#🏃┃animation

1 messages · Page 24 of 1

daring relic
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After messing around with some import settings and such, I managed to get every animation working, except the idle one

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The weapons and the armor pieces (+ mask) are all different objects, the way they work is that they're constrained to different bones of the body using Blender's child of constraint so they follow the bones

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and that works perfectly fine for every animation

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except the idling one

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in which it completely breaks

wheat flint
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friends,is it possible to make the prefab of a magazine filled with bullets appear in full animation when the empty magazine comes out of the weapon?

daring relic
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you just put one to the entrance of the mag

wheat flint
daring relic
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magazine filled with bullets appear in full animation when the empty magazine comes out

wheat flint
daring relic
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oh

daring relic
wheat flint
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is complicated

daring relic
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take CS as an example

wheat flint
wheat flint
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ahhh,mmmm thats easy i think

daring relic
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what CSGO actually does is not even spawn a new mag

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but I get what u wanna do

wheat flint
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🫡

daring relic
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you could spawn in a new, full mag off screen

wheat flint
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yep

daring relic
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and make that move up as if you were taking it out of your pocket

wheat flint
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yep but how is spawn the filled with bullets mag to simulate that

daring relic
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using a script

wheat flint
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i forget that is my main problem

daring relic
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Instantiate() is your best bet

wheat flint
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you cannot drag it to the scene?

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ahhh ok

daring relic
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well, not when the game is playing

wheat flint
daring relic
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what you wanna do is when you are reloading, you use an Instantiate to spawn a new clip, and make that go in the gun

wheat flint
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yeah all simulateed

daring relic
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btw you'd end up in a much better situation if you used Blender to animate

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just a suggestion

daring relic
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Update: from Blender, unchecking "Add Leaf Bones" fixed the sword being bad, but the mask and right shinguard are still wrong

tall sail
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unity is not able to read my parameters at all is there something that i can do to fix it?

daring relic
tall sail
daring relic
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that explains it

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you're trying to read parameters that don't exist

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could be 2 things, either the names don't match in your script vs in your Animator

tall sail
daring relic
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or the parameter has the wrong type

daring relic
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you dont just define them in the blend tree

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you need a list of parameters

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and you set them here for the blend tree

tall sail
tall sail
daring relic
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or any code

tall sail
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code is in biginner

daring relic
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this is an error log

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oh wait

tall sail
daring relic
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also send the animator stuff

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just the entire animator

tall sail
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not sure if this is also important

daring relic
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not layers

tall sail
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its the Move X and Move Y

daring relic
daring relic
tall sail
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do u have a gun by chance

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fixed ita

daring relic
tall sail
daring relic
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yup, knew it

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thats why I kept asking for your parameter tab

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I knew you didnt have parameters because you never even opened the parameter tab

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because you were still on the layers tab

daring relic
daring relic
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problem fixed.

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after changing literally every single import setting in unity, and every single export setting in Blender, Simplify, the last option turned out to be the key

acoustic schooner
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Would anyone know what I should look up if I wanted to splice two animations together?

wet crow
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Hi Guys, want to do a weapon draw animation from behind my characters back. Should I do this with traditional animation (FK) or can I do this procedually somehow? And am I right that Unity isn't capable of recording keyframe animations on humanoid avatars? So that I have to go the Blender route.
Don't have any experience in that, until now I only use Mixamo and the Animation Rigging package...

vestal iris
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If I want to play like a demonstration to the player of what they should do (like a hologram version of the player instructing them what actions to take) How would you go about animating that? My instinct is setup the holo character exactly like my player object (with the same animator) and write a custom script that will trigger the animation variables at times. Maybe make "proxy" variables on the hologram, and then animate those values in an animation so the whole demonstration can be animated?

But I wonder if there's an easier way, there's a timeline I never used, can I use it to trigger vars on a character animator?

vestal iris
# wet crow Hi Guys, want to do a weapon draw animation from behind my characters back. Shou...

If you don't need multiple sword locations / sizes you'll probably have an easier time animating this manually. (I'm not an animator and I use rigging for simple stuff but I feel it would look nicer if properly animated). I only animated small objects in unity recording keyframes and I never tried a humanoid avatar but I don't think it's any different, you just pose the bones in the animation window and it should work?

wet crow
# vestal iris If you don't need multiple sword locations / sizes you'll probably have an easie...

Sadly Unity still doesn't support recording keyframes on humanoid avatars, it just won't record them if you click the record button.
I'm doing first person stuff, so it doesn't have to be very precise, just a rotation behind the camera, send an event to spawn the weapon and rotate it back.
Trying to get something done in blender with Jammo of Mix and Jam for now, also to get into the animation workflow a bit

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Found a video by CodeMonkey, even he suggests to use Blender or AssetStore Addons => https://www.youtube.com/watch?v=bZW2IEmwOEg

vestal iris
wet crow
viral snow
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I want my soldier to be doing the idle animation anytime he isn't moving or saluting. Then I want him to salute Once each time the player approaches him.
Then when he is walking, I want him to do the walking animation

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I have tried a lot of things but couldnt get it to work right

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He just randomly does the idle -> walk animation

jaunty raptor
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anyone here know how to start an animation at a certain frame?

heady lichen
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how can i stop my animation from playing on awake? i have set triggers for them to go off when i reload and shoot but for some reason the animation plays as i start the level even tho im not touching it

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plz ping me if you reply to this so i can check this channel again

heady lichen
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nvm its cuz i had the animator checked lolk

agile solstice
agile solstice
# jaunty raptor anyone here know how to start an animation at a certain frame?

At a certain frame of what and in what context?
If you mean frames of the game, you can count them using a script and set the animation parameter when hitting the specific frame number
If you mean animations, they don't really deal with "frames" at runtime but you can use Has Exit Time on a transition so that it occurs at a specific time relative to the 'from' animation state

daring relic
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Is it okay if I delete these Input System elements?

agile solstice
daring relic
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I just ignored it

clear current
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what am i doing wrong my animation gets to the end and stops. is this not the correct way to loop animations?

swift jacinth
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friends of club trying to make stage go up and down the Stage was made With blend Shapes however there blendShapes Are Missing do we need to export the Stage and Make the Toggle First or is this Fixable by Reimporting

jovial seal
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i am having an issue as i am working with multiple body parts

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Each ear part animation has its own rotation & position it should adhere to

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at runtime, it ignores these instructions to change position within the animation

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If it helps, this is the animation in question for the ear

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why is this?

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basically, it can only hold ONE position at onetime unless i switch off the animator, change it, then re-enable animator

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there's nothing in the code that could be holding it in place

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and i can't move the ears around unless i shut off the animator (because its position is locked and constantly playing the animation I want it to), but the position is entirely dependent on what its position was BEFORE the animator was turned on.. hence why in the video the downwards animation for the ear is lined up perfectly while the upwards animation is completely off center

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But, if I shut off the animator, then play the animation manually, it will go to the correct position

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Idk what I'm doing wrong here edit: apply root motion is enabled btw, but no change

junior cobalt
quasi girder
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Is there currently any workaround for animator events only having one parameter available? Can I have a dictionary full of parameters as that one parameter? lol

agile solstice
agile solstice
# quasi girder Is there currently any workaround for animator events only having one parameter ...

"The parameter can be a float, string, int, or object reference, or an AnimationEvent object. The AnimationEvent object has member variables that allow a float, string, integer and object reference to be passed into the function all at once, along with other information about the Event that triggered the function call."
So, I suppose an object could be a whole dictionary or anything basically, but you can't create a new dictionary from the event itself
An AnimationEvent as the parameter apparently can have one of each type of parameter, but I expect that needs to be predefined in code also
So there's workarounds but probably not a way to get multi-parameter events directly from the inspector

junior cobalt
agile solstice
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Humanoid avatars can only be animated outside of unity, but generic avatars can be animated inside of it too

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Both types get messed up if you change how the armatures are positioned relative to mesh after importing

junior cobalt
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ok but it wouldnt even start before so how can i not mess with it

agile solstice
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And none of the text being readable on the video doesn't help for gathering clues either

tribal scroll
agile solstice
tribal scroll
hybrid tinsel
jovial seal
prisma flint
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Hey guys sometime i need one animation to restart even if is not finished, so for that, i make all conditions for the animation false, and then turn then back to true, but since its all happening in one frame i doesnt really work, can anyone help?

brazen plume
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I have two sets of arms that came with two weapons which have the exact same rig parts minus the guns, but are in different poses. I'm trying to make one set of arms work for both of them but I think because they have starting poses it gets really messed up. Any advice?

turbid idol
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Anyone?

turbid idol
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I really need help

wintry sonnet
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why can't I use a sprite skin with multiple game objects? I really have to have it all in one image?

