#🏃┃animation

1 messages · Page 23 of 1

agile solstice
#

The mesh doesn't have to be skinned to the armature like characters are, bone parenting can be used instead but as those aren't exported you need to re-parent them in Unity in the prefab after importing

snow hedge
#

how do i get the armature

agile solstice
#

Or one bone, before you add some

fierce jewel
#

Guys, I want some opinions on
Root motion vs Scripting motion ?

agile solstice
fierce jewel
# agile solstice Whichever is easier for you to get the results you need is better

Okay, so does that mean both are better
Well, I have always used scripting motions, I know the idea of root motion but never applied it.
You know when I made a character controller for my character. So when he stops the animation stops instantly but the motion stops just after the animation. It kinda seems like it's lagging. Is it because of script motion ?

#

Should I switch to root motion ??
Or
Is there something in my character movement script that needs to be changed ??

agile solstice
#

On the other if "natural" movement is not your goal, being restricted to moving using only the root motion in the keyframes can be limiting

#

From your description it sounds like your movement and animations are simply not coupled very well

#

You should be able to make responsive movement and animations with and without root motion

snow hedge
#

i dont even know where the action editor or nla editor is 😭

agile solstice
fierce jewel
#

Well, may I ask you some other questions..... not related to animation ??

agile solstice
spiral palm
#

i dont understand why my animator isnt working

#

i have my bullet animated sprite speed set to 0 in the "bullet" phase which is connected to a trigger to activate "bullethit" on collision with an obstacle

agile solstice
spiral palm
agile solstice
spiral palm
agile solstice
spiral palm
agile solstice
# spiral palm

Has Exit Time means the transition waits for the animation to be at time 0 before the transition starts, which will happen never apparently because your animation speed is 0
Transition duration 0.25 means it would take 0.25 seconds for the transition to occur, if that were to come to pass, which isn't great considering the gameobject gets destroyed at 0.2 seconds

#

Disable Has Exit Time and set transition duration to 0

spiral palm
#

i did that and the animation is still not playing

agile solstice
spiral palm
#

yes

#

might be my animation acting up

agile solstice
#

You should first confirm that the clips themselves work in isolation

spiral palm
#

they do

agile solstice
#

Select a loose, stationary bullet during play mode, then with animator window next to you you can see the transitions and states in effect

#

You can then manually toggle parameters, or choose "jump to state" by right clicking on a state

spiral palm
#

it appears that activating the parameter does nothing

#

should i change it to a boolean?

#

ok im getting this error

#

what does it mean

agile solstice
# spiral palm what does it mean

I don't recall seeing this specifically
I might create another animator controller just in case there's something messed up internally

wheat flint
#

Guys, how do I apply the animation of my weapon to other weapons that are exactly the same, just with different materials? one part of the animation is applied which is the recoil but things like slide, trigger and hammer are not applied,here an example:

agile solstice
tiny orbit
#

i need help with my animations. can anyone help me solve my problem?

#

it still wont work even tho i got the correct setup

agile solstice
# wheat flint its something like this

You could reuse the animator controller if it were on the Pistol_00, or if each pistol had its own GunHolder
But it's better you simply change the material

cursive hollow
#

Is possible to turn on / off avatar mask parts from script?

quick swift
#

A n00b question: Should an animation have 0-59 frames or 0-60 frames if I want it to be 1 second @60 fps? And should frame 0 and 59/60 be identical?
For a looping animation like a walk cycle

woeful wyvern
#

Hi all, could someone please look at this and maybe tell me where I'm going wrong because I am seriously losing the will to live over this.

#

!code

dusk valeBOT
woeful wyvern
#
if (Input.GetKeyDown(KeyCode.T))
        {
            pinkAnimator.SetBool("Tripped", true);
            Debug.Log("Tripped");
        }
#

Looking at the animator the Tripped bool never gets triggered and I really don't understand why.

agile solstice
woeful wyvern
#

I don't get it. now the bool is being triggered, but the animation isn't playing.

#

If I play the transitions individually, the 'trip' animation plays on the 'return' transition.

agile solstice
agile solstice
#

If you record a video you should take the opportunity to show every transition with Settings not hidden

woeful wyvern
#

Basically I want the 'trip' animation to play as soon as it's triggered, no transition.

agile solstice
woeful wyvern
agile solstice
#

Not sure what's up
What you really want is just a transition from one animation to the next
I'd try to create a new object to test that, no scripts or events

agile solstice
#

Other than a test script to start the transition

#

I'd also confirm that the animation does work on that character

#

In isolation and in the Animator
During play mode you can right click on a state and choose "jump to state" to play it regardless of transitions

woeful wyvern
#

okay 1 sec

#

Okay, so seems it's the animation. wtf?

agile solstice
#

@red bramble It really seems bizarre but it makes sense what you said about the actions not understanding poses
It's like each of them is in its own bubble where only deltas are recorded in any way

red bramble
#

Each action is baked individually, yeah

#

And the baker just sees "huh, nothing is happening on this channel"

agile solstice
#

Kinda mindboggling that the reference pose is not preserved to compare they keyframe data to

red bramble
#

That's what I expected to be done, yeah

agile solstice
#

This also seems to mean that after importing every clip that needs to be additive must itself contain the additive reference pose on some frame, even if that frame is cut out using the frame range

red bramble
#

right, which is why there's that "additive reference pose" option

#

i need to figure out how to actually use additive animations properly

#

they've just blown up in my face in the past

agile solstice
#

Previously I was operating on the assumption that only one of the clips needs to contain the reference pose for other clips to refer to

red bramble
#

afaik each clip is entirely separate

agile solstice
#

Yea it seems so

agile solstice
red bramble
#

yeah, I'm just doing something wrong and getting Animation Explosions

#

but i also haven't tried them in a while

agile solstice
#

Explosions usually are from incorrect reference pose I thinks

red bramble
#

yeah

#

they seem very useful for adding some character to an existing animation

agile solstice
#

One mystery to solve is that despite keying every bone of every pose and motion, even when used as override layer some limbs like ears and hands still retain the motion from base layer

#

I'm usually doing "bake action" before exporting and naturally "bake all actions" during exporting which should key or leave unkeyed all bones equally

#

Funny thing there are at least three different ways to "bake" an animation in blender which all do different stuff

quartz halo
#

Hey folks. In my 2D URP game I'm using Animation Controllers on each RTS unit and adjusting the animation via script. It all works quite well, but performance starts to drag on a modern PC at about 200 units. From profiling standalone builds on PC/Tablets I'm seeing the Animator Code using 80% of the available time. The units are simple, no nodes or avatars or anything. Offscreen culling doesn't seem to work (and searching has shown that to be an issue with Unity). Might there be some simple optimizations I'm missing here?

quartz halo
#

If I disable the SpriteRenderer and Animator on the Prefab that is being instantiated 200 times, and remove calls to Animator.Play... the amount of time spent in the PreLateUpdate and PostLateUpdate.directorUpdateAnimationBegin is unaffected. I still see 10 workers processing a bazillion things even though nothing is being rendered in game. I must not be understanding this correctly.

lean sorrel
#

Hi all! 👋🏻 I'm attempting to get SWGOH characters into Unity to combine the animations (.anim) via recording & then eventually export via .fbx .. I've barely used Unity in the past, apparently i need to add an animation controller or use umotion?.. Could anyone please link me to a good tutorial on how to add the controller as I've looked on Youtube but really dont know what I'm doing.. plenty of experience with 3ds max/blender retargeting yada yada so not a complete noobie...

coral shard
#

hello I asked this earlier in #✨┃vfx-and-particles but, I am curious about Playable Graphs, I realised there are not many resources out there about it, can somebody help explain what it exactly is, I know it's for animation + scripting, however, is there a panel to open in Unity? an actual graph etc? somewhere I can learn this or get a quick tutorial on (is this the right chanel to ask?)

quartz halo
#

Alright, I think I figured this out. My RTS units have several gameobjects attached to them with their own spriterenderers and animators, used to reflect buffs, debuffs, etc. Nothing is implemented to use them yet, and so the sprite renderer is disabled on each. However, the animators are not disabled. So that is where all the processing appears to be. Time to do more tweaking!

upper surge
#

why is kyle stuck in the falling animation he came with?

#

I changed one of the animations I added and it fixed it to the point where he would do the land animation. But I think the orange idle/walk/run blend one isnt set up correctly so its giving me these errors

#

when I hit play the speed doesnt change in the animator window

#

but its a the animator controller that kyle came with so shouldnt it work

stone jacinth
#

Why is sprite shown in first picture but not in the second?

#

Sprite sheet is complete and every frame has sprite, you can see that in first 2 pictures also in timeline, in timeline sprite is shown but not on screen

upper surge
stone jacinth
upper surge
#

so I got the speed to change in the animator but he is stuck in this pose when i move

#

its the default animator so not sure why 0 speed isnt idle and speed is walking

simple marsh
#

Could someone explain why the sprinting animation doesn’t play although it’s humanoid

hybrid tinsel
normal grail
#

Hey everyone, just curious but do Canvas Scalers also scale animations?

