#🏃┃animation

1 messages · Page 26 of 1

brave storm
obsidian swan
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we love official unity content.

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I just dont like youtube tutorials because everyone can make youtube tutorials

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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

agile solstice
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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

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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

hybrid tinsel
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Why you you put everything overlapping when you have all that space?

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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'

obsidian swan
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@hybrid tinselso many more problems showed up.

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such as death animation not occuring

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run animation keeps happening when running into obstacle

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but I ditched the project now for good.

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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

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Ive been trying to fix this animations for 3 days straight

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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

agile solstice
hybrid tinsel
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It is if you didn't learn anything.

obsidian swan
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Im trying to

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although I ditched the project Im still working on it to learn

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and one question I have for you guys is how to reset animator changes

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not many resources on Internet

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these solutions about code what I need is set it to default state

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for example one of the changes Ive made was to set run static to default layer

hybrid tinsel
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You might be better off with a different name. Pebkac, perhaps.

obsidian swan
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there are many changes ive made such as this

obsidian swan
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Ive explored the animator window

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every aspect of it not seen any reset button

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also Ive read the docs

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not mentioning resetting or smthn

hybrid tinsel
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what do you mean, a 'reset button'?

obsidian swan
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I want them to be like how they were when I first imported the files

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I have an ideaa but i dont know

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I have package I thought i could delete animation file and reimport from that package but It can override

hybrid tinsel
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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.

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You aren't describing well.

hybrid tinsel
# obsidian swan im sorry what

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.

obsidian swan
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I actually reported a bug if you don't know

obsidian swan
hybrid tinsel
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And you will forever more make us suffer?

obsidian swan
hybrid tinsel
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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.

obsidian swan
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well I can take extreme steps and learn about them since this project means nothing to me anymore. thanks for informasyon

hybrid tinsel
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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.

calm basin
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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.

agile solstice
calm basin
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yes as i said i can do that, but the key recording isnt applied automatically. i have to manually press "Add property"

vapid tulip
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Does anyone know why I can't tag an animation? Is it related to it being part of a blend tree currently?

agile solstice
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You'd define the tags in the gameobject you ultimately use the animation with

vapid tulip
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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

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Thank you

agile solstice
vapid tulip
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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

agile solstice
vapid tulip
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I tried to use variables managed by the script instead to determine it and I think I got it working now, thank you!

rain obsidian
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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.

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sorry for the 1 paragraph long question, i've been trying to fix this for 2 days

dusty raptor
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can you use override animator controller for only a certain layer?

rain obsidian
hybrid tinsel
crude narwhal
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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?

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if you get what im saying

wheat flint
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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

hoary veldt
versed smelt
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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?

hybrid tinsel
versed smelt
agile solstice
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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

versed smelt
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making some new keyframes in unity animation?

agile solstice
feral falcon
agile solstice
feral falcon
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i adjusted it but its still not working right 😦

agile solstice
# feral falcon 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

feral falcon
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it looks fine now

soft zealot
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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

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Why does this happen

soft zealot
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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

steep prism
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  1. is there any way to copy 100 animation layers from 1 controller to another?
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  1. is there any way to rename a gameobject without it breaking animation clips?
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you would think after existing for decades unity would have addressed these seemingly extremely basic operations by now

agile solstice
steep prism
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a scenario intentionally designed to proactively preempt people from suggesting it be done manually 100 times

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realistic scenariors range from 10 to 20

steep prism
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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

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surely there is no way unity is designed that badly, right?

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i tried combining them using notepad, but now unity just silently unlinks my animation controller with nothing output to console

dawn stone
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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?

agile solstice
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Why would there be 100 of them

steep prism
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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

hybrid tinsel
agile solstice
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Ah, the 3rd party limitations

hybrid tinsel
dawn stone
wheat flint
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for what is exit time?

hybrid tinsel
hybrid tinsel
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For example, you set an exit time and when it transitions it waits for that time and then runs the transition.

agile solstice
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Exit Time alone also works as an automatic transition, requiring no conditions

crimson mica
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Damn. I'm destroyed by walking animations...

tepid vapor
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hi

crimson mica
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Idk how to animate FPS gun

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Hi

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These are common gun walking patterns. Which is best?

agile solstice
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Whichever you like the most

crimson mica
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How to make it smoother?

