#🏃┃animation

1 messages · Page 25 of 1

hybrid tinsel
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Well, seems like the easiest solution, before we get into wilder stuff, would be to just use a regular animation curve instead instead of a custom property.

last dagger
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Would anyone be able to help me out with a (probably simple) animation issue? If u look at the animator in the bottom right, notice how the Melee->Idle transition arrow only fires up once Melee has fully finished its animation whereas the Kick->Idle transition arrow fires whilst the Kick animation is finishing up

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this causes my player character to be blocked for a bit after the melee animation

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as far as I'm aware settings for both of these should be identical

hybrid tinsel
last dagger
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the melee and kick transition respectively

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sorry, again, with settings non-colapsed

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looks like decreasing the exit time maybe somewhat fixed it?

hybrid tinsel
# last dagger

Yeah, you are transitioning out of the kick while there is still a third of the animation left.

last dagger
hybrid tinsel
last dagger
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Oh jeez

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I think I just lost my PlayerMovement.cs

hybrid tinsel
# last dagger The exit time being 0.4?

.4 means more than half of the kick animation is dedicated to transitioning out of the kick animation. It will be transitioning out before the kick lands, probably.

last dagger
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welp my unity just crashed and I lost a ton of my terrain 😭

last dagger
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for the kick its 0.5 something

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i've changed it to this

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Still looks like its waiting for the animation to fully finish before transitioning but its fine, dont worry about it

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I'm gonna leave it be and sculpt terrain again 😭

young shadow
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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

leaden prism
nocturne kestrel
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can anyone tell me do i duplicate the animation and then use it in the animator or is there a proper way to do it?

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ping me on reply

pale bough
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Hello when animating my 2D character some pixels streatch is there a way to fix this

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This is how the character looks

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and this is how it's supposed to look

agile solstice
dapper rune
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Can someone help @agile solstice ik you told me to put the character on an empty thing and i did, yet when i apply an animation in the timeline he teleports and gets centred same as before

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not sure what to do now

agile solstice
dapper rune
agile solstice
dapper rune
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😦

dapper rune
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i had to make track offsets apply to only scene offsets over all

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@agile solstice so how do i fix him phasing through the building 😭

dapper rune
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@agile solstice yeah im honestly clueless at this point, did a shitload of digging, ive now set colliders for both the character and the house, added a rigid body and it just simply wont collide

agile solstice
dapper rune
agile solstice
dapper rune
limpid snow
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Question for those working with Blender:
When exporting animations into Unity, do you export them as Actions or as NLA tracks? Which one is preferrable? I roughly understand that NLA tracks are animations that can be combined together in blender to achieve a complex animation with different combinations of NLAs, and that behaviour can be used in Unity as well.
For now animations that I want to export I do not intend to mix together, so... I don't need to use NLA?

agile solstice
dapper rune
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under the characters i need them to be on

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same things with doors n such

agile solstice
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It'll make the process much easier for you

dapper rune
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ive keyframed stuff to move but that was in animator

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this is in timeline and im not sure how timeline works

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for that stuff

agile solstice
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The process is nearly identical from what I recall
That's what you need to look up all the same

agile solstice
dapper rune
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i mean

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i dont see an option to select transform keyframing in timeline

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theres are the options i have

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unfortunatly when i move the position or rotation it stays in that exact position or rotation throughout the entire animation

agile solstice
# dapper rune

These are the settings of a clip
The clip itself will contain the component property overrides

limpid snow
dapper rune
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as in i cant see the scene while editing the actual animation clip

agile solstice
dapper rune
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you just told me

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to edit the transform in the clip.

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;/

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nvm im being stupid

dapper rune
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@agile solstice new issue, i need some part of the animation to loop as in lemme show you rq

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the animation is only 18 frames right

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i need him to run for over 100

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its fine, it loops right

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but editing the y axis on the animation

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would change the entire animation including when it loops

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rather than me just needing it at the very end of the loop

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timeline

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animation tab

agile solstice
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The root transform override shouldn't be a part of the running animations
That's what I suggested to use a parent transform for

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So that all character animations can happen relative to it, regardless of its position

dapper rune
agile solstice
dapper rune
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easier for making him walk

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and smoother

agile solstice
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If the character seems to move as part of its walking animation, that implies the animation is made for root motion but root motion is not used

dapper rune
agile solstice
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Otherwise the motion would be negated, and instead applied as motion to the transform, not the animation root

dapper rune
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theres is one made for RM and one not

agile solstice
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The character should not be moving relative to its root during animation playback if you are using root motion

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There might be some special procedure for getting the correct motion from animations that have root motion when making timeline cutscenes

dapper rune
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he is moving though

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without me using transofmr

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transform

agile solstice
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That implies yours is misconfigured

dapper rune
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also the game object isent changing his animation 😄 and before you ask yes he is indeed parented to the game object

agile solstice
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It feels like you're tackling this whole project with absolutely zero prior knowledge
Which is commendably brave but we can't impart that level of knowledge required just through questions

dapper rune
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see

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i need him to have transform effects

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when i use apply transform offsets on the timeline though he teleports

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so at this point idk what to do 💀

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nvm its fine

rapid spruce
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Hey I'm trying to combine two animation clips into one single animation clip. Unfortunately they have a different root transform rotation. So when I combine the animation clips (by copy-pasting the keyframes from one clip into the end of the other animation clip) the character spins 180 degrees around the y axis.

I tried to figure out how to do quarternion rotation around the y axis so I could counteract this. Aparantly that is done by multiplying the [0,1,0,0] (of the form [x,y,z,w]) by the quarternion vector.

Unfortuntately Unity changes all the values at once if I try changing one of the quarternion vectors. Is it possible to change all the quarternion values at once so that Unity doesn't reset everything?

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If I change one quarternion coordinate all the rest of the coordinates aparently change too

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That makes it impossible to set things manually

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(By setting values numerically in the textfield)

dapper rune
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as in, when i try transition between the two

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the entire animation teleports to its original position

rapid spruce
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Do you have "Apply Root Motion" set to true? Perhaps that would help

dapper rune
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the animation plays with root motion

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but as soon as the 2nd animation start

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it sends it flying back

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very weird to be honest

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settings for first animation

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settings for 2nd animation

rapid spruce
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Yeah unfortunately I don't know. Still very fresh to unity 😅

dapper rune
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ah, same here 😭

dapper rune
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@agile solstice sorry about this but how come hes facing the floor when i play the animation

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:/

carmine nova
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Hi! Is there a way to make the animation clips look frame-by-frame (the effect of lowering the frame rate of the game) without using the constant interpolation mode?

agile solstice
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Using the "animate physics" option is another very convenient way to restrict the animator's timestep, but it can only be restricted to physics timestep specifically

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If you want something like 20 samples per second, you'd have to reduce physics timestep to 0.05

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There's probably other ways around it, but I've found nothing concrete

leaden prism
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Is there a way to force an animation to not be read-only?
As the duplication trick does not seem to be working this time, so was wondering if there is an alternate way

dapper rune
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@agile solstice quick question. how would i make prefabs/props dissapear on the timeline

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i need them to dissapear on a specific time though

leaden prism
dapper rune
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@leaden prism thrres one way 🙏 go into blender and modify it there. i forgot how but u can change it to be changeable there. search up sum tutorial for blender for it 🙏🙏🙏

leaden prism
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I'll check that out, but I think it might be due to some thing in the addon forcing it to be readonly

dapper rune
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should be changeable in blender my friend

agile solstice
leaden prism
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This particular animation is not a part of an asset and it also is a generic one

whole trout
meager relic
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hey super newb question. so I got a human model. and I want to stick it on the rig for the unity 3rd person template. any tips?

Basically just wanna use all the default animations that come with that so I've created a model that matches the size of the rig.. just looking for steps on how to attach.. do i need to weight paint etc.

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a guess the question is more of resources and what to google or if im going about it the right way lol.

fossil hill
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Guys, is there a way of randomize the cycle offset of an animation directly from the animator or do I need to use a script?

hybrid tinsel
fossil hill
hybrid tinsel
solar halo
covert hull
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in Unity 2021 Animator, I have a sub-state machine thats blue... but in another project that I am looking at as a example, the substate machine is orange. what is the difference?

fossil hill
solar halo
signal crypt
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hi, does anyone have any resources regarding an animation being able to affect multiple rigs? sorry if that's a weird way to describe it but if it helps, my current dilemma is that for my game i'm using rigged viewmodel hands that are separated from weapon rigs, and ideally i'd like for the weapon animator to affect the viewmodel hand rig without having the hands explicitly part of that gameobject. again apologies if that's hard to parse but i can elaborate if need be (attached is a crappy mspaint diagram that maybe helps explain)

signal crypt
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i know unity animator animates properties by name, so would it work if the bone names are matching?

dapper rune
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so i have a animation setup

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but when i export in into my game

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only the first like 5 seconds play

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then it just doesent play the rest

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sometimes when i export it plays some things sometimes it doesent play others

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differs every time i export

late trench
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Hey so right now this is the avatar for one of my characters and I want to make it so that the bones for the foor are flat but when I move the bones the mesh also moves, how can I fix this

dapper rune
late trench
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the animations I am using rn from maximo make it so that the character has his heel lifted

dapper rune
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hm. then im not sure sorry

late trench
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if anybody knows how to fix this please do lmk

lone atlas
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Hey, I'm having some trouble with Any State again and I'm wondering if it's just genuinely unstable and shouldn't be used (since that's what I found when looking through message history)?

