how to animate the joystick? im trying to make same animation like Oculus Quest 2 has for his controller joystick.

quaint fox
#

What approach do you recommend for handling different animations for a character based on weapon types? There is no way to add or remove state machines, so it seems like we must have all the animations in a single animator, but it appears that this may not be very scalable

#

I'm making a different animator for each type of weapon and assigning it to the component when equipping, but I would like to know about any other approach.

deep warren
#

So im having a problem with the animator
Whenever the state changes the camera looks in a different direction when it should be continouing from to play the animation its original pos

uncut salmon
#

If you're animating the camera, it will move with the animation. It won't be dynamic. šŸ¤”

rancid zodiac
#

Hey, I'm trying to learn how masks work in Unity, I want to create some cosmetic differences between generic enemies by including certain pieces of clothing on some but not on others

The enemies however don't use a humanoid avatar, and that seems to be a requirement to create masks

Does anyone know a good tutorial/resource that explains the whole process of creating masks for non humanoid avatars?

deep warren
uncut salmon
#

Don't animate the camera. You should try cinemachine for dynamic cameras.

deep warren
#

Yes, I am using cinemachine but like how?

abstract hamlet
#

I keep getting this error on Mixamo.

Does it actually work?
Do the arms have to be PERFECTLY aligned or something??

(I thought I'd trial TitanCraft to make my Character/s, export them as an .obj from Cura (I have a 3D Printer) and then use Mixamo to animate them.)

Thus far, it hasn't worked.

Am I missing something or doing something wrong??? šŸ¤”

#

Does anyone else use Mixamo?

Also; is it best to have clothed or nude characters?
(For armor/ clothing swaps etc.)

hybrid tinsel
hybrid tinsel
quaint fox
abstract hamlet
hybrid tinsel
#

That's the sorta thing I'd check on.

#

Also, STL files often aren't really optimized for game use and might havemesh issues that mess up mixamo.

abstract hamlet
#

I exported it as an .obj

hybrid tinsel
#

Yeah, but it was designed for printing.

abstract hamlet
#

True

hybrid tinsel
#

So it won't have a game ready topology or anything.

abstract hamlet
#

Fair enough

#

Damn, probably why it failed in Mixamo

jagged ruin
#

My attack animation imports basically perfectly.. if im using generic...
if i'm using humanoid.. the hand placement is 'off' just enough for me to be unhappy with it lol...

It seems to be related to root motion offset... because, when the character 'draws' the sword from the sheath during an animation.. everything stays lined up perfectly... but then trying to make loops using the clipstack 'frame range' setting... it seems to introduce some 'hip offset' ... and doesn't apply that to the weapon.

Again, only on humanoid only on certain clips...

...nevermind i think i've mentally just worked out the issue lol from complaining here

scenic onyx
#

hello guys

#

i am currently working on a simple combat system i need some help with the animation

#

https://vimeo.com/879146291/b36027c741?share=copy https://www.youtube.com/watch?v=Fg6K3niOxlM&t=46s if you can compare these two (link 1 is my work) and let me know if you see anything wrong i have checked on multiple occasions and i have tried a large combonations of supposed solutions none of which solved anything

This is "New Recording - 29/10/2023, 15:11:20" by fathi ferchiche on Vimeo, the home for high quality videos and the people who love them.

ā–¶ Play video

I created combo system by using mixamo. You can find github link below.

https://github.com/Panopticon207/ThirdPersonControllerTutorialYoutube

Mixamo character animation names.

Paladin T-Pose : Paladin WProp J Nordstrom
Idle: Sword And Shield Idle
Kick: Sword And Shield Kick
Attack1: Standing Melee Attack Downward
Attack2: Sword And Shield Sla...

ā–¶ Play video
trail forge
#

Hey guys, wondering if anyone can help a newbie at Unity.

I am using character assets from Synty Studios low poly packs.

I also just recently bought some of Mocap's animation packs.

I've been struggling to figure out what I do exactly to make sure they mesh well together?

If I use the Avatar that came with my models, but use the animations from Mocap, it seems to work well enough but there's some slight differences such as arms clipping into torso a bit and such.

I've been trying to find videos and tutorials for the last hour or so now, but I'm not having much luck with working this out

slate token
#

hey, is there a way to somehow separate animations into their own clips whenever the animation i have is a singular one? though i do have the frame lengths and all those stuff, how do i separate basically 0-10 frames = clip 1, 10-24 frames = clip 2 etc.

agile solstice
#

You can add clips to the list of animation clips and define their start and end frames

slate token
#

thanks, works perfectly.

slow vault
#

made this cool little vr map location selector idea in blender. I know how i would be able to constrain the movement of the reticle, but how could I make the ropes on the sides move like they do in my blender sketch? since there's not like defined poses i can't think of how i would animate it

harsh patrol
#

Is there any good way to pose/animate multiple characters in scene view? By default all characters are in a T-pose until Play Mode but this makes it tricky to get good shots or prototype things.

harsh patrol
# hybrid tinsel Timeline

Is that the only way? I'd like to have my characters permanently posed as if it were their rest pose.

hybrid tinsel
deft crag
#

I wanted to ask, how much resource does a constantly looping animation take that is playing through the whole game? Like a flickering light animation. Will it be resource heavy?

hybrid tinsel
jolly chasm
#

hello my zombie character animation is playing in Unity but it's not looping

#

how do i get it to loop?

shadow obsidian
rich owl
#

The range of values for my 2D blend tree animations is -2.6 to 2.6, but the input I have is going to set -1 to 1. Is there any way to get the range of values in code to map the input values to the full range of the blend tree, or is there a way to clamp this down to -1 to 1?

#

Currently my problem is that it only plays a slowed down version of the run, since it's blending 1/2.6 of the way from the idle to the animation

wheat flint
jolly chasm
shadow obsidian
jolly chasm
#

or is it something else?

shadow obsidian
#

Hmmm... there should be a "loop time" option. Someone else may know more. I've never done humanoid animations, so maybe it's different

scenic comet
#

I have a relative understanding of programming for unity's animation but I am a bit lost when it comes to setting up the animations in the Animator itself.
First I want to add a little disclaimer. I am not sure if I am using this 2D free form directional blend tree correctly. Secondly, I am using layers and yes, they already have masks who are set up (no animations yet). I understand that I can create a state machine to handle the layer weights animations in the code. What I do not understand is how I would place it (and make the transitions to where), in the animator itself.

#

I'm looking for help with just placing the animations in the Animator ... and if I'm doing this right at all.

cedar ruin
#

I'm not sure I get the question.