#šŸƒā”ƒanimation

1 messages Ā· Page 27 of 1

misty arch
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Hey I’m trying to get a png of several frames to automatically cut and turn into a sprite then place it onto an already existing item in the hierarchy.

worthy verge
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Did anyone of you work with Animation Rigging tool before and can maybe help me out?
I got it all set up, and my animations look fantastic.

My main issue is: My hip (in my example the main body) remains static while the legs move. There has to be a good way to get my Body to move along with the legs, like tiny leans to the side, but i cant figure out a clean way.

inland stag
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does anybody know how to fix an animation tree that stops playing after a scene reload? weirdly enough changing a value manually in the animator fixes it and it continues playing

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the animation is stuck like this

inland stag
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nvm fixd it

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idle animation was empty added keyframes and it fixed it

wet pecan
unkempt palm
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How do I make the player switch to a specific animation if my object (upgrade with working collision detection) collides with it? I have several animations (Lv0, Lv1, and Lv2), and I need some of them to stay at their current animation (e.g. Lv0_idle) until the player is hit, and then either play another animation (e.g. Lv1_idle -> Lv1_to_Lv0 ->Lv0_idle), or switch to another animation (Lv0 -> Lv1).

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My Animator looks like this right now.

unkempt palm
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Okay, I figured it out, it's done via adding a Parameter, then triggering it with playerAnimator.SetTrigger("LevelUpTo1"); (I named the player animator playerAnimator and had the Leveling up trigger called LevelUpTo1).

muted flume
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Hey, I am trying to move my head and arms alongside the camera when the player is looking around.
I am using a Mixamo Character as seen here

I was. told it has something to do with IK and Aim Constraints?
Does anyone know how I can get this to work properly?

tame crane
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How to remove camera shake due to character animation? The camera is located in the character's head model

agile solstice
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Normally you wouldn't try to "remove" shaking or any similar issue, but implement it in a way that the camera gets no shake in the first place

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It seems rather unusual to want to attach a camera to a moving character's body part if you don't want it to inherit the motion, including shaking

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So there's a specific result you want that not all solutions will be applicable for

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But it's not clear what that result is

muted flume
#

Hey Spazi could you help me out ? :/

agile solstice
# muted flume Hey Spazi could you help me out ? :/

Since you're using mixamo, you're probably using a humanoid avatar as well
I'm not familiar with either, but from what I understand humanoid avatars have IK features available to you so look into those
If not, you'll need to use the aim constraint, or the Animation Rigging package's IK constraints

#

If you aren't familiar with the terms or don't know how to implement those, search and study
It's the kind of legwork we all have to do every time we implement something

muted flume
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I am really not that good with animations, neither is anyone else from the team.
This is just a small school project therefore we thought using pre-made characters / animations would be the easiest, but we are completely stuck on this small thing

agile solstice
muted flume
#

not really, I am guessing just IK in general?

agile solstice
muted flume
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Okay I will give it a go, thanks :/

vapid tulip
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If I have an animation blend tree with several different idle poses and then a separate animation state, is it possible to have it so if the animator returns to the idle blend tree from that animation state, they go into a specific idle animation?

hybrid tinsel
hybrid tinsel
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So if you set the parameters correctly, it will play the animation you want.

misty pilot
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Is there any way to get fbx animations out of Unity and into another program?

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I tried opening them in blender but got an ascii error

vapid tulip
# hybrid tinsel When entering a blend state, you will get whatever the parameters controlling th...

But let's say I have two idle poses
One of a character standing there looped
One of a character typing on their phone looped

Then an animation state of taking out the phone (not looped)

At the start of the game the character is set to use the standing idle animation from the blend tree
Then at some point in the c# script I trigger the transition to the animation state of taking out the phone
But how can I get it so that when it exits the state and transitions back to the idle blend tree, it knows to use the phone idle animation?

agile solstice
misty pilot
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That's why I want to export them

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Since it's by far the easiest way to export animations at the moment

agile solstice
misty pilot
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and then importing them into Blender (or preferably Cascadeur)

agile solstice
misty pilot
agile solstice
misty pilot
#

let me check real quick

agile solstice
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Even if you import a package that should download the files directly into your project's file system, so no "exporting" is necessary
Unless possibly if the pacakge uses the kind of package format that imports the files into the /packages/ folder rather than /assets/ which does not exist in the file system, but I'm not very familiar with that process

misty pilot
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I just found them

dense magnet
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Hey! I would love to know what the workflow is for Indie or AAA studios when doing mocap. I watched a video or so on how Naughty Dog did mocap for Uncharted 4. I am rather interested in the process and I would like to apply the same concepts using Rokoko. From what I can understeand, They took the real world measurements of the mocap volume and drew that up in 3D(maya/motion builder) From there if they act scenes out, they make sure to stay in the confines of the volume.

If anyone has some knowledge on this topic, I would love to hear your throughs. I am trying to figure out the workflow before committing to buying a Rokoko suite.

hybrid tinsel
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A blend is actually 'using' all component animation clips at once, and all you are changing is the weight of each one.

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Unless you plan on having in-between states of those animations, you want them to be discrete states. In which case you can just transition to the one you want. That said, my solution still works in your scenario, even if it isn't the best solution.

hybrid tinsel
misty pilot
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I feel like I'm almost there

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The animation itself works just fine in Unity

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But when I put it into Blender, it looks like this. I can switch between models in Unity no problem for the animation, but outside of Unity it just doesn't work

agile solstice
# misty pilot

How precisely do you put it into blender?
It looks quite weird that instead of an armature of bones it seems to have created a hierarchy of transforms
Still, varying levels of weirdness are entirely expected when importing a rig that's been exported once already

So even if you can import it, editing an animation after it's been exported is not practical

misty pilot
#

using autodesk fbx converter

agile solstice
#

That shouldn't be necessary
Are you unable to import the file directly using blender's fbx import?

misty pilot
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Still getting the same thing when I do it without conversion

agile solstice
#

Even if you managed to import it as perfectly as an fbx can be imported, you would be working on an incomplete animation rig because most of that stuff is stripped away on export

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And in my experience because transforms in the fbx formats are ambiguous it'd be another struggle to export it in a way that's compatible with your existing animations

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Trying to animate without source files is a huge time sink

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Assuming it eventually works at all

misty pilot
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I see. I think someone else got a Unity fbx asset to work by importing it into Unreal first

acoustic hollow
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Hello everyone. I have a problem, my problem is that I drew my character in blender and it works correctly in animations, but when I transfer it from blender to unity, there are deformations in my character's legs. How can I solve this? If you press ctrl + "A" in blender, the shape of my character's armature changes.

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This place is deformed

muted flume
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Hey, I need to ask again:
I have a humanoid Character from Mixamo.
Currently I am trying to make it so the body follows the camera, so when I look down the actual upper body actually moves with the cam.

I have tried using a multi aim constraint on the spine which kinda work, but it deforms the upper body quite a bit.
Is there a better way to achieve this?

agile solstice
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However, instead of deformation the accuracy of the looking suffers

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What's a better way really depends on your circumstances and workflow

muted flume
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there must be an easy way to just pop in a character, add a camera and let it move properly

agile solstice
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@muted flume it also explains many ways you can end up with glitches even when the system is working "perfectly"

jaunty canyon
#

Hello everyone,

I animate my character in Blender, and when I import my animation in Unity I got many more keyframes, and some on bones I don't even use.
For the exemple, I just put 2 keys on one bone just to tranlate it on Y axis, and i got all that keyframes when I import it in Unity.
Is it normal? Or is there any way to avoid it ?

agile solstice
jaunty canyon
hybrid tinsel
muted flume
#

but that is only for the head, I need the whole upper torso to move properly

dreamy sage
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Hello, i'm completely new to gamedev and i found this movement script but i can't find a way to add the animator to the script.
Can someone help.

agile solstice
#

Otherwise you should google how to get references to components

dreamy sage
agile solstice
dusk valeBOT
#

:teacher: Unity Learn ↗

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

dreamy sage
hybrid tinsel
agile solstice
ancient vale
#

unitanimator.Play("moving", 0);
if (!unitanimator.GetCurrentAnimatorStateInfo(0).IsName("moving"))
{
movings(hit, tilehit);
}

newbie animator here, why does the moving method still go off even when the animator is played? I'm trying to make it so that if the animation is played that it will not do the method.

