#🏃┃animation
1 messages · Page 26 of 1
we love official unity content.
I just dont like youtube tutorials because everyone can make youtube tutorials
also when you watch it youre like copy paste since they are making their project your brains not interested but unity lets you try it in your own
These are not step by step tutorials, they're explaining how the systems work
I linked those two because they are the best resource on the topics
But you should always read the official manual anyway
It may be dry and lack practical examples, but covers every topic that unofficial sources may skip over as obvious or miss otherwise
Why you you put everything overlapping when you have all that space?
Looking at that layout make me think, 'now that there is the way to ensure that when something goes wrong it will be hard to debug'
@hybrid tinselso many more problems showed up.
such as death animation not occuring
run animation keeps happening when running into obstacle
but I ditched the project now for good.
I made an entire forum post about it onanother server to not bother you guys anymore but decided to delete it since It was making me feel really uncomfortable and stupid
Ive been trying to fix this animations for 3 days straight
and now I ditched the project .everything good for me and mental health. will start from scracth. no need for any further help. thanks still
I think the biggest problem here was not understanding the tools enough to implement our fixes
That's simply a practical obstacle that can be solved by studying the resources, when you have the time and energy to
A failed project is never wasted experience
It is if you didn't learn anything.
Im trying to
although I ditched the project Im still working on it to learn
and one question I have for you guys is how to reset animator changes
not many resources on Internet
these solutions about code what I need is set it to default state
for example one of the changes Ive made was to set run static to default layer
You might be better off with a different name. Pebkac, perhaps.
there are many changes ive made such as this
im sorry what
Ive explored the animator window
every aspect of it not seen any reset button
also Ive read the docs
not mentioning resetting or smthn
what do you mean, a 'reset button'?
I want them to be like how they were when I first imported the files
I have an ideaa but i dont know
I have package I thought i could delete animation file and reimport from that package but It can override
If you want to reset any changes you might have made to an asset, you can delete the .meta file for it. If that is what you actually want.
You aren't describing well.
Because 'unitybugsufferer' is fucking whiny and entitled sounding, considering that as far as I can tell all of your problems haven't been due to unity.
I actually reported a bug if you don't know
.meta is for the changes in animation?
And you will forever more make us suffer?
okay let me change my name. nothing more important than the precious helpers of this community.
The meta file is how unity tracks assets in a project. If you remove it, the referenced file is treated as if it has just been added to the project, a new meta file is made, and all previous references to it are broken. This is a pretty extreme step.
well I can take extreme steps and learn about them since this project means nothing to me anymore. thanks for informasyon
Just be aware that anywhere you use the asset in your project will have a broken link. It is like changing the URL of a website.
guys with unity timeline, how do you edit the animation clip ? i dont mean overriding, i want it to actually change the animation asset. I tried to click the "Edit in animation window" but it when i move some gameobject, the keyframe is not being added.
I seem to recall you can double click the clip in the Timeline which should open a smaller Animation window where you can change the keyframes
yes as i said i can do that, but the key recording isnt applied automatically. i have to manually press "Add property"
Does anyone know why I can't tag an animation? Is it related to it being part of a blend tree currently?
What you're looking at is not an animation, it's an auto-generated prefab for an imported mesh
Animations can't be tagged anyhow
You'd define the tags in the gameobject you ultimately use the animation with
Hmm ok
I was gonna use tagging to see if the character is currently speaking or not but I'll try find a different solution
Thank you
Ideally your script should keep track of what the character is doing, and set Animator parameters accordingly
Animator then with those parameters will adapt and you don't have to worry about it
It's more so I can tell if the next character should speak or not, like check what the current person, when he's done talking then move them off the queue and move onto the next one
In my opinion the responsibility of how long a speech is should be on the script, not the animator
But nevertheless you have the option to use animation events
I tried to use variables managed by the script instead to determine it and I think I got it working now, thank you!
I'm trying to import animations as separate fbx files, i have a model that has multiple rigged objects (i don't know if this is the right way to say this, i mean props) in the picture. when i import it to unity it has all the skinned meshes and it imports the rig and its bones as a different gameobject. now the problem is when i import animations as a separate fbx file (by only including the armature, shown in picture), it doesn't see the playerrig gameobject and starts the tree with spine. this doesn't happen when i include the mesh too, but i just want animations in the file. i found a way to work around this (by adding an empty object in the animation armature so it thinks it has a parent) but that doesn't really seem the optimal solution, and feels kinda weird. I have no idea how to fix this, help. I'm using generic animations by the way.
sorry for the 1 paragraph long question, i've been trying to fix this for 2 days
can you use override animator controller for only a certain layer?
fixed it by checking the box named preserve hierarchy in unity import settings, never thought about checking those
Not on a technical level, but the override should only affect the stuff you actually change.
ive got a camera and an animation so that it turns left and right is there a way to make the animation add to its current rotation so if i want another camera to look left and right in another way i dont have to make a new animation?
if you get what im saying
Guys, is there a way that when my animation plays and freezes at 0 speed in the animator, I want if the animator tries to animate another state, the animation that left it frozen is skipped and it returns to its normal speed,
For example, my weapon animation without bullets freezes on a specific frame but when I reload it I want that animation and the freezing to be skipped
how do you animate a character that doesnt have root motion but has in place animations. im not an animator so is there an easy solution i can do in unity to give my animations some movement?
In-place animations are meant for objects that you move via script, physics, or both.
is there a way to edit animations in unity to make it move forward so i cna use root motion?
If you animate the root transform to move, then I would imagine Unity would be able to interpret it as root motion
It doesn't sound very practical though
The point of root motion is to be able to create complex character transform motion to match complex character animations
Unity's animation tool sucks at anything complex
would it work to just animate the character to move forward along with its current running animation then it will work?
making some new keyframes in unity animation?
There's no point to using root motion if your character moves directly forward at a constant speed
he wont roll properly when im walking
This is an issue with transitions not letting the roll animation play fully, I believe, as I suggested last time
i adjusted it but its still not working right 😦
How did you adjust it?
Your transition to roll must happen early and quickly enough so that blending isn't happening during the roll
Additionally your code (nor automatic transitions) must not be starting the transition out of the roll animation before it's finished
it looks fine now
So basically when I assign animator component to my prefab unity says that there is a data leak that will affect performance why does this happen
Why does this happen
Also this is happening only if the prefab has some other component and this is not just 1 project but all my projects even a new one I just made this happens on both unity 2022 and 2023
- is there any way to copy 100 animation layers from 1 controller to another?
- is there any way to rename a gameobject without it breaking animation clips?
you would think after existing for decades unity would have addressed these seemingly extremely basic operations by now
Why do you need to copy them?
And additionally how did you end up with 100 of them
a scenario intentionally designed to proactively preempt people from suggesting it be done manually 100 times
realistic scenariors range from 10 to 20
Hmm what does that mean?
it means i checked google first and the first 20 results were all from people suggesting you create a new layer and ctrl+v 100 times
surely there is no way unity is designed that badly, right?
i tried combining them using notepad, but now unity just silently unlinks my animation controller with nothing output to console
hi.. I have strange question.. I've got a character with humanoid rig and avatar that was probably manually set in some pose (there is no controller, animation clips etc.). Is there a way to make that pose a animation clip so I can use it on other humanoid rigs?
I mean how did you end up in that situation
Maybe there's another way
Why would there be 100 of them
in this specific instance, there is a 3rd party limitation of 1 animation controller maximum, and other assets have shipped with animation controllers requiring integration
- write a script
- write a script(not the same script from (1))
instructions?
Ah, the 3rd party limitations
Animation recorder in the recorder package
unfortunatelly it's probably for recording existing animations that are on the animator =/
Beg pardon?
for what is exit time?
Exit time is what point in the animation that it waits for before exiting.
give me an example pls
For example, you set an exit time and when it transitions it waits for that time and then runs the transition.
Exit Time alone also works as an automatic transition, requiring no conditions
Damn. I'm destroyed by walking animations...
hi
Idk how to animate FPS gun
Hi
These are common gun walking patterns. Which is best?
Whichever you like the most
Okay. But now I have a issue
How to make it smoother?
Instead of rigid linear
Animation window has the curve editor which helps you make motion that smoothly curves over time
Though, the kind of classic weapon sway you're referring to used to be created from code with mathematical functions
Well, I have sway calculated through scripts and animations like running and walking on animator
Found it! Thank you 😀
Could you please suggest a video on animating a character in 2d 8 direction?
through the animation tree
You'll have to do some digging into the animator and figure it out; pretty much anything you can do in the animator UI can be done by script though.
It might genuinely be easier to just copy paste manually, mind you, for smaller amounts. But in your hypothetical case of 100, it's probably worth writing a script.
how to fix?
removed and recreated the clip in animation tab of fbx inspector fixs
im working on an fps with currently so called unarmed animations, where player has nothing in hands and moves freely, i want to bassicly override those animations so i can have guns, gestures and other stuff showed(so bassicly it overrides arms, that otherwise are used by the movement animations when unarmed). On top of that i want the guns animations to be switchable, so if player picksup gun0 the gun0 animation override the other animations. I could use an override controller and just leave what i dont want empty, but is there a way to make it less messy? so i would only have an override controller for one layer or anything like it?
I wouldn't think of override controller as messy
Anther option would be to make a different layer for every weapon stance
how would the other option work?
so you think there is nothing wrong if i use override controllers and have all animations on one animator with multiple layers? if you think so i wont even check for other options c:
I mean you'd either have an unarmed animator, then an override controller for each weapon where the animations are replaced with that weapon's animations
Or one animator with no override controllers, only layers for each weapon
Note that animation layers can be "synced" to copy a state machine from another layer
Do you have other options in mind besides the two?
what do you mean with can be synced?
https://docs.unity3d.com/550/Documentation/Manual/AnimationLayers.html
"Animation Layer syncing"
Duplicates states from another layer so you can replace the behaviour
Like override controller but within an animator and allows blending
not really, i already tried once having legs and hans animating separately, which didnt workout, because that i had a hard time making animations when player is downed and other full body animations
like this is the only problem i have
tnx for all the help @agile solstice , i think ill just keep it as it is and just leave what i dont want to change empty
Let me know if that leaves them not replaced, or actually replaces them with empty states
it works, leaves them unreplaced, except the weight gets reset
Makes sense, it is a different state machine after all
The ideal use of it are characters that have different animations from the start, but I'm sure it can work for runtime swapping with those caveats
Is there a way to not have a default animation state, or to just have the default be nothing? It seems like whenever I play an animation, things kind of bug out, and I was wondering if it was because the default was storing values I didn't want it to (I turned off "Write Defaults" for all my animations)
Not possible
You need to start on some state with some values, so that you can blend from those values to other states
It shouldn't result in any issues unless you're also trying to control transforms or properties from outside of the animator as well
Hm, well I am changing transforms in code, but from what I experimented, I think the way I'm using animator is the issue
I'm gonna try to explain what I did
I have two animations, one that just changes rotation (fish slap), one that changes rotation and scale (fish switch modes)
For fish slap, I want it to spin around 2 times. So to maintain the rotation, I made a parent object, copied the scale over to the parent, set child scale to Vector3.one, then played the animation
In that frame, if I debug.log the scales of the child and the parent, it works. However the scale changes back to what it used to be, and I don't know why
I found that if I play the fish switch modes animation for a split second (in the awake function) then disable the animator, everything returns to normal and works like it should, but I would really like to know a more permanent solution
If it helps, this is the fish switch modes animation
i dig into the animator to find out how to write a script?