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like, how would I connect all these together?? I can find absolutely 0 resources for this online. Is this really a unique need?

dark hull
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morning folks!
Simple question, probably, but i cant figure it out 😦
How do i add an animation clip to transition? I got two states (Standing and Prone). The transition is set, all params work alright, but the default blend seems wierd. I have an anim to transition from stand to prone, but cant figure out how to stuff in in the transition. Any advice would be coveted! Thanks ❤️ !

uncut salmon
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What do you mean by stuffing in the transition?

dense magnet
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Hey! I am really struggling with animations . I am specifically struggling to sync the Navmesh speed with the animations.

Example, I have a start moving animation. a loop animation and a turn around anim.

late chasm
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How can I import multiple animations to Unity?

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I have 2 animations in blender but when I import this model to unity it only shows 1 animation

obsidian epoch
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I have issue trying to play second animation where first one left of. Example: Character sitting animation sits on the chair from left side and after that I have looping animation that should play and loop in sitting position. I applied root motion but for some reason sit loop animation just starts from origin, any ideas why?

late chasm
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lol there is none to help us xD

obsidian epoch
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Sadly I don't know much about animations in blender :/

late chasm
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@obsidian epoch you said about secound animation. How did u made 2 animations? I made 2 animations but there is only 1 when I import to Unity

dark hull
# uncut salmon What do you mean by stuffing in the transition?

i ment to put it in there someho. I have Standing anim, prone anim AND the transition anim. But since im transitioning between two blend trees, i only see the setting oc conditions, speed of the transition and so on. Can seem to find a way how to add an animation (guy laying down) into the transition...

obsidian epoch
uncut salmon
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Well, you can add the transition animation between the two in your blend tree and then use a float value to drive the blend.

But blend literally combines animations, which will probably look odd if your transition animation is elaborate.

Probably don't want to use a blend tree for this at all and just animate with states

dark hull
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thanks very much. Doesnt seem ALL that bad after all 😄

violet urchin
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Hey everyone! I have problem transferring animation of a pole dance in to a character
In MotionBuilder everything is ok, but in Unity hand didn't match the animation and clipping through the pole

During animation import I set Avatar Definition to "Create From This Model" and set animation to bake
I noticed that character Avatar that created by unity didn't match to animation Avatar, tried to fit animation avatar to character but got a mess in result

Can anyone please suggest how to fix this?

dense magnet
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Can anyone help please?
The preview loop looks great, but in the scene view you can see the feet shifting or sliding about

violet urchin
dense magnet
violet urchin
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Hmm, had simmilar problem before and that helped.
I'm new to animation so don't know other sollutions sorry 😅

dense magnet
tough orchid
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The first picture is my combatIdle animation in the scene view, and the second picture is my combatIdle in the Animation window. Why don't they match?

jovial seal
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So I found the issue to my previous problem was that body needed to be on Additive and all other body parts on Override

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I have a new issue, though. All body parts (excluding the muzzle for some reason) fall off when the character does a sharp turn (navmesh agent), then readjust themselves

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Example:

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Transitions are all on 0, no exit time, and I've tried disabling the animator, the body parts do not fall off then on sharp turns, only if animator is enabled

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The body parts should be teleporting instantly to their positions, not sliding into them

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I use blend trees btw

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is there a reason this might be happening?

hybrid tinsel
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Those videos will just give peeps vertigo

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Yellow messages like that are generally not a big deal, they just give information that might help if you are trying to debug things.

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As opposed to having an actual error

hybrid tinsel
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You might just have the incorrect offset in the root rotation

wheat flint
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again with this d*mn error

hybrid tinsel
wheat flint
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which isnt happening now

hybrid tinsel
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You can try adding something like this to the instantiation script

        yield return new WaitForEndOfFrame();
        //fire
    }```
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That avoids weird interpolations affecting the spawn.

wheat flint
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i though it was something about the spamming shoot but that doesnt happened before

agile solstice
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I had it before too but never solved it

hybrid tinsel
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Aah. Yeah, could be.

lapis ruin
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Is it possible to use multiple animator on the same humanoid character?

Basically it's for modding purpose and I can't add layers to vanilla animator, so I wonder if I can use another animator with upper body avatar mask to override those parts with custom weapon animations while keeping original movement animations.

lapis ruin
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Hmm. Thanks for the info, still I wonder if there's any workaround

tough orchid
late chasm
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Please I beg u to help me with blender. I am stuck for 3 days with simple bug and I dont know how to fix it

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The animation is perfect in blend but in fbx its somehow bugged

wheat flint
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@agile solstice here is the image of the settings from that state

agile solstice
agile solstice
jovial seal
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why is my blend tree playing two animations at once? the animations have position properties attached to them so its making the body parts slide

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and how would I fix this

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it should be teleporting to the designated position the second the position changes

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(they all follow the same velocity from the body)

agile solstice
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I assume you would've avoided these headaches and a lot of work by not involving transform positions in the keyframes at all

jovial seal
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well the issue is i have to cause all the body parts are different and need to be aligned differently from one another

agile solstice
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Instead baking the offsets directly into sprites with the pivot points

jovial seal
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Well the pivot points won't be the exact same because all the body parts are so different from each other

agile solstice
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The end result is the same, except with animation offsets you run into these sliding issues

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If you need characters to use the same parts with different offsets, in case they have different proportions, you can apply that through inherited transform positions in hierarchy

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(or with scripted offsets after the animator's script execution order if you want to get more technical about it)

jovial seal
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cause each body part needs its own offset for all the directions

agile solstice
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Look up "pivot point" in the context of sprites if that seems unfamiliar

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Most important thing is to not use automatic slicing, as any pre-defined sprite sheet offsets will be lost

jovial seal
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I always use automatic slicing

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but I adjust the pivot points myself

agile solstice
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That's extremely laborous and you're unlikely to get them right anyway

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In this workflow you compile the characters before exporting them as a sprite sheet, and when exporting you do it so the offsets are preserved

jovial seal
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well I tried to do it by grid

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but I couldn't get all my sprites to fit neatly in any kind of grid

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what do y ou mean compile the characters btw

agile solstice
jovial seal
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i did do that, I'm using aseprite though so that option doesnt exist, so i just drew it on the body then copy and pasted it over to a new frame and did it that way

jovial seal
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exporting all the different layers separately

agile solstice
jovial seal
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i don see it maybe its because im using libresprite which is just a fork of asprite

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it shouldnt matter anyway cause it's all lined up on different frames

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but anyway how would I retain everything cause it doesnt fit into a grid

agile solstice
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I'm not sure what that means
If the compiled character fits into a grid, it sounds like all the parts should too

jovial seal
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Wait was I supposed to draw it on a grid?

agile solstice
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If you want to avoid total pivot point chaos then I'd recommend it

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Grids and so sprite sheets can be of any size or proportion

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But you want to keep it consistent so you know where the pivot point will be

jovial seal
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oh 160x160 works

covert sandal
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Hey I want to import 3 png frames into unity and then into the animator, but the animator does not want those frames, what do i do?

jovial seal
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omg spazi I love you...

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THIS ACTUALLY WORKS

covert sandal
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@jovial seal what do u use for those animation things. I am new in animation

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what format

jovial seal
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spritesheets?

agile solstice
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@jovial seal When using this workflow it may seem like you are wasting a lot of empty space for each sprite sheet just for the correct pivots
But you can later use Unity's Sprite Atlas feature to automatically compile only the relevant pixel data to the atlas while keeping the pivots

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It's just an optimization step and doesn't require any manual tweaking

vestal iris
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Just noticed something. using the footsteps via animation events from the standard assets third person example. So it seems whenever I stop my animation blends into the idle state so my character makes one final step. Is there a common way to add an extra step? I can't add an animation event to my idle state cause it'll loop.

agile solstice
crimson delta
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When using Shift Click to free move position, is there a way to move just the bone you're highlighted, not the entire structure attached to it as well?
I have an asset, a snake creature, so I can't see the bones, but it does have bones. Trying to move one in the middle, moves the entire lower half as well, i just want to move the middle bone to adjust the mid section, is that possible?

agile solstice
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Try asking in #📲┃ui-ux or #🧰┃ui-toolkit
I don't know about UI Toolkit but I don't think UGUI uses or needs texture caching
Rather it's procedural geometry that gets regenerated when the Canvas involved changes in any way

vital dirge
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ok

agile solstice
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@undone slate It was really helpful that you brought up meta strips for multiple animation exports
I notice however that it seems to attach a copy of every action to every object, increasing the number of unneeded clips exponentially
Have you noticed any way around that?

undone slate
undone slate
wheat cedar
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is it possible to easily change the material slot that this animation refers to?

stable osprey
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can you transition to another animator layer or do i need to just make a state machine even I'm transforming my character into completely different sprites?

swift stag
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i exported a model with shape keys to test it out but it seems some of the shape key are not working (dont more or move more objects than it should). it works perfectly in blender. does anyone know what is going on?

shrewd mountain
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I got 2 objects that basically use the same armature. Trouble is, however, whenever I try to make the hoodie use the same armature as the hoodie, I just... can't. I don't know why. it just does NOT work.

jovial seal
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is there a less laborous way to make animation clips?