#

for example, I design a screen for 1920x1080 and move an element up 150. Now at 3440x1440, will that animation scale or will it still be moved up 150?

simple marsh
austere hinge
#

Hello! Does anyone know why my fbx from blender is so scaled down when imported into unity? I tried the scale factor at one but gives me the same thing. I could really use some help if available!!

south flicker
#

Did you apply the scale within blender before exporting (Shift+A) @austere hinge

crimson oasis
#

hey guys i need help with making a character sit on a chair, i already have the sitting animation i just need help making the character sit exactly on the chair

austere hinge
#

Maybe that’s the problem?

tidal nebula
#

I rigged character in mixamo, download fbx with idle animation, changed rig to humanoid, dropped it into scene, made animation controller, assigned idle avatar, looks normal, animation is working. Then in mixamo, same character, changed animation to walking, downloaded without skin, dropped only motion file in controller, setup transitions. Everything works, but legs bending backwards when walking. Changed avatar from idle to walking, now walking is right but idle is crocked. Whats the correct way to use mixamo animation and is it possible to fix? every fbx files that comes from it has so much stuff which is like totally unnecessary, makes me confused whats important and whats not.

vast light
#

can someone help me with my animation, when my character walks it will random glitch it backwards

simple marsh
#

Can someone help me understand this error

uncut salmon
#

You're calling a parameter on an animator where it doesn't exist.

simple marsh
#

Nvm I found out the problem

#

I forgot to add the false statement to the animation

terse gate
#

When i import an Animation from Blender and i change the Rotation in Unity my Model teleports. How do i fix that?

I exported a sword and animated the swing. It works and does its job, but the rotation tools in Unity doesnt seem to do something. Im new to Animation, but experienced in Blender.

uncut salmon
#

You said rotation teleports your model and then that the rotation tools don't seem to do anything, which is it?

acoustic osprey
#

Is there a way to scale this to be longer than a second, I've read that its a mouse scroll wheel thing but that isn't working for me.

uncut salmon
#

Grab the last frame and drag it to the right?

#

Mouse wheel will just zoom out the timeline so you can see more

acoustic osprey
#

I want to see more. I can place past a second but can't see past it

uncut salmon
#

Well, mouse wheel is how you do it 🤷‍♂️

acoustic osprey
#

weird. welp it's good to have someone confirm it

hybrid tinsel
#

(with nothing selected)

#

Also, the lighter areas on the edges of the scrollbar adjust the scale.

jovial seal
#

question

#

im using 2D pixel art, but i want my characters to have separated body parts

#

how would i avoid creating an animation clip for each individual body part variants

#

or is there no way

jovial seal
#

there is also a issue i have with animating my sprite along with separate body parts; they seem to line up incorrectly, ive matched up the parts together frame-by-frame in the editor, but at runtime when they animate together it is slightly off-sync, even though they have the same sample rate & are matched up with one another in the editor. is one of them starting a second too early or smth?

hybrid tinsel
#

And therefore controlled by that single animator

#

Generally, multiple animators won't be guaranteed to be frame perfectly in-sync.

jovial seal
#

you need a animation clip to use to animate something

hybrid tinsel
jovial seal
#

i guess i just dont understand how can i animate all bodyparts from the same animator

#

like reference the ones i want to reference in the animator

#

i dont see a box for that

hybrid tinsel
#

An animator controls all gameobjects that are a child of it unless they have their own animator.

#

Everything controlled by the same animation vlip in the same animator should be in sync in most cases without any further effort.

jovial seal
#

how does each layer know which gameobject its for

#

and im starting to realize having all the body parts in the same animation clip is a bad idea probably because they all are supposed to be randomized

hybrid tinsel
#

They are all children of the same object, that's how.

#

You have an animator on a parent object, and as many children as you need, each of which is controlled by the single animator and the single animation clip.

meager smelt
#

Hey! I implemented foot ik witha simple asset called homebrew ik, but it seems to have a little issue when walking. The player's legs get positioned closer to the center, so it looks a bit weird. Everything else seems to be working. What can be the problem? Ik settings or is this an animation issue?

unborn radish
#

Hi, can someone please help me to understand what the problem might be here regarding an imported fbx animation. In Maya, the animation plays exactly as I would expect. If I set the import rig type to generic, the animation plays exactly how it should. When I set to humanoid, the animation almost plays with the exception of the rigged weapon not following the hands. I attached a short video here demonstrating the differences when previewing the imported fbx file and previewing the anim file within the fbx file. In the test scene, using an animator, the character doesn't hold the weapon properly if set to Humanoid. Why is this happening? What could possibly cause this? I have tried flipping switches and google searching, forums searching, youtube videos, but nothing to help me identify what the cause is.

#

If you watch the hands holding the weapon in the first part of the animation, that's what I expect to always happen, yet in the scene play mode, it does not.

#

The animation plays in the scene mode exactly the way the 2nd part of this clip shows.

#

Why would the animation cut off the other rigged joints?

#

I've tried with and without baking to no success

hybrid tinsel
hybrid tinsel
unborn radish
#

Do you add bones with the "optimize game object" option?

unborn radish
meager smelt
unborn radish
#

I found it unintuitive to have to enable a "optimize game object" option to discover the expose transform feature which then led to the Animation tab showing more exposed transforms and only after creating a mask.

hybrid tinsel
vestal kindle
#

How would I go about animating an attack? In mecanim I can make a boolean variable "attack" and when thats set to true, I go from idle to attack animation.
However, I want to go back to idle afterwards and set attack to false again. This depend on the length of the attack however

#

How would one code this up?

cunning spindle
#

is there a way to reduce the FPS in the top right

meager smelt
#

Hey! I implemented foot ik witha simple asset called homebrew ik, but it seems to have a little issue when walking. The player's legs get positioned closer to the center, so it looks a bit weird. Everything else seems to be working. What can be the problem? Ik settings or is this an animation issue?

vestal kindle
#

How do I in general do a running animation? The mixmao running animations already move the character. Does that mean that my charactercontroller should not move the character at all, but just set the animation state to running? That would make it a bit hard with physics?

#

I actually thought that the animation would be the character running in place, and then I move the gameobject via code and try to match up the speed such that it matches up with the feet etc.. But thats not how its done I figure?

agile solstice
vestal kindle
#

Yes I also now googled, it seems to be a tradeoff right. Either you enable root motion for very nice animations that perfectly fit the actual position of the character

#

or you disable it for an easier life

#

and I went for second haha

agile solstice
#

Basically so!

vestal kindle
#

Thanks!

hybrid tinsel
vestal kindle
#

Thanks, was more asking about if it is ok for me to query the state of the animator from my code

#

I.e. would it be ok to check in code if the attack animation is done already, or have an event when the attack animation is done (for example to remove the attack collider), or if I am doing something wrong if I do it like that

hybrid tinsel
#

You actually have several options for that. I'd probably not use animation events because those are unreliable when they are at the very start or end of the animation if you're using transitions, but can be useful for triggering stuff during the animation. State machine behavior scripts are probably how I'd handle that scenario.

vestal kindle
#

but how do I get the state from the animation into the state machine in my code?

hybrid tinsel
#

You probably wanna make sure that it is casting the feet from the right position

agile solstice
#

No code or conditions needed

hybrid tinsel
#

Yeah, this is one of those situations where there are so many options that it is hard to narrow down.

north tusk
#

I havent animated in unity before and wanted to do something simple. I want to know how to create a down swing animation, and a forward swing animation in 3d unity. My game looks like this currently. I just want the gray block sticking out of the character to swing forward when using the arrow keys, and swing down when using the down arrow key. Is there anyone that can help me do this?

hybrid tinsel
jovial seal
#

i have new issue, i have parent object just with animator no spriterenderer, than all my 4 body parts have no animator and just spriterenderer, now when i select one of these body parts and i look at my animation clips, it shows the sprite used in the clip as missing, but all the body parts share the same spritesheet as the one the clip is using and i think that is why they aren't animating because the sprites are missing but i dont know why

severe arrow
#

Heyy @everyone , could anyone give me or suggest animations free asset for third person shooter game. I'm just into unity and learning. Any help is very much appreciated and I will be very grateful. Thx.

hybrid tinsel
jovial seal
hybrid tinsel
#

The items showing as missing.

jovial seal
#

no

jovial seal
#

even if i replace the sprites in there again

hybrid tinsel
#

Have you tried pointing the correct gameobject back to there?

jovial seal
#

and i keep removing it and it make the sprite go missing

#

how do i make the animations without that happening

meager smelt
hybrid tinsel
meager smelt
hybrid tinsel
#

I mean, it could just be the proportions of the different characters making the animation look really different

meager smelt
#

Hm, I discovered that if I change the legs' weight, they serve well with the animation, but then they are pretty much not do the IK movement just a bit

#

And also this warning

hybrid tinsel
#

Well, that will certainly cause arm issues

soft radish
#

Hi is there anyway to import gifs into unity like i can with godot or can i only do sprite sheets

#

For making 2d animations

worn patrol
#

unity says my transition uses a parameter which does not exist in controller

hybrid tinsel
worn patrol
#

idk what was wrong but i fixed it

vagrant vortex
#

Does anyone know if it is possible to animate a character in 8 directions using the 2D animation package in unity?

Was planning on trying out skeletal animation isntead of spine just out of curiosity.

Thank you!

vagrant vortex
hybrid tinsel
vagrant vortex
rancid sparrow
#

What's wrong with exporting from blender?

*Blender **

#

*Unity

hybrid tinsel
# rancid sparrow What's wrong with exporting from blender? **Blender* **

Nothing. Unity bones are actually 'joints,' so the bone renderer is only drawing connections between those joints. I believe that there is a blender option to add 'leaf bones' when exporting which adds a bone to the tip of the blender bone, but not sure of the details since I don't use blender.

rancid sparrow
#

*in game

hybrid tinsel
# rancid sparrow *in game

That is a blurry mess and I can't even see what you're trying to show. Have you checked for warnings or errors in the animation importer?

rancid sparrow
hybrid tinsel
#

Those are completely different poses.

#

And reposting the same image isn't very useful; I already know what a hand is, but you aren't showing the importer, or a view of the game view that isn't a blurry, overlapping mess.

#

Like, I can see that something's going on but it is hard to do any analysis beyond that.

hybrid tinsel
#

Is it a humanoid?