You'll have to learn scripting beforehand
Digging into the animator's scripting API will reveal how to do such mass conversion tasks programmatically
is it ok to animate UI elements with unity animations for android games ? animations are 2-3 secs long and a lot of ui is changing
do you think this is a good placement for the camera? the fov is 65, i think thats normal for a tactical shooter
100% up to your artistic interpretation
where?
Where to learn scripting you mean, or where to dig into animator API?
Where to learn scripting
since i have to produce basic features that the unity editor is apparently lacking
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
Hey i got an animator question. Is it possible to duplicate animation layers in the animator controller? I want to use the same logic layout between all of my different animation states, but have it on a separate layer.
Currently, I have been synchronizing all of my other layers (which get activated by scripts by setting their weight to 1) to a base layer. Synchronizing a layer to the base layer esentially duplicates the logic, onto your new layer. The problem is that this requires the animation occupying state "X" in layer "A" to have the same number of frames as the animation occupying state "X" in the base layer, (otherwise it slows down/speeds up the animation so it mathces the runtime from the base layer) which can be pretty restrictive
I essentially want to have a bunch of different animation layers that are identical to the initial animator base layer (in terms of logic) that I made so that, but i can replace the aniamtions.
The layer settings have a checkbox named "timing" which means the layer will control the speed
how do you put an animation on a character model
I do have a question. Is there a way to calculate final position of bones of a model in unity if you have the position and rotation of the original bone at rest, the new position and rotation of the bone at rest, and the position and rotation of the original bone in animation and use those 3 things to calculate the new position and rotation of the bone in animation?
essentialy i have an animation for a specific model, i also have the edited version of the model where the bones and meshes were resized outside of unity. so i just want to be able to calculate the values that would fit with the new model based on the animation of the old model and the position and rotation changes of the new model.
how can i stop it from scaling the objects when they move? in general is that a good solution for inverse kinematics? because it's kinda weird
That weird scaling/skewing of child objects is caused by having them a child of a nonuniformly scaled parent.
Btw already figured it out and figured out the formulas too
Hi there, is the first time i ask question in the server. I have a character that can idle, run, roll and attack. Now the animator is acting like a action queue. For example my roll must finish before another animation comes. It has an exit time. So, if while im rolling i press attack, i can see in the animator how the attack trigger is on, an when the roll ends the attack animation comes. I was wondering if this is right, or i should code a queue.
Somehow im stuck with my animation. So i have a sword object inside another object(The parent) and when I do my sword animation that messes with the position, it doesnt do it relative to the parents position.
its still attached with the character so when i move, it follows but way below the camera.
btw I set up the animation outside of the initial parent object i mentioned, but just confused why its now not doing it relative to the parent object i set it to
Welp I figured it out! Of course when all hope was gone and I give it one more attempt I figure it out.
Is there a way inside unity i can create a really simple Animation of like a 2D cube sprite attack that just Jolts forward slighty? or do i have to make a sprite sheet
If the sprite has to LOOK different, then yeah you have to do it outside unity. If you mean the movement only, you can use the animator OR just code
Doesnt have to look different no, i just want a lil head but kind of thing that could literally be a sharp tween foward
That can be done with the unity animation editor, or by code.
so i accidentaly overwrote all my edited animations by importing a unity package. Is there any way to recover?
is there a way to view a character in a specific pose I have in my animation controller without being in play mode?
I mean so that I could position things relative to the pose
That depends. Did you actually overwrite the files, or are there two versions of the files(the edited one and the version in the package)?
If the files were actually overwritten, then this is where you really hope you were using source control...
i need help I have all the Transicions set to Condition _example but it only plays one of the aniamtions am i doing it wrong?
Yes. You are doing it so wrong that I am having trouble figuring out what you're even trying to do. But an 'any state' transition will only trigger the FIRST transition that meets the conditions.
At least, per frame
well the top 4 are to open doors botom to close
ah
then how do i set off all of them?
Put them all in one state, or use additive layers
Or rethink how you are doing things
hi guys, has anyone ever exported non character animations from blender to unity? such as fire, magic effects, etc. I need help for this. Because, when i export to unity using fbx. My fire animation seen like a white solid model
The transition you're showing is set to trigger immediately and automatically
That doesn't seem like it'd work
it dosnt
Can a legacy animation be played backwards? I tried setting the speed to a negative value, and it just pops in place instead of playing
[Didnt see the tab 💀]
In mecanim or the legacy animation component?
How does one make a rig that should move robotically? It needs a chest bone but the chest bone should not move any of it's parts. Since Unity's Humanoid Rig requires to have a chest bone I can't just simply make a spine that is parented directly to the shoulders.
Bones aren't what make it move robotically or not
The first thing is weights and whether you are using any smooth deformation
With mechanical character you'd only weight paint the geometry to only one bone at a time without any blending (or use bone parenting with separate objects, although those will be lost on export)
The second thing is how you animate it to move
Animations made for humans will not look robotic
Can you recreate bone parenting with separate objects in Unity through constraints?
You can recreate it with unity's plain old parenting after importing
Parent constraints or other constraints are only necessary if you need their features
To make my situation a bit more specific: This will be an avatar that should work with full body tracking in VR. I can't think of any good solution to this right now, because the full body tracking feature requires a humanoid rig that has a chest bone in it.
For the parenting solution I suppose I have to unpack the entire object and then I think the humanoid rig in the import settings becomes nonexistant
The rigging shouldn't make a difference
As I mentioned weight painting / parenting is the important part in your case
You don't need to unpack a prefab to add objects into its parent hierarchy
If you can't be bothered to re-parent them after importing you can weight paint each body part to a body to get the same effect
Hmmmm. I am not sure if I understand what the solution is that you are suggesting
Right now if I move the rig, it looks like this
Expected
The torso has no joints
That will have to deform organically to look "right"
You are bending it in a way the character would not be able to bend, though
The goal would be to have it interpolate what is going on inbetween neck and spine
to still have mechanical movement while being able to follow the movement of someone moving their head in VR
The chest should technically not play a role in this except for just "being there".
Will not work without an extra constraint-controlled bone for the chest or soft deformation with weight blending
Alright. What constraint do I have to use?
I have not a lot of knowledge about the different kinds of constraints and what case which one is used for, I only know what they can technically do. I can read myself into it, but just as a starter info, what constraint would you use?
Should ask whoever made the model what they suggest.
Rotation constraint with the two bones as sources will interpolate them
I will give it a try. Thank you for the help!
Is there a way to set the Audio Track binding at runtime via script?
SetGenericBinding(Object key, Object value);
requires the key but I'm unsure how to fetch the binding via the director.
Unsure how to use SetReferenceValue with a string reference
im editing values for a bunch of properties in the animation tab
is there anywayi can edit them besides manually typing the speficic value in?
hey guys have you experience gltf humanoid character animation twitching and glitching? but when i switch to "step" interpolation mode it fixes it but the animation is a little bit off but it's better than the other settings..... any solution for this?
On the face of it that sounds like it's using euler interpolation rather than quaternion interpolation
Might be a setting for it somewhere
If it's not that it could also be related to keyframe optimization / simplify settings
For most serializable properties, you can just change the value in the inspector or, if it is something like a transform, in the scene view.
You can also edit animation keys via script.
https://forum.unity.com/threads/change-humanoid-model-and-use-new-bone-lenghts.1549613/
In case someone knows more about using different humanoids with the same animation at runtime
Hi, in my 3D game i'm using an oop fsm to manage player states but im finding that using the animator with parameters to manage transitions makes for ugly dependencies. The entire point of having the state machine was so that I didn't need excess boolean logic but its like the animator is forcing me to use boolean conditions anyway. The alternative (as far as I am aware) is to directly play these states using animator.play(<name of state>) when i enter a new state in code which simplifies everything. My issue is that in doing this i lose all the nice transition blending. My question is: is there a standard way of integrating a state machine in code with an animator that really simplifies the link whilst keeping the transitions?
Is the best option just to associate each state with one boolean parameter that toggles between true and false when a state is initiated or uninitiated as the current state?
That seems to be a fairly standard solution to the issue, though as you say it is not ideal. They don't really anticipate a tight coupling between an animator state machine and a character state machine(which is weird, but... what can you do?)
Beginner Question<< (EDIT> nevermind fixed it)
What do i need to the set up Animation so it keeps like the changes to the height etc. When i drag the sprites into the Animator it just cycles through the sprites in the same spot, What do i need to do to get the Animation as it was originally Animated??
Hello unitiers
I made a 2d image with animation from animator
The image shows up in editor but not in game
Should be some very easy fix
Maybe change order in layer or smth
Ok, also it doesn’t show the animation in editor: (
Sad moments
Everything is done correctly though
I wonder if transparency is the culprit
The benefit of a separate animator state machine is that it can be more complex (or simpler) than the scripts that drive the object
For example you can use just one parameter to blend between multiple animations in a blend tree, or just one parameter to drive a sub-state machine with many states within
So, if your animator perfectly mirrors your character's state machine it's extra work for no benefit, so you might not want animator's state machines at all
You can alternatively blend animations directly through scripts using:
https://docs.unity3d.com/ScriptReference/Animator.CrossFade.html
https://docs.unity3d.com/ScriptReference/Animator.CrossFadeInFixedTime.html
If you are using automatic slicing it sets the Pivot to the center of the sprite, rather than center of the cell/square
The Pivot point is the sprite's relative origin when assigned to a sprite renderer, so if the pivot moves relative to its sprite, the sprite will move relative to its sprite renderer's transform
When you have animations in a grid like this, you should avoid automatic slicing (you should also avoid it whenever you have any type of animation because it overrides the pivot haphazardly anyway)
Instead slice by grid
yeah thats what i figured, ty anyway
Ok this little shi doesn’t want to show up in game and refuses to animate itself
What is wrong with this shit
Can anything work in this shit
Maybe using feces to construct your ui wasn't the best choice, in retrospect?