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everytime i import a new spritesheet i have to go through all 50 of my animations and manually replace each sprite

agile solstice
sand dagger
sand dagger
grim glen
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idk whhy but my collider doesn't resize

glad sparrow
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I am trying to change the scale on my gameobject with an animator, but whenever i try to the scale goes back to its default value. If I disable the animator, the scale changes properly to what I want, but whenever I turn the animator back on, it goes to it's default value from when the editor play mode started.

Any ideas? It does not appear that I am editing the scale anywhere in the animations - but it's definitely somewhere related to the animator

grim glen
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Could it be due to WriteDefaults?

glad sparrow
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Honestly, not sure. All my animations have write defaults checked, but it was always that way and I didnt used to have this issue.

grim glen
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Maybe unchecking them could help?

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Idk been having similar issues

glad sparrow
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Hmm, seems to be the same result with them unchecked

ornate dirge
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do you need to draw the arm of a 2d character seperate to attach weapons to it.

uncut salmon
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You can do whatever you want and entirely depends on your art

deep birch
white hollow
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Hello, how can I solve this issue?

red bramble
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Where did you get the FBX from?

red bramble
white hollow
red bramble
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Yes. Where did you get the FBX from?

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It looks like it has bad animation data in it

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(the framerate should not be zero)

white hollow
red bramble
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If they're not meant to have aniamtions, maybe the FBX was just mistakenly exported with some junk animation data

white hollow
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Do you know how to solve that?

red bramble
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Is it causing a problem? If not, you can ignore it

white hollow
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Yes, it causing many problems

  1. No textures
  2. Mis-functional asset
wide rapids
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Hey people!
I have a problem with my animations. They screw up completly and I am unable to understand why.
I rigged my model in Blender with Auto-Rig-Pro. I send uploaded to Mixamo and downloaded a applied idle animation (without Skin!).
Then I created an Animator with my custom Animation Controller attached to it. In the controller I added the Idle animation from Mixamo as an entry animation.

In the screenshot one can see that my whole transform is super funky (scaled down to 0.0.1) and crazy rotations etc. The Animation window also shows errors with missing bones which I can verify do exist (see Hierarchy window).

What is going on here? Can someone give me a hint please?

wide rapids
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nevermind I had to download with skin it seems

deep birch
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is this a bug in 2022.3.16? because before update I dont have this issue

red bramble
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This is exactly the expected behavior for a very fast transition duration

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I see there's no exit time

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That means that you'll exit as soon as the transition is valid

red bramble
deep birch
# red bramble If you want to play the entire animation *before* you're allowed to transition o...

I want to see the entire animation because I want to know the timing of the action occur so to determine the attack timing, damage timing. If I set the exit time to 1, the timing is not accurate. I know I can see the timing from the original animation but I have a speed multiplier in the animation. It's just matter of convenient. Just curious if anyone in 2022 version has the same problem?

red bramble
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What makes the timing “not accurate”?

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The animation will play to completion, and then it will transition to the next state

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And animation events will always fire at exactly the same time

deep birch
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wait I miss read your cm, I thought u means turn transition duration to 1

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ok that solve it. Thank you very much.

static haven
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Hey guys.. I started in unity 2 months ago in 2d games.. now I want to start in 3d games.. and first step is to understand some stuff.. one question for you guys.. if I create a character in 3ds max or blender.. do i need to rigg and animate them there or I rigg and animate them on unity ? thank you

red bramble
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Transition duration is how long it spends switching

cedar ruin
static haven
cedar ruin
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Yes of course.

static haven
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or I will need anyways to use the unity rig system?

cedar ruin
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No. In fact, you can't rig in unity. Not by default at least.

static haven
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hmmm, ok because I have 10 years exp with 3ds max, was thinking about trying 3d games now as I finished my first game already in 2d, and I think 3D is more fun

red bramble
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"rigging" is the process of deciding how each bone in a skeleton moves a mesh around

static haven
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even tho harder prob

cedar ruin
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You can animate an already rigged character, but that not recommended as I mentioned previously.

red bramble
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oh, okay, you know a thing or two :p

static haven
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i know 😛 thank you anyways 😛

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i dont know about unity.. 3ds max and zbrush I know a lot, 😛

red bramble
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My main bit of advice: make sure it's really easy to export your model into unity

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i have a one-click export process

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you don't want to have to pick a bunch of settings correctly every time you want to update the model

static haven
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hmm.. I already have a game in mind to start.. just need to do some learning on char animation, rigg etc in unity to make sure I can proceed with it.

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hmm.. i see, well it will be a long journey but at least I know now its possible

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thank you guys !!

slender egret
rapid lynx
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hey guys

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is it possible for 2d rigs to flip the bones in the animation

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do i just change the scale of the bone?

jovial ruin
rapid lynx
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flip his head

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but i save only the bones

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not the IK stuff

jovial ruin
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you could try rotating the Y 180 degrees

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idk if that will work

full mesa
rapid lynx
jovial ruin
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not Y

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rotation 180 along z should flip it

rapid lynx
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i just set the xscale and yscale

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anyway how do i make the weapon appear behind

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the weapon is a separate object

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from the rig and stuff

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its a PSB file

agile solstice
dense agate
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Do you guys use mixamo for generic animations?

rapid lynx
icy mist
karmic dome
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whats the best way to go around making a 3d bow string animation?

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for like charging and shooting

agile solstice
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Bow string can be rigged like all geometry, if it is geometry, but whether the string pull can be a baked animation or if it needs to happen in realtime may require a bit of a different approach
It could also be made with a line renderer

brazen plume
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Hey so is there a way to make this guy stop clipping through the floor without completely culling update transforms?

polar dust
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I have this very basic setup with one transition. The condition is not triggering and the Walk_Forward animation doesn't play even though I set the condition parameter in the update loop which I output to the console. Why doesn't it transition?

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Debug.Log(animator.GetFloat("VelocityZ"));

agile solstice
polar dust
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turns out the asset i'm using already had an animator attached to it, so i removed that and now i'm good

olive cape
covert sandal
nova dagger
#

I need help object rotation is not rotating how I want it to, I only want it to rotate on the y axis it starts at 0 and ends at 360

#

I think it has to do with parent constraints but I don't see how I can make this rotate the way I need it to without having the objects parented

wide rapids
#

How can I change the speed of an animation state with a script? Using Animator.speed will change the speed for all animations. However I simply want to set the speed of one animation state for it's particular animation time and leave all other states as they are

polar dust
nova dagger
#

fixed it

twin surge
brazen plume
#

Is there a way to do something like this? (Enemy loco is an animator controller.)

#

I don't want to change the speed of the whole animator just the state or layer

ancient pagoda
#

I don't really know what I'm doing but I was told to ask for help here so here I am

#

I was copying blendshapes from a model to another one using a custom package I downloaded. everything is displyed in the face, but they don't appear on the blendshape list (which I need to have for the thing I need to work)

hoary salmon
#

how can i play two animations simultaniously in animator controller

hoary salmon
#

the anims are different length
uh how can i sync tem then

grim glen
#

What do you mean

#

As in how do you want to sync them

hoary salmon
#

like when anim1 on layer1 starts/at beginning of loop
immediately play anim2

grim glen
#

Aah

#

Then yeah give them the same parameters to play them

#

Anim2 should be on layer w

#

2
Layer 2

jovial seal
#

I don't know if this is necessarily an animation issue but; for some reason, when any of my randomly generated characters are flipped, it overrides the animation event that tells the tail body part to appear over the body (normally the tail is behind the body).

But when the character flips to the other side, the tail gets on the correct layer again.