This is my current layout. Ideally I'd like to be able to set a trigger to move to any animation of my choosing; it's for a Live2D character portrait. Each transition I'm pretty sure is plugged in the way it should be and I used a Debug.Log to check if the block of code where the triggers are set were even being accessed and they were, so I'm kinda at a loss for what I'm not understanding

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Just an example of one of the transitions

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Actually I may have figured it out. I think it may be because the script is referencing the animator of the prefab and not the instance

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Had Warnings off so I didn't see the "Animator is not playing an animatorcontroller" warning

dense bay
agile solstice
twin musk
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Has anyone encountered issue in build where animator state is playing but its state behaviour is not working in Build?

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no logs are being fired. Someone please help me.

livid linden
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Does setting a layer in the animator to "additive" screw up with the transition between animation clips?

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Ok no it was the idle animation messing this up nvm

dapper rune
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they are both in timeline

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havent found anything abt it online

dapper rune
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🤦 i had it set to static

strange wedge
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Would animations made using shape keys in Blender be exported to Unity?
I know I can see blend shapes in the editor but I dont know how to use this to create animations with the animation window and I don't want to do it via scripting.
I tried making the animation in Blender but I can't see it in Unity, so if anyone has done this before and could help ty
Also I cant see my keyframes in the action editor but only in the timeline in blender
Thank you

lone atlas
hybrid tinsel
lone atlas
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I did edit it to have only one trigger be possible to happen

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But it did not trigger even though I'm like 98% sure it should have

hybrid tinsel
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Might be a code issue

lone atlas
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What could the issue be

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The block of code is accessed, used a Debug.Log to tell that it's always being run at the right time

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I think I have the answer to my issue though

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But until I alter things, I won't know. I think it's because it's accessing the animation of the gameobject prefab, not the instance of the gameobject in the scene

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But yeah it was giving me a warning but I had them closed off since I figured it'd give me an error if something was wrong

agile solstice
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Triggers are kind of like booleans that are flimsily automated to turn off

lone atlas
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Well spotted

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I've just implemented a new system with this potential fix and it has completely fixed my issue

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I changed the system to one that uses a single int parameter

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Much cleaner and it seems to work perfectly

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Thanks for the advice on triggers, I'm gonna keep an eye on them being weird more readily whenever I use them again

jovial seal
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why doe sthis happen with my shadows?

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the shadows are on a walking blend tree, exact same as everything else,though all of its animations do have unique rotations, positions, and scaling though

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But the animations have no exit time, and the animations are all 1 frame, just adjusted for each walking direction so it should instantly jump instead of weirdly bugging out like it does here

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smth im missing or?

jovial seal
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I see in the blend tree when i move the x,y parameters the shadow positions, but i dont want this weird blending. I know it's a BLEND tree but i just want it to move along with the character at the exact same time

agile solstice
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Post only to one relevant channel

agile solstice
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Round, floor or ceil are the simplest ways to snap, but if you multiply before you round and then divide by the same value you multiplied with you can control the increment

jovial seal
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ty spazi it worked

zinc grail
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I'm using ik hands on my fps player model
and when I play reload animation
my hands don't move as my ik's are on work
Is there any way to play animation when using ik?

tardy goblet
# zinc grail I'm using ik hands on my fps player model and when I play reload animation my ha...

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This should maybe help you understand IK with Animations

mint ridge
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anybody can tell me why my animation didn't work??

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he stay like that

narrow dagger
hoary crypt
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Can someone help me out my animation gets stuck on walk

tranquil quail
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perhaps frame 0/1 has a translation. or, maybe it is related to root motion

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maybe the first frame of the animation has position information that is causing it to move to the wrong place

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ok. i am logging off for the night. good luck

agile solstice
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My guess is you're animating the root transform of the gameobject, so its position is overridden

sinful pawn
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If I got a question about animation events with code, can I ask that here too or should I use #archived-code-general for that?

agile solstice
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Pick one that seems to fit closer and if it doesn't work out ask again in the other place later

sinful pawn
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Alright, I'll do that then. thanks

dawn lava
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I don't know if this question belongs in ⁠animation because it's not specifically about how to do it, it's more conceptual so if it does belong there, I apologize.

But can someone explain how animation works within a game loop?

So for example, let's say you have a simple scene with a cube in it. Right now every time a script's update() is called, I update the cubes position to make it move. That makes sense to me.

But let's say I've got a humanoid that has a run animation. I know the humanoid model gets rigged and whatnot but how does that conceptually work in the code? Would the update method just call the animation once? If so, how does it keep getting rendered each frame? Unless it calls it more than once?

thin ginkgo
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guys, when i have a single animation. or copy an animation out of an object. how can i add events? i dont have all the options on a single animation

sly laurel
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Guys do you know why the blue indicator can't go past 0.15s?

graceful stream
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Trying to make it linearly loop w/o acceleration

echo sinew
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Hello guys
I record some animation for animator, with using of blendshapes of my humanoid model
And when i stopped, my default model being freeze in Mecanim pose
I have T-pose animation in my project
How to apply default pose again?

Saw same post at Reddit(where i take the pictures), and author got solution, but i didn't get it
I know one way how to solve issue, but it's will take a lot of time, any solution exists?

winter lagoon
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how do I lock an axis in IK?
so an leg or something doesnt move to the side, but only forward and backwards

hybrid tinsel
hybrid tinsel
mint ridge
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ecuse me

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i just need little bit of help

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i import animation from mixamo

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and when it is in unity

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it don't work

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when i click on him

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it do that

hybrid tinsel
hybrid tinsel
echo sinew
winter lagoon
hybrid tinsel
hybrid tinsel
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To know what you want. Specifically, not vaguely.

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Also, new knees.

mint ridge
hybrid tinsel
echo sinew
# hybrid tinsel To know what you want. Specifically, not vaguely.

I input my fbx model of character into hierarchy(scene), sure it's humonoid, it had he's own default pose
I starts to record animation and after i stop recording and stop preview, my default pose of model broken, exactly like at screenshots i showed
So, any solution?

mint ridge
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i have this folder

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and this folder

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my farmer properties are like thet

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and idk what can i give anymore

mint ridge
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i'm actually trying to create my own blender character, after, i import it on mixamo and i download animation, so when i came in unity my animation work but i don't see it ( you can look at the top to see image) thanks

hoary crypt
agile solstice
hoary crypt
hoary crypt
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Still doesn't work

wheat flint
tropic glade
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Is there a way to turn off interpolation in animations

clear current
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i am slowly moving my 2d project to 3d i have a couple of animations i want to import with there controller. when i do the animation does not play. Do i have to build the animations again? or should they work

agile solstice
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If you're animating the gameobject's transform to be at a specific position as I assume, then you'll want the character with the animator to be a child object of a different transform

coral elbow
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Morning all! I'm using the Unity Animator to apply a looping 'dance' animation to one of my characters. When the player touches the character in this dance loop, I'd like the character to move slightly (i.e. slight feedback for the touch), but to continue dancing. How should I be looking to do this?

agile solstice
coral elbow
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Ahh ok, I'm animating a child object so I'll transform the parent on touch. Thanks Spazi!

mint ridge
clear current
mint ridge
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in the settings of the animation ??

tardy ginkgo
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hi, i cant drop a sprite on the animation anyone knows why?

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i cant even select this

agile solstice
tardy ginkgo
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oh right problem solved thanks

graceful stream
agile solstice
zinc grail
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anyone knows why this happens and how to fix it?
my camera bone goes up even though I didn't rotate my bone up in blender.
And If i remove the properties here then I'll lose my camera shake for my reload animation.
I remember this wasn't the issue when I first imported these animation from unity

quaint wolf
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One question in games like sim city in 2d with spine, we want to animate some specific animations like going up stairs. Do you prefer to animate root point (root motion) or consider it as fixed point? Which one is standard?
They are not in-place animations.
Should root point always be under the legs in all animations?
Also consider IK in foots, please

green girder
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could someone please help and explain to me why does some of my animations clip thru the terrain like this?

uncut salmon
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Your animation is moving the object on the y axis?