Yeah so sorry for bad words
Remade it without weird scaling and it worked
Im not sure how to attach it to the lighter so I just figured I’ll render it on ui
So yeah just on ui for now. Not sure if its a good idea or not
I'd use a sprite renderer or particle system for it rather than UI, but it's your poison to pick
It's definitely harder to attach it to a 3D object as UI
If I change scenes the ui stays the same?
What the component is, whether it's canvas image, sprite renderer or anything has no bearing on scene changing at all
A scene is a collection of gameobjects with whatever components they have, they are usually all tied to their respective scenes unless they have a DontDestroyOnLoad
But that's well beyond animation
Anyone know why this is happening to me?
its fine in blender but when I import to unity it gets messed up
Might be a twisted bone or something. Is it a mecanin humanoid rig? Are there any import warnings or errors in unity?
Does anyone know how to make the animations not change the physics of the object?
Animations are a separate system from physics
Both can move a gameobject so they will conflict if you have them enabled at the same time
Hi, I have a problem with activating and deactivating a body part in the Animation mask for Humanoid. So everything works well but in my case, I want to change active body when attacking, with this code I done it very well, and works
MyObject.SetHumanoidBodyPartActive(AvatarMaskBodyPart.Body, true);
but when I disable it, it does do a little glitch (Unexpected Behaviour)
after a while, I found out that it was because of turning off and on when animation continue (so if i just disable it and enable it nothing happen and doesn't do glitching)
look when attacking is done I call MyObject.SetHumanoidBodyPartActive(AvatarMaskBodyPart.Body, false);
and something unexpected happen
also now that I'm looking more even the start is not the same
so what can I do? how can I handle it? I call this Mask before Transition to another state.
but really Unity Developer team, Animation/Animator System Can grow a lot I see a lot of features that don't have and it's not quite large or hard to add them. Why there is no big update for such an important system?
Ah wait it is a twisted bone
It isn't designed for changing masks in a playing animation because the animation evaluates differently when the avatar changes. Not quite sure what kind of feature you would add to fix that behavior for all cases- leaving aside the question of 'what is the correct behavior here?'
If you need to somehow smoothly transition between masks, your best bet is probably to use two layers with different masks and blend between them.
I have Axe Idle Animation, light attack, And heavy attack. for idle Axe animation I just only want to use Arms and not the body because it's controlled by the main Layer when doing a light attack I want to use body and Arms and for a heavy attack Arm and body and legs. So what is the best way to do it?
for now I have two layer. Main Player Animation, Axe Animation. for future I want to add layers for each Items like bow, spear and so on
Question about animations: Is there a way to actually make a gameObject’s animation effect its position in the world?
So let’s say I want to move a gameObject 5 units forward. Is there a way to animate it moving that distance, then have it stay there so I can call the animation again and have it move another 5 units?
Maybe thru root motion, maybe through scene offsets?
can someone help me, im trying to make a shoot animation but i want the animation to play again when i press the mouse button, but without having to wait it to end, and i tried unchecking Exit Time and Fixed duration and nun worked
i use Trigger as a condition
here
that needs a lot of Layers isn't there any better option?
it's the approach I have for now. Idle then Start Axe Animation then check if it's held it will go for a heavy attack and if it's not for a light attack. if I could just change the Avatar Mask at runtime...
Code your own animation system, I guess.
When you guys are creating characters, specifically modelling clothes for characters, do you like to make them with a classic t pose or do you like to bend the arms down a bit and make them in that pose?
If you have enough geometry and good topology it doesn't really matter if it's T-pose or A-pose, T-pose might have less issues if your character move their arms up a lot and A-pose might be better for more top-down views
I've been having issues making characters in t pose where, because i'm going for a jacket that has a lot of overhang, it just looks really bad when the arms are down. So i'm giving a-pose a shot to see if it works. Thanks for the input.
Exactly the answer I was looking for, thanks
I'm tying to understand the anatomy of this character because i'm trying to create a similar shirt. Is it just me or does it seem like the shoulders stick out a lot?
or is it just that my shoulders are incorrect?
He's hunching his neck, and pushing his shoulder forward, and is also anime
Looking at my shoulder im realizing they do stick out a good amount, plus he has pretty big shoulders
Do you think my base shoulders looks good enough? (For use as reference)
On your model?
I do think so
I think it looks good overall too
Ok thanks, I didn't make it btw, Its a free manequing asset online, but I've been struggling making my character model and keep restarting so I recently started trying to be more scientific with it. The only part I did was the rigging
Okay, so, I'm trying to make a game based around lasso movement, and I made this animation at the start. I was wondering if anyone had any suggestions on what I could do to animate the lasso throw so it looks natural and aims straight to where you need it to go. I feel like I need to use linerenderer somehow, but I'm not sure how to make the throw look natural. any suggestions?
can some1 help me with this?
I've got an Animation that uses the camera for a cutscene. Right now, I activate this cutscene by just enabling the Animator whenever the player walks inside a trigger. I've got a transition Animation that smoothly transitions the player to the location, and it works whenever I manually enable it in the inspector, but when I use "anim.enabled = true;" inside the script, it just jolts the camera to it's starting location immidiately instead of smoothly bringing it over. Any ideas? I can screenshare in call if needed, I know it's a bit confusing to explain
An animator cannot blend from a position that's not a state within the animator, so I expect you'll need something else for the blend
If you just need to move a camera, then cinemachine's vcams offer this kind of blending
Wait, so why does it work when I manually trigger the animator but not when I do so using code?
No idea, unless you're already using cinemachine and the blend is skipped for some reason
Nope, not using cinemachine
Do you mind hopping in call so I can screenshare?
I expect I'm not explaining things properly
I suggest you record a clip so we can get to it when we're able
Gotcha, opening OBS now
@agile solstice https://streamable.com/roqoo9
Let me know if there's something I missed out or you need to see
Thank you for being patient!
How do you go about transfering animations to different types of weapons?
Like, how do people fire different types of arrows but reuse the same animation? Something i'm probably not fundamentally understanding.
i need asistance with my game ingeneral i suck at animating but id love it if someone could help me out
same with coding
i can code a good bit its just slow
Remember that shoulders aren't actually ball joints, so you kind of need to just approximate it as vest you can.
That looks great man!
Aww thanks man, thats the first time I've ever been complimented on my art lol
I have never achieved that kind of blending from a previous position with the Animator alone, it's always been all or nothing deal with overriding (or adding to) component properties
I don't think there should be anything different about toggling the component from script vs from the inspector so that's puzzling as well
If you want the show the kind of animator states and transitions you're using here (and if you're using Write Defaults or animation layers in particular) that might give some clues
But otherwise you might still have to do some kind of separate blending (which Cinemachine does super well)
It's also possible you'd have better luck with Timeline which is meant for cutscenes just like this that temporarily override gameobject animations, but as far as I know it should have the same technical limitations as it uses the Animator as well
I'm wondering if it's possible to have a humanoid model play a animation, like walking, and point it's hands in a certain directions, like with a gun?
What you ask for can be done with "avatar masks"
Here's the ancient official tutorial: https://youtu.be/1dMoRECcstQ
Here's a third party tutorial with a bit more use cases explained:
https://youtu.be/W0eRZGS6dhQ
Thank you
My thoughts exactly, manual enable and enable through code does the same thing… may be another case of Unity shenanigans. I really don’t want to swap to cinemachine as I don’t know how the character controller I have would react to that later down the road. What is this “Timeline” you speak of?
Timeline is a package for making cutscenes by coordinating a bunch of Animators that are enabled temporarily when the timeline is called to play
Cinemachine can be used even without any notable requirement for "compatibility" with a character controller or other systems
In case you're not familiar with it Cinemachine has you replace real cameras with virtual cameras that contain the camera settings, but take turns controlling the real camera
A character controller that has a camera attached to it would have a virtual camera attached to it and it would work the same way
If you also need to change the camera fov or other properties then you'd swap those functions to change the vcam's corresponding settings instead
So Cinemachine wouldn’t actually get in the way of anything, as it’s just bonus options for cutscenes and ect?
Indeed, as long as you have understanding of its fundamentals as not to get tripped up by its workflow (which is a realistic risk if you choose to pick up a whole new system just to solve 'one problem' so I don't usually recommend going that route)
Still, doing pretty much anything with cameras is simpler if you do it through Cinemachine, and this'd be a non-issue if you were using it to begin with
I expect to use a lot more cutscenes, so I think I will be going with cinemachine. Thank you for the help, kudos and cheers!
You can also use Cinemachine and Timeline together very seamlessly
But again, expect that new systems take some practice to get a hang of
Hi! Let's say I have this small guy over here. The canvas is 16x16.
If i wanted to animate walking sprites, should the canvas be bigger or should i stay with the same canvas?
Technically it makes no difference, but do you want your character's sprite to be confined in a cell square? If not, does that cause issues with the sprite overlapping other nearby sprites?
As long as your character is centered on its sprite and you slice by grid size or count (rather than automatic) the animation will be stable regardless of sprite size
So this was the problem
i madre different animations with a similar character
and the proportions of the character where different because i had to enlarge the canvas to fit the animations
thank you!
The pivot of your sprite is the point where the sprite is centered on its Transform component
Slicing by grid places the pivot onto the cell's center, so make sure your canvas is enlargened in all dimensions or that you add the specific offset to the pivot when slicing
Just avoid the automatic non-grid slicing always and ever basically
i'll keep this in mind
Hi, would anyone know where I could find a Wall run animation?
The mixamo one is too short.
What can I change in my animation transitions(?) to make sure that every time I click my button (and increase the coin value) the coin animation plays from the beginning, interrupting itself? Right now, if I press the 'gain coins' button rapidly (quicker than the animation), the animation will play twice consecutively, not interrupting the animation as intended.
The reason for this is that I eventually want to have coins float to the icon and be collected 1-by-1, and having the animation interrupt itself for each coin would be very nice. (Users will gain 15-30 coins at a time)
Generally speaking, you'd want to use an any state transition when you want a state to interrupt itself that way.
Though be careful, because you might end up with it looking like it is just constantly being reset without finishing if the transition condition is met on consecutive frames.
That's a great suggestion! And thanks for the tip, I'll make sure to space it out enough 🙂
Yep, this worked perfectly. 👍
It is kinda nice to see someone use any state for its intended purpose for once 😄
So I recently started getting into animation. From what I've seen, you need to select the gameObject that has the animator on it and from there you can add in sprites. So far, I have been using the animation tab's drop down window "Create New Clip" to make my player specific animations. I find it a little annoying that for some reason I can't just select the actual animation clip in my assets folder and add sprites to it through there. Is selecting the gameObject housing the animator the only way you can add sprites to an animation? I am a little worried as if I ever decide to add in a large quantity of animations it might get cumbersome and annoying.