But this only happens when I build & run the game. In the unity editor preview, it works

If relevant, this is the code for flipping the sprites (just flip the body and all the body parts under it flip as well)

        _bodyTransform.rotation = (movingHorizontally && velocity.x > 0) ? Quaternion.Euler(0, 180, 0) : Quaternion.Euler(0, 0, 0);  

An example of the issue:

#

this can be really dark on some monitors and my recording isn't the best quality at all so you may need to turn brightness up

#

flipping the body outside of horizontal movement has other visual issues, so i tried to contain the flipping to only horizontal movement but as you can see that doesn't work, and I really don't want to create many more sprites just to have left/right when I can flip the sprite

agile solstice
agile solstice
#

Also, at a very specific point in the characters' path the tail seems to be fixed
That could be due to sorting ambiguity if nothing seems to "change" at that point, or it could be a clue that something does happen there

vernal kiln
#

can someone tell me how to fix this? i am using animation rigging/inverse kinemtaics
when i move the ik tagets manually the leg is moving to it's target, but if i move the body itself and move it away from the target the leg is not oriented towards the taget, if i move the target manually tho it suddenly does

the twod red cubes are the targets but the legs are not looking at them, only if i click on the target and move it

rapid lynx
#

guys how do i get the animation clip in a blend tree

sullen wasp
#

how do I change the frame rate? the tutorial guy has a sample field but its not there for me

#

Found it

hoary oracle
#

can someone gives some feedback for me on this animation. I am only a beginner in pixel art and have 0 experiences in actual drawing

#

I know the arm contracting part is really off

jovial seal
#

You can see the sprite flip over it gets fixed

#

Im using an animation event to set the tails sprite render layer to 1, and it’s default is 0

#

Also if it matters, the body itself is on a sorting group, but idk why that’d change anything

agile solstice
agile solstice
#

Or I'm not understanding it

jovial seal
agile solstice
#

Sounds right to me

jovial seal
clear current
#

hi i need some help in the animation window when i play the animation its good. but when i add it in scene view and play it. the legs look odd and the player has a air gap underneath

topaz fog
#

Hey, I have a general question about the approach of animators when making games... I am mainly a software dev but made some games and continously wanted to enhance the feeling of the game, graphics, etc. Personally, animations are one of the most interesting parts of games, and I am confused about which approach you take when animating a 3rd person player which can walk, run, etc. all that and then also like combat, pickup etc. The last named animations would be somewhat procedurally done, I did that, set things up all good, but still it does not seem right (opinion-wise), and I struggle with having smooth animations and transitions in the motions, e.g. basic movement like forward and right, I just wonder if anyone could give me a somewhat professional response, explaining how you normally approach all that: Do you use keyframe animations for all movements as much as possible, Or do you use procedural animations (maybe for everything)? I also had a look at motion matching and a unity implementation but I do not have the capabilities or budget to expand such a system...

I really just struggle with the idea of the ideal animation architecture, the logical (most logical) approach.

hardy tartan
#

Hey, so I'm making a homemade version of Jeopardy, but I'm struggling to make the animations work.

So right now I have a grid of buttons that are the questions, and when pressed, they should grow to the size of the screen and then change the scene.

After the question is done, the scene comes back and the button is disabled. But every time I do this process with another button, the original one gets reenabled.

Help?

uncut salmon
#

Do each button have their own animator component?

jovial seal
#

I removed rotation, and it's not related, it really does just fix itself in that point in the path

#

Really random

#

layering and navigationa ren't relayted to eachother at all

jovial seal
#

So I think I found a fix, I changed in the animation for it to go from 1 in priority to 4 in priority from the layers and the issue seems to be gone

#

weird

crimson delta
#

do i need to be in Play mode to make an animation?

#

I remember needing to be in play mode for a particle system animation, idk if i have to be just for a head turn animation

red bramble
#

No, but you do need to have an object with an Animator on it selected

crimson delta
#

what if there isn't an animator on it, but i use it anyway to create an animation clip?

hardy tartan
#

Each animation fades all other buttons while making the pressed one grow to the size of the screen

elfin remnant
red bramble
uncut salmon
polar dust
#

I'm following this tutorial to combine character controller movement with root motion, but when I implement OnAnimationMove , animator.deltaPosition is always (0,0,0). Root motion was working as expected before adding the method. Does anyone know why deltaPosition is 0? https://www.youtube.com/watch?v=mNxEetKzc04

cedar cloak
#

Lads need help with 3d animation. So when I added a animation from maximo from no where my animation moves my model without moving object itself, is there a way to block so the animation can't move the model or avatar?

#

Like can you solve it in unity

#

Or you need a code?

polar dust
#

Otherwise you can make the animation writable and remove the root xyz translation

polar dust
# cedar cloak How?

I haven't tried this before, but I believe you can mark the animation read/write, then go to Window->Animation select the animation and delete the keyframes that move the root

knotty bridge
#

Beginner question, how come the last keyframe of my animation is only lasting half as long as the others?

hoary oracle
#

Fixing My Animation

hoary oracle
#

others have 2 as you can see

knotty bridge
hoary oracle
#

there are some dumb but still effect way is that you duplicate the last key frame

knotty bridge
#

Gotcha thanks

#

Also is changed the sampled the best way to choose the framerate? I chose the same samples across 2 different animations but they seem to be going at different speeds

hoary oracle
#

yes

knotty bridge
#

Nvm I think I get it now, thanks!

cinder gale
#

Hey there. My character Mario has an animator and a gray silhouette behind him. This silhouette should always be the same sprite as Mario himself. When I set this in code however, the silhouette always updates 1 frame too late. Is there any way to make this happen on the exact same frame? Here is the code I use for it.

 
playerSilhouetteSpriteRenderer.sprite = playerSpriteRenderer.sprite;

crimson delta
#

I downloaded a model asset from the store, but i can't seem to edit the animation clips that are on it

#

I can open the prefab, see the anim clips, double click to open the animation window, but i can't modify anything here, how can i?

#

I know i can Control D to copy it, but then how do i put it back INTO the asset

charred belfry
crimson delta
#

also, even after Control D, and opening it up, i can't turn on the recording function to record any changes or additions to it

#

the recording function is still grey'd out

#

ah

charred belfry
crimson delta
#

Does the model have to be in the SCene

charred belfry
#

I am fairly sure prefabs work too, but I cannot remember

crimson delta
#

should i use the prefab, or the FBX model then

#

eh i'll try both

#

Still can't turn on recording to add or modify the keyframes

#

so can i modify someone's created asset that i got from the unity store at all?

#

like i want to just add a movement to one of tis animations, am i able to do that at all?

charred belfry
#

You can modify the duplicated animations

crimson delta
#

I figured it out I think. I had to drag and drop the duplicated animation onto the asset in the Hierarchy window, then it created another animation controller for it, and now i can edit it freely

#

I could not just straight up modify duplicated animations, it was not letting me

crimson delta
#

If I copy and paste a keyframe, and then move the second keyframe on top of the first one....is there two keyframes there, or just one?

#

Trying to copy and paste the entire list of keyframes here for the animation, in order to prolong the animation, not slow it down. I"m trying to prolong so there's time for the head turn animation to happen. As it is now the animation is only one second, but it's looped over and over to simulate an idle.

#

I can copy and paste the keyframes, but idk if having too many keyframes is gonna get just messy or too big of a file size, etc

hoary oracle
#

why Unity can only load sprites with 8000 in size

agile solstice
agile solstice
agile solstice
cinder gale
#

Alright thanks!

hoary oracle
#

I am currently making a 2d top-down game and am using conventional 2d hand-drawn sprite sheets for my character. I just watched a vid on youtube saying I can replace the labour intensive process by using Blender and meshes. Can someone give me some recommendation? Should I learn Blender? Will using 3D meshes significantly affect the performance of my game?

spare rose
#

Is there an option to turn on transforming objects in Maya?

#

I can't move metahuman after importing and rigging it with advanced skeleton

red wasp
#

Hi please I need help. Why is my animation of jumping and falling looping even though I turned off "Loop Time"?

agile solstice
red wasp
agile solstice
red wasp
#

at all?

agile solstice
# red wasp at all?

It creates unpredictable behaviour, such as what you're experiencing, because it overrides the state machine
And leads to bad practices, again because it overrides the state machine

#

If you want to avoid problems with it, use it only when you have one-way states like a death

red wasp
#

now I'd have to change the script and I have no idea how, but thanks anyways

agile solstice
gleaming stump
#

hey, i have this animation "blow kiss" witch not contents a character mesh unlike the "walk" which has the character fbx

#

i'm already try change the avatar

#

but it gives a error when i select "copy from other"

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

public class PlayerScript : MonoBehaviour
{
    public float moveSpeed;
    public Rigidbody2D rb;
    private Vector2 movementInput;
    public Animator animator;




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

    // Update is called once per frame
    void Update()
    {
        movementInput.x = Input.GetAxisRaw("Horizontal");
        movementInput.y = Input.GetAxisRaw("Vertical");
        movementInput.Normalize();

        rb.velocity = movementInput * moveSpeed;

    }
}

How do I figure out which way the player is facing so I can apply the right animation (I am working with animations for the first time)

#

(2D)

granite heath
#

Hey, I'm using the microgame fps template and I want to animate when I use the weapon, it took a long time to figure it out but what it wants is an animator component as an input (1). So I make an animator component on the weapon and link it but then it says (2). I am not sure what thing it exactly wants. What is an animator?

granite heath
#

I see

sullen wasp
#

it allows you to manipulate the animations with the controller

#

(I am a beginner and only learned this myself like half an hour back :D.)

granite heath
#

hmm.. well. the issue is that I'm not sure what to apply to the weapon animator

#

or how to apply it-

sullen wasp
#

good luck

dense magnet
#

Hey! I currently have an issue where I set a death animation from the Any state node triggers every frame or so. I am not sure how to fix it .

tough orchid
#

Why isn't the display of the animation of the 3D model showing up?

agile solstice
agile solstice
dense magnet
cinder gale
#

Hey there, I have a state machine for my player and I've been trying to add the correct animation to each state. Everytime I change to another state, I call the animator in the Enter() method and tell it to play the correct animation. However, if I quickly change from one state to another, the animation sometimes doesn't get played, even though the Enter() method is called. I know this because Debug.Log still sends out a message to the console. Is there any reason why it doesn't play the animation sometimes? I've added a small video and code below for more info:

public override void Enter()
{
        player.GetAnimationController().PlayAnimation("Jump");
        Debug.Log("EnteredJump");
}
quasi girder
#

Hey guys, I have this sample project where character animations are set like this, with the parameters set as "animator", which got me kinda confused, is it animated using the rigging system? How can I edit, control or add animations from or to the character?