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Instead of rigid linear

agile solstice
# crimson mica How to make it smoother?

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

crimson mica
misty glacier
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Could you please suggest a video on animating a character in 2d 8 direction?

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through the animation tree

hybrid tinsel
# steep prism how?

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.

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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.

gleaming timber
gleaming timber
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removed and recreated the clip in animation tab of fbx inspector fixs

dusty raptor
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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?

agile solstice
dusty raptor
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how would the other option work?

dusty raptor
agile solstice
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Do you have other options in mind besides the two?

dusty raptor
agile solstice
dusty raptor
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like this is the only problem i have

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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

agile solstice
dusty raptor
agile solstice
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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

vast kernel
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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)

agile solstice
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It shouldn't result in any issues unless you're also trying to control transforms or properties from outside of the animator as well

vast kernel
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Hm, well I am changing transforms in code, but from what I experimented, I think the way I'm using animator is the issue

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I'm gonna try to explain what I did

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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

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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

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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

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If it helps, this is the fish switch modes animation

steep prism
agile solstice
void cave
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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

umbral mango
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do you think this is a good placement for the camera? the fov is 65, i think thats normal for a tactical shooter

agile solstice
agile solstice
steep prism
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Where to learn scripting

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since i have to produce basic features that the unity editor is apparently lacking

agile solstice
dusk valeBOT
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:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

tulip beacon
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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.

agile solstice
tulip beacon
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awesome that was it!

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thanks

whole scaffold
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how do you put an animation on a character model

jolly escarp
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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.

vernal kiln
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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

hybrid tinsel
jolly escarp
wild pagoda
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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.

shrewd lynx
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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.

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its still attached with the character so when i move, it follows but way below the camera.

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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

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Welp I figured it out! Of course when all hope was gone and I give it one more attempt I figure it out.

ruby wedge
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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

shadow obsidian
ruby wedge
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Doesnt have to look different no, i just want a lil head but kind of thing that could literally be a sharp tween foward

hybrid tinsel
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That can be done with the unity animation editor, or by code.

jolly escarp
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so i accidentaly overwrote all my edited animations by importing a unity package. Is there any way to recover?

wild imp
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is there a way to view a character in a specific pose I have in my animation controller without being in play mode?

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I mean so that I could position things relative to the pose

hybrid tinsel
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If the files were actually overwritten, then this is where you really hope you were using source control...

brisk goblet
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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?

hybrid tinsel
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At least, per frame

brisk goblet
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well the top 4 are to open doors botom to close

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ah

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then how do i set off all of them?

hybrid tinsel
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Put them all in one state, or use additive layers

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Or rethink how you are doing things

brisk goblet
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(there isnt one to open yet)

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😦

radiant crane
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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

agile solstice
# brisk goblet now?

The transition you're showing is set to trigger immediately and automatically
That doesn't seem like it'd work

brisk goblet
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it dosnt

mystic willow
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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

wintry field
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[Didnt see the tab 💀]

hybrid tinsel
mystic willow
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I dunno what mecanim is

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I sorted it out earlier

thin oasis
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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.

agile solstice
# thin oasis How does one make a rig that should move robotically? It needs a chest bone but ...

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

thin oasis
agile solstice
thin oasis
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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

agile solstice
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The rigging shouldn't make a difference
As I mentioned weight painting / parenting is the important part in your case

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You don't need to unpack a prefab to add objects into its parent hierarchy

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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

thin oasis
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Right now if I move the rig, it looks like this

agile solstice
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Expected
The torso has no joints

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That will have to deform organically to look "right"

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You are bending it in a way the character would not be able to bend, though

thin oasis
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The goal would be to have it interpolate what is going on inbetween neck and spine

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to still have mechanical movement while being able to follow the movement of someone moving their head in VR

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The chest should technically not play a role in this except for just "being there".

agile solstice
thin oasis
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Alright. What constraint do I have to use?

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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?

hybrid tinsel
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Should ask whoever made the model what they suggest.

agile solstice
thin oasis
lunar bronze
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Is there a way to set the Audio Track binding at runtime via script?