#

I tried looking online, but I don't even know how I would try and find this.

eager arch
agile solstice
# eager arch

Use a transition from idle to recoil as well as from recoil to recoil, or allow transition interruption from next state (or both transition to self and transition interruption together if that works better)
Don't use Play()

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The play method is limited as it doesn't allow replaying the current state, and tends to mess up good state machine structure

eager arch
agile solstice
eager arch
#

although setting interruption thingy worked

eager arch
#

ya know how it is

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im only good at code and model

eager arch
#

imma just reduce the fire rate

agile solstice
eager arch
void pelican
#

hi there, anyone knows how i can replicate or export the camera from Unity to Maya?

kindred cloak
#

clever ppl

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why is this looping instead of just doing it when highlighted

meager hazel
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Go to your animation file

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Does it have the loop checkbox enabled?

kindred cloak
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or wait

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the .controller?

meager hazel
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If you have an animation you have an animation file

agile solstice
flat kite
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i got this error is this the reason my animation is not working?

agile solstice
wintry field
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hey guys got an animation called pulseStun that runs via a trigger

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i have 4 stun variations

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is there a simple way to have this PulseStun node run one of the 4 animations upon being triggered

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as rn it just has the one motion

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rn the only method of approach i can think is having multiple triggers that then gets set randomly in code

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anim.SetTrigger("stunned" + randomNumber);

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but must be an easier way

agile solstice
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You don't need multiple triggers, but one trigger and one float parameter that's randomized in code which you can also re-use for any other random transitions

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If you want to avoid multiple states entirely, there's a but if a hacky way to use one blend tree as that type of "container" for multiple animation clips, even if they don't have to blend

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Blend tree weight parameter becomes your "selector", though you have to round it to the correct thresholds

wintry field
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but good point ab using a parameter instead!

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ill prob use that approach

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thanks<3

keen knoll
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Hello, is there a way to move and scale bones on an avatar if they are already on an avatar?

little sluice
agile solstice
little sluice
#

Yeah I ended up reserving it for things like idles since those can have a lot more leeway

agile solstice
#

So you can ignore events if the weight is too low

little sluice
#

Ah that makes sense

echo flume
#

Hey! Im using a humanoid controller with rootmotion for my AI
I havent had any problem up until now when I wanted to add navmesh links

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as you can see the blue gizmo follows the navmesh links but the transform is keeping the same height until the blue gizmo hits the ground

little sluice
wind torrent
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Why am i getting these weird pixels around my character with their animation sprites (and no it is not a part of the animation sprites, for some reason those pixels just weirdly appear)

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Theres also a gray box around the sprite and i dont know why

hybrid tinsel
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Most of the compression types aren't the best for small pixel art

wind torrent
muted flume
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Hey I have an interesting problem:
I have an Animation from Mixamo, I have checked the "In Place" Checkbox before downloading it.
The Animation works great! but when I spawn "w" for some reason my character moves backwards a tiny bit, when I hold it: The Animation is played without the character moving.

Does anyone know why?

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Well I figured it out as soon as I pressed enter... Root Motion was checked šŸ˜„

But I do have another small problem:
When my Walking Animation is triggered, the Legs of my humanoid are slightly bend to the right and I am not sure why.
Does anyone have an Idea?

ancient raptor
#

How can I create an Animation, that Spawns a smaller Version of an object inside the Player. That can then be animated

hybrid tinsel
hybrid tinsel
ancient raptor
hybrid tinsel
ancient raptor
#

The ObjectThrown has the animation and should play the animation dependent on the player Position

hybrid tinsel
#

You can't just make it a child of the player?

ancient raptor
#

I could do it, but I don't know if it gets confusing when I move on. I tried to keep it tidy

hybrid tinsel
#

You could use a constraint script to have it follow the player.

ancient raptor
hybrid tinsel
#

There are a bunch, they let you constrain one transform to another in various ways.

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You can also just write your own.

ancient raptor
#

Does that requires a lot of process power

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But I guess using the object as a child is the simplest way

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Thx for your help

maiden laurel
winged hollow
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Hey everyone, I've an humanoid with imported animation which I start via controller. However the animation also moves so its position changes over the animation cycle. But is there a way I can keep the animation but fix it to one position so that it does not move but keeps the animation as is?

dull vine
#

Good evening, I have a problem with a humanoid animation where the left hand/fingers and right foot are twisted. It looks alright in Blender but in Unity it twists Does anyone know how to solve this issue? Thank you in advance to anyone who is willing to help!

outer holly
cloud nova
#

i create a animation with a rotate with a T and a S. after that in the same animation, i move some seperate objects around, then i want to move the S and the S to its orginal rotation. However when doing this, the rotation animation starts as soon as the first one finishes even though the keyframe is later on, how do i make the rotation after play when the keyframe starts?

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first rotation ends here

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then instead of it starting at the last point seen, its starts straight after the first t animation concludes

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done it, just need to add seperate keyframe

acoustic hollow
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Good evening everyone. There is an enemy in my game as seen in the screenshot. This enemy looks like the second screenshot when the game starts. What could be the reason for this?

wheat cedar
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i'm trying to make some animations in blender and import them into unity, but the unity importer is also importing the blend shape keys, which i don't want. is there something in the import settings i can change to make that not happen?

hybrid tinsel
agile solstice
limpid shard
#

Hey guys so I'm having a major issue with animation rigging on a generic rig. First screenshot is when the option No Avatar is selected in the import settings. Everything works fine. Second screenshot is when the option "Create from this model is selected". The two bone ik gets a very very strange offset. The offset changes randomly when any animations plays. I need the avatar to use it as a mask so that we can have things like eyes blinking and chest breathing etc. What could possibly be going wrong? All I can find online is similar problems but with humanoid avatars.

magic venture
#

Hello

I wanted to use some mixamo animations on the Adam Character (from unity)

the thing is, Adam have some extra bones (such as necks), so I get a warning when trying to make a Humanoid Model from the mesh

i tried fixing by removing stuff but it doesnt work, any suggestions ?

paper notch
#

Hi, I have a problem with my character. When I start a game, an animation becomes cursed in all it means. Dude is floating and his limbs are screwed up
I use Mixamo animation. And it worked well. I don't know what is the reason as a beginner all is made by tutorial.
Here is the script:
`public class PlayerMovement : MonoBehaviour
{
[SerializeField] private float speed = 2f;
private Animator animator;
// Start is called before the first frame update
void Start()
{
animator = GetComponent<Animator>();
}

// Update is called once per frame
void Update()
{
   var velocity = Vector3.forward * Input.GetAxis("Vertical") * speed;
   transform.Translate(velocity * Time.deltaTime);
   animator.SetFloat("Speed", velocity.magnitude);
    
}

}`

paper notch
#

Now it`s even worse

hybrid tinsel
paper notch
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meanwhile in mixamo everything is fine

zenith olive
#

Is there any package to change the imported 3D model bone name? I have a character created a long time ago using Blender, and its bones names are separated by space. I switched to Maya, and Maya forced me to use underscores.

shadow obsidian
#

They weren't talking to you btw. They were asking for help

unkempt palm
#

In my Animation window I added an Animation event. How do I edit it to do stuff?

unkempt palm
lunar forum
#

What does it look like rn?

#

Can you send a screenshot?

unkempt palm
lunar forum
# unkempt palm

this is read-only so you cant change its values. if you ctrl + d you can edit the copy however you want

unkempt palm
#

CTRL+D? I pressed that but it didn't do anything.

hybrid tinsel
#

Select it and check the inspector

hybrid tinsel
unkempt palm
hybrid tinsel
#

You need to define public methods in your code, then the animation event can be given a method to call.

zenith olive
unkempt palm
hybrid tinsel
#

On the game object with the animator

unkempt palm
#

Ok, I have a Methoc DestroyObject(GameObject target), do I just put DestroyObject into Function?

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Nope, that crashed the game :(

unkempt palm
#

Ok got it to work by just using DestroyObject (I used DestroyObject() before)

hybrid tinsel
#

Guessing you caused some recursion there

lunar forum
hybrid tinsel
unkempt palm
#

I didn't need to make an editable copy, I just didn't understand what to do and where everything was.

winged stream
#

hi ive been trying to procedurally animate an fps controller using the animation rigging package but im running into an issue with weapon handling. namely, if i dont parent the weapon bone target to any of the bones and update its position with global references like weapontarget.position = headtarget.position + offset in update() this produces jittery behaviour. If i parent the weapon bone to the head i should have an easier time with sight allignment and but a more difficult time alligning the weapon stock to the shoulders. If i parent the weapon bone to the shoulder I have an easier time aligning the stock to the shoulder but its impossible to allign sights. I'm new to the animation rigging package so this is a bit foreign to me and I'm probably doing things in a counter productive way; would love some guidance.

hybrid tinsel
hybrid tinsel
exotic flicker
#

Hey

odd bone
exotic flicker
#

Ty my friend

odd bone
# odd bone <@699997819192213545> https://learn.unity.com/tutorial/introduction-to-sprite-an...

@exotic flicker also, should add, In this approach, you basically hand the most responsibility to animation crew (or just you drawing more, and needs animation knowledge). If you are a lone programmer, this is hard for you. There are generative animation ways also, which you can create sprites with code, a bit advanced in coding, but people who hate doing graphics themeselves might prefer that.

exotic flicker
#

And can i found free pick with internet ?

#

There is a website

slender musk
#

Is there any way to blend between the current playing timeline and another one?