#

Are you sure there are no extra transforms with animation aside from the humanoid bones, if so?

rancid sparrow
hybrid tinsel
rancid sparrow
hybrid tinsel
#

Have you adjusted the avatar muscle settings?

#

And does it happen with all animations, or just that one?

polar ice
#

Hello, I would like to create a simple animation in my game for side selection similar to this
https://i.ytimg.com/vi/8Ch3QII6hWY/maxresdefault.jpg
So I capture keyboard left-right inputs, but I want to trigger animation to keyboard icon to switch left or right or to middle. I am looking for animation tutorial or walkthrough for this purpose. Any resources for me to learn?

celest crag
#

Checkout pinned resources. Top right.

uncut salmon
#

Animations have no collisions, so if you're animating it going through the ground, it will do so.

vast light
#

can someone help me when i start moving my character around he goes up in the air and wont cvome back down and when i stop moving he sldies a lil bit

jovial seal
#

when it comes to the position parameter of an animation clip, is there a way to use it without, actually referencing to that position?

#

i just want to go to a certain spot during the animation, relative to the character's current place

#

not an actual X,Y coordinate i want it to be at

agile solstice
#

If there is no parent transform it will be set relative to scene, so an absolute position
Or if root motion is enabled, the transform will be moved there in its local space

#

If you need to move the root gameobject, it may be more practical to make a script that moves it locally that can be keyframed than to try to use root motion, but I'm not sure
What's the use case precisely?

hybrid tinsel
wheat flint
#

its possible to stop an animation in a keyframe/animation position for a few seconds?

wheat flint
hybrid tinsel
#

Through script.

#

If you want to get it to start and stop, anyway

viral shale
#

Is Animation retargeting also possible when getting a humanoid model to do generic model animations?

jovial seal
#

i figured out all my other issues, now i back to the syncing issue, all my body parts have separate layer in animator and all animator accordingly, under the same parent animator. but they're out of sync even though i lined it up

#

is there a way?

#

all of them have several different variants so i really trying to make them all in separate clip

#

so i dont have to make more than needed

tidal lance
#

Is there any way in Timeline to adjust starting offset and have all the keyframes adjust accordingly?

mellow remnant
#

I'm trying to import an animated Blender model into Unity, but it keeps messing up the rigged object positions. The animation data itself imports just fine, but the model positions are all messed up. I've tried applying all transformations in Blender before importing into Unity, but the problem still occurs. Does anyone have any ideas on how to fix this?

hybrid tinsel
tidal lance
#

Talking about this kind of thing

shadow obsidian
#

!collab

dusk valeBOT
hybrid tinsel
#

You can set it to match either the previous or next track.

brisk shore
#

Hey, does anyone know what causes unity imported animations to react like this?

#

Everything from blender has the correct transforms applied and the rigify rig was converted to unity.. I've tried everything and even weight painted a thousand times to make sure I had everything applied

leaden prism
#

Is it possible to have custom animated properties be readable in unity while an animation is playing?
For example, in blender I have an int in the armature custom properties that changes which image a texture is showing currently, and would like to have it be readable in unity so I could create a similar system in it as well.
Is there a way to do that?

mellow remnant
leaden prism
tidal lance
hybrid tinsel
tidal lance
hybrid tinsel
urban pond
#

Hi guys, I'm trying to figure out something very weird. I have copied an animation as a different clip and am playing it on the same object with no changes at all between the two animation clips, but somehow the animation is different in the copy.

#

Do you have any idea why they might have differences? I am testing them both out from the editor too so transitions and such shouldn't be an element here (I think)

urban pond
#

It gets weirder. If I shorten, lenghten or move the keyframes in the same clip even 1 frame, it breaks.

glossy crystal
#

I have a trigger parameter in an animator but somehow its behaving like a boolean parameter (and just staying on):

#

I should never be able to see it filled right? Because it should trigger and then turn itself?

glossy crystal
#

Found a workaoround so just updating: My transition's "interruption source" was set to "Next State". That was somehow preventing the transition from happening. I don't really have an explanation but changing that back to "Current State" made the transitions happen again and that results in the trigger clearing out.

rich slate
#

Is there a way to snap keys in animations curves? Liek holding a button lets me move it along the value axis only

vestal kindle
#

Does anyone know how I can find a mixamo running animation where the character do not move their arms so much? In the normal ones they use their arms a lot and if they are holding a sword they are constantly stabbing themselves

agile solstice
agile solstice
#

Triggers can be reset manually but you might as well use some other parameter type at that point

glossy crystal
#

Thanks, was definitely very annoying. I added a transition from the state to itself and that seemed to "eat" the trigger value

#

But good to know that this is a general known issue

brisk shore
#

And btw does unreal also have this problem?

twin musk
#

does anyone know why my idle animation and crouch animation are playing at the same time?

stuck timber
#

the more details u provide, more likely you get a solution

twin musk
#

this is when it isnt crouching

agile solstice
twin musk
#

this is when it is

#

and it just keeps cycling through both animations in a milisecond

agile solstice
brisk shore
twin musk
agile solstice
twin musk
#

Can someone help me with my animation

agile solstice
#

And the multi-layered armature makes a lot of rig related operations really tough or impossible in-engine

brisk shore
nova roost
#

my gravity is broken

#

it literally only has one capsule collider on the main player object

#

root animation is unchecked

spice hemlock
#

i have a player that is constantly moving, i applied a sliding animation i downloaded, the problem is that the slide animation moves the model forward

#

how do i make it so the model is "sliding in place"? i want the code to handle the movement

#

i tried apply root motion on and off

hazy estuary
#

Does anyone know how to use the animation rig package + two bone IK constraint with a limit? You can see that using it to hook a rope in my game works fine... until the character turns too much

#

Would be good if I could set like a rotational limit so the arms dont clip through the body, does anyone know of any resources for that?

jovial seal
twin musk
#

does anyone have any idea how to create a animation clip of 1 sprite only where you take the anchoredposition.x as the property? I'm trying to do a button that moves into frame from outside the camera

#

the animation has only one sprite not multiple

grand ruin
#

is this a big no no when creating an animated rig?

#

Ik triangles are bad too

wild marsh
#

hey im making a low-poly character. was wondering if it's more traditional to make the pupils of eyes a 3d model and animate their movement, or if the pupils should just be a part of the texture?

lime nova
#

i switched my characters animation type to generic but for some reason my override and additive animations all stopped working after i replaced the old humaoid animations

#

do override and additive animations not work with generic rigs?

agile solstice
agile solstice
agile solstice
#

Start with the question of how much flexibility do you really need in the system

twin musk
#

I have a gameobject in the HUD with an animator and two animations: Idle and Movement. The propierty that is being modified in those animations is anchoredposition.x. I have also created a trigger parameter to make the transition between animations.

How do you make it so that when a button is clicked, it should execute the movement animation with OnClick()?

jovial seal
#

i dont really understand what you mean by override layer or how to do that..

agile solstice
jovial seal
#

immense detail is required

#

Plus I want to make sure it's expandable so I could add more in the future

agile solstice
#

That doesn't answer the question

jovial seal
#

it's random generation

agile solstice
#

Every body part plays random animations all the time?

jovial seal
#

pretty much

#

i mean some things are random some things are calculated

agile solstice
#

Hmm it seems I can't explain clearly what the decisive question is

#

Without knowing precisely what the animator's logic should be, I can't recommend how to set it up

#

Something that's "not random" follows some kind of specific logic

twin musk
twin musk
#

Ok, I solved my issue with the animations

#

in the end I just been able to create an "idle" that is the image unchanged for 1 second

wheat flint
#

Guys, how do I pause my animation on a specific keyframe and after x seconds it continues and ends?

uncut salmon
#

If you're using the animator, you can set the speed of the current state to 0 which will essentially pause it. Then set it back to 1 when you're ready.

wheat flint
#

thanka

crimson oasis
#

hey guys

#

i have an animation but when i try to use it for another character the characters hands starts going through its legs and its hands and head go through the floor

#

how can i fix this ?

hybrid tinsel
hybrid tinsel
hybrid tinsel
jovial skiff
#

What new features and technologies for animation are already in development, and what can we expect in the new versions?

uncut salmon
grand ruin
#

does baking mean like finalizing and thus optimized but not editable?

jovial seal
#

is there a reason why my body parts drop down if i disable the object mid-animation? it doesnt do this for the actual body, which is also a part just like any other body part

#

Actually it might be because position is involved in the other animations

#

but is there any work-around to prevent this from happening?

hybrid tinsel
agile solstice
jovial seal
#

and i cant have these enabled at all times

#

and idk what you mean by default

#

i never saw anything about that anywhere

#

the position is relative to the body object

#

ive already tried resetting it back to normal via code before re-enabling the animator but that doesn't work either

hybrid tinsel
#

I'm confused. Are the objects with position animation or the ones without incorrect?

vestal kindle
#

I have a player that can be idle, run and attack. Right now my mecanim is set up as follwos:

  1. All animations are set to loop
  2. I have only transitions from "Any State" to all the other states (Run, Attack, Idle), under certain circumstances
  3. The transitions are not allowed to transition to self.

Is this is a good setup for a simplistic animation setting, or is this some kind of antipattern?

#

The parameters are isRunning and isAttacking, which are set from code and which will then trigger which transition is done

muted smelt
#

I created a andoride build and the animations of player stop working can anyone tell me why its not working

zenith burrow
#

hi
ineed help with some problem i run into when i try to do jump with root motion and character controller on type generic the character controller dosnt moving with the animation in the game mode when the player jump

serene widget
#

I have the same problem
I have a jump animation with root motion, and I dont know how to make the character controller follow the mesh of the character

jovial seal
hybrid tinsel
hybrid tinsel
zenith burrow
#

i use tried to canceld the gravity

hybrid tinsel
zenith burrow
#

thi isnt work ):

zenith burrow
zenith burrow
hybrid tinsel
jovial seal
#

yeah that’s enabled

#

am I supposed to have a state that’s default?