You can create a transition from a state back to itself to achieve that
Any State works here just as well since the state machine is simple enough
Hello. Im not good at animations and I hope someone can help me. Im doing the game for VR and I try to make animations for hands. I found out, when I disable the model when the animation is in process and enable the model back, the last pose od the animation is used as neutral pose, but I need to reset it. How can I do it? Neutral stance is state when the hand doesn't do any animations and have static pose and looks like it is rewritten after disabeling
Hey kind people of Discord.
I have a small question on how you would approach Sitting down.
I know sounds kinda dumb, but I dont know how to explain it any better.
I have an AnimController, with a Walking-, Running- and Crouching-Blendtree.
It works really nice.
The sitting down Animation is complex. As I have one Start, one loop and one end animation for 4 different sitting heights.
Would you make a new controller for this and hotswap them via script?
Or should I add it to my current Controller and risk turning it into Animator-Hell with too many States and too many parameters?
Should I take a look into animation layers or is this a completely different topic?
Hey,
Noob animator here, so might not be the best at giving advice but I could try to give a couple notes since you havent gotten a response yet.
- Try to utilize "Any state", will slow you down from entering "animator hell".
- I have done all my transitions via code, maybe you should try it in a test project, and see if it is more down your alley, tho that too can get complicated I suppose.
Now I am gonna go ahead and assume you have bool parameters, and I will also assume that all animations or only a few will not allow you to transition to the first part of the sitting animation. In that case, you can add the Sitting_Beginning animation (or whatever you call it) and make a transition from any state to said animation. You can probably set the transition bools to that whatever animation you don't want it to transition from should be set to false, so if it is playing that animation currently it can't transition to it (not 100% sure this would work tho).
However you do it, it would only need to connect to the first animation, aka Sitting_Beginning, and from that one you transition to the other, so this should not become too complicated.
As for animation layers, yes, this is not the use for it. Animation layers are for stacking animations, think of the spawn invincibility games have when a character blinks a little after spawning.
Wait, it seems I misunderstood what you meant by different sitting animations, just noticed you want it based on heights. In that case, using bool parameters and handling their value inside a code might be the easier option.
If you add a clip to the animator manually, it will show up in the dropdown.
I'd just use a blend tree for the different sitting heights, and then putting them with the entry and exit states into a single substate.
With the Timeline Editor, is there a way to set the position of an object relative to the position of a different object within the editor? (Like setting up an animation sync?)
Has anyone implemented frame by frame style animation for 3D animation? I'm trying to get it to work, my animation keys are all set to constant but they're still animating with a bit of interpolation
There shouldn't be interpolation on the KEYED transforms.
I recommend what Pinballkitty suggested
Additionally you could be utilizing blend trees, sub state machines and animation layers more to make that animator more flexible and efficient (sprint and walk animations could be on the same blend tree, crouch and fall sequences could be on their own layers or on sub state machines)
Sub state machines and layers allow transitioning in and out of a sequence at any point of a multi-state sequence without requiring a sprawling web of transitions
Your 1. and 2. are in my opinion the two big "don't"s of the Animator that cause beginners to run into trouble constantly
Any State is a fast track to a special animator hell as it acts always as the highest priority override and will prevent any normal state flow
Doing transitions by code skips using the Animator and has you recreate its functionality instead of learning it
Any clue what Im doing wrong?>
The animations are from Mixamp directly and they play fine except when I try to get the animator to play them
What does the blend tree preview show?
If you select the gameobject with the Animator during play mode you can see the active animation states, transitions and parameter values in the Animator window
So you can confirm if it's playing that state at all
Hi guys i am having an issue with transions in Animator window
i want delete the blue arrow
It is solved thankyou
Arent I showing that in the clip int the bottom right
We would prefer to see the blend tree itself in the inspector, preferably in action
You are showing the animator, not the blend tree.
The blend tree has an interactive preview of how the animations are blending, and is good for diagnosing problems
yikes, ok, noted.
It's understandable how people arrive at those solutions, as the Animator UI or the documentation don't really help in teaching how a "good" Animator state machine should look like
A rule of thumb is that the more you can minimize the need for parameters and transitions with the help of animation layers, blend trees, sub state machines and automatic transitions, the better it is for you when making it and when operating it
yea, i thought about that, and that is why I thought utilizing the any state would be beneficial. you would minimize the amount of transition that u have.
...with the caveat that you avoid Any State and transitions/playing from code
Even if both of them technically can reduce transition count
Beyond just a rule of thumb, choosing the best Animator features to use for each task is what makes a state machine from good to great
i see 👍
How do you animate rotating at the waist while keeping the arms still?
My basic skeletal structure is like this:
Waist Bone -> Chest Bone -> Two Arm Bones
The initial pose is standing up straight with arms at the sides.
When rotating the Waist Bone 90 degrees to simulate a bowing animation, the Arm Bones also rotate 90 degrees, as they are children of the Waist Bone.
How do I get the Arm Bones to ignore the Waist Bone transformations such that the Arm Bones stay at the sides?
To have limbs "ignore" movement from bones above them in hierarchy requires IK constraints
It may not be necessary to ignore movement in that way if you only need to make such an animation, however, since you could rotate them the arms the other way to compensate for waist rotation
I wouldn't need to rotate/move the IK constraints while the waist is bowing, right?
The IK target would just stay still in the model's space while the Waist is bowing?
That's how IK is meant to work yes
gotcha, thanks!
I don't understand what wrong i am doing my player is still not Attacking and jumping
i know i have messed up somewhere in here but still the player won't do anything
You can select the gameobject with the Animator during Play mode to see what states and transitions are in effect, and how the parameters are being changed
That will likely be important in revealing the issue
I tried that but then the player stops moving
That is not expected
If I had to take a wild guess it could be one of the Any State transitions that's overriding all the other states and possibly even itself
i had this error for my health and during that time i got issue with my player to jump and attack
Attack maybe?
Attack state does not have any Any State transitions
Note that Any State transitions work as the "emergency override" that will always have the highest priority, skipping anything else that could be happening so it's easy to seemingly break a state machine when using even one haphazardly
And i am also getting an error in unity for this wait i'll show
You also have no way to transition to Attack from anything other than Idle
yes
That simply means the specific animation event will not do anything
Perhaps you created one on accident
how do i get rid of it?
Animation events are little pointy notches on the Animation timeline
Click one to select it so it turns blue, and hit the delete key
sorry but i didn't understand
If you google for animation events you can find many more detailed resources
This server is not a hardware helpline
'ello my fellas. i've got a door that animates opening and closing. i have a clip for both actions that animate correctly, but now i'm trying to figure out how to transition from one to the other if the player tries to interrupt the door while it's in motion. what i've found mentions to disable HasExitTime on each clip, which technically works, but that just immediately starts another clip instead of a smooth transition into the next.
any pointers would be appreciated. the built in animation stuff in unity is new to me
What do you mean by 'obtain' it? You mean reading the position in the blend via script, or...?
i was trying to put an animation i made in piskell into untiy but the colours got butcheered when i put the file in. The origional file is fine but not when i put it in untiy. how do i fix this?
in unity sprite renderer
actual file
Transitions are from current point in the animation to another state, which in a door's case will begin from fully closed or fully open
As far as I know there's no simple way to transition to a state while also skipping to a specific point in it
For a door it'd be better to have the open and closed states in a blend tree or on separate layers, and blend between them using the weight parameter
Then you'd use MoveTowards or any other method to move the weight between zero and one
Compression to none in texture import settings
where can i find texture import settings?
nvm i found it
alright thanks it works
How the clip I posted, it got the part you want right?
Yeah. So the blend seems fine. Do you have the animator speed or the state speed set to zero?
Is that a good way to set them?
Nooooo.
If either of those are set to zero there will be no animation. So you probably don't wanna do that.
What do you mean?
I asked if they either was set to zero because that would explain why your character isn't animating.
Woul;dnt 0 just play Idle then?
I was talking about https://docs.unity3d.com/ScriptReference/Animator-speed.html
Ohhh, thats differnt aint it
Yes it is.
Dont think I touch that
Unless you set it to be the same. Which you can do, but shouldn't.
fair
Are you starting the crossfade over every frame?
''' public void Update()
{
playerInSightRange = Physics.Raycast(transform.position, transform.forward, out RaycastHit sightHit, sightRange, whatIsPlayer);
playerInAttackRange = Physics.Raycast(transform.position, transform.forward, out RaycastHit hit, attackRange, whatIsPlayer);
playerInDetectionRange = Physics.CheckSphere(transform.position, detectionRange, whatIsPlayer);
if (health <= 0)
{
Dieing();
}
else if (recoil)
{
Recoiling();
}
else if (playerInAttackRange)
{
Shooting();
}
else if (playerInSightRange)
{
Chasing();
}
else if (playerInDetectionRange)
{
Investigating();
}
else if (walkPointRange > 1f)
{
Patrolling();
}
else if (walkPointRange < 1f)
{
Idling();
}
}'''
In the update it checks what state it should be in then goes to it
How do Avatar Masks work inside the Animator? I'm trying to ragdoll a character's arm and I only have partial success because it seems their arm is in a rather weird pose rather than fully limp as I would like. It's successfully limp when the Animator is turned off but not otherwise. So far, I've tried copying the initial layer with animations and applying the mask there, setting is as an Override with Weight 1 (or max), which didn't initially work until I created an empty layer synced with that initial layer and reordered the layer order so that the synced empty layer is the first layer and now the masked layer is partially working as described previously.
Switches states fine
Guys i have this png file that has arrows but i want to use the last one the red arrows but i am not getting the single arrow out of it in unity can any one help me?
this is it
i want it this way i am not able to get
anyone?
I got it thankyou
Weirdly enough switching from crossfade to play worked
I just have a different issue now
Avatar masks mask animations for other animations inside the Animator, not for motion outside the Animator
Animator will still fully override any property it has control over at any point
If you want to move bone transforms separately from the animator you'll need to call those methods after the animator in script execution order
Animation Rigging allows for additional constraints and bone motion on top of the animator but I don't recall what its compatibility with Avatars is
i have a really dumb question but can anyone please tell me how to i select all the frames together in animation window like this one in pic
Shift click them
So you are starting the crossfade over with every Update()
So instead of playing it it'll restart it, I think I should be able to check the active state right then til it to skip if its already in that state
Idk anything about the Animator. Rn i have it so the Mele Attack is played once the trigger is triggered. How do i make it so the animation goes back to idle once the attack animation is done???
hello, i have a 3rd person character controller.
i want to make it such that when i aim, the character looks up or down with its upper body.
from what i understand, I would have 2 options here: animation rigging & animation layers.
i like the animation layers option more i think, but i am not sure how to go about it.
i imagine I need a new layer called something like torso layer, which would have a blendtree between a look up and a look down animation, as well as an animation mask that only selectes the backbone basically. is that correct?
my other question is: since all my current animations are fbx, how do i create the look up / look down animations for my character?
thanks in advance!
help pls animation not working
I'm not sure why you'd need to... you are setting that from somewhere, right? So can you just get it from wherever you are doing the setting? (There probably is a way to get it from the animator, but I'm not sure how)
help with this pls
I don't even know where to begin
Maybe the model didn't, in fact, have the animation
my animation tree is somewhere in here, but its really zoomed out or something
how do i find my animation tree
ok nvm opening a second animation tree magically fixed my issue, thanks unity 
I have an alembic animation of a clothes, I imported in Unity HDRP without problem but I have performance issue for that, it kill 50 FPS.