#

Also every rigged character I set as the model works with the animations, which lead me to believe it maybe is animation using the Unity rigging system?

agile solstice
cinder gale
#

You mean the PlayAnimation method?

#

Actually let me change that, it might be better indeed

agile solstice
agile solstice
cinder gale
#

Which is a method from my AnimationController script which handles everything animation related

quasi girder
agile solstice
quasi girder
#

I'll play around with it to find out more, or will read some documentation as well.

cinder gale
agile solstice
quasi girder
#

Got it, so if the character has the same rig (for example, mostly humanoid ones I guess), the animations will work across them

cinder gale
#

Are there any Unity Animator alternatives which would work better with what I'm trying to accomplish? So just directly calling an animation without transitions?

agile solstice
agile solstice
#

I'm really not sure why Play() seems to fail in this case, but from what I know you can't re-trigger an animation state you're already in using it

#

Maybe the third party one can fix that

cinder gale
#

Thanks!

agile solstice
quasi girder
#

That's gorgeous, I'll have tons of fun playing around with it then, ty for the information!

mental sluice
#

Is it possible for an transition to interrupt another transition and rather than queuing the first one, just ignores it entirely?

grand ruin
#

is there a way to import an animation into blender?

agile solstice
grand ruin
#

as long as its not too bad it should be fine, im just trying to replicate what I presume to be a weight painting error in blender that Im having trouble replicating

agile solstice
grand ruin
#

are you saying that might be the cause of my error?

agile solstice
#

Only a guess but sounds like it

grand ruin
#

Thanks, let me see if that helps

agile solstice
#

Blender often lets a huge number of bones have weight influence, especially with the automatic weighting options, so that often seems to cause weight painting errors in Unity visually before the limit is increased or the weighting tidied up

agile solstice
# grand ruin is it this setting?

I think that can cut down the weights for the specific asset, but there's also another in Project Settings>Quality iirc that has a global effect

grand ruin
agile solstice
grand ruin
#

Issue (left) blender t-pose (top[ right) blender pose replication (bottom right)

agile solstice
grand ruin
agile solstice
grand ruin
#

yeah thats another thing, in order to have that kind of issue there would have to be some kind of weight paint with a sharp falloff, yet none of my weight paints have that

grand ruin
agile solstice
agile solstice
#

In my life double-checking often isn't enough

worn flicker
#

Hello, i have set up this character but i have a problem. I dont know why the fingers are pointing like that. Do you have any ideas ?

grand ruin
agile solstice
#

This should be a setting per-quality tier

worn flicker
grand ruin
# worn flicker

are the thumbs the only issue, because it looks like a bunch of the bones are pointing in incorrect directions to me, but I've also never used this kind of rig

grand ruin
worn flicker
agile solstice
agile solstice
#

Worked? 👀

grand ruin
# worn flicker i took a existing rig and transfered it. In unity the rig looks fine, i just hav...

Try seeing if this tutorila helps you https://www.youtube.com/watch?v=5NWTMXCwFwQ

Blender has always been the little guy, however, in recent versions as of 2.8 it's becoming more of the Industry Standard. One Feature I noticed not many know about is a secret weapon to solve strange bone orientations when attempting to import Rigs from outside of blender into it such as from Unreal resulting in a rather strange sideways bone a...

▶ Play video
worn flicker
#

i'll try this thx

grand ruin
#

oh wait it says unreal, idk if thatll help

#

it might still work, lmk if it doesn't

grand ruin
agile solstice
#

triple-checking saves the day again!

grand ruin
#

looks a lot better now, but still I have a long way to go before the jacket is done. I've been working on my player model for a month, as a newbie, this is exhausting

#

Thanks so much though, I'd never have figured that out on my own

agile solstice
#

Definitely clothes in particular are a big challenge
Even pro riggers/modelers/animators use a lot of tricks to minimize the trouble

grand ruin
#

Yeah I have so much respect for them. It's been a constant storm of remodeling and little texture paint edits and everything inbetween. You'd think that going for a toon style would be easier, but lowkey I wish I could just fool around with more geometry and make something realistic looking

#

Cant wait till I'm done with it and I can just worry about making boxes and barrels and static things (surely I wont spend months on those too)

worn flicker
#

i changed the rotation of the joint directly in unity and it looks like it's working fine for now

#

dont know if its a good technique tho

arctic venture
#

Hello everyone! Did anyone experience issue when changing the animation from mixamo to other mixamo animation and got warnings that the bone length does not match the position? I've switched from my idle animation to a new one, both from mixamo but I can't figure it out why I'm getting warning only for the legs. I've did this long time ago and as far as I remember, I did not have this issue. Now all the idle animation I use from mixamo i get this:

#

Also, this happens after I set the animation type to humanoid, select the current avatar i have and hit apply

late trench
#

hello, I have an animation on an override layer masked to the left hand of my first person character but whenever it plays the hand stays still and weirdly rotates in place. Can anyone help me out on this

worn flicker
#

do you know if its possible to merge multiple animations ?

sick heart
#

this is something I've been trying to figure out for a while, super new to unity, but how would I go about toggling a skinned mesh renderer through animation events? looking to use it for stuff like expressions on a characters face and toggling props, searching the internet gave me a lot of results but none really ended up pinpointing/guiding me through the process of it

lapis latch
#

I got a character with a spritesheet for animation, as well as another spritesheet with clothes to overlay. Can i somehow use the animator from the body, and swap the whole spritesheet via code?

orchid kernel
#

Hello, I´m using some assets from itch.io and there is one in specific that has an animation, but I want to slice it so I can use the corners animation, is there any way to slice the animation or do I need to animate each part from 0?

paper owl
#

Hello, I am literally completely new to Unity (my first 10 mins in it right now) and I couldn't figure out how I could change the speed of this animation, it is going WAY too fast.
If someone could help me out with this then that would be awesome!

timber raptor
paper owl
#

thank you

#

sorry, it was kind of a stupid question, I just dont know anything about unity yet

timber raptor
#

thats ok, everyone starts somewhere

paper owl
#

🙏

timber raptor
#

Hey guys. So What I'm trying to do here is alternate between two attacks, and it's technically working fine. Heres the problem. My attack key is space. So I hit space, attack happens, hit space again, attack 2 happens but THEN I hit space and nothing happens, and if I then hit space for a second time, attack happens again. Why is this extra keypress happening to get back to attack 1?

#

To clarify the order:

Space>Attack
Space>Attack 2
Space>nothing happens
Space>Attack
Space>Attack 2

and so on

uneven granite
#

I'm stuck with something if anyone can help me out. How can I add animations to a character that uses animation rigging? They have a rig builder. I can't really edit the character, but I figured I can add an animation clip to the character, and have it play. I converted it so it will control the character like it should, but the character just kinda bobs up and down, and the limbs move very slightly, but it's supposed to be a dance. How do people add animations to a character that uses a rig? Or is this not normal? I'm probably missing something. Btw, if I disable the character's rig builder, the animation works just fine, but the existing animations that play on the character won't work anymore.
Sorry for no videos. I'm heading to work soon, but if someone happens to know what I'm talking about, and if it's a simple answer, could someone let me know?
Maybe I'll post a video when I got time.

rapid lynx
#

guys, is it possible to use Position parameter in 2d rigs for animation and have it respect the rig`s relative positions?