#

and anyway that’s not gonna put it back to the original position

#

From what I’ve seen it needs to be disabled (the animator(0), reset the body parts position, then enable animator again

#

But even that does not work during code

#

Probably need multiple delays

#

Alternatively, is there a way to swap sprites in animation clips?

#

Every one of these characters are randomly generated though, so it needs to be specific

#

I’m iffy on whether or not that would work, though.. every sprite always comes out different when split in sprite editor, so the positions would need to be changed in the animation clip

#

This is why I am forced to use this method

serene widget
hybrid tinsel
#

Unity separates the root motion of y(vertical) and xy. The most common setup is to bake y and have jumps handled through physics.

buoyant sentinel
#

So I'm using the documented gameobject recoreder script to record animation in runtime, but I'm using to record a rigs animation that is being controlled by an IK system. it is only recordering the main object none of the armature
I had it as humanoid and ik that was some issue, so I was able to get the IK working fine with it in generic, but still to no avail

does anyone know why this might be happening?

hybrid tinsel
#

You have it set to record hierarchy?

buoyant sentinel
# hybrid tinsel You have it set to record hierarchy?
using UnityEngine;
using UnityEditor.Animations;

public class RecordTransformHierarchy : MonoBehaviour
{
    public AnimationClip clip;

    private GameObjectRecorder m_Recorder;

    void Start()
    {
        // Create recorder and record the script GameObject.
        m_Recorder = new GameObjectRecorder(gameObject);

        // Bind all the Transforms on the GameObject and all its children.
        m_Recorder.BindComponentsOfType<Transform>(gameObject, true);
    }

    void LateUpdate()
    {
        if (clip == null)
            return;

        // Take a snapshot and record all the bindings values for this frame.
        m_Recorder.TakeSnapshot(Time.deltaTime);
    }

    void OnDisable()
    {
        if (clip == null)
            return;

        if (m_Recorder.isRecording)
        {
            // Save the recorded session to the clip.
            m_Recorder.SaveToClip(clip);
        }
    }
}

I'm using this to capture the transforms of the armature

#

it works to record transforms of seemingly anything but what I need it too, I think it's the interferance with the IK but idk what the solution would be

#

OH I got it!! nvm ty for the help!

hybrid tinsel
buoyant sentinel
# hybrid tinsel What was the solution?
using UnityEngine;
using UnityEditor.Animations;
using System.Collections;

public class RecordTransformHierarchy : MonoBehaviour
{
    public AnimationClip clip;

    private GameObjectRecorder m_Recorder;

    void Start()
    {
        m_Recorder = new GameObjectRecorder(gameObject);
        m_Recorder.BindComponentsOfType<Transform>(gameObject, true);
    }

    void LateUpdate()
    {
        if (clip == null)
            return;

        // Start a coroutine to delay the recording very slightly
        StartCoroutine(RecordAfterDelay());
    }

    IEnumerator RecordAfterDelay()
    {
        // Wait for a very short time (end of the frame)
        yield return new WaitForEndOfFrame();

        // Now take a snapshot for recording
        m_Recorder.TakeSnapshot(Time.deltaTime);
    }

    void OnDisable()
    {
        if (clip == null)
            return;

        if (m_Recorder.isRecording)
        {
            m_Recorder.SaveToClip(clip);
        }
    }
}

I honestly just used some auto generated script and tried a few of them, this one worked. it doesn't work on humanoid but if you can convert your character back to generic and still do what you were hoping to do it can record it. which works in my scenario!

#

seemingly its just that an IK takes a longer delay to actually go into the system so the recorder would capture to quickly gathering nothing. so this add some sort of delay

hybrid tinsel
#

You could probably do the snapshots in OnIK()

buoyant sentinel
#

I mean if you want to make the edit to it I can try it, I really don't know anything when it comes to code. I'm just handymanning this

#

I'm using Final IK though, not the built in IK so idk if that would change that

hybrid tinsel
#

Ah, I haven't uses fik

lime nova
#

I'm using a generic rig for my character and im trying to make an animation using root motion but for some reason doing that makes the model stop rotating

#

in the animation tab the animation looks relatively normal besides it rotating more than it should, but in game it just doesnt rotate at all

#

im using a bone in the armature as the root motion node

#

is there something im missing?

solar halo
agile solstice
#

Meshes are culled when off-screen using the bounds as a guide, but when a skinned mesh renderer deforms the bounds do not always get updated properly

solar halo
agile solstice
solar halo
#

Do you know how to fix it, just pick up the numbers?

agile solstice
#

These can be modified to increase the size of where to render the mesh
Update When Offscreen can also help improve the accuracy of culling

agile solstice
solar halo
#

Thank, I will try

serene widget
agile solstice
serene widget
agile solstice
#

Learn how it works with the simplest setup you can first

serene widget
agile solstice
serene widget
hybrid tinsel
serene widget
hybrid tinsel
#

No. Baking removes root motion

pale axle
#

I downloaded a few animations from Mixamo because my Polygon Dungeons didn't have 'em included, but some of them act weird or seem to be facing in the wrong direction (crouch animation for example is playing in torwards left while I move forward)

#

How could I resolve such issues?

pale axle
#

This project is an assignment I chose for my finals, and since my school doesn't really teach game dev, there's no where else I can ask such stuff but here

ornate birch
#

anyone know why when i add an animation rig to my player character none of its animations play anymore?

vestal kindle
mystic river
#

Why almost all animators in assets and tutorial entangles Blend Trees and Animation States with one another instead of using Any State? From what i understand it takes little to no conditions tweaking to untangle everything in a one level tree.

#

Is there a major disadvantage in using Any State?

ivory copper
#

So currently I have a 2D character with 4 walking animations (up, down, left, right) and 4 idle animations (also up, down, left right).

I'm using a blend tree to transition between them using horizontalDirection and verticalDirection as float parameters. Both can be anywhere between -1 and 1.

The issue I'm having is that when the player lets go of their controller, I want the character to go into the idle animation of whichever direction they were walking in. Right now they're just returning to the "down idle" animation. How can I fix this?

uncut salmon
#

Only change the animation if the input is greater than a threshold value rather than updating the floats every frame

devout ember
#

i've got two bone ik constraints set up here, but when i try them out in play mode this happens, how can i fix this? its some weird offset.

#

i think its because of this but idk

stuck timber
#

the important part is where you put target

#

although ideally you want all your IK to be nested in player at 0,0,0 regardless

devout ember
past grove
#

Hello everyone. I'm new to animating sprites and have an issue I can't find an easy solution to. So I have a character who animates. I also have a hat the player can wear attached to the player game object that renders or doesn't depending on if the player wears it. While I have sprites for the hat from all directions the player might move, it doesn't quite follow them because of their animation. Is there a way to make it track where the player's head is as they animate if the head moves a few pixels during the animation loop?

midnight halo
#

i have this animation which works in animation editor
but when i play it, it does nothing

the console says speed is 3, which is the condition for my walking animation to play

    void UpdateAnimation()
    {
        int speed = speedAbility.speed;
        print("speed: " + speed);
        animator.SetInteger("Speed", speed);
    }

    private void FixedUpdate()
    {
        Collision();
        UpdateAnimation();
        Fall();
        UpdateBody();
    }
wheat flint
#

Can you guys help me? How do I make my animation of when the gun runs out of ammunition play after the last shot that left the gun with 0 bullets? Why do I have a conflict with the same animations of shooting?

midnight halo
tough phoenix
mystic river
agile solstice
agile solstice
# mystic river It seems that screenshots posted in the last 24 hours show that Any State is wid...

It's rarely a coincidence that people who are using Any State are reporting weird transition issues and a lack of understanding what their state machine is doing
My advice is avoid it entirely until you understand it completely
That said it's still a tool among others, and it can be useful for transitions that are meant to interrupt the state machine
Usually a one-way trigger transition like to a dying animation

mystic river
# agile solstice Any State transitions are kind of a "nuclear option" that overrides the natural ...

To me the "natural flow" of many animators I've seen in assets is a convoluted entanglement that is hard to follow and maintain. "Mecanim Bonsai: Lessons from Firewatch and ReCore" talk from 2016 suggests to put complexity into Blend Trees and use hub transitions. Turned out Any State provides an easy way to get from the main Blend Tree into different Blend Trees upon flag, while the overall layout of the animator is remains flat.

#

But I was unable to find anything similar among tutorials therefore was unsure if there is no major disadvantages to this approach.

agile solstice
#

There sadly are close to no good examples or comprehensive best practices guides

agile solstice
#

I see no issue with the above, and as long as it does what it needs it's perfect

#

Potential confusion could ensue from having both crouching->airborne transition as well as any state->airborne
And with that system you can't elegantly stop airborne transitioning to crouching before landed without extra checks, if that's a concern

#

Ideally a state machine smoothly adapts to whatever the code sets the animation parameters to, without having to do any micromanaging or explicit triggering of states from code

#

That kind of smoothness is a big priority with realistic 3D animation, less so with other types
But the same principles are still useful when keeping things clear even if the animator has to be expanded a lot

#

That's the theory anyway

mystic river
# agile solstice Potential confusion could ensue from having both `crouching->airborne` transitio...

Yes, I wasn't sure that Any State means indeed any blend tree. As I understand state machines, a machine can't be in two states at the same time except for when is blending between them. Theretofore Airborn and Landed can be viewed as a single state with a toggle for a transition. But I suspect that a mirroring of states from a code into flags isn't the best practice for Animator because it suppose to have all FSM transitions at the start.