How can I make an .abc file performant on Unity HDRP?
Are you not supposed to use the rigify rig from blender in unity, cuz when i import my rigified model it comes with over 400 bones which confuses the humanoid thing in unity?
For future reference, 'f' auto zooms to your animator graph.
Rigify isn't made for game rigs, no. There is a converter though, apparently.
how do i stop this playing on awake.
It just a simple animation that opens a chest. has no default idel state
good to know
Transition's "Exit Time" option will make the transition occur automatically at a specific time (such as the end) with no conditions required
Have an empty state as the default.
thanks
How do speed or slow down an animation in unity, that i imported from blender?
Hello, I'm new to coding and unity. I'm encountering an issue with my animation not functioning at the next scene. The first scene works fine initially, but it stops working after I move to the next scene. Do u guys know how to fix this?
(its also a duplicate scene from scene 1 and i thinks that the problem because im so lazy to make it all from zero)
am i supposed to use debug.log statement
It sounds like an issue with your method of scene loading rather than the animation itself
Or whatever you mean by "duplicate scene"
so i have to make from zero?
Definitely not
You'd re-use gameobjects and components as prefabs, and instantiate them when needed
Prefabs and scenes should not contain any "duplicate" data if you can avoid it
so its not a scenemanager problem
Hard to say, but likely a problem with the way you're handling data in scenes
man idk how to explain either
Does anyone know if it's possible to make it so a rotation constrained object only moves locally to the source object.
So for example if obj1 is connected to obj2 and obj 3 inherits obj1s rotation I want it so it only rotates in relation to its movement to obj 2. If obj2 spins or rotes on its own. It thus moves and rotes 1 since they are connected. Resulting in obj3 rotating even if obj 1 hasn't moved at all in relation to obj 2
Can you, like, draw a diagram or something? Having trouble visualizing what you want.
Sure thing! I'll do that now
basically. i want it so it only tracks local movments. if i have it so if bone 3 is constrained to bone 1 and bone 1 is connected to bone 2, and bone 2 rotates. then by extention bone 3 also rotates since bone 1 is moving thanks to bone 2s movment.
Ah. You can just write a script to get the local rotation of the blue and apply it to the green
i want it so it only moves when bone 1 moves in relation to bone 2
The built in animation constraints all work in world space so you'd need to write your own, but it should be pretty simple
im doing this for a vrchat project. so im unsure if i can use custom scripts like that.
ill have to do some research
Well, you probably shoulda mentioned that 😛
I have no idea whether the built in constraints work with vr chat either
In that case, perhaps don't have the blue object a child of the red one at all but just constrain its position to the red object.
but its annoying since moving your hand also moves them since fingers are connected to a hand bone
I'd suggest asking on the vrchat discord
i will do this (:
You presumably aren't the first person who needed to do it
was thinking there was something i missed since i thought there would have to be a local setting somewhere but i guess not!
no big deal
ill check around thank you
sorry for my terrible drawing ^_^
The built in constraints are basically just there to allow importing constraints from maya
They aren't... good.
Good question. What IS wrong with them? I don't see any obvious problems... How would you like them to be?
What am I doing wrong here. I have root motion enabled on the object and the animation is set to true but it doesn't move. I can run the animation manually and it moves the object but without the relative position.
I have this skeleton rig built in Blender. Made a mesh and added it to Unity. Created an avatar for it.
However, whenever I try to create another mesh mapped to that exact same skeleton, I keep getting funky results in the editor. Any ideas why?
By that I mean when I try to replace the mesh in the existing Skinned Mesh Renderer component in the Editor, some of the mesh doesn't align properly, despite it looking like it aligns properly in the Inspector, even with animations
Probably the non-kinematic rigidbody you have on there.
any of yall ever make 360 degrees of strafe animations XD
guys whats wrong? it doesnt execute so correctly the animations and is laggy
i imported the hl2 models and animations
they are ok but the animator isnt taking it good
im open to questions
do i do 8 animations or 4?
I want to know people's opinion on 2d character rigs. I want something sort of like a live2d look but also interactivity within unity. I know unity has a sprite rig system that allows for softbodies. Live2d is an option. And there's supposedly another program called spine 2d which is used by some for 2d physics though idk if it's pre baked anims or allows for real time physics. Any input is appreciated
It is a very complicated question, and it depends a lot on the specific features and workflows you need.
If possible I would like the rig to be able to be reusable on different character sprites to an extent to reduce workflow. And for different clothing and customizable skin. Maybe something like this in Godot though it has its jank. https://youtu.be/Qq7eseDCpbI?si=v1kxXN4Xbf16pPWu . Or something more like this but with versatility https://youtu.be/ZIh__VP_sk8?si=gyOL4LsDSfPWOX3Y
A guide on how to apply 2D jiggle physics to a single sprite. New feature of Godot 4 is its new function for skeleton2Ds called SkeletonModificationStack and since there's no other videos i cobbled together a tutorial.
I was playing with sprite animations in Unity and discovered that I can add physics to pre-animated sprites!
The sprite was only intended for dialogue scenes, but I added it to Unity's sample 2d sprite game to test the physics.
Right - idle animation
Left - idle animation with physics
Well, first off unity doesn't have any 2d jiggle physics or softbodies built-in. There are plenty of ways to accomplish it, since you have full access to unity's tools and scripting, but it will generally be deciding on a solution that suits your rig, aside from the rest. Unity's built in tools are also particularly bad at handling asset swapping, though it does have a built in solution for it. I also think that the past few updates of unity's 2d animation tools have been downgrades, but your mileage may vary.
You can still do quite a bit with unity's tools, and it is by far the best integrated option into unity.
Yeah that's about as much as I gathered, thanks for confirming though
Of course, don't get me wrong, it is pretty easy to do; this character is entirely physics(only keyframes on the hips) for example https://i.imgur.com/AwfYjzg.mp4
It does look good, probably not versatile though I'm guessing. And it's not jelly like something like this https://youtu.be/gId2f5eXIR8?si=i0F7MHCWphHpC-fK . If there was a tutorial or something like that from the image lmk
This artwork and animation we made for our internal project Night Hunters.
Might be possible to do something like it with shapekeys in blender and drivers? 🤔
There's nothing in that example you can't do with unity tools, I was just showing an example.
quite doable with blender, too, of course.
(Ignore the bad looping, wasn't designed for recording)
Yeah but there's also like an inner rotation on the curved areas that point out towards, like the center of stomach or the center of a thigh moving faster then it's outer perimeter, in the example I showed that gives it a 3d ish look I'm interested in
Not something I do much of personally, but it is absolutely possible
Yeah I'll try figuring it out, thanks for the input
Yes
If you want to do a lot of fake-3d stuff, live3d has the best tools for that, but unity is fine for simpler stuff.
Hey guys, I'm having this bug when rotating bones where the volume of the object is not preserve. I've exported the model as a FBX from Blender, I know Preserve Volume is an option there and I enabled it. In Blender it works fine but for some reason it doesn't in Unity. Does unity have a Preserve Volume option?
You have non-uniformly scaled parent transforms
This always results in skewing
I'm sorry I'm still new to rigging, can you explain what that means?
A parent transform of your Body has a scale that's not the same on all axes
That happens outside of rigging too, and in rigging especially you should avoid that always when possible
RobotTest5 and all it's children have the same scale on all axes (1)
I would triple check that
I have not seen this occur in other circumstances
Triple checked
Then I do not know
Though it's a bit hard to see the details in a gif
Prefer to use videos so they can be paused, windows 11 can record them with the snipping tool out of the box
I'm sure it's still in some way related to inherited transform scales
Well thank you anyway, I'll do some digging and see if that's the issue
When I add a rig, the model goes down
Why is that happening?
That's soo strange
I fixed it by removing the avatar from the animator
Now there is the hint problem
I want the leg to bend normally but when I adjust the hint, it rotates backwards
does 1:20 in animation = 250 frame in timeline?
does somebody help me to set of all 4 animations by seting of one triger?
i already have a triger_open set to activate the close bubble but I want to set all those 4 animations
I have a 2D freeform directional blend tree that has 9 animations for basic locomotion. Now I wanted to put a jump animation where do I put it ?
Outside that blend tree ? What do we use for jumps, bool ?
How can I change the thresholds of animations in Blend Tree using code?
Unity animations are not measured in frames, but as a floating point time
Usually you don't
Why is it necessary?
I'm making a mod for a game where I can't directly change the values of the animator controller
I see, good luck
well, no luck with that
Does anyone know why the cloth is tilted like this? There should be enough space for it to just "fall" on the collider
I have a model that had blendshapes applied to the face, animated it with Mixamo, unchecked relative and exported as fbx into Unity, made sure import blendshapes was enabled in the Inspector, but when I create an animation with the blendshape in Unity and apply it to the model, the blendshape doesn't animate. If anyone has any experience with this it would really help me out.
The problem seems to be with the Mixamo animations overriding the face animations because if I only run the face animations, they animate correctly. If I apply the Mixamo animation on another layer, they don't show up.
If you're interested, I made my own animator controller with my own parameters, built it as a asset bandle, loaded it in the game and replaced it on the character. Now everything works as it should!
Depends on the framerate.