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I have a long activation animation that I want to be cancellable at any point

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Right now I'm just stopping the director, setting the timeline to my reset timeline and playing ir

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Which causes the animation to instantly reset, but I'd like to animate that reset, blending from current values to the target ones set in the reset timeline

tawdry elm
uncut salmon
#

Kind of hard to tell what you're trying to show by rapidly clicking around your screen. But one thing is you have no animator controller assigned to your animator component.

fleet flume
#

Hi! First time animating something in Unity, is there a feature that allows smooth editing of keyframes in curves mode, like "Proportional editing" does in Blender?

hybrid tinsel
#

Not a blender user so unsure what that does.

ivory forum
#

How can I achieve the following setup with 2 layers (movement and action) and 2 parameters: (isWalking and isWaving):

Movement layer

  • Disabled state (no animation)
  • Walking state (full body walking animation when not waving, only the lower body animation when waving)

Action layer

  • Idle layer (full-body idle animation when not waving and not moving)
  • Waving (full-body waving animation when not moving, only upper-body animation when moving)

Is this even possible without editing the avatar masks through code based on isWalking and isWaving?

agile solstice
ivory forum
# agile solstice I don't see anything impossible about it At what point do you expect needing to ...

As far as I know there's only 1 "priority" with Unity's Animator system: the layer order.

If I setup the layers as I described above, and both isWalking and isWaving are true (and so the lower body should play the "walking" animation and the upper body should play the "waving" animation), the full-body "waving" animation will be played & shown, as it overrides the "walking" animation from the movement layer.

agile solstice
#

If needed

ivory forum
#

How bizarre that there's no built-in way to achieve this. Seems like a really common use-case?

agile solstice
#

And for once in a way that doesn't require circumventing the Animator features

ivory forum
#

Sorry I meant with just the animator, so without any code

#

Creating separate layers for partial animations feels very suboptimal if you ask me

hybrid tinsel
hybrid tinsel
worldly furnace
#

Are you able to animate a sprite render? I setup my tabs the exact same way as I did with an indicator object, the only difference is that the tabs use a sprite renderer and indicators use an image component?

#
// Used in my code to change the animation of my tab
tabAnimationControllers[indicator-1].SetBool("Activity", isAvailable);

This is what I am using to change the value. Attached are the setup of my animation.

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The active game shows that it is reading true but ShipSetup didn't change animation

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Meant to be _active file not the current

devout ember
#

how can i stop knockback hard from constantly starting itself over and over again because the parameters are met?

lunar forum
hybrid tinsel
eager scarab
#

Hey so

#

I have two layers, one for normal animation, running, walking, jumping, etc

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and another layer to add up with a mask.

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The problem is, whenever the animation ends and goes to "new state"

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it abruptly goes to the layer 1's animations, without smoothing

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is there a way to fix that?

hybrid tinsel
#

What's the transition to new state like?

eager scarab
#

Whenever it goes to New State it flickers black to the original position

hybrid tinsel
eager scarab
#

OH

hybrid tinsel
#

Transition duration is zero, of course it will be abrupt.

eager scarab
#

well

#

no....

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it gets worse if i change it to 1

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let me record

hybrid tinsel
#

Use a fixed duration, with the time you actually want it to take.

eager scarab
#

it still won't work

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because it's animating to "None"

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so it still flickers

hybrid tinsel
#

Explain what, precisely, you mean by flicker here.

eager scarab
#

It skips frames, if something is at -90 degrees

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it doesn't smoothly go to the layer 1's 0 degrees, it sets it instantly

hybrid tinsel
#

I'd say to just show me, but I am on mobile with a tiny screen so probably won't be able to see much. Might as well post a video anyway, in case someone else can.

eager scarab
#

@hybrid tinsel

hybrid tinsel
# eager scarab <@172484507788771328>

First of all, you realize that this isn't a server for ripped assets right? Second, it looks like you aren't setting the transition properly. I don't see any transition into the empty state visible there.

eager scarab
#
  1. what?
#
  1. it's literally here
hybrid tinsel
#

Properly is the operative word here.

shadow obsidian
#

Ah, too slow

eager scarab
#

If i set the transition

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the animation plays multiple times, for some reason

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ill record video

hybrid tinsel
#

Ok, the issue here seems to be that you don't know what those weird blue bars in the transition inspector mean šŸ˜›

eager scarab
hybrid tinsel
#

It will save you a LOT of time if you quickly skim over that bit of the manual, because it'll make what I'm saying a lot easier to understand šŸ˜›

eager scarab
#

for the reason that, there is no animation on "New State" and there can't be, otherwise it'll override the animation playing on the base layer

hybrid tinsel
#

That is not the reason, though.

#

That part is done correctly.

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You can see in your latest video that there is no 'flicker.' And it plays multiple times because your transition is the full length of the animation.

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And the exit time is at zero, which is probably later than you are entering the state since the entry probably has some duration.

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So what is happening is that you are entering the select out animation, it plays the remaining animation and then starts over, whereupon it hits the exit time and starts slowly transitioning out over the entire length of the animation.

eager scarab
#

i think i understand

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however how can i prevent that?

hybrid tinsel
#

By following the steps I said at the start. Make the transition shorter(probably should just use fixed duration). Also should probably place the exit time after the transition in completes.

eager scarab
#

well, i did not do exactly as you said

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settign the exit time with animation length and shorthening the things you said made it work

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damn i wrote everything wrong

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but basically it worked, thanks

hybrid tinsel
#

I should hope so, since that's how it is set up in my game šŸ˜„

tepid mural
#

I am looking to make my character walking as is touching the ground normaly is there a way asset or some tools to make my character wolking like mechanim or something like that but using legacy animation and animator
or do i have edit it manualy

tawdry elm
#

Hello, I'm currently looking for a 3D animation mentor, and I don't know where to find or hire one. Can you guys help me or refer me to someone?

balmy wing
dusk valeBOT
agile solstice
tawdry elm
agile solstice
tawdry elm
wheat cedar
#

is this the right channel to ask for help regarding getting constraints to work how i want them to, or is there a better channel for that

hybrid tinsel
#

Probably as good as any, unless you have a heavily code based question.

silent lintel
#

i cant get this bone y(?) to point at AimTarget with IK (or any of the bones in the arm) (its working for the spine and neck bones)

atomic idol
#

hey guys, if i have several animations i want to play in a sequence with smooth transitions for my character, is it better to make this in the animator with blend trees or create a timeline and integrate the timeline into the animator panel with scripting

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(because i feel like the control the timeline provides over the durations and transitions is very handy)

#

this is my attempt at setting things up in the timeline, as you can see my character's last position is being ignored

#

and i didn't have this position problem when i used the animator instead. so i'm wondering if i should use the timeline at all. thanks for any advice

agile solstice
# atomic idol this is my attempt at setting things up in the timeline, as you can see my chara...

The issue here is that your animation clip is intended for root motion, which is not what you want with timeline typically
You either have to negate the root motion in the clip itself (by baking it or getting a new clip with no root motion)
or snapping the character forward at the same frame as you start the next animation (though in that case you can't practically have blending, but you don't need it either)

atomic idol
#

so i tried squeezing the start and stop walking animations even closer but then it seems like unity glitches out, the start walking animation plays fully first, have you seen this before? am i merging them wrongly somehow?

silent lintel
agile solstice
atomic idol
agile solstice
twin surge
#

why are all of my animations imported twice? here is my blender NLA timeline :

twin surge
atomic idol
twin surge
silent lintel
agile solstice
twin surge
#

horaaaaay?

atomic idol
agile solstice
acoustic raft
#

I have a 2d pixel art character im animating using a rig. When it transitions from the idle to run animation, I have the character lean forward during the first few frames. However, this ends up getting stuck in the running animation loop. How can I get the character to lean when it transitions from idle to running but only loop the actual running portion if he stays running

agile solstice
acoustic raft
#

tyty

north sapphire
#

Heyy. I have spent a lot of time fixing some issues with animations but have some left which I cannot figure out. My animation keeps looping back to the start point and not in place as the character is moving. When I check apply root motion, it fixes that issue but creates so many more.

agile solstice
north sapphire
#

is there a work around or is it a case of either changing my animations or changing my script?

agile solstice
north sapphire
#

thank you. I'll look into this

hybrid tinsel
twin surge
#

how to play footstep sounds on walking animation blend tree?
i cant use events since :
1-i have 8 walking animations and its a pain
2-animation events and blend trees dont really mix well, since the timing of the steps and walk speed on different directions, are different in my case.

hybrid tinsel
hybrid tinsel
#

Imagine a 50% blend between differently timed animation, your character could end up with the 'treading water' pose because one animation wants the right foot down and the other wants the left foot down.

hybrid tinsel
twin surge
twin surge
hybrid tinsel
twin surge
#

it is obvious when the blend values are low, but that will never happen beacuse of the way my script, which controlls these values works

hybrid tinsel
#

And I believe that valve would be using ik on the legs for any time you see them up close.

twin surge
#

i am intendeng on doing that. already have it for my humanoid charachters, just not for this one

hybrid tinsel
#

Lateupdate is probably fine for foot checking, but I suppose it will depend.

ivory forum
sharp basin
#

i'm having an issue rn, for transitioning from different animations i'm using bool parameters. all of the idle animations are working perfectly, but for walking, only the first frame is being shown. (ping me)

dense agate
#

I have two animations, one is for hanging_idle and the other is for climbing up the ledge

#

When I try to transition into the climb_up anim, It messes up the hand placement.