#

Which leads to a horror like this:

agile solstice
agile solstice
#

You don't have that many states, so organizational problems do not yet manifest much

devout ember
#

it goes up here for some reason. i've no idea why

mystic river
#

Not sure what goes where, but elbows adhere to hints. This is why arms are so twisted back.

devout ember
#

but when a player is instantiated, they move up for some reason

mystic river
devout ember
#

there is only one rig, and it is for the arms

mystic river
#

From what I've read rigs should be on the same level as the root of an armature and under an object with Animator (i. e. as descendants to the Rig Builder object).

devout ember
#

right, i'll try that

devout ember
#

never mind, i got it working. thanks so much man you saved me a ton of strife and time 😅

mystic river
#

Inability to bind transforms that are not between the Animator and Rig is painful tho.

solar halo
hybrid tinsel
#

So no specific down side, but it gets misused a lot and then folks find it causing unintended sude effects.

solar halo
tough phoenix
solar halo
tough phoenix
solar halo
#

You can take out the animation, expand the object in which your animation is, click on the animation and ctrl + d and change it name

solar halo
# tough phoenix huh ?

I understand that your animation is not looped, and that's why your legs are twitching

tough phoenix
solar halo
#

fine

solar halo
agile solstice
# solar halo

Nothing's wrong
Blender interprets bones having a length, but Unity does not
They still work the exact same way

#

Oops meant to reply to i3sN
And missed that Pinballkitty answered it already
The small internet is too small to see

lime nova
#

is it possible to convert a humanoid animation to generic?

#

when i changed the rig to generic the animation stops working and just tposes

lime nova
#

i also have an issue where a generic animation i copy from an fbx is buggy compared to the preview

agile solstice
#

Are you trying to make use of some Avatar features with the Generic animation clips

lime nova
#

in the preview the animation runs smoothly but when i look at it in the animation tab it seems to rotating and moving position in a more exageratted manner?

#

like where it should spin once it spins twice, and rotate 30 degrees, it rotates 90 degrees

#

additionally this gets more janky if i lower the sample rate a lot

solar halo
rotund tangle
#

can somebody help me regarding animation? like get in a call and show me?

#

im not sure why multipleobjects i animate dont appear

#

the animated cameras view doesnt show the animations of other objects, it will show the object but as if its not even animated

#

im coming from animating from blender and maya so this whole thing is confusing to me

#

is there something extra i need to do?

uncut salmon
#

Cameras have no control over whether another animation is ran or not. If you give objects their own animations/animators and call for them to play, they will play.

#

Maybe post a video of how/what you're animating?

rotund tangle
rotund tangle
uncut salmon
#

Nope

#

How are you promprting the other objects to begin their animations?

rotund tangle
#

prompting? im just adding keyframes in their timeline? if i select them induviually and press play it will show the animation in where i left perspective view on say the head, it will turn , but if i animate the cameras postion and the head then is in view, it does not turn in perspective of the camera

uncut salmon
#

Can you make a video of what you're doing?

rotund tangle
#

not sure why unity needs to add extra steps to a simple function

#

do i need to sync or combine the timelines?

uncut salmon
#

Okay, this is a misunderstanding on how animations in Unity work

#

Currently, you have two different objects with their own animations. While you're in editor mode (that is, not play mode), you're scrubbing the animation for one object. These animations are not synced in any way.

solar halo
# rotund tangle

If I understood the problem correctly, that flag will only work in game mode

uncut salmon
#

If you want to do a larger animation consisting of multiple objects, you will need to install the Timeline package and create a timeline instead.

#

Timelines let you composite cinematics/cutscenes easier because you can add/adjust the timing of multiple objects. Not just animations, but sounds and camera blending as well.

#

And yes, if you hit the play button, assuming these animations are the default ones set for the objects, they'll both run simultaneously. But trying to match/edit them will be difficult if you're not using the Timeline package.

solar halo
#

Do you want it like in the video?

rotund tangle
shadow obsidian
# rotund tangle yeh

Osteel explained how to achieve that pretty well.
The only thing I'll add that there is some terminology ambiguity.
You were looking at a timeline here
#🏃┃animation message

But Osteel was talking about the Timeline package which is different. It allows synced animations

solar halo
rotund tangle
plucky kayak
#

Has anyone ever used the curves in the animation tab for animating characters with bone rigs not just a simple 1 transformation movement of a single object ?

agile solstice
# solar halo If I add a revolver through a script, it does not animate, why is that? https:/...

I'm not sure why this happens (other than maybe an arbitrary limitation) but my conventional wisdom states you shouldn't generally animate objects that are may or may not exist in the hierarchy
Usually you'd animate extra item bones that always exist
Most games I've seen do it that way, either always attaching items to some body part, or using a static number of item bones that all wieldable objects share

lavish epoch
#

why does my character start to float when i turn on the animation? the animation is from mixamo and when i turn the animation off, it stop floating and works perfectly fine

#

i have check the y velocity and it is 0 as you can see from one of the screenshot, but it still floating

#

nvm guys, i fixed it by disabling the apply root motion

fossil hill
#

ey; I am kinda new, maybe this is really simple but; I have a platform with just a simple animation of up and then down to make an elevator; how can I prevent the thing to push the player clipping into the ground if they are standing beneath it?

#

like I know I may turn the animation off by a script that detects any player beneath it, but I am kinda more looking to do something like... push them gently with colliders

urban pond
urban pond
rustic axle
#

i have an animation from mixamo and i want to be able to turn but currently the animation is walking forward so i cant rotate the player. my question is do i have to make a new animation and copy paste the walking animation and then just trn the player or is there a way to rotate the player that im just not seeing?

rapid spruce
#

Hello everybody! Anybody know any tutorials for moving rigged models from Unity over to Blender?

I've been trying to animate using the curves in Unity's animation panel for about a week but it's been very difficult and I haven't been able to make the animations look "un-wonky", so I wanted to transfer it over to blender as I'm more comfortable animating there. Unfortunately when I convert the prefab to FBX and import it into blender the bone hierarchy goes bananas as shown in the picture.

Feel free to suggest alternative approaches too.

fossil hill
#

I don't think exporting from Unity to blender is really that viable, you should mostly do the other way around

rustic axle
#

How do i change the direction of mixamo character animation?

rapid spruce
fossil hill
#

Ey guys, new here so... I have like a ring to score goals on it and I want it to have an animation in idle mode and one for when it scores a hit; but the when making the transition, the score animation has to wait for the long idlle animation to finish before triggering, I want it to immidiatly trigger no matter the point at were idle is at; how can I do that?

wheat flint
#

guys how do I make my trigger pulling on the pistol animation play? Am I doing something wrong in the transition?

fossil hill
wheat flint
#

Nono, I did it so that the animation ends and can also be interrupted by any state

fossil hill
#

There is probably something is off with the triggers, the transition looks fine to me

covert hull
#

how can i control the speed of my idle animation, its really just a 'reset' for params / settings on a model. when i animate to a new state, the idle takes up to a second to goto the second state, i set the idle to 1000 for speed and now its almost instant, but it feels like a hack... is there a better / default way?

#

and if i set the speed to 0, it doesn't transition

slate coyote
#

Hey all, Any tips for using a humanoid righ with extra bones?
Iw ant to have sever empty bones that I can parent weapons to at runtime and attack animations that can be used regardless of what weapon is equipped. Ive added hte extra bones and made a test animation but the extra bones are not being animated
I dont want to just parent the items to the hands since I would like the character to be able to throw the weapon or flip it around etc.

Ive tried using a generic righ but it breaks all the current animations I have.

Several sources online have said that allowing the extra bones on the mask import settings solves the issue but its not working for me

slate coyote
# covert hull how can i control the speed of my idle animation, its really just a 'reset' for...

If I understand correctly,
On the transition settings, You can either
Toggle Has Ext Time this will make the animation instantly transition if conditions of transition are met regardless how much the idle animation has played
OR
You can tweak the bounds of the blue region showing the transition between the clips the smaller that region is the faster the actual transition will be, although if the iddle animation is really long it will wait till it hits the start bounds of the transition to start the transition

covert hull
#

i just moved sliders around and it randomly was perfect 😦

#

click the checkbox, unclick, drag this

#

etc

#

got it going perfectly

#

thanks for the reply!

slate coyote
#

Nice 🙂

slate coyote
crimson oasis
#

hey, i have 2 animations and i need help with making them work on all characters. as in i have a sitting animation that should work fine but when i play the animation on my characters their arms go through their legs and stuff like this. i believe i need to do something that is called ik or something but i have no idea on how to do it. can anyone help

untold spear
#

why dosent it always let me drag the sprite into the animation

#

nvm i think ik why

untold spear
#

for my animation

#

it starts off with the death animation

#

instead of the walking animation

#

is it cause slime dying is first

#

This is how i have it in the animator

twin musk
#

click the arrow from slime anims to death

#

defeated is defaulted to true

tulip forge
#

you set the trigger to on wich will imediatly fire and automaticly jumps to the defeatet animation

twin musk
#

click the defeated checkbox in left side

cedar ruin
untold spear
#

shall i turn off

#

trigger

twin musk
#

you start it as off

cedar ruin
#

Yes. It's supposed to be triggered by code.

untold spear
twin musk
#

then turn it on when your slime died (via code)

untold spear
#

i turned it off

twin musk
#

yay that's it

untold spear
#

the walking animation plays

#

but the death dosent once i kill it

#

omg my internet is slwo

twin musk
untold spear
#

the code should work idk why it not

twin musk
#

and better watch a tutorial for this one

untold spear
#

the code from there

twin musk
#

easier to absorb than people pointing u step by step how to trigger animations

#

and it's not working?

untold spear
twin musk
#

it's a set trigger

#

use SetBool

#

oh nvm

untold spear
#

that the transition btw

twin musk
untold spear
#

nope

cedar ruin
untold spear
twin musk
#

but where is the current animation playing when the slime die?

cedar ruin
twin musk
#

do you see the moving bar? where is it

cedar ruin
# untold spear

And it seems like you have tons of errors in the console. Pay attention.

untold spear
#

bottom riht

#

33

#

WHOOAAOAOAA

cedar ruin
untold spear
#

where those error

twin musk
#

minimize ur animator

untold spear
#

wdym

untold spear
twin musk
untold spear
#

this rises each second

untold spear
twin musk
#

ctrl shift c

untold spear
#

each time it complets there an erro

#

nothing in console

twin musk
#

click the red button

untold spear
twin musk
#

oh u have typo

untold spear
#

😭

twin musk
#

copy the defeated word from animator parameter directly to your code

untold spear
#

its the same

untold spear
twin musk
#

havent seen that error before

#

oh you have an event

#

in the animation tab

untold spear
#

yh

twin musk
#

and you dont have backup method in your code

#

you need it

untold spear
#

what a backup method wdym

twin musk
#

can u show the event?