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Or your pivot for the sprite is not in the right spot

green girder
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could you go into little bit detail?

dense magnet
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Hey! I need some help please
In my timeline I am trying to stitch a few mixamo animations together, however each one of them start and stop at a different position. I tried track offset but I don't see anything change after setting the offset

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I tried both

candid orchid
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Hey, I have a problem with the Animations of my Sword. The Sword is a child object of the Character and so i cant animate both together right? I feel like I have to animate both objects indepently and make it somehow work this way but I have no Idea how to implement that. I'm somewhat new to Unity and so i dont know if there is a nice way to fix that. Thank you!

rocky sail
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Should I use skinned for all models if Im using ECS?

shrewd stone
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hey, I'm using animation rigging , does anyone know why the Tip doesn't reach the target completely? I have all the weights at 1

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If I move the target a little up, it works, but it doesn't help me because then the movement breaks and the hand does not remain "fixed" with the weapon, afaik, the tip (hand) should reach the target as it is right now, but it doesn't

gusty prawn
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heyo, can anyone give me a hand with assembling a model for animations

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its suposed to be a model of a stickman than i need to animate

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but once i slice up the different parts in the atlas i can only create a bone for each part but cant tie the bones together

green girder
fleet glen
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Hello I am very new to unity but I am looking to add a roll animation to my game. I found a rolling animation from mixamo but when I try to put it into my animator tab it just keeps running the animation over and over again instead of going back to the idle state. (the animation I added is called "Quick Roll") Does anyone know how to fix this? Something to keep in mind is I chose a 3rd person controller asset from the unity store for my project. I did not make this blend tree from scratch. Any help anyone can provide would be very appreciated.

merry trellis
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I'm trying to anchor an empty game object to a part of an animated character that doesn't have bones but is influenced by the other parts of the character that do have bones, so what is a good way to keep an empty object on to a piece of mesh thats moving, with no bone to anchor it to?

sturdy lantern
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I recently upgraded a project from Unity 2017 to Unity 2022. It wasn't originally my project, but the code is now in the public and I'm working on retooling it.

For some reason, when certain animations play, both the player and the NPCs look like this, but when they walk around, the animations appear fine. Does anyone know what might be causing this so that I can try and solve the problem?

vagrant vortex
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Does anyone know how we can add sounds to animation clips?

rocky sail
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is there a way to animate with ECS yet?

ivory star
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Are you pressing any key for the sword smash?

solar sapphire
#

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potent dragon
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I'd start with unchecking the Has Exit Time box. You might be jumping and landing before it ever gets the chance to transition out.

gusty prawn
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hello ?

tardy ginkgo
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hi anyone knows how can i put this tourches in my map

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in the left walls of course

vestal iris
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How can I set a BlendTree node speed from script? I have an animator "Speed" parameter which is used to control the blend, but it doesn't affect the animation speed, just which animation is played.

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(oh, found it it's "multiplier")

mortal cypress
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Hello, I have a blend tree for my animations that contains the walk and run cycle of my character (among others), and how can I do a smooth transition between the animations when assigning a value to the blend tree (it directly switches from walk to run without transitioning as in the classic Animator) ?

magic totem
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Hey I figured I'd ask this here, I imagine it's a simple answer but I'm having trouble finding it. I made a character, animated an idle and a walk animation for them(should be noted, i saved these on 2 different files). Im having trouble importing these into unity and getting my character to transition between them. Any advice?

chilly viper
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i have an root a root motion animation that should move model 2m however its not moving the full amount. what could be the issue?

hybrid tinsel
hybrid tinsel
hybrid tinsel
narrow dagger
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does anyone know how to fix this problem. I got a animation that triggers off mesh rendering in the scene. When in game it doesn't render it out

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this is how it suppose to look like

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and when playing it does this

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any clue why

misty sierra
acoustic fable
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Hi! I have an animation set to run when a trigger gets set, but for some reason it wasn't playing, checked the animator, everything seemed fine, but the preview ont he transition didn't play. The animationclip plays in the animation tab, but not the animator, I can't figure out why

serene whale
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Hello! I'm working on animated objects. I want them to play simultaneously. I used Layers in the animator with Additive Blending for the 2nd clip to overlay. But the first frame of the 2nd clip when I play the scene is different from what it was supposed to be. I animated them in Blender then exported to fbx.
1st image is the first frame of the animation. 2 objects are placed on the left side.
2nd image is a shot when I play the scene and the 2nd clip animated object is at 0,0,0 transform when it's supposed to be at the side on the encircled area.
3rd image is to show in the clips section that the 2nd clip animation's first frame is at its correct location.
I can't figure out what to do to fix it and I would appreciate some advice on this. Thank you.

agile solstice
serene whale
agile solstice
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In that case I would try to figure out why the offset happens in the first place, by doing some test exports with different configurations

serene whale
agile solstice
serene whale
# agile solstice If the animation is simple, it may be worth it to animate them in Unity so there...

Yes. But I was instructed to do animations in Blender then go to Unity. I'm also asking the client if I could just rig them with bones so that I can have just 1 animation clip. I'm more used to bones than just objects. It's my first time doing this with animated meshes. But I still need a 'go' signal from them hehehe 😄 I hope they say yes to rigging it 😆

Thank you for discussing this with me @agile solstice

agile solstice
serene whale
agile solstice
serene whale
agile solstice
#

That should help troubleshoot the issue

rocky sail
#

Hi everyone, I've been looking at ways to optimise my game and I've found one that talks about reducing an animation to not play each frame of the animation but 1 or 2 ever seconds for objects far away from the player. How would I go around doing this?

agile solstice
rocky sail
#

I just don’t want to make my systems and then it run at 5 fps

gusty prawn
#

anyone online ?

heavy rock
#

I have an animation made, but when exporting and importing in unity, it will make the rig messed up
When I click on reset pose, it will give me errors

#

Anyone has any idea what went wrong?

celest crag
#

@gusty prawn Warning logged for unsolicited DMs.

#

Please report if this continues

gusty prawn
#

huh?

#

what for

celest crag
gusty prawn
#

spamming is when im repetedly asking the same thing over and over again

celest crag
#

Just don't do it in the future

gusty prawn
#

so i cant dm any person here for whatever reason ?

celest crag
#

Ask permission first

gusty prawn
#

the permission is set by discord, if they dont want to receive my message they can simply decline it. Youre acting as if i did a crime for sending a simple direct question to a person i have found knowledgable and asked for advice

celest crag
#

@gusty prawn Yes, your own DMs are blocked, why bot was unable to message you with the warning. Think about being considerate to people who do not block DMs.

gusty prawn
#

i dont block DMs

narrow dagger
celest crag
gusty prawn
celest crag
#

Hmm, Dyno might have had an outage moment.

celest crag
#

Consider listening to moderation. There's indeed no need to continue this

gusty prawn
celest crag
gusty prawn
#

well, seeing this as my first interaction with people inside the Unity community i would preffer to just end it here

lime nova
#

This is my first time making a 3d game and I have this 3d model of a robot but for some reason when it collides with a wall the parts go all over the place

#

since the model is rendered with skinned mesh renderers I'm assuming I have to fix some settings with those

#

is there some way to disable collision with them?

agile solstice
#

Or does your collision detection involve some non-rigidbody methods?

lime nova
#

after properly looking at my settings my box colliders which were not triggers had dynamic rigidbodies attached for some reason and making them kinematic solved the weirdness

#

i assumed i already made them kinematic in the first place

#

thanks

rocky sail
#

how would I use entities for armatures which have multiple separate meshes attatched to them. Like for have machines with hydraulics and such? Or is this not a thing

agile solstice
agile solstice
# rocky sail Cheers thanks

If you have more specific questions or examples what kind of mechanisms you want to make then I might be able to give more specific advice

rocky sail
agile solstice
#

Recent Unity versions also support GPU skinning which can make animations using skinned mesh renderers even cheaper

rocky sail
#

I also looked into that and I’m struggling to get things like machines to have 1 mesh

agile solstice
rocky sail
agile solstice
rocky sail
agile solstice
rocky sail
agile solstice
dreamy zealot
#

For designing an Aim Down Sights system, supposing you have arms for your FPS controller, is it guaranteed that the gun will be centered across all different resolutions? Currently I animated everything in blender (including ADS) and when the player holds RMB, the ADS animation will play. However since it's arbitrary animated, I was wondering if it's centered in every display

hybrid tinsel
dreamy zealot
#

makes sense, thanks

livid oriole
#

Where's the parameters tab for my animation controller?

candid orchid
# ivory star If you want to make a specific animation for your sword you just have to use tha...