#

why do the hands go down, when the climb animation starts?

agile solstice
# dense agate

Looks like hanging and climbing presume a different position for the ledge relative to character

dense agate
#

omg, that worked

#

The hands also seem to be going down while the climb_up anim is playing, and in the end It does not reach the full height

#

Is that an issue with the animation itself?

#

I think its not just the hands, but the body itself

sharp basin
hybrid tinsel
#

So you can do it in two layers, just not with the arrangement you were using.

#

You would only need the two parameters, though I generally prefer to use speed rather than a binary 'is walking' and putting the idle>walk in a blend. That's a matter of preference, though it helps a lot if you might find yourself needing(say) a run as well, or if you are using an analog stick for movement speed.

ivory forum
hybrid tinsel
hybrid tinsel
#

The main takeaway should be that you are best off figuring out whether your basic structure works before getting too into the weeds.

ivory forum
hybrid tinsel
#

That way, any states you add to the full body layer will get duplicated automatically.

#

This could lead to problems if you need actions that are always full body(like jumping or climbing) but can be good if you have, like, a hundred standing emotes.

#

Or, like many games, you could just use the idle animation as the base for most such actions so you wouldn't need a full body version at all.

winged stream
#

Hi, refer to image explanation of issue.

hybrid tinsel
winged stream
#

sorry i shouldve clarified

#

im using override transforms to rotate and position bones

#

some of the bones have other constraints on them like the arms which use a 2 bone and then i override transform the 2 bone targets, other bones i adjust directly with the override transform. For some reason when i rotate or move the player the bones with other constraints display contrary motion but the ones that are accessed directly are correctly fixed.

hybrid tinsel
#

Well, my first thought would be an order of operations problem. Could be that you have multiple scripts and internal functions running, and you have these constraints attempting to compensate for the rotation of the object, but it is using the wrong values because other constraints like the override run after it figures out the angle but before it actually applies the transformation...

#

Not sure how you'd fix it, exactly, but might be something to look into

winged stream
#

only one script, ive fixed it temporarily by removing the additonaly constraint on the ik targets. My guess is that the first constraint is already world space and the second one accounted for world space a second time leading to weird behaviour

#

not too sure

hybrid tinsel
#

Right.

winter lagoon
#

how can I make it so the lower bone doesnt move side to side like the arrows (beautiful illustration ik)

agile solstice
agile solstice
# sharp basin this

It's a pretty clear explanation
You have to be more specific about what you're confused about

sharp basin
#

i'm sorry but i don't understand what i have to do, what does he mean by "self enabled"

agile solstice
sharp basin
#

alr

agile solstice
# sharp basin alr

But as mentioned you can avoid that issue entirely by not using Any State transitions at all
Since they're easy to get tripped up on

#

If you don't know exactly what you're doing

sharp basin
#

well yes, i'm learning currently and i thought "any state" was a good idea, but i don't want to keep making transitions from every animation

#

tho i can't see transition to self anywhere

agile solstice
agile solstice
sharp basin
#

yes ik, it doesn't exist

sharp basin
agile solstice
sharp basin
agile solstice
# sharp basin

Your settings are minimized
click the arrow next to the field

sharp basin
#

mb, did expand it before but apprently i was on the wrong transition

#

and it's enabled

#

already

agile solstice
sharp basin
#

wait i understand

#

yeah it is fixed now

#

ty all

winter lagoon
#

how do I make it so the bones dont seperate but stay overeach other? beautiful illustration here:

mint ridge
#

hi i have a little problem, i have a script for some animation and i have a conflict between jump and fall animation

#

when i jump the parameter direct switch on fall animation so the jump animation don't work
the jump animation don't have the time to be execute

hybrid tinsel
winter lagoon
#

These should be right

hybrid tinsel
#

Still nonsensical without an explanation though.

hybrid tinsel
winter lagoon
hybrid tinsel
#

You haven't explained how you are controlling them. I'm guessing some sort of IK?

winter lagoon
#

Yes

#

The animation rigging package

#

2 bone IK Constraint

#

Nothing External, no scripts

winter lagoon
dire elm
#

Hi, I want to ask how do I add two animations to the same character and make them play at the same moment when a button is pressed or something?
I didn't find anything about this online.

hybrid tinsel
dire elm
hybrid tinsel
hybrid ibex
#

ĀæHow can I use Skinning Editor to asign one bone only to one layer? And create square Mesh, Its for a Low Res Pixel Art Skeletal Animation

dusky summit
#

Im trying to animate a model I found online,
But I have no idea what to do and I do not understand the tutorials.
Someone help me please

dusky summit
#

This is confusing

#

Why cant I game just be scripting 😭

hybrid tinsel
dusky summit
hybrid tinsel
hybrid tinsel
dusky summit
#

ok

#

ty

hybrid ibex
hybrid tinsel
hybrid ibex
#

Sorry,that was a misclick

hybrid tinsel
#

Okie

brazen shuttle
#

to work with animations in unity, what do you think is better to makes this?, in blender and transfer to unity o make this directly en unity

kind magnet
#

is this the right channel to discuss procedural animation?

#

because if it is, I don't know where to start on building it

#

I've made a worm that has a body of cubes that, when the head moves, the cube behind it moves to just behind the head and then the cube behind that moves to the behind of the cube that moved behind the head, and so on... and I guess it sorta works but I think the beginning would be inverse kinematics, right? no idea how to do that tho xD

chilly viper
#

it has b etter tools for animation

kind magnet
cloud nova
#

i have a animation of a object spinning in a unity world, I want a player in Vrchat to be able to click on this then makes that spinning object disappear and play a separate animation I have created, anyone have a tutorial video of something like this that can help me? thank you

dusk valeBOT
agile solstice
#

We don't really know vrchat's specific workflows

cloud nova
#

thank you

versed nimbus
#

Hi, I just learning how animations works. I have a little problem here.

I have downloaded skin and animation from maximo website (.fbx format). When I import them into Unity, the character don't have skin and Unity says Warning message A polygon of Mesh 'Ch06' in Assets/Materials/Caharcters/Animations/Idle.fbx is self-intersecting and has been discarded.

How can I fix this?

dreamy pecan
#

I'm getting some pretty weird animation results when moving the sprite's position

#

Essentially, the animation ends when then translation is support to start.

#

The point at which it stops is when the player's transform is supposed to change. I will note that I have used similar techniques before on the player attack (giving them a slight forward movement) and have never run into any issues. It is also worth noting there is no transition time/blending for this animation

earnest nexus
#

hi, my problem is that my player is going up, and i want it to be inside the hitbox, how can i do?

#

ping me if you got the answer pls thx!

earnest nexus
winter lagoon
#

how do I make it so the bones dont seperate but stay overeach other?

agile solstice
#

Which means you're expecting to be able to move them in some specific way

winter lagoon
#

when i move them up

#

thats why I am asking

agile solstice
#

You can't move something and expect it to not move

winter lagoon
#

theyre connected to an target with IK

#

target up

agile solstice
#

Helps to mention that

winter lagoon
#

its moving to the side

agile solstice
#

Which type of IK?

winter lagoon
#

I use that animation rigging package with 2 bones ik constraint

swift tide
#

Hello, so I want to update an Avatar to have a new joint (this joint has no mesh influence and is just parented under root). Is there a way to just "update" that Avatar or do I have to switch all the rigs that used the old avatar to the new avatar for it to work?

hybrid tinsel
swift tide
#

I think I fixed it by replacing the fbx in the unity project via explorer and hitting reimport?

sharp basin
#

how do i make my animation play for a limited time? my animation keeps playing

#

i used Exit Time but the animation keeps playing

steep kelp
#

Is there a way to force a mecanim animation to correctly play regardless of enabled layers?

#

I want to put some gestures/emotes, and I want them to play as is even if the player is crouched, running, holding a weapon, etc.

#

Right now the do seem to play, but the layers override them, so if the player is holding a weapon, the arms won't move, etc.

agile solstice
#

Or gestures on a layer that already has hand motion like weapon holding so you can transition from one to to the other

steep kelp
hybrid tinsel
steep kelp
#

Now I'm looking for a way to use use collisions with it.

sharp basin
#

which transition

magic jetty
#

I haven't read into your convo but you should know best where it would prove to be useful

magic jetty
#

What I like to do: New scene, only the objects you need. If it works there, find out why it won't work in your original scene

sharp basin
#

well

#

i'll try

agile solstice
sharp basin
#

Ok but how do i time it?

#

Idk how

agile solstice
#

How do you need to time it?