#

or better, remove it for now and add it when you already see how that thing works

untold spear
#

yikes lety me delete those

#

real quici

#

those ones were by accident

#

the event was sppose to be like this

#

omg it works

#

now

#

thank uuuuu

twin musk
#

didnt really do much, just told u to click a single trigger

#

anyways, hope you learn somehow how to work some things off

untold spear
#

ty

fathom hornet
#

Hello, I'm using a bunch of storebought assets and I'm trying to blend animations together. But some animations snap the actor back to the origin point of the animation, is there a way to edit this? I'm using timeline to animate.

#

I have tried rootmotion but it doesn't seem to work on my character Nvm it seems that rootmotion works but the animations I have selected do not have root motion.

#

Is there a way to offset the animation clip?

radiant mango
#

also the fall animation is playing in mega slow motion for some reason, it plays at normal speed when it gets called correctly

#

seems like a huge unity animator bug

fathom hornet
#

If I have one root motion that rotates and one that moves forward how come the rotation doesn't carry over? it resets back to the original rotation

agile solstice
radiant mango
#

Why not use any state?

agile solstice
# radiant mango Why not use any state?

Functionally it's an "emergency override" of highest priority to all the state machine's logic
Because of that it often seems to have unintended side effects that are hard to track unless you already know precisely what you're doing
It also teaches you to use the Animator wrong, as you might expect when trying to make all the animations work via an emergency override

weak matrix
#

Can someone help me understand AnimationState.AddMixingTransform?

#

I have a running, walk, and idle animation that I only want to apply to the torso and below, how do I do that?

chrome notch
#

but like I don't really want the button to get stuck after pressing it

#

So like I want it to be able to move when hovered over again but unsure how to do that

#

So like after it being in selected state I just want it to go back to normal state

final current
#

Is there anybody that can help me with making my walking animation?

young mulch
#

Hello everyone. Quick Q: I want to interrupt any animation when I'm hit, and I want to back to exactly the state I was in. Right now I have it going back to the "idle/movement" state... but... in this case, I am in "Melee Motion" and want to go back to "melee motion". I don't want to write transitions to and from EVERY state. Is this possible to do?

potent igloo
#

I have 4 idle animations that need to transition into walking, can I avoid having to draw transitions from all these 4 states back and forth?

cedar ruin
cedar ruin
cosmic coyote
#

Happy Holidays! : ]

TL;DR:
I'm having a problem with the Timeline breaking my scene by leaving Animators at animation states that are not their default/first frame.

I'm using Timeline to control many different animators simultaneously. The problem is that, when I'm working in Unity, frequently... Literally every few hours or so... it completely breaks my scene. By broken, I mean specifically that my entire scene is no longer in its default state, but "frozen" at a particular spot on the timeline. Every single object in the scene controlled by an animator changes to the state it should be in at a certain spot in the timeline, but even when the timeline isn't playing or active.

A good way to describe it is as if, while I'm working in the scene, every once in a while Unity "takes a screenshot" of what my scene looks like in that moment, but then just keeps the whole scene there. It doesn't revert back once the timeline is unselected or deactivated. It's as if entire scene's default states have been changed.

Since this happens frequently, the default state of my world keeps changing every few hours, and so eventually I get lucky and it saves at the first frame. But it has become too problematic to rely on that hopefully happening. I have tried to fix it attempting to recreate the problem in many ways, but with no luck yet.

Is this a known bug? Can I avoid it? Any recommendation on how to restore things to their default, frame 0 state? 🙏🏻

This happens to me all the time, in multiple projects, on multiple computers, in multiple versions of unity spanning across 3 years, so surely I can't be alone in this. Please help ||save Christmas|| 🥹🥹🙏🙏

young mulch
potent igloo
#

@cedar ruinI did try it,

#

How do I draw from this? When I draw to (Up) Base Layer I still need 4 transitions and need to set 4 parameters

#

Since you can go into walk from all 4 idle positions, this would become a nightmare really fast exponentionally if I add jumping etc.

native pelican
#

why are none of my animations being played

#

in the animator they are being played but in the game they arent

#

also a animation i found for walking seems to also move the character how can i easily disable that

native pelican
dense magnet
#

Hey! I struggle with animations quite a lot. I have plenty of purchases animations and they always look really bad. I understand the issue , but I have zero clue how to start correcting it.

#

What I am looking for is a definitive guide or a way to better understeand how to fix these sort of issues.

native pelican
#

it plays in the animator just not in the actual game like i dont see the animation

cedar ruin
# potent igloo

You could make a transition from "any state" node to an exit node with one parameter in the condition(why do you need a parameter for each state anyway?).

oblique cave
#

How can i make 2 animations run at once? I have a tank where it moves foward, but the wheels are a separate animation and they wont move for some reason. Only one animation plays looped (i want the tank and the wheels to move with it)

#

nevermind. i figured it out myself i just had to add animators since they were separate animations (DUH 🤭)

fierce jewel
#

Hello!!

#

You know the small animations like "running to stop" or starting "idle to walk", these types of some small animations that make the game better looking in terms of animation.....

#

So, My question is where do we put these ??
I have already made a 2D freeform directional blend tree for walking, forward, back, left, right

#

Now where do I put these "running to stop" animation ? Outside the blend tree ?? Inside the blend tree ?? How?

twin musk
#

hi, I've used Mixamo before but for whatever reason when I download a model from it now it doesn't give me the avatar, why so?

chilly viper
#

oh you already answered yourself

hybrid tinsel
dense magnet
#

I would love some help. I have a few animations that I wanto to play. Particular animations that play are animations like 180 degree turning or turning left or right. The issue I face is that , once I set the navmesh to go to a position, the animation plays but you can see the NPC slide across the floor as the destination and animation don't match in terms of destination or speed

dense magnet
dense magnet
#

any help in handeling rotation would be great. I can't see how I can use animation bases rotation with navmesh Rotation . I have zero clue how to blend them

twin musk
#

Hey I usually do vr when it comes to development but i needed to work out some animations and when I try them nothing happens

#

when I move the red dot the hand is still

#

instead of using the animation presets

oblique cave
#

how can i use a rigidbody with an animation? its still floating in the air even though i had a rigidbody component on the gameobject

hallow holly
#

yall what would i connect the crounch anims to

shadow obsidian
#

Otherwise you may need ones from idle, walk, and run

#

Just play around with it and figure out what you like best

hallow holly
#

ok

agile solstice
shadow obsidian
#

I definitely overuse it

agile solstice
# hallow holly yall what would i connect the crounch anims to

I would place crouched variants on another animation layer, that can be synced too optionally
Idle+walk+run could be condensed into one blend tree, and so can the crouched animations
You can do both layers and blend trees, but if your animations are sprite animations I'd prefer layers over blend trees most of the time as blending isn't a thing for sprites

hallow holly
#

ok thanks

agile solstice
# shadow obsidian I definitely overuse it

A rule of thumb is to only use it for transitions that are one-way and absolute highest priority, like a death state
Use them as an "emergency override" basically, which I think paints a correct picture of why it's inefficient to make big systems out of them

#

As they skip the flow of the state machine entirely

shadow obsidian
agile solstice
hallow holly
#

man i didnt know blend trees existed

#

now i gotta rewrite my whole animation script

#

😭

twin musk
#

I feel that

potent imp
#

hi what should i do to draw weapons like guns or swords etc like in here
https://youtu.be/Mf1Sh_nPSas?si=CnjRUg7koUUeQwwP

Having your character grab and release a weapon is one of the most common questions all new Blender Animators ask at some point in their career. But, not for you because in the next 60 seconds, you'll know exactly what and how to do it!!!

Free Female Base Rig Download:
https://www.youtube.com/watch?v=_XfvLpLyulI

Animation Speed Tutorials:
htt...