Hey, sorry for my late response I thought that no one answered. Yes i am pressing right cick. But I have 2 Animations playing when this happens. 1. I play the animation of the character moving in the right direction, then i play the sword animation in the direction the mouse cursor is. When I attack on the right side of the character, the animation looks obviously kind of normal, but when i attack up, down or to the left of the character, the animation doesnt fit because the character always slashes to the right. I have the "Sword" as a Child of the Character because Animation a sword for every single angle that the mouse cursour could be is impossible as i know. So my idea was to create seperate animations for the purpose but that creates the problem of the character not facing in the right direction.

hybrid tinsel
rustic widget
#

is there any way that i could make it so that if a object is set to be not active mid animation, it just goes back to the first keyframe of that animation

agile solstice
rustic widget
#

heres a video showing it

rustic widget
agile solstice
# rustic widget

This doesn't look to me like an expected result of re-enabling a gameobject, as the animation seems to remain broken
I would place the animator and game window side by side so you can see what states and transitions are being played when the problem occurs

rustic widget
#

okay so i swing the hammer, the animation state plays, then the hammer gets disabled when i pick up the ball mid animation, and then when i drop the ball it goes to the empty animaton state while the hammer is still rotated incorrectly

#

if my explanation is bad i can record a video if you want

agile solstice
rustic widget
#

write defaults is already enabled

#

and alright ill do that

#

give me like 5

#

new question (this is super basic but ive never worked with animation before so excuse my lack of knowledge) how exactly would i make a new animation for the hammer if theres already one made for it

#

i tried making a new animation but the add property button is greyed out

#

nvm i got it

rustic widget
#

okay i fixed it thanks

golden anchor
#

I have a character and it is not playing any animations even though the animator is correctly setup, the animations are fine, i am using character controller, I can give more information about this issue. I am new to unity sorry if it is a bad question, but my professor couldn't help me and I cant solve this.
The animations are transitioning fine, i am using them from another project, the problem is that the character doess not do them
I got an asset from the asset store and it only did the built in animations, after i applied my animator it sort of glitched out, i tried changing the rig and etc but now it doesnt do any animations.
I even went to another project and tested the animator, it worked it has something to do with unity not recognizing its bone structure i think? I dont know and I cant figure it out.

hybrid tinsel
#

Most likely, you changed the hierarchy and didn't edit the animation to match.

timid arch
#

I am having trouble playing out an animation in a character that I downloaded in Sketchfab. The animation loop is playing in the animator, but the character does not show that. I tried changing to generic and humanoid but it still does not work. I also tried putting the character on Mixamo and downloading the animation, but the issue still persists.

#

is the issue with the model itself?

dim zodiac
#

Hey guys, how I make to when Jump is true and this Land animation is running, immediately transition to Jump Start?

At moment when I jump is true and is on landing, my char jumps but the land animation keeps landing and it jumps with the end of landing animation

jaunty mulch
#

hello i am trying to display an animation before the apple instance gets destroyed but unfortunately when i tried using an event in the destroy animation the function isnt supported and a warning is showing up below. Im using a trigger to play the animation but it never gets activated and the animation dosent play either also the object dosent get destroyed the only part which is working is the collision and the score please help me solve this problem

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

public class Item_Destroy : MonoBehaviour
{

    private int Apples = 0;

    [SerializeField]private Text applecount;
    
    [SerializeField] private GameObject apple;

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

    // Update is called once per frame
    void Update()
    {
        applecount.text = "Apple Count: " + Apples.ToString();
    }

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if(collision.gameObject.CompareTag("Apple"))
        {
            appleanimator.SetTrigger("Play_Destroy");
            Apples++;
                
        }
    }

    public void Destroy_Prefab()
    {
        Destroy(apple);
    }
}``` 

this is the script responsible of handling destroy animation and destroying the object
#

im calling the last method in the event

ivory star
# candid orchid Hey, sorry for my late response I thought that no one answered. Yes i am pressin...

What you can do if you didn't is to separate sword and body animations , so instead of having a single animation for both the character movement and the sword attack, consider separating them. Have one set of animations for character movement and another set for sword attacks. This way, you can play the appropriate sword attack animation based on the direction of the mouse cursor without affecting the character's movement animation. You can try it out and tell me what happened. If you want you can make a thread to join and show me detailed with screenshots etc what is happening.

charred belfry
#

It could be animation compression on Unity's end, unless you've tested reimporting into blender and it's still wrong

wheat flint
#

Help guys, my gun firing animation is broken because when I interrupt the shooting animation by shooting again before the animation ends, instead of returning to its original position/rotation, some values ​​are added to the positions causing spamming the shot is rotated up or down

green dagger
#

do you have "Loop Pose" enabled in the animation clip inspector?

wheat flint
#

It's because of an interruption that this happens to me, and when the animation clip ends

wheat flint
#

i think

wheat flint
#

maybe a cooldown?

hybrid tinsel
#

Do you have root motion enabled?

charred belfry
#

It sounds like like a question for !blender as the issue sounds like it's contained there?

dusk valeBOT
zinc grail
#

idk how to explain but
I have a shooting animation for my gun I made in blender
It basically has to parts
when It shoots the goes up and then goes down
Now my shoots full auto with a fire rate
when I hold my mouse button
I don't want the entire animation to play but to sync it up with speed
but also play the original animation when I single fire
like other games
anyone know what to do?

violet inlet
#

why cant i assign my animator?```cs
public Animator GunAnim;

jaunty mulch
jaunty mulch
violet inlet
jaunty mulch
#

do you have an animator?

#

send screenshot

violet inlet
#

wait a second

violet inlet
jaunty mulch
#

left mouse click

#

hold

violet inlet
#

i get a blocked-sign

jaunty mulch
#

dang

#

try this

#

public void Start(){
 animator = GetComponent<Animator>();
}```
#

this way you dont have to insert the animator onto the script

#

the script gets it through code

#

try it

violet inlet
#

i`ll try

#

got it to work, thanks

#

plays the shoot animation like 10 seconds after I shoot, why?

violet flame
#

Question, is possible to consume a trigger without changing of animation? Or maybe prevent it from being set on?
Basically, if my character is in X animation, I want any attempt to trigger Y parameter to fail or be ignored, so it's not set and nothing happens.

little sluice
#

I was bashing my head against the table all morning over this. So in case someone just so happens to run into this same issue:
Using the Animator Update Mode "Animate Physics" will actually break Animation Rigging's Multi-Aim Constraint

#

Like, it will just not do anything. So I guess you have to set the Animator to Normal Update Mode if you want to use IK properly.

wheat flint
mint ridge
#

why my character don't appear

#

i create it in blender

#

and i rig it with mixamo

#

but when i import it in unity it do this

clear current
#

is it posable to remove the transiton on entry? i want just any state

#

how do i stop this playing on load. the tranition is empty

mellow pilot
#

how do i change the speed in the animation window?

#

brackeys has a "samples" variable which doesnt show for me

hybrid tinsel
hybrid tinsel
hybrid tinsel
wheat flint
#

guys is there any form when i play my shooting animation each time the player click the button for shoot the gun gets his original rot/pos?

golden anchor
#

Im trying to implement the climbing mechanic but it is not going well...

unique totem
#

i think this fits here. my model was broken whe i imported it into unity but this program says it looks fine. does it?

#

i finally got a start page done. sadly it took me all day to make. and now i wanted to import my character and mess around with the animator pannel

hybrid tinsel
golden anchor
hybrid tinsel
#

I mean that if you bake the y position of the animation into the animation, then jumping, climbing, etc will not affect the character's root position.

golden anchor
ionic cape
#

So I recently started my first game (2D, Top Down). I am getting into animation. I was wondering what the best method would be when transitioning from right movement to left movement and vice versa. Would it be better to just flip the player object or have separate left and right animations (I'm guessing it is just situational, but I was just wondering if there was a common practice, as I want to avoid bad habits!) For now, I am just flipping the entire player character. Additionally, if flipping the player character is fine, how would this work with a blend tree (just learned about blend trees today), as I would only have 3 directional animations rather than four.

hybrid tinsel
golden anchor
hybrid tinsel
hybrid tinsel
#

You might also need to account for gravity during the climbing animation.

flint dove
#

I am super confused, I have got 2 birds and 2 scenes, I animate the 1st and the 2nd. Everytime I animate one, the animation of the other changes to the animation I have edited and both of them do the same animation even though they are in different scenes.

golden anchor
golden anchor
#

and there is no option for bake

hybrid tinsel
flint dove
#

when I change animation of the second one the animation of the 1st also changes

#

Can it have anything do with:
I duplicated the 2nd bird from the 1st and gave it a different animation

#

can it be related in any way?

hybrid tinsel
#

and the same animation file

golden anchor
flint dove
hybrid tinsel
golden anchor
#

whats the command

willow dirge
#

weird question, couldnt really find anything on google, but is there a way to get the animations "forward"? I would expect it to be the root, but the root in inspector is never set, even when root motion is turned on.
my character ragdolls in a direction, so I need it to face the right direction to do the animation. this seemed like an easy problem but nothing Ive tried has worked.

willow dirge
golden anchor
#

added this, however the character still is affected by gravity, i am using a characterController.