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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

undone pasture
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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?

hoary cape
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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?

agile solstice
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If it's not that it could also be related to keyframe optimization / simplify settings

hybrid tinsel
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You can also edit animation keys via script.

chrome aspen
winged stream
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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?

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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?

hybrid tinsel
ruby wedge
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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??

twin musk
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Hello unitiers

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I made a 2d image with animation from animator

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The image shows up in editor but not in game

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Should be some very easy fix

ruby wedge
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Maybe change order in layer or smth

twin musk
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Ok, also it doesn’t show the animation in editor: (

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Sad moments

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Everything is done correctly though

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I wonder if transparency is the culprit

agile solstice
# winged stream Hi, in my 3D game i'm using an oop fsm to manage player states but im finding th...

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

agile solstice
# ruby wedge >>Beginner Question<< (EDIT> nevermind fixed it) What do i need to the set up ...

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)

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Instead slice by grid

ruby wedge
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yeah thats what i figured, ty anyway

twin musk
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Ok this little shi doesn’t want to show up in game and refuses to animate itself

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What is wrong with this shit

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Can anything work in this shit

hybrid tinsel
twin musk
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Yeah so sorry for bad words

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Remade it without weird scaling and it worked

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Im not sure how to attach it to the lighter so I just figured I’ll render it on ui

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So yeah just on ui for now. Not sure if its a good idea or not

agile solstice
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It's definitely harder to attach it to a 3D object as UI

twin musk
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If I change scenes the ui stays the same?

agile solstice
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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

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But that's well beyond animation

twin musk
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Thanks, good Unity wisdom

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Having a lot of fun experimenting

twin musk
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I just made an empty object an attached the flame with that to lighter

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Much better

grand ruin
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Anyone know why this is happening to me?

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its fine in blender but when I import to unity it gets messed up

hybrid tinsel
# grand ruin

Might be a twisted bone or something. Is it a mecanin humanoid rig? Are there any import warnings or errors in unity?

lime moon
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Does anyone know how to make the animations not change the physics of the object?

agile solstice
obtuse briar
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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)

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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.

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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?

obtuse briar
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activating and deactivating AvatarMask Make the Animator Run Again?

hybrid tinsel
# obtuse briar Hi, I have a problem with activating and deactivating a body part in the Animati...

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.

obtuse briar
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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

last mural
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Question about animations: Is there a way to actually make a gameObject’s animation effect its position in the world?

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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?

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Maybe thru root motion, maybe through scene offsets?

prime tree
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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

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i use Trigger as a condition

obtuse briar
obtuse briar
hybrid tinsel
grand ruin
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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?

quartz field
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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

grand ruin
winged stream
grand ruin
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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?

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or is it just that my shoulders are incorrect?

shadow obsidian
grand ruin
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Do you think my base shoulders looks good enough? (For use as reference)

shadow obsidian
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I think it looks good overall too

grand ruin
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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

acoustic fable
#

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?

remote flare
#

can some1 help me with this?

slim fulcrum
#

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

agile solstice
slim fulcrum
agile solstice
slim fulcrum
#

Do you mind hopping in call so I can screenshare?

#

I expect I'm not explaining things properly

agile solstice
#

I suggest you record a clip so we can get to it when we're able

slim fulcrum
slim fulcrum
#

Let me know if there's something I missed out or you need to see

#

Thank you for being patient!

ancient vale
#

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.

buoyant bluff
#

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

hybrid tinsel
grand ruin
#

Is it just me or does the jacket look wider in unity?

normal valley
grand ruin
#

Aww thanks man, thats the first time I've ever been complimented on my art lol

agile solstice
# slim fulcrum <@166982635950702592> https://streamable.com/roqoo9

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

carmine flare
#

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?

agile solstice
carmine flare
#

Thank you

slim fulcrum
agile solstice
#

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

slim fulcrum
agile solstice
# slim fulcrum So Cinemachine wouldn’t actually get in the way of anything, as it’s just bonus ...

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

slim fulcrum
agile solstice
eternal goblet
#

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?

agile solstice
#

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

eternal goblet
#

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!

agile solstice
#

Just avoid the automatic non-grid slicing always and ever basically

past orchid
#

Hi, would anyone know where I could find a Wall run animation?