▶ Play video
#

do i place a empty game object under player then position it and then disable at start record the animation and enable inside unity?

agile solstice
vital olive
vital olive
brittle kernel
#

so im trying to animate the player object but when i try to select one of its children the animation window switches to the one of the child instead of staying on the parent's animator how do i animate the child

#

nvm figured it out

twin musk
cedar ruin
#

You either create it from this rig or reference an existing one.

twin musk
# cedar ruin Humanoid rig requires an avatar definition.

just tried importing the Mixamo model into Unity 2021 instead of 2022, there it allows me to apply Humanoid and creates an Avatar automatically, but like, I kind of don't want to port my whole repository to another version, do you have a tutorial on how to manually create this Avatar thing? cause stuff online seems to call the model itself the avatar

twin musk
cedar ruin
twin musk
#

unfortunately it doesn't for some reason

#

and I've tried creating another project in 2022

#

doesn't let me

cedar ruin
#

Weird

twin musk
#

now I've ported my project to 2021 and all is fine

#

what a dumb bug

cedar ruin
#

Maybe it didn't register the changes, so there was nothing to apply.🤔

twin musk
#

kinda felt like that

hybrid tinsel
#

Because that option explicitly prevents it from creating an avatar

twin musk
#

tried changing it to "create from this model", even "choose from other avatar" whatever it was called, wouldn't let me apply the settings

hybrid tinsel
#

Strange. I haven't had any such issues. Were there any import errors/warnings?

#

...wait a second. I can't help but notice that everything is orange. Is that in play mode?

twin musk
#

nope

#

tried creating a new project with that version and everything

#

the orange is a weird f.lux + lightshot bug

#

maybe cause I haven't installed the latest 2022 version, I think it was the .11 one instead of the .15 one

hybrid tinsel
#

And manually adding a valid avatar doesn't help either?

#

Have you tried just restarting unity to see if it is a UI bug?

#

Can you apply settings for other things?

twin musk
#

nah it's cool I fixed it by downgrading and don't care too much to report it ✌️

#

but for those wondering why they don't get an Avatar for their Mixamo animation / doesn't let you pick Humanoid: if you're using Unity 2022 try downgrading to 2021

serene widget
#

Hey
I want to cut one animation to like 4 different animation, is there a way to combine all this 4 different animation to one animation?

twin bridge
#

Does anyone know why my two bone ik constraint weight gets set to 0 when disabling and re-enablign an object that has it as a child?
And is there a way to fix it?

wide turtle
#

for a one sprite idle animation (no animation at all), is it normal to have an animation clip of just the one sprite? i have a spring/jump pad object that does nothing until a player steps on it, then it plays the animation and goes back to the idle animation (again, it's just one frame) when it's done

serene widget
#

Why is Unity playing sub-frames/in-between frames?
So it happens to me in Unreal and Unity...
I have a combat animation, and the hit attack is pretty fast, in 4 frames the animation goes a really big distance, and Unity interpolates between these 4 frame and causes a lot of visual noise.
The problem is that I'm animating in 30FPS and Unity probably playing it in 60FPS so it adds more frames.
I tried to make these 4 frames constant, but I don't know why, it deforms the whole mesh a lot.
So I wonder if anyone has a solution for that
Thanks.

floral lake
#

I recently came across some very impressive videos made with SFM. I then asked myself whether SFM could be integrated into game development with Unity and whether it was even worth learning / doing. Did I understand correctly that you can only do animations in SFM or is it a complete 3D graphics software like Blender? If anyone here has information or experience with this, please tag me.

agile solstice
#

Interpolated motion is usually the desired result regardless of engine
It may help to demonstrate what the problem looks like

agile solstice
serene widget
agile solstice
#

I assumed you meant the interpolation between keyframes, which aren't frames at all

agile solstice
#

Unless you mean the frames are being created upon export when the animation is baked

serene widget
#

its the inerpolation between keyframes

agile solstice
#

They can't be cut out because they're interpolation, not frames
But you can set interpolation to constant, as mentioned

serene widget
serene widget
# agile solstice They can't be cut out because they're interpolation, not frames But you can set ...

as you can see if I move through whole frames, its look fine, but when Its playing real time, the animation is broken, the hand is getting out of the sword, the legs are distorted and bunch of other stuff.
In Unreal I can cut those inbetweens and then put it all together, but I wonder what the solution is in Unity? when I took this section that being weird, and made it constant, its deformed the whole mesh, idk why.

#

this is what happen to the mesh when I make this 4 frames constant

#

in Unity

agile solstice
#

When played at full speed

serene widget
agile solstice
#

Another option is to create actually valid inbetween frames for the keyframes manually

#

That way the interpolation can't make them look bad

serene widget
#

I don't really want to add more frames, it will lose from the impact, it will make the attack much slower

agile solstice
#

And preview it in engine by playing the animation, not just by scrolling the timeline, as it may give you an incorrect idea of the real speed and appearance

serene widget
agile solstice
#

As said engines don't deal with frames, just samples at arbitrary points in time so you have to work around that a bit

serene widget
#

I sent it to a friend to test it unity, I hope its fine

agile solstice
#

It should be possible to do it right the first time in the animation software

serene widget
#

idk, fast movement don't work properly in engine without editing some stuff, I have no idea what big games do

#

I spent on this problems days and days in Unreal until I found a way to edit it in engine, and its works perfectly normal, but now Im doing some personal project with a friend who is working with Unity and its has the same issue

spare kayak
#

let me know if that makes sense

uncut salmon
#

Because your first and last frames are the same position ... ?

spare kayak
#

im very inexpirenced with animation sorry

agile solstice
slate wharf
#

idk if i should post it here or where else, but im having a problem with masking and animations, so i have a animation and its inside of a mask but when there is just a small bit inside the mask you can see the whole animation even tho the rest of the animatio is outside the mask, im sorry but im bad at explaining stuff
first image is good, second its outside of the mask, 1 small scroll difference

toxic totem
#

does anyone know if theres a way to get all the animations from blender without exporting it as an fbx file

#

more so asking out of curiosity and just to save time

#

but i couldnt find anything on youtube

solar halo
#

why this is happening

hybrid tinsel
solar halo
storm leaf
agile solstice
#

The file will have to be in an unity-readable format to be imported, which practically means fbx

toxic totem
#

its very convenient cuz u can just edit assets and they update quickly

#

however it only comes with one animation (and im trying to see if anyone knows how to get more than one)

agile solstice
#

You may be able to import more animation clips via import settings but I don't use the .blend importer so I don't know

toxic totem
slate wharf
devout ember
#

I'm having an issue with my animation where as the player moves, the bones start to move upwards for some reason, as if they aren't being controlled by the animator controller. any idea why this might be happening?

agile solstice
devout ember
#

@agile solstice wait, they are enabled sorry, what does that change?

#

enabling and disabling them doesnt change anything

agile solstice
devout ember
#

and how would i fix the transforms compounding

crimson rivet
#

I duplicated an animation and assigned it another skeleton. In the preview, the skeleton is rotated by -90 degrees, and the animation is not working even though no errors are appearing.

#

Its Unreal Engine 5

agile solstice
#

I don't have more ideas besides that one

agile solstice
crimson rivet
#

Yeah, but I thought maybe someone could help!

agile solstice
devout ember
bleak harness
#

Would anyone be able to recommend any tutorials on exporting my animations from blender to unity and setting them up? Nothing I find really is what I'm looking for.

agile solstice
devout ember
devout ember
slate wharf
agile solstice
slate wharf
#

well the animation is just overlapping the mask, in the first image the mask ends where the upgrade is cut off, in the second the aimation is overlapping the mask

#

don't mind the vid in the corner

#

i was listening to music

#

also don't mind the errors

slate wharf
agile solstice
slate wharf
#

yes but only for my animation

#

the images seem fine

agile solstice
slate wharf
#

yes

agile solstice
#

That suggests it's probably not an issue related to animation

slate wharf
#

oh, any clue where i should post this issue then or where i could find a sollution?

slate wharf
#

ah alr, i already posted it there to, but i didn't get a response then

agile solstice
#

There aren't a lot of visible clues

slate wharf
long walrus
#

hey, does anyone know where can I learn to make animations that interact with other objects?, what I mean is e.g. an attack where the player grabs an enemy's leg and throws him away, help

#

my only idea is to make the enemy play an animation where he's being grabbed by the leg, etc, but what if the player is facing the other side of the enemy?, the enemy would play the animation of his left leg being grabbed, but the player's animation would be grabbing the right leg, a solution is to make the player search the left leg when attacking the enemy, and set the correct rotation and whatever, but I'm not sure if that's even okay, or if there is another way to do that

#

ooo this is it, should've searched it first, oop

lofty arch
#

Anyone know why an .fbx animation file imported from Blender 4 would not work in Unity Engine?

shadow obsidian
lofty arch
tall saddle
agile solstice
tall saddle
#

this red button?

agile solstice
#

The only red button

tall saddle
#

wow

#

thank you

hardy sky
#

Anybody know why my animations don't work? It's imported from Blender. I can see the animations working in the preview window and the Animator Window shows the correct animation being selected, but ingame the character doesn't animate one bit.

agile solstice
hardy sky
agile solstice
hardy sky
agile solstice
hardy sky
agile solstice
hardy sky
gritty wave
#

I'm trying to use Synty models in a first person perspective, anybody have any tips on how to remove the body / head from the model and just be left with arms? I'm exported / imported into blender and deleted those, but it seems that it removes the bones as well so I can't use my existing animations

oblique cave
#

How can I make my animation more smoother? I don't want the hatch to move up and down when transitioning to its new spot. i just want one fluid motion as realistic as possible

#

It like dips down then goes up to meet its desired position

oblique cave
#

nvm i fixed it, sorry for the @

small vault
#

Do some models not handle recorded animations properly? I enabled read/write and then keyframed a small animation. The bones move in real-time during the recording, but they aren't actually recorded to the animation clip for some reason. I try to play back and it only has recorded the initial transform positions.

small vault
gritty wave
tidal lance
#

Hey. Is this the right spot to discuss issues with Timeline?

#

Anyone here?

tidal lance
#

All too often, the Video Playback glitches, plays at wild speeds, or just doesn't play altogether. It seems to work slightly more reliably when it's not recording, but when it is, it bugs out constantly.