#

If you need the animation to stop looping only at the end of the clip, you can use a transition condition together with exit time enabled and set to the end

#

Exit time if used with a transition will time that transition to a specific part of the clip

sharp basin
#

I did use transition time, and multiplied the duration by 2 to make the animation repeat, but the animation did not stop

agile solstice
#

Transition time is a different thing which means how long the transition takes

#

That means the animation would loop twice during the transition

#

I understood you want the animation to loop, but once the condition to stop looping is met, the transition waits for the current loop to finish and then transitions to another state instantly
But I might've misunderstood

#

If I didn't, then you'll want a looping animation state, a condition to transition to another state, and on that transition exit time enabled with exit time of 1, zero transition time and no offset

sharp basin
#

Well mb not the transition time, the exit time

sharp basin
sharp basin
#

I set how many times i want the animation to repeat

agile solstice
#

At runtime dynamically depending on context, or now?

sharp basin
#

Now

#

By multiplying the exit time by that specific number

#

ig

agile solstice
#

So, one option is to do pretty much the opposite of what I instructed earlier
Meaning you use exit time of 0 with no conditions to automatically start the transition
The transition will have a transition offset longer than the clip's length * the number of times you want it to play

#

Iirc Transition Offset is a normalized value even if Fixed Duration is used, so the number should correspond to how many loops you want, but I'm not 100% on that

sharp basin
#

What does transition offset mean? Does it mean the animation will play earlier or later? Cus that's what I know

agile solstice
#

Yes

#

Wait, correction

sharp basin
#

If i multiply its value by another value, shouldn't it happen later?

sharp basin
agile solstice
#

It's the offset of the state which is being transitioned to
But you can offset the start of the transition nonetheless

#

By dragging the target state on the transition timeline

sharp basin
#

So like....i can offset the start and end of the transition to make it longer?

#

Id think i understand much

#

O ig it got clearer now

agile solstice
#

The transition can be set in the future far enough to require loops of the initial state before it occurs

#

Should become apparent when you move around the blue things on the timeline

sharp basin
#

So like when i multiply the transition by a value it should get bigger and get past the state to which i want to transition?

agile solstice
#

Not totally sure what "multiply transition by a value" refers to out of all these variables

sharp basin
#

You know...the many times i want the animation to repeat

warm stirrup
#

Are you looking for loop time/Cycle offset?

sharp basin
#

Idk i just want to make the animation repeat for a specific number of times

#

Amd using exit time only did not stop it

agile solstice
sharp basin
#

Alr

#

Exit time should be enabled right?

agile solstice
graceful hawk
#

yo guys is there something called Loop time in Animation

#

because I wanna uncheck it because I wanna play the animation only once and that's when I jump

#

oh just found it, i have to select .anim file

warm stirrup
#

How can I make my animations smooth loop with an Imported Animation?

graceful hawk
#

Yo guys is that the best way to switch between two animations by having two states

#

I have made two states, the main one has the normal wing and the second one is the I made it which is the JumpWing and it has different kind of animation

agile solstice
wise ether
#

Hello everyone, I have imported an idle animation for my character, but I don't know why, the knees and the foots move while they don't move in 3ds max, somebody know at what this is due and how to fix that ? (for the context: the avatar is the same than the run animation, but this is the same rig/skin between the two, for proof: I test to create an avatar with the disfonctionnal animation and apply it on the run animation and this one works correctly)

agile solstice
# wise ether the animation in unity :

It's because of keyframe compression that bones down in the hierarchy lose precision
Since it's a Humanoid you should be able to enable foot IK in Unity to counteract it

wise ether
#

or this parameter in the animator, but it's already enable

agile solstice
wise ether
agile solstice
wise ether
#

ok thank you, I will continue on this path

limber rivet
#

why it's blocked?

agile solstice
limber rivet
agile solstice
limber rivet
agile solstice
limber rivet
#

how can i do that?

agile solstice
#

Can't exactly tell, I don't use them

#

But you have an idea what to look into

limber rivet
#

there aren't many parameters

agile solstice
# limber rivet no i don't😭

If you want to use Humanoid features you'll have to find instructions how make sure your rig and animations will work with the system
And what the Humanoid system is and does
Docs are a good place to start

winter lagoon
#

how can I move the selected bone only when the target moves side to side (so it should not move when the target only goes up and down) (target is the red cube)

#

just like here

agile solstice
agile solstice
# winter lagoon how

Something like multi-position constraint on the selected bone with target as the source object and X as the only constrained axis

#

Your axial setups may vary

winter lagoon
#

any tutorials for that?

agile solstice
#

The examples in the docs are also importable from the package manager

agile solstice
# winter lagoon

Are you sure that's just one 2 bone IK chain? Looks more than two bones being moved there

winter lagoon
#

well yeah before the shoulder wasnt involved

agile solstice
#

That doesn't make sense
There's nothing that should be rotating the shoulder, nor the foot
Or at least nothing you've disclosed

#

Only the thigh and the calf should be involved in the IK

winter lagoon
agile solstice
#

It's very difficult to help you when not provided the necessary or correct details

winter lagoon
hybrid tinsel
wise ether
winter lagoon
agile solstice
winter lagoon
graceful hawk
#

the only thing that the animation do is flapping y for wings so it look like it moves it's wings but if it jumps the wings moves faster for once

#
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;

public class BirdScript : MonoBehaviour
{
    public Rigidbody2D Rigidbody2D;
    public float BirdStrength;
    public bool HitPipe = false;
    public LogicScript Logic;
    public Animator BirdAnimation;
    public bool animationLoaded;
    private float  JumpInTime;

    void Start()
    {
        Logic = GameObject.FindGameObjectWithTag("Logic").GetComponent<LogicScript>();
        animationLoaded = true;
        JumpInTime = 0;
    }

    // Update is called once per frame
    void Update()
    {
        
        

        if (Input.GetKeyDown(KeyCode.Space) && !HitPipe)
        {   
         Rigidbody2D.velocity = Vector2.up * BirdStrength;

            if (Time.time > JumpInTime)
            {
                BirdAnimation.Play("JumpWings");
                animationLoaded = true;
                JumpInTime = Time.time + 0.5f;
            }
        }

        if (animationLoaded && Time.time > JumpInTime)
        {
            BirdAnimation.Play("NormalSpeedWings");
            animationLoaded = false;
        }

        if (transform.position.y > 15 || transform.position.y < -13)
        {
            Logic.GameOver();
        }


        

    }

    private void OnCollisionEnter2D(Collision2D collision)
    {
        Logic.GameOver();
        HitPipe = true;
    }

}

graceful hawk
#

if there's a better way for switching animation would be cool to hear it

agile solstice
#

By using it you've gone down the path of starting to recreate an animator state machine yourself, when the Animator already is one

graceful hawk
#

is there different method then?

shadow obsidian
graceful hawk
#

i don't get your point

#

public Animator BirdAnimation;

#

i have defined animator class, but I'm waiting for a method or a different way

agile solstice
graceful hawk
#

I can't thank you enough

#

thanks!

dire elm
#

Hi, I asked earlier about this, and @hybrid tinsel referred me to the Unity manual. The question was: how do I make two animations play at the same instant when a button is pressed, for example? I left out the important information that I'm working in 2D, not in 3D (sorry about that). Is there a way to do this through Unity, or can it only be done through coding? Either way, if so, can someone briefly explain to me how I can do that, because I couldn't find anything about it online.

#

Here's an example: say the player presses the jump button. The Jump animation should play, and at a certain frame, the dust animation should play. How do you achieve that in 2D?

hybrid tinsel
#

Personally, I prefer to spawn dust on impact instead for most cases.

dire elm
dire elm
dreamy pecan
#

I'm trying to see if my system will be better if I use a sprite library (see all those anim variations...), but it doesn't seem to work properly in play mode. I can only seem to get that weird glitching

#

It looks like the sprites are getting unloaded or something in play mode - >

hybrid tinsel
scarlet breach
#

Hi there. I have animations that need to play on a parent animator in some situations, and animations that need to play on child animators in some situations. How can I prevent the parent animator from overriding the child even while idling in an empty state?

carmine flare
#

Good morning. Would you use this channel for help with inverse kinematics?

clear current
#

can some one help please. i have an animation it works fine but as soon as i add it to the animator it weird and does not start correctly

clear current
#

any ideas?

agile solstice
clear current
#

both

#

it works ok when i click the animator and press play. but as soon as i add it to to the any state of even add it to the animator it goes all funny

agile solstice
#

Then I do not know
I would look into the import warnings, test with transition from idle rather than any state and try to move the animations in the transition graph to see if they respond to that change at all

clear current
#

that was a waste of a day

hybrid tinsel
hybrid tinsel
serene flare
#

I am learning Timeline, how do I handle objects that are used in the cinematic but is not needed otherwise?
Do I need to keep them in the scene as disabled?
Can I spawn them like a prefab before cinematic starts?

serene flare
hybrid tinsel
#

I'm on mobile so not really, but generally speaking you can instantiate from the same script that calls the timeline and then bind it to a timeline track. Also, you likely want to wait for ut to be loaded before playing.

scarlet breach
#

This seems to be consistent across all of my objects with subanimators.