#

what should I change?

willow dirge
#

youre setting characterController.move somewhere right, make sure the y there is zero and nothing else is setting the position of the character.
you could also try turning off the character controller just to see if the root motion works then, though I doubt it. Im hesitant to give ideas because Im in a similar issue with root motion right now

upper summit
#

anyone know what's causing this hand movement?

the IK target is planted on the floor and does not move (it's not a child)

This uses the rigbuilder from unity

upper summit
#

flm. this only causes issues when you grab it and move it yourself

6 hours of going mad. bleh

willow dirge
rose glade
#

Hey people, I've been trying to get my IK to behave according to my Avatar muscles and settings but it seems like no matter what I do the IK just completely ignores the limits set for the avatar. Tried everything I could think of and can't seem to fix it no matter what

#

There's nothing other than the 2 bone IK affecting the hand yet it doesn't care about the Avatar limits

winter lagoon
#

Is there a tutorial for procedural animation for robotic dogs ( like spot from boston dynamics? (where I can limit movement axis etc)
can only find spiders but they dont explain how to lock the axis etc

#

I already have the dog model rigged

rose glade
#

@winter lagoon the way I would do it is using the rotation constraint, you will need a reference object as a sibling of the constrained bone, then you choose which axis you want to constrain

#

this will prevent a bone from moving in frozen axis completely if the weight is 1

winter lagoon
#

and how would I make it walk then? Any tutorials you can recommend?

rose glade
#

procedurally not super familiar with the workflow but what I would personally do is animate a basic cycle

#

then assign an IK to each of the legs

#

and raycast or project on a layer that only includes map to check where the ground is and prevent the IK target to go any lower

#

although there are most likely better methods

winter lagoon
rose glade
winter lagoon
#

im using this script

#

but just basically used more legs

rose glade
#

can you check the stepDistance?

#

and make sure it's equal in all legs

winter lagoon
#

i set that to 1 and its the shortest I can do and its stil buggy

quiet gale
#

Why does every humanoid model do this weird pose whenever i switch on preview for an animation, and recording the animation just straight up doesnt work?

rose glade
#

what layer is the animation playing on

rose glade
winter lagoon
rose glade
#

as in, same distance before it updates or as in it also does the weird spin?

winter lagoon
#

it stays the same as in the video

rose glade
#

so the front two legs keep updating less often than the back two legs

winter lagoon
#

the back two legs update too fast aswell

#

they move on like the centimeter movement

rose glade
#

wait you're updating it for all legs?

#

can you make it a public variable and edit front legs individually?

winter lagoon
#

this is the code for the solver that unity gives you

#

and it says that its updated once per frame

rose glade
#

hmm, there are a lot of things that can potentially go wrong

#

check if otherFoot reference is for the other front foot

#

also check the transform body is correctly referenced

winter lagoon
rose glade
#

Yeah, the other front foot is what I meant

#

also double check the body referenced in the editor, one of the conditions for moving the front legs is not being met

winter lagoon
#

the body reference is fine

rose glade
#

its the same for all legs right?

winter lagoon
#

yep

twin musk
#

I have a 32x32 sprite sheet split into 2 sprites but for some reason i can see a bit of a pixel from the second sprite in the first sprite. any ideas?

winter lagoon
#

also this position isnt stable AT ALL

twin musk
#

I split by cell count so I dont know why it'd be off

rose glade
#

also if it's just 2 sprites you can manually do it in the unity sprite editor

agile solstice
pale axle
#

So, I am creating a 3D game as part of my finals and I am wondering, how can I create my own animations? (I am using Game creator 1, with polygon dungeons, knight and fantasy character pack)

The idea behind my own animations is creating simple incantation movement for spells (mostly arms / hands movement).

I mean I would gladly buy them if I found any that suit my need

hybrid tinsel
hybrid tinsel
hybrid tinsel
quiet gale
hybrid tinsel
quiet gale
#

is there any way to fix that or do i just have to go and do my animations in blender now?

agile solstice
hybrid tinsel
pale axle
pale axle
#

I made an animation, how do I export it now?

pale axle
#

Can anybody help me with the exporting from blender and importing to unity?

dry veldt
#

Normally you have to bake the animation and then just export it to an fbx, I have done it ages ago though so I dont know if it still works properly

#

press f3 in blender and search bake animation, idk where the button exactly is

#

or bake action its called maybe

#

Also, anyone knows the best way to show 2d animatied cutscenes? Exporting every frame into an png and then remaking it frame by frame sounds both very resource and time intensive.. Or is there no better way really?

dry veldt
#

Seems like I could improve my googling skills, havent heard about that yet haha

#

but i'll look into it, thanks!!

pale axle
#

But after I bake and export and import to unity that FBX has so many animation clips? How do I know which one is right?

wheat flint
quaint gull
#

I noticed that the animation on loop start it moves back to the capsule

#

like a reset kind of thing

feral falcon
#

when i applied a mixamo animation to my model in unity to made my character too big

agile solstice
pale axle
#

Can somebody help me here? I am trying to add SFX and VFX to my animation and I read that animation events are best to really sync everything up as it should be, but I am getting this

"StartAbility(Function Not Supported)"

and

'Character_Male_Peasant_01' AnimationEvent 'AbilityStart' on animation 'Surtr'sFury Full clip' has no receiver! Are you missing a component?

and the sound effects all play on wake for some reason

#

(click on picture to fully see it)

#

I've got no clue what receiver I'm supposed to be missing...

#

also this is the script

#

I'd honestly appreciate the help, I just started making my own animations yesterday for the first time

wheat flint
dusky urchin
#

Hello! I’m making a 2d game for class and i just finished the player code so they can dash but the animation isn’t quite triggering.

twin musk
#

What's the best way of making cinematic scenes? Should I animate it in blender 3d and export as a mp4 video in unity or do you animate it in the unity engine intself?

agile solstice
#

Unity's animation tools are limited, but you can use Timeline component to sync any gameobject or component with the cutscene

#

Video files are large to store, but you can have the fidelity and effects that cannot be included or simulated in the game
Additionally in-game cinematics can adapt to better graphics hardware and larger monitors whereas videos cannot

#

You can also create cutscene animations in Blender, then with Unity's Timeline reuse and sync them with other gameobjects and components

agile solstice
# dusky urchin Hello! I’m making a 2d game for class and i just finished the player code so the...

Not enough for us to diagnose really
It could be that the isDashing parameter is not triggering, either by being triggered incorrectly or by the method not running
It could be that the PlayerDash2 clip doesn't have the correct motion, or is playing but imperceptibly for some reason
It could be that the transition to PlayerDash2 has a delay and never completes in time, or is interrupted by another transition

#

When presenting a problem with animation triggering try to include answers to these questions to start with
Usually doing that leads you to the solution already

dapper rune
#

lovely

shadow obsidian
#

Also, maybe a code channel would be better for this?

dapper rune
#

yeah it was a bunch of scripts from an irrlevent editor. 💀

hybrid tinsel
twin musk
agile solstice
hybrid tinsel
#

Ah, yeah, you are right.

little sluice
#

I have an IK rig on an animated character. The character is in an object pool and is disabled as soon as it is instantiated. When I re-enable it, why does the IK rig reset every value to 0?

mossy zenith
#

Hi, im very noob, and i am importing animations from mixamo, (various walks) but my left toes keep pointing up.. does anyone know where i can see something pointing wrong.. im still finding my way around.. cant for the life of me find where to start. its always left toes.. imported a few different animations

hybrid tinsel
mossy zenith
hybrid tinsel
#

Do you have the avatar's bones correctly configured?