#

lets say i have one character with wide shoulders and another with not wide shoulders, if i set the position in the animation for the one with the wide shoulders, it will set that position for the other with the not wide shoulders

#

and it will look weird

little sluice
#

Hi, what does the "Additive Reference Pose" checkbox mean on an imported FBX animation?

agile harness
#

Hi, I am trying to animate expressions for an imported VRM model. I used UniVRM with an VRM 1.0 file, which was exported from VRoid Studio.
When creating the animation I can select the blendshapes and the preview animation works. When in play mode and playing the animation via an animation controller not all blendshapes change.
The animation is on the expression layer, which is set as override. The active base layer animation does not use the same blendshapes.
Can anyone explain this behavior?

agile solstice
agile solstice
#

These are question and discussion channels, not showcase channels

hybrid tinsel
magic venture
#

i got an animation playing at start, the layer is set to additive

inside, i made my object go to position.y = 1 to 0 (so I am making the object appear high then going down)
screen 1: before playing animation, initial state
screen 2: animation ended

#

why is it doing 0 to -1 ?

#

(here it is located around y = 3.5 and finishs at 2.5)

wet crow
#

General question regarding full body First Person Camera. How do I combine those properly with animation? Prevent any head movement in my Animation, let the cam always follow the head (uncontrollable headbob?), set bodyparts to be ignored by the cam? Is there a good Tutorial for this anywhere?

agile solstice
#

If you look at what other games are doing they often hide the head and arms of the character body and stabilize the torso by the head using an IK chain, and move it back a bit so you see the front of your chest rather then the neck stump when looking down

#

The biggest point that makes a difference is what kind of enviornmental interactions are required for the body

wet crow
#

Oh, never thought about using IK for the head

wet crow
agile solstice
#

This great glitch in Dead Island let you see the first person body from the outside which reveals the illusion

#

Requiring the body parts to make accurate physical contact with the world can be difficult if you're using the camera and the body collider as the "authoritative" position of the body, so in that situation you may want to allow the body to move the head, and by extension the camera, but add some kind of stabilization

wet crow
#

So fixate the head with IK, attach Cam to a point in front of the head and put some parts of the head onto layers not rendered by the cam.

agile solstice
#

Still, most games are built for a capsule shaped player collision that never rotates as the basis
That might not be your starting point with such a climbing system

agile solstice
wet crow
#

Thanks, now I at least have a starting point

wet crow
dapper rune
#

Hey so im pretty new to unity and I need some help. Im tryna animate a dude walking using mixamo which great works, but the main issue is im tryna make a kinda swat raid animation and my main issue currently is the walking animation wont loop and if i make it loop it more or less resets the whole animation rather than a small part of it plus resets the position

dapper rune
wet crow
#

Instead of one Animation, a Blendtree blends smooth between several. Imagine you have an idle, Walk Forward, left, right and backward Animation, all triggered by a X/Z Velocity. The Blendtree blends between all of those, so that switching from idle to walk looks seamlessly

#

Check out IHeartGamedev YouTube Channel, He has an amazing video for that

agile solstice
dapper rune
dapper rune
#

like i cant select anything there

wet crow
agile solstice
dapper rune
agile solstice
wet crow
dapper rune
#

Purchased an animation pack and uh...

#

it doesent work 😭

#

(im most likely not using it correctly)

#

roots moving, character is not moving

#

ok

#

fixed it

#

but hes still not actually moving. just in place. and ive tried quite a few things from the vid

#

😭

#

hes just moving in place

fleet crypt
#

I am not an animation expert by any means... and I was hoping to get some feedback/perspective from others more experienced in this area.

I have two bipedal characters:
• Character1
• Character2

I am using Humanoid Animation for both of them:
<pistol_idle.anim>

**Character1 **(which came with the animation in question) works as expected
(both hands are where they should be)

Character2 (a separate asset) mostly works as expected, despite some minor differences.

However the minor differences are affecting something overall obvious
(hands holding pistol go inside one another)

SOLUTION???
What are the best methods to adjust/modify/refactor this so the hands are where I'd want them to be for Character2?

Is this within the "Configure Avatar" (Muscle/Mapping settings?)

Or something else?
Trying to fix it genuinely for Timeline/Sequence (not in Play mode)
~ so IK/Targets don't seem to be the method I can use (unless there is a way to see that procedural layer in editor and not Play)

agile solstice
# dapper rune hes just moving in place

Animations don't move the character itself, it's correct if the model is walking in place
If the character seems to be moving but snaps back, that means the model is moving relative to its root, which means it's made for "root motion"

dapper rune
agile solstice
dapper rune
agile solstice
dapper rune
#

ah shit 😭

#

idk how to code n shit

#

ok

#

wait

#

so it works with node stuff

#

now the question is. how do i stop/ play animations with smooth transitions between then

agile solstice
fathom finch
#

Hello, how can I record the movements of a transform in the Animation component but these movements are made from a script (play mode) but they are not saved even though I am recording and playing the animation

dapper rune
fathom finch
#

I know, but I can copy it manually. Although my question is to detect the changes made from a script that modifies the transform, because animation only detects the changes I make from the inspector

dapper rune
#

not sure then im new as shit 😭

dapper rune
agile solstice
fathom finch
# dapper rune not sure then im new as shit 😭

Don't worry, I'm still discovering what things I can do with Unity. For example, I suppose it's a matter of saving each transform change frame by frame and when finished, saving it in a prefs, then seeing how to reproduce it in Editor mode. My idea at least is to try to export that animation and make it compatible with the animation component.

dapper rune
agile solstice
#

But if the animation must be able to be held at any point, then you might need to change the speed or pause it through code directly

dapper rune
#

uhhhh how would i do that.... 😭 im literally brand new to unity.... this is all very confusing 😭

#

been tryna animate all day

dapper rune
#

so like. per say i want him to stop at the door of the house, is there a way for me to see the animation while im editing it in the animator so i can find the time hes at the door and place another animation there

#

ect

covert heath
#

I thought I could use chain IK constraints from the animation rigging package for procedural hair animation but it's super stiff, is there a better way to do it? the hair is a couple groups of 5 bones per group. I want to use IK constraints to have more control over the hair movement instead of a cloth simulation

fathom finch
#

Using [ExecuteAlways] in the script also did not work for me, Animation does not save the changes made from a script.

agile solstice
agile solstice
#

Unless the tip of it is attached to something

#

Otherwise you want FK animation (meaning no IK so every bone inherits rotation from above them in hierarchy) potentially with a jiggle bone script for simulation

covert heath
#

I thought if I had a couple points the hair aims to and move them with some noise or a sin wave it'd look nice. UnityChanOops in this project, extremely long hair (in some cases multiple times the character's height) will be quite common so I need something that is easy to control. IK was the only thing I could think of. is FK procedural hair animation easier to control?

agile solstice
wide marlin
#

I'm not sure where to send this, but I try to make stuff in Blender, and when I export into Unity, I get all these faces transperent.. why?

charred belfry
charred belfry
#

Yes 😛

#

you have overlapping geometry, and Unity's importer is removing it all

wide marlin
charred belfry
#

Select the face that has the problem in blender and delete it, note that there should still be a face there, because there's two overlapping faces

wide marlin
#

It's weird, because I don't remember modifying those faces you see in the picture

#

And ofcourse when I deleted the face, it's gone

charred belfry
#

hrm, are you sure it was that end of the geometry?

#

You may be able to run Merge Vertices or some sort of mesh cleanup in blender to fix it

#

or selectively dissolve faces if you can find the correct ones

#

but I'm not a blender expert, so I can't really help you fix it more than that

wide marlin
#

Thank you anyways 🙏 I'll try the other channel after I try somethings

ivory minnow
dapper rune
agile solstice
dapper rune
#

thats not what i meant but its alr. No worries

unique slate
#

Hello everyone!
After days and hours of testing I just can't seem to find the problem so I came here to search for help

Basically I have an animation which rotates the pickaxe and I have already tried to delete and redo it a lot of times
Now whenever I insert the clip into a new state of my animator the pickaxe starts moving even though my mine animation is not playing but the Idle animation with no movement is.
My old workaround was to not use an animator at all and just play the clip in the script. Now that I am implementing multiplayer I need an animator to use the NetworkAnimator to sync it.
I have already tried enabling and disabling various settings of animations and the animator.
I'm was Unity 2022.3.9f1 and just updated to 2022.3.17f1 to look if my version was at fault

Thanks a lot in advance for helping!

dapper rune
#

is there any way to mix the two together

#

so i see both at once

agile solstice
dapper rune
#

what it timeline

#

im legit brand new

agile solstice
dapper rune
#

i have it how do i use it

agile solstice
#

over there

dapper rune
#

gotcha

#

i already have stuff though

#

ok so i put it in

#

still cant see the scene though

#

or for that matter anything lol

viral lion
#

can LeanTween "fade out" the 3d models?
Like if one would decrease alpha little by little with 2d character sprite, can LeanTween do the same with 3d models?

dapper rune
#

Yk what. Actually i was wondering is there a way to create a whole animation by simply mocapping it in vr? i have a whole vr setup and i think it would be easier @agile solstice

dapper rune
#

ive setup an animation n everything

#

but it just wont play

#

im not sure why

#

door animation, ive applied it to the door

#

but it wont play

#

nvm fixed it sorry

#

i had loop enabled

#

im being very stupid

agile solstice
wicked ember
#

Anyone know the best animation rigging constraint to use for finger IK?