#

I attempted one solution from the very few threads I could find online by adding a dummy animation to the parent's default state targeting only one property, to try and get it to ignore all the properties the subanimators are targeting, but that didn't work.

#

I also unchecked write defaults. The only thing I haven't tried yet is an avatar mask.

scarlet breach
#

I can't really show anything specific since I'm under an NDA.

#

I can probably show the hierarchy or animators though, just no screenshots of the game itself.

scarlet breach
#

Fridge and the Fridge animator. The child objects are attempting to change their position and rotation based on code, which is getting overwritten somehow. If I turn off this animator, it all works except the Magical animation because the animator is disabled.

hybrid tinsel
scarlet breach
#

Yes, on the parent animator.

hybrid tinsel
#

Not the child?

scarlet breach
#

Let me see. I don't think so.

#

But also, the doors for the fridge are code driven and not animation driven.

#

I rotate them around an axis to open them.

#

But even that rotation is being overwritten by the parent.

#

Yeah, all 3 nodes on that animator shown above have write defaults disabled.

hybrid tinsel
scarlet breach
#

Interesting. I can try that.

#

The Fridge Drawer however has an animator on it. Let me test that one.

#

So this is the child animator for the drawer

#

The animation has played, and it should be out, but it did not move. If I disable the parent animator it works.

cold ore
hybrid tinsel
#

It didn't move, or it moved and then snapped back to default?

scarlet breach
#

Didn't move at all until I turned off the parent animator

#

When it turn it off, it snaps to where it's supposed to be

#

I think somehow in the layering the child is activating first and then the parent is layering over it?

scarlet breach
#

I can't recreate what they did through code for a lot of these. Just the doors and drawers haha.

#

Those are easy to just lerp into position or rotation.

#

Worst case scenario I can turn the parent animator on only when it's needed, but the issue arises that it will then snap everything back to default and then animate which will be jarring.

#

And I'm certain the publisher won't like that

cold ore
#

Yeah I meant like I do not use the Animation states I just start the Animations I make in the Script

scarlet breach
#

Oh hmm interesting. So if I disable the animator, let the child objects move/animate, then re-enable it, the objects DONT snap back.

#

They're just refusing to move while the animator is active.

scarlet breach
#

I'm using animator override controllers so I have it set up in a generic way for almost every object

#

I've only made unique animators for the ones that have super unique states or things like this

cold ore
#

Like I dont have many Animations in any games I make

scarlet breach
#

Ah gotcha

cold ore
#

So my approach may be really bad in your case

scarlet breach
#

The only problem I can see with that approach is the blending between states that the transitions provide

cold ore
#

I do like if the character is not grounded play the jump Animation that type a thing

scarlet breach
#

Is it possible to remove the default state?

#

If I wanted to have an animator to contain the animations but use code to activate them?

cold ore
#

I think I did but lemme check

#

Me naming my Projects shit like 2d shooter real

#

my animator

scarlet breach
#

The other problem with this is that merely having the empty new state seems to tell the object to revert to defaults.

#

So even if I do this setup it still prevents the children from moving

scarlet breach
#

I suppose that means I'd need to re-code that part.

scarlet breach
# cold ore this is how it looks in game

Gotcha. Yeah, I understand what you're getting at, I'm just having structural trouble because of how these animations are layering, regardless of how they're being activated.

#

I'm also struggling to understand why an empty animation on the parent seems to force everything to stay put.

#

I tried switching the Culling Mode to Cull Update Transforms, which gave me some bizarre behavior, where the doors flickered between being in their default state and rotation properly.

cold ore
#

maybe try to make the animation for the fridge parent start via code

#

instead of putting it into a state

#

thats all i could think off honestly im really inexperienced when it comes to animations

#

im sorry if i distracted you with my 50 cents on this topic

#

i hope you find a solution also you can check out my newest game in the dev logs section haha

scarlet breach
#

You're all good. Thanks for weighing in.

#

I'll keep fiddling around with all these ideas and see if anything works.

#

Interesting

#

So I removed all animations and all transitions from the animator and made it an empty animator with only a default state (no motion, no write defaults)

#

And it stopped overwriting things

#

So simple having even a disconnected animation in the animator seems to cause it to overwrite things

#

Any ideas?

scarlet breach
#

No, I disconnected it and tested it just now

#

Those are from earlier

cold ore
#

Ok šŸ‘Œ

scarlet breach
#

this breaks it.

#

and then if I remove it, and just have the empty, it doesn't overwrite anymore

cold ore
#

Maybe In your Code you call it or smth

scarlet breach
#

I can try that.

cold ore
#

I meant maybe that's what broke it lol

#

But you can try it aswell lol

scarlet breach
#

Oh, no. Nothing is being called until I interact with it.

#

It's just sitting in New State chilling

cold ore
#

I see

scarlet breach
#

But merely having the animation on the animator anywhere seems to start the issue up again

#

And it's not the animation itself. the animation works great when tested. it's something to do with unity's animators.

cold ore
#

Hmmm i see

#

Your problem is very deep rooted

#

I guess

scarlet breach
#

Seems so. Someone said on a forum that changing any properties of a child object recalculates the entire tree. For some reason this is also true even when the animations aren't linked up.

cold ore
#

Could it be that your Animation plays on awake or smth

#

And thus breaks something

cold ore
scarlet breach
#

Makes sense. But no, also, I can ensure that the animation is never playing. Its mere presence in the animator causes the problem 😦

cold ore
#

Weird I have no ideas legt

#

Left

#

You might wait for others who are more knowledgable

#

I will go to sleep hopefully till tomorrow your problem will be solved see ya

scarlet breach
#

Thanks for tryin. have a good one

dim patrol
#

Bone structure question.
I want to make a single generic humanoid rig and animate that one rig
But I'd also like to play fast and loose with the proportions without the resulting scale differences affecting children bones.

Whats the most efficient way to achieve this?
I fear that simply setting one bone's scale, then the immediate child bone's scale to a value that negates the parent bone's scale is going to have some unforseen consequences and generally make it a nightmare to warp and pose.

Performance-wise, what kind of overhead performance cost am I looking at to have a rig that can rescale any bone without affecting other bones?
Like if none of the bones were parented, but instead every frame on update they're setting their position and rotation inhereited, but not scale? Sounds really gross.

I tried searching the asset store and github but I couldnt find many examples of this sort of thing in Unity. I know in Gmod for example you can scale individual bones without the child bones scaling so its possible for game engines to achieve this UnityChanThink

hybrid tinsel
scarlet breach
#

I see. I suspected as much.

hybrid tinsel
scarlet breach
#

Yes

#

I've found a semi-functional temporary workaround where I turn the animator on and off as I call the animation

#

Which works mostly, but any position changes for the children of course do not revert, so I had to write some extra code to evaluate if the animation has finished to put it back into position

hybrid tinsel
#

Try adding a avatar mask to the parent to exclude the child explicitly?

scarlet breach
#

But would that prevent the animation from being able to include the children when it plays?

hybrid tinsel
#

Yes. You can't have both.

scarlet breach
#

Because the whole idea of the parent anim is to animate the object as a whole when it's needed

#

I just need it to not do so when it's not in the animation state

hybrid tinsel
#

Something needs, for lack of a better term, ownership of the transform.

scarlet breach
#

I understand fundamentally, but I don't know why it needs ownership when it's not actively playing anything. I'm assuming that's just a quirk of the unity animator.

hybrid tinsel
#

It is a structural issue. You could try adding a dummy parent(an empty transform) between the parent and child

#

So the parent can animate the dummy instead of directly controlling the child.

scarlet breach
#

I see. That might work. Good idea. I'll give that a go.

hybrid tinsel
scarlet breach
#

I can't believe I didn't think of it.

#

I appreciate the help. Sometimes it's hard to think ouside the box when you've been pushing against the walls for so long.

hybrid tinsel
#

Glad it helped!

hollow bane
#

Is there any for when i tap with eithier touch or mouse click or any tap, i play a clicking animation?

winged shoal
#

If i've got an animation in a timeline of someone running and jumping off something, how would I actually make them fall? I've been told to use an override track, yet any time i try to lower the y position unity just adjusts all position values and sends the character off to god knows where

brazen shuttle
#

i“ve got animated a hair,the object hair is not animated, the object who is animated is other and the hair has a MeshDeform modifier, the problem is when i export blend to fbx to unity, in unity the animations are in the meshdeform object, and i want that the animatios are in the hair, sorry for my english, and thanks

carmine flare
#

I'm looking to get normal animations to play along with inverse kinematics, like I want my model to play a walk animation and at the same time I want to use IK to make the hands reach out to another object. I can already do a animation or a IK, but they don't work together.