Outside, yes
Hey! I just wanted to ask if this looks fine so far as my Player animator controller. I recently found out about blend trees and I cleaned up my previous monster animator xD. The sword attack A, B, and (in the future) C are just different animations for attack combo chains. I just wanted to post my animator to check in if this looks fine or if I can clean it up even further before I add in a lot more animation!
im building a small 2d platformer game. i want to use a parallax effect for my background, but because of the tile set im using, im not sure how to make it work. should i be moving the camera with the player, and then the background slowly moves the other direction too?
i totally just realized a good method for creating run turning animations.. since they all have to lead by the left foot to make blending match up
i cant believe i havent watched a tutorial on this yet
but u just mirror the parts without legs and i guess arms too
made me go from having 8animations x 6keyframes to like 3 or 4 tops
and it looks more unified AAA quality stuff
Best to use video file formats for videos
It's pretty much impossible to tell what's going on in the gif
ya true i was just showing the protocol in blender
That's how parallax effects work
The parallax sprites would inherit a certain percentage of the camera's movement
do you know any good tutorials for how to make the camera move? i would only really need it left and right. and i would need it to stop when its close to the edge
I don't, but if you want to use Cinemachine it has importable examples showing that kind of system, among other things
thanks
you mean like a timed rolling camera affect left to right?
i was gonna say if you child the camera to the player
but idk
Can't say there's anything wrong with it, other than being rather simplistic so you end up with a huge number of transitions if you start adding more states and try to have transitions going between every state
Often you could group up idle and run into a blend tree, or put run into its own animation layer
It may also help to put attack animations into their own sub state machine together, so you don't need a separate transition to each of them from every state, but only a transition to the sub state manager
thank you!
By the way is there a reason for having so many transitions between two states? Such as the three different ones from idle to sword attack A
Oh it's only two, it just shows up as three arrows. For now, I am using a very simple combo system where the animation of the sword swing is just mirrored. So ya for example, first swing is left to right, b is right to left, and then c would be left to right again. I'm probably going to make a unique third swing but for now just using this.
So there is a reason for multiple transitions anyhow?
As far as I understand the only benefit of multiple transitions the same way is to get to specify a different blending and offset
ya because for now (or at least until I make a unique third slash animation) sword attack A and C would be the same animation
I see, the benefit of a sub state machine is greater the more you have states to put within it, usually chained or in parallel
any help?here is how my animation controller works
I see I see. What would I search up to learn more about this? Would I just search up "Animation Sub State Machine"?
the gun with his animations
if anyone is wondering how are the them when you play it
There isn't a whole lot to them
https://docs.unity3d.com/Manual/NestedStateMachines.html the docs have you covered with the basics
It doesn't mention it very well but the true power of sub state machines is that any transition into it can be redirected from the Entry state within it, and same for the Exit state in reverse
@ionic cape Actually I'm not confident enough with sub state machines to say if using the entry state like that is really possible
I've used it in some way a while ago but that's not actually a documented purpose for it so it might not work as I expect
It can for sure be used to group up states visually but that alone is not really useful
Animator Layers and Blend Trees however can be used to group up states in a way that does reduce the need for explicit transitions
how are you today?
I have root motion enabled but when I play an animation it returns back to the original position rather than moving the player with it. I have tried every combination of baking it into the pose and such as well. How can I make it so the animation moves the players transform as well?
Baking the transform counteracts root motion. If it is a generic animation, you need to make sure that the correct transform is selected for the root node. If it is a humanoid, you need to make sure that you aren't baking the root motion.
I have an alembic animation of a clothes, I imported in Unity HDRP without problem but I have performance issue for that, it kill 50 FPS.
How can I make an .abc file performant on Unity HDRP?
Can I convert it in VAT on HDRP project? There are some tool for it?
Please post only to one relevant channel
There seem to be a bunch relevant of results when googling for "unity alembic to vat"
Question, how can I make the animator to call the OnStateExit methods of its StateMachineBehaviours when the gameobject which contains the animator is disabled?
I'm pretty sure no events can be called by disabled components
Not like the animation state can exit either if the gameobject is disabled
I just remembered that OnDisable works in StateMachineBehaviour
dose somebody know how to play all of theese at once it only plays the first one upon triger
You can't effectively have multiple states playing at once (unless they are separated on additive layers)
and it doesn't make much sense to
Are you trying to use one animator to control multiple different doors?
no they just difernt object.
it has reasons
ok i was just wondering i I cloud do it in one layer
What reasons
i have a model in blender doors have more parts difrent textures nad i may wanna swap textures or models so i dont want baked texture maps yet after im done Im planing to change them to baked
You want objects to act individually but not make them individual objects?
I don't think that's how that works

my turn for a problem now
So a problem I'm running into my game is making enemies that will move to the player's location when they attack them.
I can't just line the enemies up suitably because of screen-space and visibility.
A current proposed solution was to move the player and enemy into a battle position (Sort of like how fire emblem lines people up in combat or Darkest Dungeon)
Is there a way to make it so that the animator moves the enemy to a position (Either by having a parent game object move to the battle position or making the current animator just move to where my player is) that will move to that position in global space, and then bring that enemy back to its own local origin?
I'm trying to do this using one animator on a prefab instead of making a bunch of animators for every instance of an enemy. Video for assistance.
if you have a mirrorred action dose it at the end of animation return back to not mirrored position?
values stay the same unless changed
if you mirror it and then don't disable the mirror it will stay mirrored
you need a keyframe or code to declare that it's not mirrored anymore
Does anyone know how to make it so that it can only turn side to side but not up and down?
Hey quick question (maybe):
What's the best way to handle root motion animation for 2d sprites. For example, let's say I have an attack with five total frames with the first and last being practically identical. The three frames in between (arbitrary number) are attack frames that has the sprite move forward so its final position is different than the starting position.
Using the transform property doesn't seem to work as once the animation finishes the transform resets back to the prior value (what the animation started at). Is there a better way to either keep the transform from the animation that just played (thus moving it) or have true rootmotion capabilities for sprites?
Perhaps rootmotion isn't the right term for 2d either, but I'm mostly familiar with Unreal & 3d environments.
Make sure that 'loop position' is disabled in the animation, and that you have the correct transform selected as the root.
And, of course, make sure that root motion is actually enabled.
Hey so I'm kinda new to the whole unity animation system, but I want to make a push transition where the "SettingsSceneCopy" object pushes down the "Background" object. The background object is what you see when opening the app, and the SettingsSceneCopy is a copy of another scene named "SettingsScreen". However, when I resize the screen (designed for 1920x1080) to the dimensions of my pixel 7 pro, this happens (see image). Instead of resizing the SettingsSceneCopy as well as the Background object, the canvas scaler only resizes the background object which makes it look weird like this. How can I get this to scale the right way as in the 4th image, instead of the canvas scaler not changing the y position of the SettingsSceneCopy thing making it overlap on the background object? And most importantly, how do I make sure I can actually make the push transition with this?
I'm sorry if my description of the problem wasn't very clear, I really don't know how to describe it well but I hope it's understandable
Hey guys veteran Unity user here. Ive been using Unity for a long time but one thing that frsutrates me is the lack of tutorials for the Unity Legacy Animation system. If anybody could give me any pointers. The specific problem I am having is that I cannot get my humanoid alien model 2 arms two legs and a head to work with the legacy animations using the legacy animation component. His mesh and rig is set to legacy by default. Ive followed all the youtube tutorials and documentation but none of them cover how to actually get a model to work with legacy animations. Its kind of odd and if there is please send it my way. Its all just how to either get the mesh legacy or make the animation legacy. Id like to add the legacy animations work on my lumberjacks perfect so its just about getting them on the Alien.
Why Legacy?
Its for a prebuilt engine
Modding?
no its just a RPG Template which I have used before with Mechanim but it was a nightmare at times so legacy works really well but I want to add models outside of the template naturally lol
so the legacy animations work on the template legacy models so I know thats solid but I try to add simple legacy alien model and its just like nope. I dont understand isnt this supposed to be very simple add animate component make sure animations and model are legacy and thats it? He just at the least be idling?
why is he T posed lol

As far as I know the legacy animation system doesn't have any kind of retargeting, so the rigs must match exactly
Couldn't say for sure though, I haven't seen anyone use the legacy animation system in all my years
How i wish the documentation covered mechanim lol
im ultimately in search of tutorials
for some reason sinc eits old I cant find a full tuturial and its driving me nuts xD
Any1?
It does
Mecanim is "Animator"
sorry friend I too as a veteran to Unity still appear ot struggle with animation maybe I can help though if we break the problem down a bit
Allright, tell me what you need to know
what do you need to know for that?
These problems are, in fact, a big part of why Unity depreciated the legacy animation and moved to the new one.
Don't see an option for loop position (unless you mean pose). When I tried loop pose it doesn't do anything, in this case I want it to keep the final transform
I need help with animation retargeting
The animation is weird on the retargeted character
The original character however is fine
That same animation is weird in exactly the same way on any other character other than the original. I thought maybe the animation itself is the problem even though it works fine on the original?
Other animations like mixamo work fine but i don't want mixamo but other animations of my character. And to retarget these animations onto other characters. Is there a one size fits all fix that'd make the animations apply well in unity like sort of an export option method in blender or unity?
There is no onesize fits all solution, because there are lots of ways that your animation might be wrong, and many incorrect ways to set things up.
Are you sure that the skeleton you are using is compatible? Did you check for import warnings or errors?
How do i know if the skeleton is compatible? and sorry but where do i check for import warnings or errors?
The skeleton is a normal "humanoid" or a human rig if that's what you meant
The animation import rig has a foldout for warnings and errors.
Anyway, you haven't actually explained/ shown what is 'weird,' so it is hard to even guess.
i'll open up unity in a bit to show you but basically the hip bone and Right leg / thigh + left rotate too much. So instead of the character just running forward it looks like he's drifting with the hips twisting left and right
I just checked and there's like 4 parenting errors. Let me try fixing them then see if that changes anything
So what does that have to do with the animator? It seems to be doing what it is supposed to.
It's already solves ;p
The problem now is when I shoot get stuck in the idle animation 😭
Sometimes when I shoot
Using the Animation Rigging package, how would I work with Joints/Ragdolls but only for a part of the humanoid rig, like the arm? So far I've set up joints all along the arm (well, I used the Ragdoll Builder). Trying to have the arm flail around by an external source of force attached to the hand.
Using the Animation Rigging package, because I'm working with an Animator and I need to just disable/overlay my flailing on top of the arm's animations.
I've pondered something similar to akin to a puppeteering system, where there's a character controlled by the animation, but the actual visible character is just mimicking them and they're basically a ragdoll/puppet, controlled by the animation of the other character, but simultaneously controlled by that ragdolling aspect as mentioned earlier. Though that seems like a bit of a heavy-handed solution to my problem.
the picture on the left is when it is standing idle, but when i change it to the running images, they're slightly bigger, even though the size of the images are all the same size: 64x64
What is the ppu set to?
where do i find that?
The sprite import settings
Click the sprite asset and look at the inspector
its only giving me that
Show the whole editor instead of a cropped part. What did you click?
oh wait i got it
yeah sorry i knew something wasnt right
oh right yeah one of them is 128 ppu and the other is 100
but shouldnt the one with 128 be bigger? not smaller?
No, the more pixels per unit, the smaller it gets
The unit stays the same size, you just cram more pixels into it when the number is bigger
How do you make an animation go from a higher weight layer to the next layer? I want a wallslide>walljump animation on the weight 1 layer to take precedence over a wallslide>fallanimation for a coyote time buffer, but i cant figure out how to actually connect this animation to the weight 0 layer
You change the weights.