#

I just want to rotate from the first finger bone, and have the tips of the fingers to follow the same rotation and curl

dire tartan
#

Hey guys, if anyone has any input on animation rigging please help aha, I have got a player character with 2 arms, i want to make it so that when a player picks up an item through my item pickup script, the hand of the player uses IK to move to the object position to simulate the holding of that object. Only problem, i cant edit the IK in real time, I toggle the IK objects off and the arms remain extended to the position. Im not sure how to fix this

tidal nymph
scenic osprey
#

Hellow there

#

I wanted to know if there are any other tools beside mixamo for free humanoid animations?

rocky sail
#

why do I have so many animations here, when I only have 1 in blender?

agile solstice
#

Workaround is to use an Armature to animate a hierarchy of transforms in sync, or use NLA editor's Meta Strips to make actions that contain multiple actions

rocky sail
agile solstice
# rocky sail that was quick! I will use an armature, thanks for the feedback!

If you have mechanical parts, Armatures may be slightly awkward because they're designed to work best with a continuous weight-painted mesh
With multiple parts you may have to join them into one mesh, and then weight paint each to their respective bone
(which sucks a bit because while there's tools to mask verts by selection and then paint the whole thing, there is no tool to do that in one click, like a "flood-fill" weight paint tool)
An alternative to that is to keep them as separate objects and use bone parenting, which in turn sucks a bit because bone parents are lost on export, so you'd have to re-parent the parts in Unity, and also make sure the armature is not stripped due to having no geometry associated

#

Still, both of those might be less awkward than using the NLA editor for anything

rocky sail
#

Thank you!!!!

ocean stump
#

yo can someone help add my idle animation to my character in unity
not the x bot the character that I imported

#

bc it seems to not work
like I have the animator and the idle animation put into the block put idk why it will not work

#

how do I fix this plz tell me

twin surge
#

You can select seperate objects in blender with L. So if i have two cubes in one mesh i press L whilest holding my curson on one of them, then i assign them to whatever bone i want in the vertex tab

ocean stump
#

plz help me !!!!!

agile solstice
#

My usual go-to is to use the Linked selection in edit mode as a vertex mask in weight paint mode, and then paint it fully in one click with the gradient tool or with a big brush with no occlusion
But that requires jumping back into edit mode to change the selection each time

twin surge
rocky sail
#

Hi so I've added an armature to my model and made the animation. However when I export to unity the armature disappears. Have I got all the settings correct?

agile solstice
agile solstice
rocky sail
#

yep all are enabled

agile solstice
#

Then I'd look into parenting one of the meshes to the armature with empty group, or weighting it to one of the bones

rocky sail
#

I've parented the armature bones to the meshes

agile solstice
#

And one of them with some type of weights, to see if that tricks the exporter into exporting the armature

rocky sail
#

thanks I'll give it a go

feral falcon
#

my clip editor window is missing

twin surge
#

Its so goddamn easy, you either open an animation or... like evrey other software ever, open it in the window tab on the top

feral falcon
#

Where tho

twin surge
#

I just said it

feral falcon
#

Lmao

twin surge
#

Have you atleast googled your problem?

feral falcon
#

Its not there

#

Im on my phone now anyway

#

Ill do it tomorrow

twin surge
#

Its in window>animation

feral falcon
#

Yes

#

Nope

agile solstice
feral falcon
#

I was on pc like 5 min ago

twin surge
feral falcon
#

The clip editor not animation editor

agile solstice
#

I have not heard of a "clip editor"

feral falcon
#

The guy in the tut has it

uncut salmon
#

@feral falcon There's no memes here. I also suggest removing the pronoun trolling for this server, in your profile.

short ravine
#

I wanted to learn some procedural animation so I modeled a simple spider leg and rigged it and added IK. The IK works in blender but doesn’t work in Unity. I made sure I was exporting the mesh and the armature. What am I doing wrong?

agile solstice
#

In modeling programs it runs using their native code, and the intermediate file formats don't support it, so it's lost when exporting
Animations made using IK are still preserved

#

To have IK in Unity you need to configure it in Unity, for example with Animation Rigging package

short ravine
#

Ok, thanks

wide rapids
#

What is the default behavior when I trigger or bool/true an animation without having transition from another animation state? Will it start immediatly (like No Exit Time) or won't it start at all?

I wonder if Transitions are just options to make animation transitions configurable or they acutally enable the transition from -> to another state. Therefore having NO transition to another animation state will result in that animation not to start at all (even tho it's being triggered by code)

agile solstice
#

If you play a state from code, you skip the state machine and transitions will be ignored

woeful ledge
#

does anyone have tips on animating idle animations for tails?

soft sluice
#

Hi! I am fairly new here. Is this the channel to ask question on Avatars? Trying to help my son, and I am struggling on the subject of showing the bones on his avatar! Seems something is not properly attached from what I gather

feral falcon
#

everytime i add an animator to an object it resets the position to 0,0,0

agile solstice
feral falcon
#

why is the debug.log not being triggered?

agile solstice
feral falcon
#

the animation event

#

but its not working

agile solstice
agile solstice
agile solstice
feral falcon
#

still doesn't work

#

when i added "footstep()" i get this error

noble phoenix
#

now i understand this mesh is poorly made, that's not what this is about

#

Problem 1) The Rig stays in T-Pose position when it should be utilising the StarterAssets animations (if possible)

#

Problem 2) The Mesh Renderer is visible and very clearly below the rig, causing the rig to float

#

Problem 3) The Rig has to face sideways in the Scene in order for it to face forwards in the Game

#

My logic was: If you can swap out Humanoid characters with the StarterAssets Armature, I'll make my own and it'll work exactly the same!

#

It did not.
So, how do I fix these issues?

agile solstice
noble phoenix
#

Ehhhh..... no :P

#

actually yeah now they do, i just re-parented the armature with automatic weights after moving the bones

#

of course the legs are stuck together but thats not an issue

noble phoenix
#

I re-imported the character model and its not facing sideways anymore however its bones have absolutely crunched together

#

Why has this happened

twin surge
noble phoenix
#

Alright I've nearly fixed everything pretty much

I just need to figure out how to solve the rig needing to be sideways
and slightly clipped into the ground

for it to work

fleet pewter
#

hi, i'm using a rig for my character animation. something weird is happening when i place an object in the hand empty of the rig though. all of the parent empties change their position to the newly placed object, ruining the rig. is this a bug or am i doing something wrong?

quasi fable
lime hound
#

like in the actual hierarchy of the bones????

#

maybe

fleet pewter
#

yeah in the heirarchy of the rig bones, it seems like something that wouldn't work but i searched online and it seemed to be fine for everyone else

#

but yeah it doesn't work, so not sure if it's a bug

fleet pewter
agile solstice
#

I expect that if the transforms were really moving the character would be scrunched up into a ball, assuming the limbs follow the bone transforms if you try move them with animation (or with move tool when the animator is not controlling them)

fleet pewter
#

turns out that setting was the reason for some other messed up stuff too when trying to rotate stuff

silk viper
little sluice
#

Hi, anyone here have experience with animating whip-like weapons? I initially tried doing it in Blender using Bezier Curves, but it turns out that Blender can't export Curve meshes with an animation (as far as I could tell). Anyone here know how to do something similar?

agile solstice
#

Each of the four methods has some limitations

gray plaza
#

Hi, I have a very quick question.
I am using Animators (Animation Controllers) in my 2021.3 project to use state machine logic. I don't actually use Animation Clips; the states simply trigger C# methods that deal with animating stuff “by hand”.

At runtime, it seems that my state machine/animator updates every 1+ seconds-ish (if that's what that little blue progress bar means on the current state?).
→ I'm simply asking if it is possible to CHANGE that looping/update speed for an Animator?

For example, I'd like my animator/state machine to update every frame (check for transition parameter conditions, etc.), or every other frame… How can I do that?

#

Seems I can speed it up by increasing the states' speed values (or others) from 1 to something else, but is there something generic that just does updates every frame?
(don't hesitate to ping me! thanks :D)

hybrid tinsel
#

Which can be annoying enough for animation but disastrous for other applications.

gray plaza
#

Hmm okay I see, thanks :3

ocean stump
# ocean stump

plz help me I tried adding the animation but it won't work what am I doing wrong

ocean stump
#

the model format is in blender

#

and I use c# as my script

hybrid tinsel
nocturne kestrel
#

is there any way i can add run to my char fbx so that i can bake it the animation into its position using the the modle animations tab

#

ping me on reply

exotic garden
#

Has anyone managed to get a VAT texture to work on 2022.
I'm trying to export an avatar animation set made via mixamo)/. The rendering is all broken :/

fossil hill
#

Hey I have a enemy ball that has a idle animatior that is just floating around; when the player is near, it make a short transition where it shows some blades via blendShapes; and then enters a state where they just spin them around. All these clips work perfectly when playing them on the inspector, however, for some reason only the transition seems able to change the blendShapes; I need the blendShapes to remain at 100 during the spinning part; and I have set various keyframes in that clip setting it to 100 but it does nothing, it just reamins stuck at 0. Why?