#

Is there a good tutoral to follow?

pliant tulip
kind magnet
#

as one can see, it doesn't work. I would like it to be fixed to that red point and act like a sort of leg or something.

#

I can share the code for what I have so far but Idk if I'm allowed to post code here xD

hybrid tinsel
dusk valeBOT
kind magnet
#

okay

#

I'll share the code

hybrid tinsel
#

Though you might get better answers in one of the actual coding channels, fair warning.

#

Since this is mostly artists looking in here =p

kind magnet
#

yeah

#

I just thought because procedural animation

#

in the animation channel

hybrid tinsel
#

Well, it is welcome certainly.

kind magnet
# hybrid tinsel What sort of IK are you using? What doesn't work?

lol I coded it myself- it's really simple ```
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Animations;

public class Leg : MonoBehaviour
{
public Transform target;
public float moveSpeed = 5f; // Adjust this value to control the speed of movement

private bool isMoving = false;

private void Update() {
    // Check if the leg is not already moving and the distance to the target is greater than 0.7
    if (!isMoving && Vector3.Distance(transform.position, target.position) > 0.7f)
    {
        // Set isMoving to true to indicate that the leg is now moving
        isMoving = true;
    }

    // If the leg is moving
    if (isMoving)
    {
        // Calculate the direction towards the target
        Vector3 direction = (target.position - transform.position).normalized;

        // Calculate the amount to move this frame based on moveSpeed and deltaTime
        float moveAmount = moveSpeed * Time.deltaTime;

        // Move the leg towards the target smoothly
        transform.position += direction * moveAmount;

        // Smoothly rotate towards the target's position
        Quaternion targetRotation = Quaternion.LookRotation(direction);
        transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, moveAmount);

        // Check if the leg has reached the target
        if (Vector3.Distance(transform.position, target.position) <= 0.1f) // You can adjust this threshold as needed
        {
            // Set isMoving to false to stop the movement process
            isMoving = false;
        }
    }

    Cursor.lockState = CursorLockMode.Locked;
}

}

#

yes, I used chatgpt for some of it

#

that's why the comments are there xD

hybrid tinsel
#

You just probably won't get as many coders looking in here, so less answers.

hybrid tinsel
#

That was probably a mistake

kind magnet
#

I mean, I didn't say "write me IK"

hybrid tinsel
#

Gpt tends to send you on wild goose chases that are harder to fix

kind magnet
#

I wanted gpt to make me a bit of script that would make the object move towards a target smoothly

#

that's what I asked it to

kind magnet
#

I learned it the hard way

#

okay yeah I'll put it in the coding-general I think

hybrid tinsel
#

I generally don't suggest remaking IK from scratch for most cases unless you need a special feature or something; not necessarily because it is too hard to write but because it is a real nightmare to debug =p

kind magnet
#

any ideas on where I could find an already built example?

#

I just wanted to have the feeling that I created it myself lol xD

hybrid tinsel
#

The unity animation rigging package is actually mostly ik

#

And there are a bunch of solutions on github

kind magnet
idle wren
#

can anyone help me out i have this blend tree set up for an aiming animation, Idle to ADS animation, ADS Loop animation, and ADS to idle animation. press the aim button it will stop idle activate blend tree play the startAim anim, at the event on the last frame it switches to the Aim Loop anim, but when i release the mouse button it just snaps back to idle it wont play the stop aim anim. set to 0 when the button is pressed until the event, gets set to .5 until the mouse button is released, gets set to 1 but there is no animation that plays it goes back to idle until i press the button again then it goes to 0 and repeat. here is the code https://hastebin.com/share/afohuharun im sure its because that last event is not being called but why

hybrid tinsel
#

Separate them into separate states if you want them to be sequential.

wet crow
#

Hi Guys!
Searching for good ressources about first person animation, especially modelling, rigging and animating. I have basic Blender knowledge and already tried some small models, arms, IK and simple walking animations but most ressources I find are about 3rd Person stuff. Nothing that shows you the bigger picture (doing arms, legs, part of the body, different FOV, preview animations in Blender, export to Engine etc.).
You know any good Tutorials, does Unity has something for that or should I buy a course like from CG Cookie? My goal is to animate First Person bow and climbing very well.
https://cgcookie.com/courses/animating-first-person-character-weapons-in-blender

#

Already watched some GDC stuff but it more or less tells me the why, not the how

spare bloom
urban holly
#

The last animation state from the last animation clip just got applied to all clip of the king. This issue happened yesterday, too. I had to recreate all animations for the king. Also this happens while the king animation track is locked. I just noticed while watching back the timeline. I would appreciate any ideas why is this happening. All keyframes and animations are still working but on the last state/pose of the king.

dapper rune
#

had this fixed about a year ago when i was doing this but, i havent used unity since. I forgot how to fix it, my animation plays but when i loop it the animation goes back to where it started (root motion)

elfin surge
#

I'm curious about the performance implications of how my 3D Animator dev setup this enemy model. We have a single armature with 6 different variations of the creature (creep.1l, creep.2l, etc) that is all under a single FBX export. The armature is manipulating all variations, but only 1 gets enabled at runtime. We just randomly pick one creep to get enabled for that enemy. If only 1 creep object is enabled, is there a performance hit by having the other variations disabled yet still assigned to the same armature bones? Would it be better to have 6 different individual FBX with 6 different individual armature/creep combo instead of housing everything under the same FBX?

snow hedge
#

how do i make a cutscene not loop?

hybrid tinsel
hybrid tinsel
severe moat
#

how to add jump vfx or particles in unity ?

agile solstice
severe moat
rocky kite
#

Hi guys, is it possible to swap sprites inside the animator using a script? Wanted to change the sprite for each frame.

agile solstice
rough bloom
#

Ok question since I am out of ideas I have a blend tree which is based on 2d Freeform Cartesian in there I have a bunch of motions with defined ranges max -35 ,35. I am feeding InputAngle as the parameter to the Animator for those ranges. However problem is that Unity is not clamping the range in Blend tree. So if my range is 90 I would expect it to then take 90 and just do max range of 35 instead at runtime unity takes 90 and somehow forces that number into defined range breaking my animation and overriding the clamped number of 35

#

Any help on this would be much appreciated

hybrid tinsel
rough bloom
#

Code wqise everything works great I am getting my angle based on direction and updating accordingly

#

problem is that Blend tree thresholds are not respected ,the inputs are set to -35 to 35

#

but my angle can be 90 - 90 ect so I would expect when I am gettign angle of 90 the threshold should be respected and set to 35 max instead what happens is that blend tree overrites it to 90

hybrid tinsel
#

Not respecting in what way? The blend tree doesn't affect the input at all, it is read only.

rough bloom
#

this should never be -90 but should be clamped to threshold of -35 as per images above

#

As far as I knew the range parameters will never allow to be higher then defined

#

Not sure whats the workaround this issue

#

Is there way to edit range threshold number in Blend tree through code?

hybrid tinsel
#

You can just clamp it before sending it to the animator ?

#

The blend tree never clamps, it takes whatever nonsense values you feed it.

rough bloom
#

Yeah your right I can do that notlikethis thats what happens when you stare at screen for too long.. Still thought not sure why it just dont work

hybrid tinsel
#

Because for the usual useage cases you don't want to clamp it.

rough bloom
hybrid tinsel
#

No

#

Not at all

rough bloom
#

well with 90 degree my charcater leans way too much hence me defining 35 would mean I dont have excessive lean

#

thought thats what thresholds does

hybrid tinsel
#

Consider the thresholds to be landmarks on a map. Placing a waypoint doesn't change the landscape.

#

The input is the landscape in this analogy.

rough bloom
#

ok so it can still be overwritten then

hybrid tinsel
#

There is no overwriting.

#

You are just looking up a value.

rough bloom
#

yeah but I thought you are settign that value to be the max allowed value

hybrid tinsel
#

That isn't how it works.

#

There is no 'max allowed'

#

That just isn't a thing.

#

Think of it like a thermostat. You can set something to trigger at a certain temperature(threshold) but that doesn't prevent the room temperature (input) from getting hotter than the threshold.

rough bloom
#

yeah I get it now but still in doc its refrences as range which implies its min and max but ok I kinda get it

dense agate
#

Hey, do you guys use two different blend trees for walking and running?

candid turret
#

any unity pro's available?