#

Are there any warnings or errors in the animation importer?

mossy zenith
mossy zenith
hybrid tinsel
mossy zenith
little sluice
#

For example, this is what the settings are when the Enemy has been spawned but is currently disabled

#

As soon as it spawns

#

As far as I can tell, there aren't any other scripts that are affecting this component

hybrid tinsel
little sluice
# hybrid tinsel How are you handling the pooling?
[System.Serializable]
    public class Pool
    {
        public string tag;
        public GameObject prefab;
        public int size;
    }

    public static ObjectPooler_EnemySpawn Instance;

    public List<Pool> pools;
    public Dictionary<string, Queue<GameObject>> poolDictionary;


    private void Awake()
    {
        Instance = this;

        poolDictionary = new Dictionary<string, Queue<GameObject>>();

        foreach (Pool pool in pools)
        {
            Queue<GameObject> objectPool = new Queue<GameObject>();

            for (int i = 0; i < pool.size; i++)
            {
                GameObject obj = Instantiate(pool.prefab);
                obj.SetActive(false);
                objectPool.Enqueue(obj);
            }

            poolDictionary.Add(pool.tag, objectPool);
        }
    }

    public GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation)
    {
        if (!poolDictionary.ContainsKey(tag)) return null;

        GameObject objectToSpawn = poolDictionary[tag].Dequeue();
        objectToSpawn.transform.position = position;
        objectToSpawn.transform.rotation = rotation;
        objectToSpawn.SetActive(true);

        IPooledObjects[] pooledObjs = objectToSpawn.GetComponents<IPooledObjects>();
        for (int i = 0; i < pooledObjs.Length; i++)
        {
            if (pooledObjs[i] != null) pooledObjs[i].OnObjectSpawn();
        }

        poolDictionary[tag].Enqueue(objectToSpawn);

        return objectToSpawn;
    }
#

Tested it out as well with just Instantiating a new copy of the Gameobject and the problem persists

#

The problem doesn't happen when I manually place the Gameobject in the scene before Play though

#

so idk if this is some sort of Unity bug

#

or if it's a problem with the IK Rig system and instantiation

#

Also getting this warning

#

But it is

little sluice
#

This is kinda goddamned frustrating because I can't even manually brute force the values after the spawn since for some reason, the source object weight is apparently not a variable

little sluice
#

Thanks, I'll keep that in mind.

This issue still shouldn't be happening though, since I have no other script that even uses the Animation Rigging package

#

Wonder if it's a bug in 2021

little sluice
#

Yeah, so I guess it is a Unity thing. When I switched the Animator Update mode to "Update Physics", the IK seems to work. But it didn't do that yesterday? At this point, I've already wasted like 4 hours on this thing...

mossy zenith
#

i am using a blendtree for the walkfoward animation, but i deleted the blendtree and just used the animation, same result, wonky left foot

#

what else can i do to narrow down where the problem is? noob stuff

mossy zenith
#

ive found a lead to my issue, i changed out the animator, and problem went away, ill follow that lead

hybrid tinsel
#

'Changed out?'

feral falcon
mossy zenith
# hybrid tinsel 'Changed out?'

i changed the animator from the animator i was using, to another animator i had there. and the walk was fine.. lol i havent realised what was different about them yet or why the different one works. ill tell you when i find it. #slowlearner

#

i was more trying to just change/eliminate things so i could get where the problem was.

mossy zenith
#

i can see its the animations now, some are fine some arent.. i must be getting them from mixamo wrong, or whatevers going on, i cant seem to find the thing to see it lol.

upper summit
#

I have a creature that grows limbs out of it's body. They look like tentacles but have a foot on the end. These can be damaged to that they detach at the joint and fall to the ground, with only the foot left on the ground.

The FBX from blender is a chain of bones. The hip is the root and the foot is the tip.

The growth animation is just some FK rotations and scale to have it 'grow' down to the ground.

When grown, I activate a 2 bone IK with the unity rigbuilder to control normal walking.

The problem I'm having is how to detach this limb and have it fall to the ground in a gross pile. I've tried:

Blender animation of it - but as it'a all FK animation, and the foot is on the tip, it's impossible to animate while keeping the foot still. I even tried to animate it with FK in blender not caring about the foot movements and rotations, and just do the opposite of the animation in unity, but I'm getting only feedback loops.

Activating rigidbodies and joints to the leg bones when it detaches - problem here is how glitchy it is. as each bone in in a chian of children bones, applying joints to them seems to break everything with the model going crazy and glitching out. I've tried clearing the parent of each bone in runtime, which world but I can't preserve world position for half the bones.

This seems like a stupid simple thing to do, I'm sure I'm missing something in unity that will jsut fix this - allow the ROOT bone of an armature to fall to the ground with physics while the tip is stuck in place

hybrid tinsel
agile solstice
# feral falcon why is it skipping frames?

I would guess your transition to the roll animation is slow or delayed, so even when the character is upside down it's still being interpolated with the upright running animation
But you'd also have to check that the roll animation doesn't do that on its own without transitions

hybrid tinsel
#

But there are dozens of competing ways to do a ragdolling tentacle.

violet inlet
#

hey i have a 3d model of a cupboard, how can i parent the knobs to the doors for animation?

#

(its a prefab fbx)

placid moat
#

I don't know how to make the camera move towards a door and at a certain distance the door opens, I already have two animation clips, but I don't know how to make the camera start moving first and at a certain moment the door opens. open, this without finishing the camera animation

agile solstice
#

They could also be controlled by the same animator to be animated together, or by a Timeline component if you have more things to sync with them
Or use a script to control them, where you can measure the distance of the camera explicitly, or create a method that's called by an animation event on the door animation

#

Many ways

placid moat
#

Is there a timeline with animations? So you can control the different animations like the animator menu?

spiral gust
#

I'm messing with the timeline in unity to try to animate a camera. I have other animations created and blending but the camera wont record for me. I have attached an animation controller to the camera so the timeline can control it. When i go to animate it it puts down curves but no keyframe diamonds and then the animation i created doesnt work at all. Anyone have any idea whats happening?

agile solstice
placid moat
#

ok

spiral gust
#

lol literally what i posted about. i'll link u a vid to get started

placid moat
#

The door animation is fine, the camera animation is fine, I don't know why they go the other way in the timeline

agile solstice
placid moat
spiral gust
#

Aight after literal hours of troubleshooting it looks like resetting my unity layout to a default fixed my issue. 😭 😭 😭

agile solstice
quaint gull
#

I went through a tutorial and it was not brought up

agile solstice
# quaint gull how so

From what I hear mixamo, if you're using that, has some checkbox whether or not export with root motion
If you don't utilize it, you'll want animations without it
There might've been a way for the Humanoid configuration to negate the root motion separately if needed, but I'm not sure as I don't use Humanoids or mixamo

agile solstice
agile solstice
placid moat
agile solstice
# placid moat Adjust the transformations

I didn't say I had a solution, only that I got the same issue when trying to re-use Animator clips on the Timeline rather than creating new ones, though you said that wasn't what you did

#

There was some way of converting the clips, but I do not remember it

placid moat
placid moat
spiral gust
spiral gust
#

Hmm I'm afraid I'm not going to be much help

placid moat
#

ok

signal viper
#

Hey can someone help me make this loop perfectly without the step? I have a walk animation with root motion and want him to go forward, but because of this curve, the model always snaps back to his starting position!

agile solstice
#

Even if the animation is

nocturne tinsel
#

Has anyone done procedural animation for torso and a pistol? Im trying to create an fps

twilit scarab
#

I discovered a very nice fix for position change issue , when blending 2 root motion animations ,
In animation inspector Panel,
Unity has XZ position baking options combined so u cant even bake only X or Z individually ,
but RigidBody has greater preference than root motions , u can lock X or Y position of character individually in Rigidbody component,
and your start and end position will be same in that particular axis where animations plays in between.
In simple words u lock any transform and deny root motion to change it .

mint ridge
#

hi

#

did anybody know why my animation work but i don't see the progression blue bar

uncut salmon
#

Probably becuase you don't have an object selected in your scene that is using this animator?

fathom acorn
placid moat
placid moat
fathom acorn
#

lolangerjoy

placid moat
#

Is your translator okay?

slate storm
#

it just don't do anything when i click on the SpriteRenderer Option

wheat flint
#

why it throw me console errors?

jaunty knoll
#

I need help please I made a Object "CatArm" to Put it inside the "TrashBin" I tested in Black Bin, but the Animation played and I didn't even Drag the Collider close to the Trash Bin can someone hep me with that its for final Project of my study and I most deliver it tomorrow evening

#

!help

errant shard
#

@shrewd zodiac im bring it over here

shrewd zodiac
#

Alright

#

I'm new to using crossfades

errant shard
#

ive never used Crossfade()

shrewd zodiac
#

So I'm not sure if I'm missing something

errant shard
#

so i dont know what that would do tbh

#

i just change the bools of the Animator and I let it handle its own transitions

#

w/ the settings i have set up in the inspectors of those animator clips

shrewd zodiac
#

Fades in the animation with the name animation over a period of time defined by fadeLength

errant shard
#

well it might be code tbh.