#

Here is the setup Idle is just a floaty movement up and down

#

New State does nothing, Prepare makes the transition and AttackMode enters the spinnig state; the transitions are manipulated by a boolean where only tries to attack if the boolean is true and goes back to doing nothing if it false

#

This is the preview of the animation clip and it spins properly with the blendShapes applied

#

This is the enemy doing that same animation inGame (it has some trailRenderes that are not visible in the clip). The rotation is applied but the blendShapes are not

#

This is the item showing how it is actually able to use the blendShapes ingame and not just in clips BUT ONLY in that transition clip, even though the AttackMode tells it several times to set the blendShapes to 100. Why could this be happening?

fossil hill
#

I also tried to create new clips that just alter the blendShapes but it doesn't seem to work ingame either, just the transition clip is working and I literally have no idea why

agile solstice
#

Please post only to one relevant channel

willow dirge
#

Ive been trying to get constraints to work on this rig for like 2 hours and Im getting insanely tilted. This stupid rig just imported from blender and converted to humanoid rig and it came out with its rig as a child, I cannot put an animator on the actual rig object because for some insane reason, the avatar that unity creates needs to be put in an animator on the parent of the rig, fine, thats how its set up. when I put the rigbuilder component on parent object with its animator and try to constrain any bone, unity just throws out one of its iconic incomprehensible errors and shuts the entire animator down

When I put a second animator on the actual rig with null slots and put the constraints on that, it actually works, except the weights dont derive from the correct animator, theyre deriving from the null one so when the weights are zero those bones are static.

surely someone has some solution, its clearly coming from the fact that the rig isnt the parent and the avatar insists that I put the animator on the parent, I tried to edit the avatar to make the rig the parent but this totally breaks it altogether. this is pissing me off so bad does anyone know why this is happening

agile solstice
willow dirge
willow dirge
#

I found it out finally! its because I childed the armor onto the rig, which is why I havent had this issue before, apparently this breaks how the bone contraints work, so I'll need to find another way to attach the armor to the rig

agile solstice
#

There's two varieties, those that work outside of Animation Rigging and those that work within it

willow dirge
#

thanks for that info! makes sense, was going to try that after seeing if putting them on the MCH bones did anything, blender has the same component. Could you elaborate on the two?

agile solstice
#

Constraints like parent constraints are a fairly generic concept so blender has them too, but they can't be exported

#

If you have MCH bones that implies you're probably using Rigify
You should have only DEF bones after exporting, but because Rigify is not designed for exporting it produces a strange mixed hierarchy of nearly random bone types, often with deformation issues also

#

In my experience in addition to deformation issues, it makes IK rigging within Unity way too complex, and ragdolling nearly impossible

willow dirge
#

interesting, I had done a little ik before but just the basic stuff like attaching the foot to the floor, I havent had issues with it yet. I think I had to manually reorganize bones in unity because of the mch bones issue but rigify has an export to unity button and I dont recall having to edit it in awhile so maybe they improved it?

#

also I cant find AR constraints? is it from a package? I cant find it online either, but so far the parent constraints are working perfectly

#

oh you meant the constraint components that come with the animation rigging package

agile solstice
agile solstice
#

They do much the same thing but are technically very different

willow dirge
# agile solstice Since when and where would that export to unity button be? Those are usually cus...

oh youre right, I could have sworn that it was a default feature of rigify but I probably actually got this: https://github.com/AlexLemminG/Rigify-To-Unity
I think this rig was exported using it though, wouldnt be surprised if there was a remove MCH bones option I missed.

GitHub

Converts Rigify rig to Humanoid compatible. Contribute to AlexLemminG/Rigify-To-Unity development by creating an account on GitHub.

agile solstice
willow dirge
#

nice, I'll probably grab the paid package, thanks! luckily Ive procrastinated on bringing over most of my models so thats really nice

dapper rune
#

is there a way to speed up the play feature?

#

as in speed up the playback?

dapper rune
#

im tryna animate shit and having to wait for the whole animation to play rather than just the one part i need to check is infuriating

#

i can show u what i mean one sec

#

ok so basically i wanna see where the character is while im animating the door

#

or being able to play when he gets to the door faster

#

rather than wait for him to walk all the way to it

agile solstice
dapper rune
#

so no, timeline does not solve my issue

#

ive basically animated half of what i need

#

so timeline would indeed not solve it cuz from what ive seen id have to reanimate everything ive already done

#

every tutorial starts from animating using timeline too

#

so im not sure id be able to just import the animations i currently have

#

👍

agile solstice
dapper rune
agile solstice
dapper rune
#

yeah i dont know at all how to use that

dapper rune
#

not sure if thats what u meant by it

dapper rune
#

seems like its for 1 ingame object.

dapper rune
agile solstice
dapper rune
#

if ima be real with you. i know fuck all of what that meant

dapper rune
#

😭

dapper rune
agile solstice
#

That's why I linked the instructions

dapper rune
#

🙏

dapper rune
#

dint really work

#

nothing happend

#

that dint work out too great

#

💀

agile solstice
dapper rune
#

hes all the way out there

agile solstice
#

What'll help you the most is more familiarity with the Timeline

dapper rune
#

and his legs are fucked

#

why is he staring at the floor

#

ughm

#

the entire fucking house is moving

#

what the fuck.

hybrid tinsel
dapper rune
#

restarting from scratch 😄

#

so hopefully it fixes itself

elder galleon
#

my weapon's idle animation messes up when i switch between them too quickly?? is there anything that causes this

dapper rune
#

ok so his legs are still fucked

#

ah i had to disable foot ik

#

😄

agile solstice
elder galleon
#

i know that the gameobject is still there its just not at the correct y level

dapper rune
elder galleon
dapper rune
#

nvm they just get centred again

#

anyway to disable them getting centred randomly?

agile solstice
dapper rune
#

then they get centered to the centre of the map

#

add from animation clip

#

then i do that and they get centered

#

its weird

agile solstice
dapper rune
agile solstice
dapper rune
#

i see

#

alright thanks 😄

dapper rune
#

not sure why that is

#

but its pretty easily fixable

agile solstice
dapper rune
#

when i apply an animation that is

agile solstice
dapper rune
#

they dont get centered

#

but only moved a little bit to the right

void pelican
#

hi there, is there a way to create a hold on a animation clip from the beginning of it? right now it seems like i am only able to create a hold from the end of it

solar halo
agile solstice
timid osprey
#

Anyone have an idea on why my animation is jenky? I imported an fbx animation from cascadeur but the unity model tends to keep its head generally centered and doesnt want to follow the tilt of the animation. Would that be a rigging problem? The retargetting looks fine to me unless I'm not seeing something.

timid osprey
#

Nevermind I finally found the solution by accident, I had to enabled Foot IK for the animation in the animator window

weary stone
#

Hi! I have a Low poly character, it has an armature, moves etc. And I made some clothing for it, but don't really know how can I make it work inside unity. I would greatly appriciate if someone would show me how to achieve this. I want the clothes to move with the body etc.

leaden prism
#

I've got one question as well:
Is it possible to read Custom Properties from an FBX during runtime when an animation is playing?
As I have a custom int property which controls which sprite should be used for the eyes in blender, and would like to see if it's possible to have a script read it in unity while an animation is playing

digital viper
#

Any ideas on the best feedback to use when playing a fire spell animation to make it look better instead of it just spawning it out of know where? Whats happeneing is a flame is appearing behind a character and it just dont look good with just activating it in with a timeline...

hybrid tinsel
hybrid tinsel
leaden prism
hybrid tinsel
leaden prism
#

Alright, will check it out once I get back on my pc

young shadow
#

What do I need to do if I exported a model from blender to unity with a sword and sword animations, but after exporting the sword is not in character hands and it has no animations. I'm new in Unity and sorry for my bad english. Please help me with this problem

ocean stump
#

yo I have a model with a rig and I put it into unity and added a idle animation and dragged the triangle to the model but when I press it nothing happens how do I fix thi s ?

leaden prism
leaden prism
#

did a bit more digging and used a custom importer, which confirms that unity sees that data, but the clip itself seems to not have an animation curve associated with it, even with that animated custom properties option turned on

hybrid tinsel
#

Hm, curious.