As in how? Is it some kind of bool to code? Is it literally just a button click? I know there's the scroll that changes the weight, but afaik, any weight above 0 will take priority over the 0 weight layer
Layer state machines are always running, weight determines how much they're blended with other layers (in list priority order if they're override layers)
can someone let me know how i can animate the left hand target? also i animated the right hand one why did it break now? (i know it didnt "break" but you get my point)
how do i freeze it so it dosent fly with the other one after its inserted
changed the animator placement. now this happens lol.
The weapon and the character's foot seem to be intertwined, how can I solve this?
Hey there I'm having a bit of an issue with animations for some reason when i apply the avatar to the animator my character's y value transform changes I feel like it is due to the muscle & settings
It's the default pose when you have no motion or an incompatible animation
Is there an option to have idle animations keep playing while others play? For example, a mouth movement? (I’m still pretty new to animation in unity and I’m sorry if question is vague)
Is there settings you have to change in the entry or exit to those animations so the idle keeps running and not reset the idle after the lip sync finishes?
Can someone tell me how to upload the animation + character I made from blender to unity and View/edit the animation in unity?
Is there any way to stop this from happening?
It normally won't happen when you're playing animations on the character, which is always
If the default pose is occurring only when you're not playing any animation, there's no need to be alarmed
Yeah the issue is its happening when i turn on the animator with this avatar for the hand animations for the ik model
I have avatar masks for hands too which is wierd
Then the animations aren't compatible with your avatar
If your avatar is humanoid the animations must also be humanoid type
Im pretty sure they both are for a humanoid they work it just moves the character downwadss
Is the screenshot of that animation?
Hey all! Is anyone decent with rigging in maya that would be willing to help me out? I'm a proficient modeler but can't seem to figure out some issues with a simple crossbow rig
how do i make those two keyframes have separate values? i want to change the alpha from 0 to 255, back to 0
whats happening currently is when i change one they both change, im not really sure how this works
If you are changing the value from the inspector, you have to hit the record button first (the 🔴 button)
ahh makes sense, thank you
Make sure to turn it off when you are done making changes 😄
Edits made from the animation window itself do NOT need the record button to be on.
yeah it's that pose I'll try make new hand animations
yeah I tried deleting the animations and having an empty animator with just the avatar attached to it and yet i still keep getting the issue
i changed the position with an animation that will always play and change it's position if anyone's interested and it works
I have work on those animations a long time ago and I have forgot almost everything about animation, do you have any idea on why i can't play the animation? because in game the animation work fine
Are these Constraints related to the Animation Rigging package? https://docs.unity3d.com/2022.3/Documentation/Manual/Constraints.html
Unsure if they're detected by the Rig/Builder.
An empty animator / no animation is expected to result in the weird default pose
which is halfway in the ground
that makes sense lol thanks
Anyone knows why an attachment as a child of a hand isn't animated?
I'm using Mecanim, I positioned a gun on the right hand of my character, it works in Preview Animation but it resets when I start the game.
Preview vs in-game
Alright it seems it's due to layers and layermasks
Yo! Do you guys have tips on how to implement animations in my project ? I started working with animations using the animator with the graphs and it rapidly became a total mess. I'd like to know how what you do in your own projects please.
I'm looking for some help setting up a vehicle for animation. I'm thinking it will need to be brought in to Blender and modified so that the proper moving parts can be animated. Would anyone be willing to help with this?
Helloooo, does anyone by any chance can help me with this? My Model always goes in the floor when a animation is started. I don´t have the rig property so I don´t know how to fix this
If the model isn't rigged, animations won't do much for you except maybe move the root.
Without more details about what is going so horribly, catastrophically wrong it is hard to give advice.
It is rigged, I just don´t see the options
Lmaoooo, I forgot that I also posted the message here, someone gave the tips I was looking for 👍 Thanks for answering still 👍
It´s for Vrchat so I want to change clothes and everything. You need to make animations for that. But without the options Model, Rig, Animation and the other one I forgot the name of, I can´t do that because the model will always go into the floor.
Why would you need to in this case?
"Sync"? That's vague but it sounds like you're thinking about the blend tree backwards
It's an asset and there's no need to modify it at runtime to use it
You can modify your variable in your script before passing it to the blend tree
In essence you choose the animation to blend to by setting the parameters xInput and yInput in code
xInput of 3 and yInput of 0 will fully blend to WalkHorizontal_R
Pos X and Pos Y are never supposed to change
They're what xInput and yInput map to
You've misunderstood how to blend tree is meant to be used and you're going down the wrong path
The blend tree is a map of animations
Parameters are directions to a point in the map
You're asking how to change the landscape to bring a mountain to you
Every motion in your blend tree is reachable by setting the parameters
Try to find an example how to use a blend tree and it should start making sense
Hey! I would love some advice or if someone can point me in the direction of a video or blog.
I need to know how to have the player/enemy/NPC move from point A to B and have animation in between.
Silly example. Have the player vault over a wall and correctly have the animation end when the player is over the wall and also in the right location.
Not sure how else to explain it.
Another issue is syncing attacker and victim animations like a silent takedown or perhaps a hit and reaction animation.
Hi everyone, I am trying to add a walking animation to to my character from mixamo but I am unable to do so. I have tried so many things like renaming the rig and etc etc but nothing works so I came here in hope of a solution.
Please dont hesitate to ask for more information.
Hi, for the past year or so I've been making cutscene after cutscene with the Timeline. For positioning the player I did a workflow where i have a playable track with a script that just sets the player's position and a track for animation. This universal thing i used for literally all cutscenes that i made (and i did over 50 so far) and suddenly NOW it broke down.
For some very odd reason the player character's position doesn't get set anymore and it looks like if the player's animator is overriding the position via some kind of root motion magic since the player is at the centre of the world at all times ignoring the newely set position.
I have checked the script and it does everything as expected so the culprit is definietely the animation track.
Also checked a lot of old cutscenes and THEY ARE ALL EQUALLY BROKEN (as in the player's position is being overrided by animations)
I've got a question regarding Animator controllers as something odd has started to happen and I've got no idea why it has done so with my controllers.
Not sure where to ask x3
Essentially.. I edit one, it edits loads on mass and I've got no idea how to stop it >.<
Has this come up as I'm not even sure what to search for when it comes to this.
1 - 2: I move that bottom state to show its moved
3. I go to my other Controller and well.. as you can see its ALSO moved..
Can't really progress until I understand what is causing this >.<
Silly example. Have the player vault over a wall and correctly have the animation end when the player is over the wall and also in the right location.
I think it's something like: animation duration / time to complete action
then set the animation.speed to this new multiplier.
does hitting 'f' not recenter the graph? You might need to restart if the graph is actually empty.
I'm having trouble understanding what you're describing.
So when I edit a layer in one Animator controller, it also does the same in another.
I move a state in one, its moving it in the other.
Delete, same.. etc
I have no idea why its doing this.
This may help explain a bit
What does it look like in the other controller if you move an existing one and also create a new state in one controller
Seems like quite a haunted controller
Maybe no wonder since the state machine seems so cursed
Oh the web isn't an issue
Adding or removing a state still does the same thing in the other controllers too
Basically any edit translates to the other FXs
(controllers)
Never come across this before so no idea how It even started
(Also regarding the states which are there in that web, its cause im trying to do something awkward which I have been tempted to put into a few layers but its doing so many material edits via animations that this is kinda inevitable...)
Have you tried the goold old editor restart?
I mean I brang these into a new project and its still happening ^^'
Someone said it could be GUID but when i inspected they have different GUIDs
yo guys im having a problem that when i import a animation to unity (fps ik rig) the gun doesnt quite follow the hand. heres a video (sorry for the bandicam icon and bad fps 😭 )
and sorry for the 857BC blender version
IK solvers (or other constraints) are not exportable (even if control bones are) because they're handled by each respective engine's code
In Unity you to use Unity's constraint components, the Animation Rigging package or something similar
You may also be pleased to know that Windows 11 includes a video recorder in its Snipping Tool
are you sure? Because the other animations were fine
holdup ill show
IK driven motion can be exported once baked, but it stops being "IK"
For example you can make animations where a character's feet are attached to ground by IK targets
idk what you mean
But the feet may still "drift" due to floating point accuracy after baking and exporting
my shoot animation imports flawlessly
perfectly
the walk and the idle its giving me knots
look
i think its my export settings or sum
The sample rate is so low relative to animation length it's not really possible to tell if that animation has the "drift" as well
I mean the animation's sample rate, not video frame rate
oh ok
So you might not be able to tell even if there was
Ultimately this kind of issue happens because the gun is not parented to the hand, or not stabilized by IK within Unity
imma take a look at that
@agile solstice i solved the problem
it was this option
lmaoo
it literally reduces the keyframes
for some reason
Removing animation compression is a bit of a brute force solution
It's not compression itself that's the problem but it's made apparent by the transforms not being connected, either by constraints or hierarchy
why does my mesh split at certain points when animating? (on the back from this POV)
The vertices at the seams aren't merged, so nothing guarantees that they share vertex data such as position, normals and vertex groups
All three can cause seams to appear with various types of deformation
Yes, merge the vertices
If you're using mirror modifer, enable merging and make sure the vertices at the seam overlap
alright thanks mate
animation controllers or blend trees?
I don't really know where to put this, but I have this odd issue where my moving platform will have these weird lines in between the tiles. I think this is because its visuals are made of many individual sprites placed at equal distances from each other, but how can I fix this?
Use a pixel perfect camera. Unity has one.
i am
Left is in game, right is in editor
it's not letting me post the other one
this is the other one
Maybe it isn't set up correctly, or your sprites are not. But the solution is to use pixel perfect cameras, the line breaks you're seeing are pixel not rendering because they're sitting in between pixels.
Alternatively, add padding to your sprites.
what do you mean?
I mean you can Google how to add padding to your sprites.
Is there any Custom rig for Unity Default Avatar/Characther?
I placed all of those sprites in a sprite atlas to see if that fixed anything (as these add padding), but it didn't (i was told it would). what am I doing wrong?
Hey guys, I’m pretty new to the animation side of unity and I’m trying to figure something out and was wondering if I could get some help (if this isn’t the right place for this, let me know)
I’m essentially trying to create hitboxes in a particular way. I am intending for my game state to be deterministic based on a given input. This means that I cannot simply throw some colliders on a character, as this is not deterministic within Unity (as Unity by default uses floating point math). My solution is to, given a model, figure out the location of the bones of the model and find the joints or centerpoints of said bones. Given the location, I can convert them into fixed point locations in space.