#

The mixamo one is too short.

ebon holly
#

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)

https://gyazo.com/fab9cdbb485f2b6d9e084516cc157514.mp4

hybrid tinsel
#

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.

ebon holly
#

Yep, this worked perfectly. 👍

hybrid tinsel
#

It is kinda nice to see someone use any state for its intended purpose for once 😄

ionic cape
#

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.

agile solstice
twin tiger
#

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

green harness
#

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?

timid crypt
# green harness Hey kind people of Discord. I have a small question on how you would approach Si...

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.

  1. Try to utilize "Any state", will slow you down from entering "animator hell".
  2. 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.

hybrid tinsel
hybrid tinsel
tame raptor
#

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?)

quartz field
#

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

hybrid tinsel
#

There shouldn't be interpolation on the KEYED transforms.

agile solstice
# green harness

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

agile solstice
elder saffron
#

The animations are from Mixamp directly and they play fine except when I try to get the animator to play them

hybrid tinsel
agile solstice
#

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

acoustic jolt
#

Hi guys i am having an issue with transions in Animator window

#

i want delete the blue arrow

#

It is solved thankyou

elder saffron
agile solstice
hybrid tinsel
#

The blend tree has an interactive preview of how the animations are blending, and is good for diagnosing problems

agile solstice
# timid crypt 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

timid crypt
#

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.

agile solstice
#

...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

timid crypt
#

i see 👍

hybrid dome
#

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?

agile solstice
hybrid dome
#

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?

agile solstice
elder saffron
#

This part on the right?

hybrid dome
acoustic jolt
#

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

agile solstice
#

That will likely be important in revealing the issue

acoustic jolt
#

I tried that but then the player stops moving

agile solstice
#

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

acoustic jolt
#

i had this error for my health and during that time i got issue with my player to jump and attack

agile solstice
#

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

acoustic jolt
#

And i am also getting an error in unity for this wait i'll show

agile solstice
#

You also have no way to transition to Attack from anything other than Idle

acoustic jolt
agile solstice
# acoustic jolt

That simply means the specific animation event will not do anything

#

Perhaps you created one on accident

acoustic jolt
#

I don't really know but i don't see it affecting my game

#

so should i let it be?

acoustic jolt
agile solstice
acoustic jolt
#

sorry but i didn't understand

agile solstice
#

If you google for animation events you can find many more detailed resources

acoustic jolt
#

okay

#

thankyou

agile solstice
#

This server is not a hardware helpline

opal musk
#

'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

hybrid tinsel
#

What do you mean by 'obtain' it? You mean reading the position in the blend via script, or...?

hybrid tinsel
elder saffron
#

Oh I've never seen that before

#

I'll try it

elder saffron
upper rose
#

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

agile solstice
# opal musk 'ello my fellas. i've got a door that animates opening and closing. i have a cli...

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

agile solstice
upper rose
#

nvm i found it

#

alright thanks it works

elder saffron
hybrid tinsel
elder saffron
#

Ill grab the script

elder saffron
hybrid tinsel
#

Nooooo.

#

If either of those are set to zero there will be no animation. So you probably don't wanna do that.

elder saffron
#

What do you mean?

hybrid tinsel
#

I asked if they either was set to zero because that would explain why your character isn't animating.

elder saffron
#

Woul;dnt 0 just play Idle then?

hybrid tinsel
elder saffron
#

Ohhh, thats differnt aint it

hybrid tinsel
#

Yes it is.

elder saffron
#

Dont think I touch that

hybrid tinsel
#

Unless you set it to be the same. Which you can do, but shouldn't.

elder saffron
#

fair

hybrid tinsel
#

Are you starting the crossfade over every frame?

elder saffron
#

''' 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

hard smelt
#

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.

elder saffron
#

Switches states fine

acoustic jolt
#

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

elder saffron
#

Weirdly enough switching from crossfade to play worked

#

I just have a different issue now

agile solstice
# hard smelt How do Avatar Masks work inside the Animator? I'm trying to ragdoll a character'...