#

i need advice pls? 😮

fast swan
candid turret
#

oops

rough bloom
#

I do use two different blend trees for starting walk and run animation

#

one blend tree to handle intial animation then second blend tree to handle main movement

dense agate
#

Also, when a player press W, How do you handle the velocity? Do you increment it by an amount every frame? Or just clamp it to a certain value?

rough bloom
#

I have two control scheme one keyboard another for controller they both utilise Input Magnitude. For keyboard users inputMagnitude increases over time so player goes into Start Walk cycle and transitions to full walk cycle the greater the magnitude

dense agate
#

I see, thanks

rough bloom
#

joystick users have finer controls so they can just simply rely on inputmagnitude alone

dense agate
#

is the velocity preserved when the player turns 180?

rough bloom
#

I have animations to handle that effect essentially I have walk 180 and run 180 animation motions so i dont use velocity on that purely driven by animator

dense agate
#

aah I see

rough bloom
#

it helps when you have motion capture animations

wintry compass
#

Hi. I am playing animations from code (animator.Play). When I use animator.Play with 3 different animations, why is it sometimes not playing the last one? Shouldn't every call to animator.Play override the last?

hybrid tinsel
#

I believe that there is no strict guarantee that multiple plays in a single frame will execute in a particular order.

wintry compass
#

Perfect! It's working now. Whenever I want to play an animation now, I just save it to a variable of type Action (and overwrite it). In LateUpdate I Invoke the action and set it to null afterwards. This way I can make sure only the last animation is played.

wild imp
#

not sure if animation directly, but I'm trying to use IK to put a hand on a thing, and I have two different IK implementations (FastIK and FinalIK), and both of them don't have an option to stretch the arm ... in my case I don't need realism, the IK target is further away than the default arm length

maybe dumb question but do they read this info somehow from the skinned mesh? seems the initial bone structure doesn't have anything on the bones, they're just transforms, and when I move them the mesh does stretch, but neither of the IK solutions will move the bones outside of initial limit

#

tried also LimbIK, CCD IK, but they all do the same thing surmu

hybrid tinsel
ionic cape
#

Hi! So I've been adding in weapon animations to my 2D top down game. For the more simple ones, I have simply recorded the animation using the Animation window and tweaked with the transform values to create a simple weapon animation (such as the weapon bobbing up and down). However, I have come to realize that the Animator will actually override any transformations performed in my scripts. For example, I am trying to implement a simple EnemyMeleeSwing script that will rotate the weapon towards in an arc towards the player. I was wondering what the solution to this problem would be outside of making a swing animation in 8 directions. I thought of adding in a weapon holder gameObject and rotating this rather than the weapon with the animator component attached. Is there a way to apply transformation changes to a gameObject without it being overridden by the Animator.

timid crypt
#

i have an animation that changes the rotation of an object (this animation is in layer 0), and i have another in layer 1 that also changed the rotation, but even when animation A in layer 0 isnt palying, animation B in layer 1 won't change the rotation, how do i fix this?

agile solstice
#

or the Animation Rigging package which lets you mix external motion into animated transforms, but that might be overkill in your situation

agile solstice
timid crypt
#

right so layewr with animation B should be on top?

agile solstice
#

(The layer list stacks downward so "above layer" is below in the list)

timid crypt
#

its lower, and has equal weight now

agile solstice
#

Then it should be overriding the base layer

#

Problem could be elsewhere

timid crypt
#

ye it works, thanks

hybrid tinsel
#

I agree that a empty parent object is probably better in this case, but it is good to know.

dense agate
#

Hey guys, I wanna set some parameters to false, after an animation plays out (Lets say I wanna set isDodging to false after the dodge animation)

#

Is adding a script to the animation and then setting the parameters in the "OnStateExit" function a good idea?

hybrid tinsel
dense agate
#

But Ill look into what you said again

#

Thanks

hybrid tinsel
#

I'm not precisely sure about the details of on state exit when crossfade is used, so I suggest checking just in case.

urban holly
#

The last animation state from the last animation clip just got applied to all clip of the king. This issue happened yesterday, too. I had to recreate all animations for the king. Also this happens while the king animation track is locked. I just noticed while watching back the timeline. I would appreciate any ideas why is this happening. All keyframes and animations are still working but on the last state/pose of the king. I'm struggling with this for a long time now. I can send video footage about it, too, if needed.

dense agate
#

Why does the dodge animation keep glitching when I press 'space'
animator.CrossFade(animationName, transitionTime);
I am using a transition time of 0.5f
The last dodge was pretty smooth,so I think its when the animations transitions from running to dodging

wet nest
#

so i have a unity character that has a ameture mesh. would it be possible to just change the ameture mesh to something else and for it to work with the bones the character has now. cause when i try it this happens

gray pumice
#

Cool

small forge
#

Hi, can anyone give me some suggestions? I am trying to sync my character controller and jump animations, When my character jumps the collider for the character controller component and the camera fall before the animation so it can't jump over objects. Is there a way to sync to lock them together them? I am only using VS but this doesn't fell like a code problem, just a setting I am missing. When I move the Camera to the characters root it will move in sync but I don't think I can move the Character Controller Component to the root as a fix?

runic pollen
#

Hello everyone, is there any way to jump to a frame of the animation in the object?

agile solstice
runic pollen
agile solstice
# runic pollen So if I take the frame of another object and assign it to the object I need, wil...

Not... quite
You don't assign "frames" to "objects"
Objects can't have frames, animations have keyframes which can be sprite frames, or other component property overrides
Gameobjects can share animations, but they need the Animator component playing the same or similar animations
If you want them to play at the same time, you need to ensure that from the playback of the Animator outside of the animation

agile solstice
#

If the jumping animation doesn't make the character jump in place, but rather up, that means it's likely a root motion animation, and you should bake out the root motion
Either to keep the character connected to the Controller, or to utilize "apply root motion" so the Controller is moved by the animation's root motion

#

Generally you always want the character attached to the Controller under it in the hierarchy, even when jumping

small forge
# agile solstice There'd normally be no need to "sync" any of those Character model with the anim...

I've just left it for another time now, I spent most of my day trouble shooting it with no luck.
The character can jump, but for whatever reason the capsule collider from the Character Controller Component is not in sync.
I have since deleted the animation, and tried others from mixamo but still had the same problem. I think I will be making my own animation now, but that can wait šŸ™‚ Thank you for the idea

agile solstice
#

As mentioned root motion animations need to be prepared in Unity so they don't actually wander away from the origin when in use

bronze rampart
#

I cannot see the Markers on the markers track in the Timeline editor window. they just dont show up when i create Signal emitters. also when i press a time stamp is the cursor supposed to be very slow and need like 2 clicks and a second to move to that location. I remember it as much more smooth.

In tha image i created a signal emitter by right clicking the markers track... but i cant see it in the timeline ;-;

#

in videos on youtube there is this lil drag thing on the cursor, and it looks Extremely smooth

bronze rampart
#

this is in unity 2022.3.17f1

bronze rampart
#

Huuuh, it happens when you uninstall the timeline package and instal it again ;-;

serene verge
#

how can i make an animation play once a certain key is pressed in unity?

agile solstice
slate sentinel
#

Im trying to get an animation to work in unity (first time importing animations to Unity) and I've set up a blend space for a walking animation that blends via the forward vector, and in the blend space the animations play, and the forward variable gets changed when i debug it, but the animation never plays in the game view. Anyone got any idea as to why?

glacial flume
#

Yo I don't know if it's allowed to ask this or smthn but does anyone know where I can find a alright item grabbing animations? I can find on mixamo where the character bends down. I want an animation where the character stands and just reaches their hand out to grab something or hand something over.

hybrid tinsel
timid crypt
#

i pass in normalized time (being 1), the animation has loop set off, yet it still plays the beginning, what did i do wrong?

#

animator.CrossFade("PlayerCrouch", 0, 1, 1);

did not work

whole fog
agile solstice
serene verge
#

i animated my ui buttons in my main menu scene, but how do i make it so that the animation plays when you hover over the button ?

serene verge
timid crypt
timid crypt
agile solstice
timid crypt
#

is there no other way around it?

agile solstice
cunning pike
lament bridge
#

Here is my walking and crouching animations. I want the left foot to be on the front of the red mark, essentially rotating the animation 90 degrees to the right but only for the crouching animation. When I try to do this in the animation window it makes the whole animation rotate 90 degrees repeatedly rather than as a baseline. Any quick way to modify this?

dense agate
slate sentinel
umbral bear
hybrid tinsel
umbral bear
umbral bear
umbral bear
umbral bear
pliant tulip
#

I got a problem, like when I walk and jump normally, the animations works fine, but when I run and jump, the jumping animating is glitching out a but and when i land on the ground, the charge animation starts but it's not supposed to do

#

should i explain more?

shadow obsidian
#

Is it the smoke coming up?

pliant tulip
pliant tulip
hasty scroll
#

I'm running into this problem where I am trying to animate a 2D sprite walking, but the artist of the sprite never made a walk right. I know usually you could just put the pictures into a photo editor or smth but They put all of the photos into one. Is there any simple way to do this? Kinda new to Unity.

#

Nvm Just figured it out all you have to do is Add Property >> Sprite Renderer >> Flip X and check that for every frame

native pelican
#

hey so im trying to animate a ui image conponent i have a animation i want the image to do but im not sure how to get it to work can i just do the same animation process as with a sprite renderer?

pliant tulip
agile solstice
agile solstice
#

(But only if your Animator is not at any point controlling that property)

sonic stirrup
#

ok so how do i get started with animaion, i tried blender , but the bones dont work properly and for somereason the body becomes attached to one bone

agile solstice
sonic stirrup