#

why wouldnt u just let the Animator handle all that stuff

#

from what i understand its better than trying to manage clips individually

shrewd zodiac
#

Becomes a web and it gets very tangled

#

All I have to do with this is call it like playing a normal animation

errant shard
#

hang on.. let me grab that code

#
public class AnimationHandler : MonoBehaviour
{
    public Animator ani;

    public void PlayAnimation(string aniName, bool isInteracting, bool rootMotion, float speed)
    {
        ani.applyRootMotion = rootMotion;
        ani.SetBool("IsInteracting", isInteracting);
        ani.CrossFade(aniName, speed);
    }

}```
#

soo what is the speed? what do u pass thru that function for the from Block -> Attack swap

#

.01 u say? or was that in the animator?

shrewd zodiac
#
 aniHandle.PlayAnimation("Attack1", true, true, 0.2f);
                    input.bufferAttack.Clear();
                    input.bufferTimerAttack.Clear();
errant shard
#

see, its confusing to me.. b/c what do u do with the animator component? do just have ur clips sitting in there?

#

w/o any transitions or parameters set up?

shrewd zodiac
#

I can call them the same as ani.Play

#

But it just smooths them out

#

so it doesn't have to jump

errant shard
#

and whats the inspector on the transition from Blocking look like?

shrewd zodiac
errant shard
#

wat happens when u set that duration to 0?

#

Transition Duration

#

i think its slowed down b/c it has to go from blocking back to empty and then to attack

#

rather than straight from blocking to attack

shrewd zodiac
#

It goes to attack directly

errant shard
#

well, whats that transition arrow for?

shrewd zodiac
#

To make sure you go back to idle anim

#

after you're not blocking

#

which is why there's a transition

errant shard
#

yea, but im thinking.. if ur already playing blocking.. and then u aren't. Wouldn't that transition go from blocking into empty as ur setting it to play the next clip [attacking]

#

if it has no parameter attached to it.. (like telling it when to go) it'll just happen but that may be only if blocking has exit time

shrewd zodiac
#

It pauses the blocking animation and starts the attacking animation

#

But it doesn't pause any other animation?

#

the rest fade normally

errant shard
#

ya, idk man i can't say ive ever seen one set up as this.. where u have conditionals in the animator and along with manually calling it in code so not sure i can help figure that one out. and tbh this may actually go back in coding-beginner section cuz it may be a coding error after all..

shrewd zodiac
#

I think I can just make the crossfade faster?

errant shard
#

can u?

#

if so, thats a simple fix lol

slate storm
scarlet breach
#

Not certain which channel to post this in, but I'm curious about using the Sprite Skin component and having it also deform child objects attached to it. I have the sprite itself deforming how I want it, but of course other sprites seem to be unaffected.

#

The check itself in this instance (seen on left in heirarchy) has the skin component, and is deforming properly. the children objects (represented by Timer, Profile, etc above Bones) do not deform with it.

#

I can achieve a portion of the effect by parenting certain elements to certain bones

#

I used a cloth-style bone structure so maybe that's also an issue

#

Perhaps equipping the elements with spring joints and connecting them to the bones would do it?

#

This behavior is quite complex and maybe not worth it haha

jaunty knoll
#

I add the scipt and animation clips and everyhing but something wrong with script or animator help please
script:

using UnityEngine;

public class BinInteraction : MonoBehaviour
{
public AudioClip matchSound; // Set this in the inspector for the match sound
public AudioClip wrongSound; // Set this in the inspector for the wrong sound
private Animator animator; // Reference to the Animator component
private AudioSource audioSource; // Reference to the AudioSource component

private void Start()
{
    // Get the Animator and AudioSource components
    animator = GetComponent<Animator>();
    audioSource = GetComponent<AudioSource>();
}

private void OnTriggerEnter2D(Collider2D collision)
{
    if (collision.gameObject.CompareTag(gameObject.tag))
    {
        // Set "isOpen" to true when an object enters the bin's collider
        animator.SetBool("isOpen", true);
        audioSource.PlayOneShot(matchSound);
        // Hide the object
        collision.gameObject.SetActive(false);
    }
    else
    {
        // Play the wrong sound when the tags don't match
        audioSource.PlayOneShot(wrongSound);
        // Hide the object
        collision.gameObject.SetActive(false);
    }
}

private void OnTriggerExit2D(Collider2D collision)
{
    if (collision.gameObject.CompareTag(gameObject.tag))
    {
        // Set "isOpen" to false when the object exits the bin's collider
        animator.SetBool("isOpen", false);
    }
}

}

jade carbon
#

Hello, anyone know the solution for this ?

hybrid tinsel
scarlet breach
#

I assume that would work, but I was thinking it might be more performance intensive than is worth it for such a small effect.

hybrid tinsel
scarlet breach
#

Oh neat. Okay. I'll have to look into how to go about it then. Are they GPU intense or is the hit minimal?

#

I won't have more than 6 of these on screen at a time.

hybrid tinsel
#

And it should be fairly trivial performance wise, especially if you only update the texture when the data changes.

#

It is just a couple of sprites and some text that the camera needs to render, and not even every frame.

scarlet breach
#

Very true. Do you have any good resources or should I just take a look at the Unity references?

hybrid tinsel
#

Actually, Unity had a spotlight video recently of another game that uses a similar technique on their YouTube channel.

#

Their implementation is probably way more than you need but you can see it in action.

scarlet breach
#

Nice. Awesome. I'll write down what you suggested and give it a go a bit later after some of my other tasks.

#

Thanks @hybrid tinsel

#

This was just a funky idea I had to try and make some of my UI more diagetic. I had it on an overlay before and thought it might be fun to have crumple-able guest checks

#

I might go back to the overlay implementation but this seems like a fun distraction

hybrid tinsel
#

I actually uee a similar technique for various things; it is very versatile and allows for using all sorts of shader tricks on combined sprite meshes.

#

(It is how I do lighting on rigged 2d characters, for instance)

scarlet breach
#

here's the side-by-side

#

The left one is a bit more functional but less in-world. We have so little overlay UI already that I figured switching to a diagetic item is worth exploring.

scarlet breach
#

I've tried handpainting sprite normals using aseprite and it's fun to work with.

#

I'm really not a graphics guy so most of this is just exploratory but it's one of those skills I'd like to round out 🙏

hybrid tinsel
scarlet breach
#

haha thanks. I won't advertise here but I'll ping you when I try the render texture and post a progress gif 🙏 working on some of the backend system stuff before getting back to some more UX

hybrid tinsel
#

And I don't even use a normal map on my 2d characters generally; it doesn't tend to look '2d' enough on a cartoon style. Though I've been experimenting a lot with styles.

#

But being able to have a rigged sprite that acts like a single texture is useful for all sorts of effects. 😄

#

Like here where I used it to combine multiple sprites and particles together for the effect

shadow obsidian
hybrid tinsel
#

Thanks! Some day I really wanna go back and finish that, but so much work, so little time...

hybrid tinsel
#

From a technical standpoint the arm was the hardest part, but that still leaves all the tedious boring parts of rigging and animation.

heady lichen
#

WHY ISNT IT WORKING!!!
i just watched a tutorial on how to import mixamo animations but they arent actually playing on the player
how do i fucking do this bro

#

like the character keeps t posing

shadow obsidian
#

What is the avatar type?

heady lichen
#

wdym

#

i think i found the issue but i have no idea how to fix it

iron turtle
scarlet breach
scarlet breach
#

I assumed I might need it for applying the render texture

hybrid tinsel
#

Nope. You can apply it directly to the sprite renderer

scarlet breach
#

Gotcha

#

And should the Camera be Overlay?

hybrid tinsel
#

The camera can be whatever you want

#

You'll want to change the material to change the texture. You'll probably want to use a different shader for it.

#

The actual 'sprite' in the renderer is required to not break the skinning I believe.

scarlet breach
#

I guess I'm having trouble with getting the render texture into the sprite renderer. I applied the render texture as the main texture for a material and then slotted that into the material of the sprite renderer, but the sprite renderer is only rendering the sprite component

#

sprite toon 2 in this instance is a Sprite Shaders Ultimate material with the Main Tex as the render texture

hybrid tinsel
#

So you'll want a shader that doesn't use _MainTex as its main input to use a render texture

scarlet breach
#

I see, gotcha

#

Okay I'll give that a go, thanks

scarlet breach
#

Yep, that works! How do I get the cropping right?

scarlet breach
#

Figured it out!

#

Now we have a somewhat realistic paper crumpling effect 😄

#

Thanks a ton @hybrid tinsel

#

I assume if I want more of them I should just duplicate the Material and Render Texture, and will need a finite number.

hybrid tinsel
heady lichen
#

can someone help. why when it switches from walking to idle it keeps teleporting away??
the white bean is where the enemy model SHOULD be

agile solstice
heady lichen
#

Ok thank you :)

heavy cosmos
#

I used timeline to put together some animations into a chained combo. They all needed to have theri in and out times adjusted, to make the clips better match each other.