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

hard smelt
#

hmmm, ty

#

that is to say: I'll look into that

acoustic jolt
#

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

hybrid tinsel
elder saffron
#

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

bronze rampart
#

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???

earnest kestrel
#

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!

gray marten
hybrid tinsel
#

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)

gray marten
hybrid tinsel
gray marten
#

i dowload 3d model with animation

#

but in unity i dont have animation

uncut salmon
#

Maybe the model didn't, in fact, have the animation

spiral palm
#

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 mad

half cove
#

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?

deft nymph
#

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?

hybrid tinsel
hybrid tinsel
clear current
#

how do i stop this playing on awake.

#

It just a simple animation that opens a chest. has no default idel state

agile solstice
hybrid tinsel
clear current
#

thanks

small tendon
#

idle and go doesn't seem to click in to together right

deft nymph
#

How do speed or slow down an animation in unity, that i imported from blender?

south scaffold
#

What's wrong with those bones?

#

bones aren't properly set up

glossy vigil
#

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)

glossy vigil
#

am i supposed to use debug.log statement

agile solstice
#

Or whatever you mean by "duplicate scene"

agile solstice
# glossy vigil 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

glossy vigil
#

so its not a scenemanager problem

agile solstice
glossy vigil
sacred scarab
#

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

hybrid tinsel
sacred scarab
#

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.

hybrid tinsel
#

Ah. You can just write a script to get the local rotation of the blue and apply it to the green

sacred scarab
#

i want it so it only moves when bone 1 moves in relation to bone 2

hybrid tinsel
#

The built in animation constraints all work in world space so you'd need to write your own, but it should be pretty simple

sacred scarab
#

im doing this for a vrchat project. so im unsure if i can use custom scripts like that.

#

ill have to do some research

hybrid tinsel
#

Well, you probably shoulda mentioned that 😛

sacred scarab
#

im not familiar at all with that

#

sorry!

hybrid tinsel
#

I have no idea whether the built in constraints work with vr chat either

sacred scarab
#

it does

#

i use them to controll different bones with finger movments

hybrid tinsel
#

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.

sacred scarab
#

but its annoying since moving your hand also moves them since fingers are connected to a hand bone

hybrid tinsel
#

I'd suggest asking on the vrchat discord

sacred scarab
#

i will do this (:

hybrid tinsel
#

You presumably aren't the first person who needed to do it

sacred scarab
#

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 ^_^

hybrid tinsel
#

The built in constraints are basically just there to allow importing constraints from maya

#

They aren't... good.

stuck elm
plain marten
#

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.

little sluice
#

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

hybrid tinsel
honest surge
#

any of yall ever make 360 degrees of strafe animations XD

wheat flint
#

i imported the hl2 models and animations

#

they are ok but the animator isnt taking it good

#

im open to questions

honest surge
#

do i do 8 animations or 4?

fast token
#

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

hybrid tinsel
fast token
# hybrid tinsel It is a very complicated question, and it depends a lot on the *specific* featur...

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.

▶ Play video

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

▶ Play video
hybrid tinsel
# fast token If possible I would like the rig to be able to be reusable on different characte...

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.

fast token
hybrid tinsel
fast token
#

Might be possible to do something like it with shapekeys in blender and drivers? 🤔

hybrid tinsel
#

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)

fast token
hybrid tinsel
#

Not something I do much of personally, but it is absolutely possible

fast token
#

Yeah I'll try figuring it out, thanks for the input

stuck elm
#

Something like this?

fast token
stuck elm
#

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.

rancid zodiac
#

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?

agile solstice
#

This always results in skewing

rancid zodiac
agile solstice
rancid zodiac
agile solstice
agile solstice
# rancid zodiac 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

rancid zodiac
south scaffold
#

When I add a rig, the model goes down

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Why is that happening?

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That's soo strange

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I fixed it by removing the avatar from the animator

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I want the leg to bend normally but when I adjust the hint, it rotates backwards

iron pollen
#

does 1:20 in animation = 250 frame in timeline?

brisk goblet
#

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

fierce jewel
#

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 ?

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Outside that blend tree ? What do we use for jumps, bool ?

limber rivet
#

How can I change the thresholds of animations in Blend Tree using code?

agile solstice
agile solstice
limber rivet
agile solstice
#

I see, good luck

limber rivet
#

well, no luck with that

glass cairn
#

Does anyone know why the cloth is tilted like this? There should be enough space for it to just "fall" on the collider

lone skiff
#

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.