Basically what I need to do this is for a model pose, lets say a T pose, I need to extract the locations of the keyframes, determine the bones position in relation to each other using fixed point math, and from there generate my custom fixed point colliders at these bones.
The root of my question is how can I go get this information in order to generate my colliders. So how can I determine the relative positions of bones in a keyframe at any given time. I would only need keyframes, as I can LERP/SLERP in fixed point math as needed.
Does this even make sense or am I insane?
Hi guys,
I've made an animation cinematic in a 3D Software, and exported it as FBX and imported in Unity.
Now, the cinematic has like 2-3 characters and when I play the cinematic in Unity, the Feet are continuously sliding a lot and the whole character goes back and forth.
Is there a way to prevent this issue ?
Thank You
Your pixel perfect camera is not set up correctly, as you can see the pixels squashing and stretching
This issue looks like the type that can't be fixed with padding, as they are physical gaps between sprites rather than color bleed from adjacent tiles
(scaling the tiles up just a bit by changing the PPU can work, but I don't want to recommend that while the pixel perfect camera is obviously not yet functioning)
This is the price of Unity's bad animation compression. You can disable it in the model importer, but it'll greatly increase the size of your animation
why does this not work?
GUYS is why does the Transition from state to state ignores trigger and just keeps going to the next?
Set rotation and position error to zero and if it doesnt work just disable reduction.
Hey!!! Why the F can I not just Right click > Create animation > and add keygrames or sprites???? Is there some black magic I need to do or something ?
All I want to do is create a simple animation. Add some sprites and put it into the animator.
Animations override existing properties of a selected object
Dragging sprites to the animation timeline is a shortcut for overriding the sprite property of a sprite renderer
If it doesn't work, I assume you haven't selected a gameobject that has a sprite renderer component and is within the animator's hierarchy
SO I always need to selecte a gameObject the Animation will be made for?
It's much easier that way
sorry for the late response, how do I set it up correctly, then?
Thank You So So Much @urban creek , It worked!
my left/right animations seem to change forward position (Z axis) during start and end.
happens with root motion only
Lets say i have an fbx model, with 20 animation clips, and i need to change an option in their import settings, on all of them, but i cant change one setting on multiple clips, in the import settings of a model at the same time.
Am i doing something wrong or is batch editing of animation clips not implemented yet?
If so, are there any free assets or work arounds?
Can somoene please help me with some resources. I ALWAYS have issues with importing animations to unity. My character always looks weird and the animations look messed up.
Can you be any more vague?
Hold on let me try
Joke aside. I thought I was pretty clear. Upon getting a rig from Mixamo, Accurig or any auto rigging service. Getting an animation from Mixamo, Reallusion or any other animation service. I tend to run into the same issue each time. Set the rig to humanoid(Generic gives a different looking issue) in Unity. Add the animtion and the animations just look really bad.. Feet , walking, arms , head , legs.. SOmething is always wrong with the animation. All bones are assigned and pretty much everything looks good(config wise...) ..(well looks good to me that is)
I find myself needing to Edit the rig in unity with paid for packages like Umotion
The thing is, 'looks weird' doesn't tell me anything about what looks incorrect. There are literally hundreds of things that can go wrong and it is impossible to guess which is plaguing you from the information you gave.
One of the many examples where his arms are to far back. I fixed this by editing the animation with UMotion but that is what I face pretty much when working with new animations
Hey so I have a new issue. I would love to know how other games and devs handle this specific issue. I have a platform that I need to climb on. I have a run up animation that plays but I have zero clue how to make it loop smooth .
As you can see there is a big delay, but that is just timing but the point here is to have that run up to the truck, have the character push itself up using the truck bed and make it look 'Natural - ish'
There are several approaches to it, but basically they break down to several steps:
- detect ledge
- align character to correct position
- (optional) play separate animation of ledge climbing/hanging, if that is separate from the climbing up
- (optional) use IK to align hands with ledge geometry
- check whether there is room to climb up
- play animation of climbing up
If you're using root motion, that is pretty much what you need. If you aren't, you'll need to also calculate the new root position and 'teleport' when the climb animation ends.
The first two are usually the hardest parts to get looking natural.
Thanks a bunch
Hi, i have a problem. I want to animate a rotating gear. It has different animations that are triggered by triggers you can step on. I want to trigger a different animation on the gear for each trigger, i have already made the animation clips for the gear. However, i cant figure out how to assign different animations to the different triggers, as all triggers trigger the first animation only. Should i change something in the animation controller?
how do i make animation clips like this? I want to be able to use these to categorize my animation clips but unity says i can't make any animations with / in the name
i have a bunch of eye clips that i want to group together
because if i reference the above anim in my controller, it creates a tab that i can pull out to view it, which is what i want
How is your controller set up?
this is what it looks like, but i dont know how i can tell the controller to assign specific triggers to specific animations. (tandwiel means gear)
You only have a transition to one state so that is all that will happen
is there anyone that can help me solve why im stuck in t pose when i set up animations. then when i play it im just floating around in t pose
i figured it out i didnt set the animation type to humanoid or applied it. now its working
hope this helps other noobs like me
Anyone here have great understanding of Rigs / Humanoids Rigs in Blender for Unity? Have a few quick questions! 🙂
Just ask.
Hey I am trying to fix some issues with animations and it requires me to change hierarchy of the objects. When I do that references in animations to certain objects are lost, is there easy way to remap them? Or same thing with moving to different animator controller.
No easy way
You can rename the property paths manually, but I wouldn't consider that easy as a general rule
It's either that or I have to copy/paste each value in key node
So basically this is a problem?
m_CorrespondingSourceObject: {fileID: 0}
Preferably you would author animations in such a way that "remapping" isn't necessary
Humanoid rigs support retargeting for that purpose
But another option is to use generic gameobject names for bones across different rigs
Tbh I don't know much about animations. I have animation made in blender and to make it work with what I need. I had to change hierarchy so one object will depend on animation of other etc.
Will "depend" how? That doesn't sound like how it's usually done
So I have 3 parts that can be animated independently. But yellow and green are dependent on red part. So even if red part is only half way animated I still should be able to animated other.
"Dependent"?
By "halfway animated" do you mean the animation asset is halfway finished or that the animation playback is halfway finished
In any case since you're using mechanical bits you should be able to re-use animation rigs as hierarchies of empty bones with the mechanical part gameobjects parented onto those bone gameobjects
This way you never need to "remap" anything to reuse the rig
I don't know if I understand you. From what I get is that this model with animation was prepared incorrectly for the use case. It had 3 main objects in hierarchy, yellow, green and red, and animation was always animating all 3. That's not what I wanted. I want to have 3 separeted animation clips that can move (red, yello and green) up and down. But since yellow and green have also move with the red part I needed to restructure hierarchy. So now red is parent of yellow and green. Moving anything in hierarchy made that animations in animation controller lost their references to certain objects/bones.
Ok the solution I found was to go into .anim file and change paths
How can I make a transition which is ignored if a trigger is set? Or alternatively, how can I order transition priorities?
Any good way to wait until an animation is done? I have an attack animation I want to not be able to trigger more than once at a time.
Unless you're using 'any state' transitions, it should automatically wait till the state finishes before you can go into it again...
Well when I spam attack it makes the animation funky weird and cut
How do you have it set up?
Not an animation question, and please don't cross-post
got the answer , sry for that
Two layers - one default and one for attack animation (the reason is so during the attack the legs will keep moving), when I press the attack button which will trigger the animation it sometimes gets cut weirdly in the middle and stops the animation and goes back to idle.
this also makes the hit-detection funky since the sword doesn't really move in that case...
Didn't really answer the question; how is the graph set up, how are the transitions set up?
the default layer is just the animator of the Starter pack third person controller from the asset-store.
it has Idle, walk and run in one blend tree, this is connected to a jump node with the transition.
On the attack layer there is the entry node which is connected to an empty node, the empty node is connected to the attack animation node.
The transition to the attack animation has no exit time, it triggers when a trigger occurs (from the code).
Does that answer the question? (I'm really a beginner so I hope that's relevant information)
Show a picture of the attack layer?
does anybody know how i can code it to make it wait untill the animation is done similar to how you can make it wait for a sound to finish playing
The transition settings going from attack to nothing?
Used to be different
Now it happens way less I think when I set the time to 0
Exit time zero? That shouldn't work
so what should I do? Isn't there a way to check if it's done from the c# script?
Usually you'd want the exit time near the end, and it will automatically wait for it to reach that time before leaving the state...
Which would stop it from playing again
it was, it did not work, it was way worse (did not wait)
any guide on how to make full body rig
Show the relevant bit of your script?
...you aren't using animation.play() are you?
it just sets the trigger when left click is pressed...
no, I'm using a trigger parameter and doing a SetTrigger on the animator
Something is weird here.
Setting the exit time to, say, .9, what exactly happens?
And show the transition settings to the attack state?
no exit time from nothing -> AttackOneHanded since the nothing has no animation
let me check
@hybrid tinsel I do set the weight of the layer in the code, might this matter?
Probably not, in most cases.
So I do have an issue where I do need to reset the weight back after the animation is done now (I changed it to what you recommended).
The animation works but when the Attack layer weight is 1 the other movement is weird
any idea on how to do that?
I also need it to wait when I'm attacking in the code for the animation so it's not spammable
in a muliplayer game should i make full body or just hand ?
You often have different models for a player thenselves and the other players
So both?
how to set it up
This is not really an animation question at all. Ask in #archived-networking
Also, you've got experience with singleplayer already right?
Hi! I'm going back to unity now! And i'm once again dumb with it.
I intend to play all animations on my game project in a specific framerate to make them look like anime-ish, mainly on characters, but the problem is some of these animations are procedural ones. Characters' animation clips are imported from Mixamo. I'm confident there's a way to make the engine itself play all these animations at a specified framerate despite the animation clip's sample rate, yeah?
Or "no, change all the animation clips' sample rate into whatever i desire manually, file by file"?
Should I just make a duplicate animator controller for each one?
Hey there: Is there a generally "best" and Up-to-date tweening library thats recommended? I am seeing alot of different ones with many being very old. Or should I just write my own?
Hello guys, I have a problem with animation which are in read only, i don't know how to include it on my player
I found the iissue but when i setup the animation on my character they are not on the same place ...
@solar sapphire There's not advertizement here. Read #📖┃code-of-conduct
@mortal latch #1180170818983051344
Hey! How do i make all these buttons fadeout at the same time? right now I have a script that goes through mainboard and triggers the fadeout animatiopn for all of them, but some get desync
ping me pls
Easiest way would because putting them into a group and putting a CanvasGroup component on the root, and just fade that out.
Did anyone try using Cascadeur for (ai supported) animations? Any opinions on it? Is it good?