How do I set the precise in - out times of each clip in either the animation controller or on the actual clip (i actually want to trim or split the clips) ?

hybrid tinsel
heavy cosmos
#

I used Timeline to explore and tweak these ins/outs - I now need to get these edits to the clips that the animator controller will be using

strange wedge
#

i animated the alpha of an UI Image, in the animation in scene it looks fine, in play mode its just a white bar

torpid delta
#

Hey y'all not sure if this is the right Text Channel for discussing about In-Game Cutscenes, but i'm curious how do some AAA and Indie Animators animate these cutscenes in game? Do they animate the models with the level mesh in a modelling software or animate the model with a rig in their choice of Game Engine?

agile solstice
#

Not for the work itself, I mean, they do utilize the engine when implementing the work

#

If they need specialized in-house tools or workflows, they might choose to create them to be usable within their game engine*, but that's increasingly rare as modeling and animation tools have grown so complex

torpid delta
#

Hmmm okay? But how they make it tho in their workflow? Do they make the level model and character model and then export it to the game engine? or Make a level with probuilder in the Game Engine then export it to Blender and add the character in that file then animate and then export it to the game engine?

agile solstice
#

Either way they have the mesh asset to use in their animation

#

Technically there's nothing wrong with doing all that stuff in the engine without exporting it out, it's just not really done in reality

#

ProBuilder isn't robust enough to do much more than temporary greybox levels, and Unity's animation tools aren't robust enough for animating more than a couple of transforms at a time

torpid delta
#

Thanks for the answer Spazi, i'm surprised now after reading that. In-Game cutscene must be a complicated work then.

agile solstice
# torpid delta Thanks for the answer Spazi, i'm surprised now after reading that. In-Game cutsc...

There's a lot that can go into cutscenes if you want to make them fancy
In the one you linked there was character motion that was mocapped just for that purpose, and the exploding wall that was likely simulated and baked in a wholly another program
In the older days it used to be that tool suites for making simulations and animations were really sophisticated, but getting them into engines was not
So because of that you often saw cutscenes that avoided interacting much with the game's levels or systems, so they could be more easily authored elsewhere and plopped into the game
That was back when it was still more common for studios to build in-engine cutscene tools to make it easier
The custom tools lost the race to the professional proprietary tools, and over the years studios have gotten really good at making stuff seamless
In new triple-A games like God of War for example it seems as if anything is possible with characters breaking environments and interacting with any and all objects in an authentic way, and a lot of research and work has gone into making that possible

#

Still, you can get by doing a whole lot less than they do
You can tell a lot of stories without accurately simulating how bread tears as it's bitten into

torpid delta
#

Interesting, when you said the about wall explosion part of that cutscene i've linked, it's make senses really if it was animated in a 3D Program or Maya for AAA Modellers and Animators. Is there a video about these topics and different topics too about Game Dev Workflows, how they make it?

agile solstice
# torpid delta Interesting, when you said the about wall explosion part of that cutscene i've l...

On the triple-A level currently I think Maya is still the king of animation, and Houdini is the tool of choice for simulations and procedural modeling
There's more for various more niche tasks but I'm not actively keeping track
If you snoop around for what programs big studios ask you to know before applying for a job, or what pro cinematic artists boast on their pages, that should give a pretty clear picture

#

Workflows are a whole world of topics, even if you were to stick to just triple-As or indies
Maybe the best resource would be to search around the GDC talks: https://www.youtube.com/@Gdconf/videos
They have a lot of pro artists of all types there explaining how they do things

drifting coral
#

is there much I can do to avoid the spaghetti or do unity animators just end up looking like this eventually

agile solstice
# drifting coral is there much I can do to avoid the spaghetti or do unity animators just end up ...

Animator has many features that tutorials neglect to mention
The key is knowing what they are and using them strategically
The best setup varies by project, but there are some logical systems you can often build
Namely if you have states that often must run in sequence or can be grouped, I'd use a Sub State Machine, here for Jump Loop > Fall > Fall Loop > Land
Movement is often good to have in a blend tree, if you want blending, or on another animation Layer

drifting coral
#

Oh yeah, for context I'm animating sprites, so there won't necessarily be any overlap in the animation. I haven't used/looked into sub state machines too much yet, Ill make sure to give them a look.

agile solstice
obsidian swan
#

hello

#

this is for M

#

DAMN

#

I gotta post more pics sorry

brave storm
#

Re-explain your problem though

obsidian swan
#

the f was my problem

#

oh yeah it was:

player starts running at start (for 0.25sec)
idle statefor the rest of the game
jumping animation wont occur
running animation wont occur

#

I should probably re organize theese screenshots

#

wait a sec

#

its too much

agile solstice
#

There were no clues of any error in the screenshots

brave storm
obsidian swan
#

jumping:

obsidian swan
obsidian swan
agile solstice
#

@obsidian swan You can select your gameobject with the animator during play mode to see the status of the parameters, states and transitions
This will give you an idea of where the animator is stuck and if the parameters are getting set properly

obsidian swan
#

It wont show anything

obsidian swan
#

With my gameobject animator is attached to selected

agile solstice
#

Which unity version is this?

brave storm
#

You also had transparent animator states in one screenshot, which is weird

obsidian swan
obsidian swan
#

isnt it normal since I go into play mode?

agile solstice
# obsidian swan

Is there a reason your Jumping layer include states also for idle, walk and run

brave storm
#

And doesn't happen on 2021 unity right now

obsidian swan
brave storm
obsidian swan
#

the animator is fine. Ive used this before

#

everything here should be fine yet it doesnt work

agile solstice
obsidian swan
#

from idle to standing jump jump b from walk to jump jump trig

#

if (Input.GetKeyDown(KeyCode.Space) && playerIsOnGround)
{
playerAnimation.SetTrigger("Jump_trig");
}
}

brave storm
#

But what layer are you looking at

obsidian swan
#

which is on my code

obsidian swan
agile solstice
#

The idea of layers is that they include different states from each other, and particularly from the base layer
Duplicating them is redundant, especially since you can do blending with layer weights

brave storm
obsidian swan
#

hence why that was the first thing i sent here

#

jumping doesnt work

#

it was

#

head

#

if you ask that

obsidian swan
brave storm
#

I wonder if Death being at full weight will stop the layer before it (Jumping) from animating at all.

#

@agile solstice Do you know if that's the case?

obsidian swan
#

I didnt make this animation

#

it is from somewhere else

#

it worked fine before

agile solstice
#

Well, the first screenshot seems to be showing that each of your layers has full weight, which doesn't make sense for this situation

obsidian swan
#

they are colorful

#

yet nothing changes

brave storm
obsidian swan
#

@agile solsticemaybe you can take a look at the project?

#

here was the screenshot

#

when gameobject was selected

#

and its like this

#

still like this

brave storm
#

What if you set Death weight to 0

agile solstice
obsidian swan
#

so how do I fix?

brave storm
#

What if you set Death weight to 0

obsidian swan
#

ummmm how may I ask

brave storm
#

Click the cog icon on the layer

#

⚙️

agile solstice
#

(unless a script is controlling the weight)

obsidian swan
#

I have mass

#

are they the same?

obsidian swan
#

I only have these in terms of controlling the cringe animation stuff

brave storm
obsidian swan
#

I mean you know the mass rigidbody

#

Im talkingabout that

brave storm
#

Why are you talking about that?

agile solstice
#

Ah
Why?

obsidian swan
#

I kinda failed phsyics when I was in highschool still dont know the difference betweeh weight and mass

#

I donr know if they are related or smthing

brave storm
#

Layer weight in the animator

obsidian swan
#

ok

#

hmmm so this is how its supposed to look like

#

long time no see

#

we did the hard part

brave storm
#

Just click the cog icon

#

Stop ignoring instructions

obsidian swan
#

Im really burned out can you also quickly tell me how to make it run now

obsidian swan
agile solstice
#

Doesn't seem that we can

obsidian swan
#

I set that to 0

brave storm
#

You didn't encounter a Unity bug like you insisted, you just didn't learn the system

obsidian swan
#

why doesnt it go from this to this tho even thou I have this playerAnimation.SetTrigger("Jump_trig");

obsidian swan
agile solstice
#

Could be the wrong layer, since you have so many duplicates

obsidian swan
#

I didnt use to have to change anything

brave storm
#

I can't take your word for that since you didn't know layer weights exist

agile solstice
obsidian swan
#

thanks. I think Im now qualified to work at disney. no man can endure cringe animation problems for so long but me

#

I didnt use to learn anything about animation because it was working fine but what are you gonna do

agile solstice
#

You don't have to know about cars either until yours breaks in the desert

obsidian swan
brave storm
#

The manual has more info on the actual usage of the system. Your first two links are the script reference

#

Which will be useful too, but manual is a better starting point