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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.

limber rivet
# agile solstice I see, good luck

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!

hybrid tinsel
ionic cape
#

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!

mellow pilot
#

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?

honest surge
#

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

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i cant believe i havent watched a tutorial on this yet

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but u just mirror the parts without legs and i guess arms too

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made me go from having 8animations x 6keyframes to like 3 or 4 tops

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and it looks more unified AAA quality stuff

agile solstice
honest surge
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ya true i was just showing the protocol in blender

agile solstice
mellow pilot
#

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

agile solstice
mellow pilot
#

thanks

honest surge
#

you mean like a timed rolling camera affect left to right?

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i was gonna say if you child the camera to the player

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but idk

agile solstice
# ionic cape Hey! I just wanted to ask if this looks fine so far as my Player animator contro...

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

agile solstice
# ionic cape 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

ionic cape
agile solstice
#

As far as I understand the only benefit of multiple transitions the same way is to get to specify a different blending and offset

ionic cape
agile solstice
wheat flint
ionic cape
wheat flint
#

if anyone is wondering how are the them when you play it

agile solstice
#

@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

sand parcel
#

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?

stuck elm
half cove
#

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?

agile solstice
violet flame
#

Question, how can I make the animator to call the OnStateExit methods of its StateMachineBehaviours when the gameobject which contains the animator is disabled?

agile solstice
#

Not like the animation state can exit either if the gameobject is disabled

violet flame
#

I just remembered that OnDisable works in StateMachineBehaviour

brisk goblet
#

dose somebody know how to play all of theese at once it only plays the first one upon triger

agile solstice
brisk goblet
#

no they just difernt object.
it has reasons

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ok i was just wondering i I cloud do it in one layer

agile solstice
brisk goblet
#

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

warm cobalt
# brisk goblet

You want objects to act individually but not make them individual objects?

I don't think that's how that works

warm cobalt
#

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.

warm cobalt
#

Nvm I learned what a lerp is

brisk goblet
#

if you have a mirrorred action dose it at the end of animation return back to not mirrored position?

warm cobalt
#

values stay the same unless changed

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if you mirror it and then don't disable the mirror it will stay mirrored

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you need a keyframe or code to declare that it's not mirrored anymore

brazen plume
#

Does anyone know how to make it so that it can only turn side to side but not up and down?

dreamy pecan
#

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?

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Perhaps rootmotion isn't the right term for 2d either, but I'm mostly familiar with Unreal & 3d environments.

hybrid tinsel
#

And, of course, make sure that root motion is actually enabled.

proper night
#

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?

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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

rancid kettle
#

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.

rancid kettle
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Its for a prebuilt engine

agile solstice
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Modding?

rancid kettle
#

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

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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

agile solstice
#

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

rancid kettle
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How i wish the documentation covered mechanim lol

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im ultimately in search of tutorials

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for some reason sinc eits old I cant find a full tuturial and its driving me nuts xD

agile solstice
rancid kettle
#

no I mean ORK 3

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It seems ill be abadoning the Legacy system

rancid kettle
# proper night Any1?

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

proper night
#

Allright, tell me what you need to know

past pond
#

hi

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does anybody know how i add hair or shoes or clothes to my chearecter?

proper night
hybrid tinsel
dreamy pecan
fair shoal
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I need help with animation retargeting

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The animation is weird on the retargeted character

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The original character however is fine

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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?

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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?

hybrid tinsel
fair shoal
#

The skeleton is a normal "humanoid" or a human rig if that's what you meant

hybrid tinsel
#

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.

fair shoal
fair shoal
wheat flint
#

What's wrong? It's reloading even after his ammo count (not the clip) is 0

hybrid tinsel
wheat flint
#

The problem now is when I shoot get stuck in the idle animation 😭

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Sometimes when I shoot

hard smelt
#

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.

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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.