#

Notice how the speed ramps up and parts get skipped?

charred belfry
tidal lance
#

Any alternatives?

charred belfry
#

Which version of Recorder are you using?

tidal lance
charred belfry
#

If you're on a version of Unity that supports a later version that may help. You could comp the video in after the fact

tidal lance
#

Didn't really work...

dark peak
#

The two point and line hands are set up to follow my hand via a webcam. How would I set up the rigged actual hand to follow the point and line hands? (like moving the ends of the bones to follow the points)

undone slate
#

I have an animation in blender of a bee, wings moving, head bopping up nad down, arms moving, so 3 different animations, how can i join them together into one so i can use it in unity and assgn it to an animation controller

dusty forge
#

hey, so i have different objects in my unity scene, which are punchable and eventually destroyable, i want to animate them when they take a punch, so for example, i have a tree, and when it gets punched, i want to animate its scale from 1 to 1.5 then back to 1 using animation clip, is there a way to apply this same animation clip on every object i want, without redoing the animation

twin surge
twin surge
undone slate
uncut salmon
#

@clear current !collab

dusk valeBOT
undone slate
#

im real lost to why this wont work, I have two obejcts each with their own animation, how can i combine them, so when im in unity i can use that in the animaiotn controller

polar linden
#

hey, I would like to start making a character controller based on persona 5.
I want to be able to move around with smooth, blended directional animations, to be able to jump, and to be able to attack, upon doing so I will transition the play state into a battle state where the animations will be entirely different.
while I want to use the freelook camera (cinemachine seems to already have something for me there) when out of battle, on occasion fixed camera angles are used in P5 which look great for example when inside a building.
I am completely new to animation stuff within unity but have been playing around with code for years so I'm comfortable with c# in unity but not so much blend trees and the like. i've been been watching iheartgamedev's videos but I just need some extra guidance 🙂

#

I do not currently have any character controller code or animations, I want to know where to start with this and how to make it

#

the game will be a rhythm RPG where you time your attacks to the music but it's otherwise just a clone of popular jrpg games

#

btw anyone can @ me it would be appreciated

polar linden
#

https://www.youtube.com/watch?v=IurqiqduMVQ
I feel like this will be good for me, but I want to add the cinemachine look camera and blending between animations

Learn to move characters in Unity 3D with this beginner-friendly explanation of Unity's new input system and root motion!

With this deep dive tutorial, you will not only have a better understanding of root motion and Unity's new input system, but you will also have an animated character by the end of the video!

SUPPORT THE CHANNEL:
💛 https:/...

▶ Play video
dull sinew
#

I need a bit of help.
I am creating a game in which the user drives a car. Im using a character from mixamo and ive set up the character's animations to make it seem like he/she is driving.

I want to make it so that, if i press the D key on my keyboard, the character smoothly turns to the right, the longer i press the more the intensity of how they turn. Same goes for pressing A, which does the same but to the left.

So i used the animator to make a blend tree

#

The script :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class DriverAnimation : MonoBehaviour
{
private Animator dAnimator;
private float directionMagnitude = 0f;

// Start is called before the first frame update
void Start()
{
    dAnimator = GetComponent<Animator>();
}

// Update is called once per frame
void Update()
{
    if(dAnimator!=null)
    {
        if(Input.GetButton(KeyCode.D))
        {
            directionMagnitude+=5f;
            dAnimator.SetFloat("turnAngle",directionMagnitude);
        }
        if(Input.GetButton(KeyCode.A))
        {
            directionMagnitude-=5f;
            dAnimator.SetFloat("turnAngle",directionMagnitude);
        }
    }
    
}

}

#

Now my script looks like this, ive obviously made some mistakes, but what i want is to use the Input.GetButton() function here (I think) to make it so when i press a button, it changes the value of the directionMagnitude variable based on the key pressed, im having errors thrown up though, telling me that I cannot convert from 'UnityEngine.KeyCode' to 'string', pls halp

paper merlin
#

is there a way to expand and select the image from all my slots at once, doing it one by one takes years? in the animation window

hybrid tinsel
polar linden
#

I have a way to track beats in my game, so if I wanted animations on my character e,g, the walk cycle to animate to the beat (say for instance my character walks and runs in time to the current music) how can I do that?

obtuse wraith
#

hey all I am hoping to get some help with an animation. I have the final Y position for an object set at 16.9, but whenever I play the animation it is not in the correct position and it is at 16.6 in the inspector. Why would it not update to be at 16.9 how I have it in the inspector when editing?

upbeat breach
#

I have a Prefab of a Player that has an Animator component on it. The Animator component has both a Controller and an Avatar. I added some animations and did some transitions in the controller layout. It seems to work. The problem is - i want to be able to play animations (AnimationClips i guess) on my player without having to add them to the controller and make transitions. The player/avatar is rigged as humanoid btw.
It seems to me that it should be easy to just add an Animation component instead - then add the clip with .AddClip and then play it. I can always remove the clip again i guess... I run into some problems with the clips not getting added and then can't get found when i use .Play but then i see that i might have to mark my clips as legacy (i found a really old video telling me to put the inspector in debug mode and change the animation type from 2 to 1).
Am I on the right path? It sounds like i'm trying to use some tech that was already legacy 8 years ago?
I just want to be able to able to play an animation on a character without having to manually add it to that crazy animation controller manually and add transitions and everything... It feels nasty with all those manually handled dependencies and setup

agile solstice
undone slate
agile solstice
polar linden
#

how can I use animator override controllers to give a character multiple weapons in a JRPG setting? I want the player to hold a weapon correctly in their hands based on a scriptableobject, and use the correct animations
(e.g. a "sword" scriptableobject would have a model of a sword, a damage value / multiplier etc and when the player attacks it plays the sword attack animation, with the right model in the player's hand)

#

melee weapons could probably share an animation most of the time, but what if i then choose to use a gun weapon, which is held and animates enirely differently?

undone slate
agile solstice
agile solstice
polar linden
#

for example if i had melee weapons that need to be held in two hands rather than one, guns with two hands etc

agile solstice
#

In your case you might want an override controller for each weapon, and swap those based on what's equipped
I'm not sure if swapping an animator for an override controller at runtime goes smoothly, so note that you also have the option to use animation layers for different weapons/stances
Animation layers can also be "synced" so they copy the state machine of another layer, just like the override controller, but they can be blended with other layers for smoother transitions

polar linden
#

right, I'll look into layers - sounds very useful

#

thanks

#

also, i mentioned before i wanted to sync a walk cycle to a beat, but another simpler idea (and one i could use layers and masks for) is a hi-fi rush style idle animation where the player clicks their finger in time to the beat - i have an OnBeat event and a way to get the time that the next beat will occur, so how could I go about doing this?

#

i want to figure out how to sync any animations to the beat in this way - i can use dotween for some simpler stuff but things like character animations idk how to do

undone slate
agile solstice
#

Using weighting / skinned mesh isn't necessary either with armatures
You can parent objects to bones in blender, and do the same again in unity after importing even if the parenting is lost on export

undone slate
#

Well what I did was create simple animations with keyframes, push down to nla strips, select all of the nla strips, right click, add meta strip. Then if you export to fbx. It turns out as one animation in unity

agile solstice
undone slate
#

Sorry when I first asked I couldn’t get it working but now I worked out that method and I was explaining it because you asked if there was another way

stuck trout
#

How should I manage multiple animation players?

lets say I have 3 Different play modes: a third person player,
a player mounting a dinosaur and a flying ship, each with their own animations.
at first I thought the best approach would be to place different animation controllers and swap between them at runtime, but that cuts animations in the middle and causes a small pause effect which I don’t like.

Then I thought about having all animations set in one controller with many triggers, which allows me to play a connecting animation and handle them by groups with code.

I am weak when it comes to handling animations so I would love to hear your thoughts 🙂

upbeat breach
#

does anyone know if it's possible to just play an animation clip on an object without needing to add it to a controller - without needing to set some legacy mode on the animation clip?

agile solstice
#

All of them can be useful for what you ask, but there's a lot of ways to go about it

agile solstice
upbeat breach
# agile solstice No, unless you have an animated hierarchy of transforms that you parent your gam...

Thanks, but perhaps i'm asking the wrong question. I would like it to be possible to make an animation configurable through the inspector, so just by finding and dragging the animation clip into a field i could change the animation of an object/controller/avatar. Right now i can only do it if i manually also drag it into the animator layout... is it possible to perhaaps add it to the animator programatically (not the Animation component, since that won't work unless i mark the animation clip legacy)

stuck trout
native pelican
#

so i have a ton of sprite sheet animations how do i take the sprite sheets and turn them into animations quickly

#

like those are all the sprites lol

#

so in total i think that would end up being 60 different animations

upbeat breach
#

i think you can select them all and drag them into the dopesheet? never played with 2d animations but i think i saw some guy in a video do that once

#

Do i really need an "animator" to play an animation clip on an object? also does that clip need to be manually dragged into the animator layers window first?

agile solstice
upbeat breach
# native pelican so i have a ton of sprite sheet animations how do i take the sprite sheets and t...

Today I will show you how you can animate WITHOUT using the Animator in Unity, by animating purely through code instead! 🙂 This process will make animating MUCH easier and simpler.

How to create pixel art and animation: https://www.youtube.com/watch?v=LHxg_1oTGn0&ab_channel=DaniKrossing

➤ TIMESTAMPS

00:00:00 - Introduction
00:00:42 - Demonstr...

▶ Play video
native pelican
#

thanks

upbeat breach
#

that way each action is contained within itself and seperated from the other code

native pelican
#

because 1 of my characters animations are good at 12 but this one is super bad at 12 because it has 30 frames