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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.

wheat flint
mellow pilot
#

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

mellow pilot
shadow obsidian
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Click the sprite asset and look at the inspector

mellow pilot
#

its only giving me that

shadow obsidian
mellow pilot
#

oh wait i got it

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yeah sorry i knew something wasnt right

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oh right yeah one of them is 128 ppu and the other is 100

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but shouldnt the one with 128 be bigger? not smaller?

shadow obsidian
#

The unit stays the same size, you just cram more pixels into it when the number is bigger

mellow pilot
#

right

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thanks

mighty surge
#

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

mighty surge
# hybrid tinsel 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

agile solstice
unborn arch
#

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)

heady lichen
unborn arch
raw vector
azure girder
#

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

agile solstice
sleek iris
#

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)

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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?

tawdry elm
#

Can someone tell me how to upload the animation + character I made from blender to unity and View/edit the animation in unity?

azure girder
agile solstice
#

If the default pose is occurring only when you're not playing any animation, there's no need to be alarmed

azure girder
#

I have avatar masks for hands too which is wierd

agile solstice
#

If your avatar is humanoid the animations must also be humanoid type

azure girder
agile solstice
quasi torrent
#

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

scarlet umbra
#

how do i make those two keyframes have separate values? i want to change the alpha from 0 to 255, back to 0

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whats happening currently is when i change one they both change, im not really sure how this works

hybrid tinsel
hybrid tinsel
#

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.

azure girder
azure girder
#

i changed the position with an animation that will always play and change it's position if anyone's interested and it works

topaz fractal
#

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

hard smelt
agile solstice
#

which is halfway in the ground

steep kelp
#

Anyone knows why an attachment as a child of a hand isn't animated?

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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.

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Preview vs in-game

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Alright it seems it's due to layers and layermasks

faint nebula
#

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.

queen valley
#

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?

winter leaf
#

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

hybrid tinsel
hybrid tinsel
winter leaf
faint nebula
winter leaf
agile solstice
#

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

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xInput of 3 and yInput of 0 will fully blend to WalkHorizontal_R

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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

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You're asking how to change the landscape to bring a mountain to you

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Every motion in your blend tree is reachable by setting the parameters

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Try to find an example how to use a blend tree and it should start making sense

dense magnet
#

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.

magic veldt
#

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.

open ivy
#

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)

severe holly
#

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..

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Can't really progress until I understand what is causing this >.<

lime socket
oblique ice
hybrid tinsel
# oblique ice

does hitting 'f' not recenter the graph? You might need to restart if the graph is actually empty.

hybrid tinsel
severe holly
#

I move a state in one, its moving it in the other.

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Delete, same.. etc

#

I have no idea why its doing this.

severe holly
oblique ice
#

how do u set samples for

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animation

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nvm got it

agile solstice
# severe holly 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

severe holly
#

Oh the web isn't an issue

#

Adding or removing a state still does the same thing in the other controllers too

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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...)

agile solstice
severe holly
#

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

prime tree
#

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

agile solstice
prime tree
#

holdup ill show

agile solstice
#

For example you can make animations where a character's feet are attached to ground by IK targets

prime tree
#

idk what you mean

agile solstice
#

But the feet may still "drift" due to floating point accuracy after baking and exporting

prime tree
#

my shoot animation imports flawlessly

#

perfectly

#

the walk and the idle its giving me knots

#

i think its my export settings or sum

agile solstice
#

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

prime tree
#

im sorry my laptop is trash lmao

#

but yeah, theres no drift

agile solstice
#

I mean the animation's sample rate, not video frame rate

prime tree
#

oh ok

agile solstice
#

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

prime tree
#

imma take a look at that

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@agile solstice i solved the problem

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it was this option

#

lmaoo

#

it literally reduces the keyframes

#

for some reason

agile solstice
#

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

subtle tide
#

why does my mesh split at certain points when animating? (on the back from this POV)

agile solstice
subtle tide
#

is this a blender thing?

#

like, can i fix it in blender i mean

agile solstice
subtle tide
#

alright thanks mate

prime tree
#

animation controllers or blend trees?

remote flare
#

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?

uncut salmon
#

Use a pixel perfect camera. Unity has one.

remote flare
#

Left is in game, right is in editor

#

it's not letting me post the other one

#

this is the other one

uncut salmon
#

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.

hybrid tinsel
#

Alternatively, add padding to your sprites.

remote flare
hybrid tinsel
#

I mean you can Google how to add padding to your sprites.

tawdry elm
#

Is there any Custom rig for Unity Default Avatar/Characther?

remote flare
marble cove
#

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?

spice thistle
#

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

agile solstice
agile solstice
#

(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)

charred belfry
unborn arch
urban creek
#

GUYS is why does the Transition from state to state ignores trigger and just keeps going to the next?

urban creek
dense magnet
#

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.

agile solstice
dense magnet
agile solstice
remote flare
spice thistle
wraith river
#

my left/right animations seem to change forward position (Z axis) during start and end.
happens with root motion only

twin surge
#

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?

dense magnet
#

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.

dense magnet
#

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)

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I find myself needing to Edit the rig in unity with paid for packages like Umotion

hybrid tinsel
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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.

dense magnet
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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

dense magnet
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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 .

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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'

hybrid tinsel
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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.

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The first two are usually the hardest parts to get looking natural.

dense magnet
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Thanks a bunch

willow pawn
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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?

wheat cedar
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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

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i have a bunch of eye clips that i want to group together

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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

hybrid tinsel
willow pawn
hybrid tinsel
halcyon peak
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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

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i figured it out i didnt set the animation type to humanoid or applied it. now its working

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hope this helps other noobs like me

supple bear
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Anyone here have great understanding of Rigs / Humanoids Rigs in Blender for Unity? Have a few quick questions! 🙂

marsh pewter
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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.

agile solstice
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You can rename the property paths manually, but I wouldn't consider that easy as a general rule

marsh pewter
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It's either that or I have to copy/paste each value in key node

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So basically this is a problem?
m_CorrespondingSourceObject: {fileID: 0}

agile solstice
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Preferably you would author animations in such a way that "remapping" isn't necessary

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Humanoid rigs support retargeting for that purpose

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But another option is to use generic gameobject names for bones across different rigs

marsh pewter
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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.

agile solstice
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Will "depend" how? That doesn't sound like how it's usually done

marsh pewter
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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.

agile solstice
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"Dependent"?

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By "halfway animated" do you mean the animation asset is halfway finished or that the animation playback is halfway finished

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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

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This way you never need to "remap" anything to reuse the rig

marsh pewter
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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.

marsh pewter
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Ok the solution I found was to go into .anim file and change paths

violet flame
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How can I make a transition which is ignored if a trigger is set? Or alternatively, how can I order transition priorities?

arctic flower
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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.

hybrid tinsel
arctic flower
hybrid tinsel
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How do you have it set up?

shadow obsidian
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Not an animation question, and please don't cross-post

solid canyon
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got the answer , sry for that

arctic flower
# hybrid tinsel How do you have it set up?

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...

hybrid tinsel
arctic flower
# hybrid tinsel Didn't really answer the question; how is the graph set up, how are the transiti...

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).

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Does that answer the question? (I'm really a beginner so I hope that's relevant information)

hybrid tinsel
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Show a picture of the attack layer?

heady lichen
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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

arctic flower
hybrid tinsel
arctic flower
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Now it happens way less I think when I set the time to 0

hybrid tinsel
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Exit time zero? That shouldn't work

arctic flower
hybrid tinsel
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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...

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Which would stop it from playing again

arctic flower
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it was, it did not work, it was way worse (did not wait)

willow glade
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any guide on how to make full body rig

hybrid tinsel
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Show the relevant bit of your script?

hybrid tinsel
arctic flower
arctic flower
hybrid tinsel
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Something is weird here.

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Setting the exit time to, say, .9, what exactly happens?

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And show the transition settings to the attack state?

arctic flower
arctic flower
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@hybrid tinsel I do set the weight of the layer in the code, might this matter?

hybrid tinsel
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Probably not, in most cases.

arctic flower
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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

arctic flower
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I also need it to wait when I'm attacking in the code for the animation so it's not spammable

willow glade
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in a muliplayer game should i make full body or just hand ?

shadow obsidian
willow glade
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how to set it up

shadow obsidian
boreal widget
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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"?

mystic rain
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Should I just make a duplicate animator controller for each one?

mental reef
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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?

obsidian quest
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Hello guys, I have a problem with animation which are in read only, i don't know how to include it on my player

obsidian quest
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I found the iissue but when i setup the animation on my character they are not on the same place ...

celest crag
plush helm
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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

plush helm
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ping me pls

uncut salmon
fossil reef
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Did anyone try using Cascadeur for (ai supported) animations? Any opinions on it? Is it good?