#🏃┃animation

1 messages · Page 28 of 1

agile solstice
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Did you confirm you have only one armature, not several?

sonic stirrup
agile solstice
sonic stirrup
agile solstice
sonic stirrup
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yea prob

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but due to that reason, i gave up on animation and started coding since i already knew coding

agile solstice
sonic stirrup
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im much better off in coding

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it takes me 10 min to 30 min at most 1-2 hr because im learning unity module and vector module

agile solstice
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What you're trying to do is more of a 10 minute thing to learn than a 3 month thing
https://youtu.be/gdOaUv0_TC8 this shows you the basics in ten minutes
(If you're using Blender 4.0 or newer the shortcut to select a bone in weight paint mode is alt + left click rather than ctrl + left click)

fast swan
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  1. no advertisements in the help channels
  2. posting on multiple channels is not allowed
hasty scroll
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Yeah I found that and then when I tried it it was like switching back and forth every frame for some reason

agile solstice
hasty scroll
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ok

agile solstice
# hasty scroll ok

Or possibly if you have both scripts and the Animator trying to overwrite the property

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You shouldn't need to set the property on every keyframe either because of this

hasty scroll
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idk what I just did but it just started working lol

pliant tulip
agile solstice
# pliant tulip

I can't see the text but in this case this mainly tells you if the charge animation interrupts falling or idle

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Still, I believe it's a problem with your movement code rather than of the animator, since jumping and running conditions are both allowed to be true after / right at the moment of landing

pliant tulip
agile solstice
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The animator is set to "charge" when Jump and isRunning are true
We can see that happening when landing from a jump

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Maybe your code shouldn't allow that in this case, or maybe you want an extra parameter for when a charge should happen specifically

pliant tulip
pliant tulip
agile solstice
pliant tulip
pliant tulip
agile solstice
pliant tulip
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yeah

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idk, but this one also have the script

agile solstice
pliant tulip
agile solstice
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Primarily you need to decide when exactly the charge animation should and should not start, and make your parameter sets and transition conditions reflect that

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Seems rather clear that the wrong animation is playing because you're setting parameters that make it so
So you need to decide on a way to prevent that

agile solstice
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I have no clue what your states mean or when you expect them to play precisely, so I can't hand you any finished solution

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Animation transitions occur when their parameter conditions are met, that you clearly know
So the challenge is deciding exactly how the character controller's state should correspond to animator state

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The way you've tied everything directly to input makes that a bit difficult

pliant tulip
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ok, imma try

pliant tulip
hasty scroll
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Kinda Hard to explain but I have been watching this video on how to do top down movement. Basically I have 5 animations. Player_Idle, Player move left, move right etc. In the video that I have been following it says the exact code that I have rn Ive been staring at his screen then my screen, then his screen for 2 hours. Is there anything wrong that is with my code that maybe has been updated over the past few years?

azure mortar
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hi i begin in unity and i want to launch an animation wich i create when the player collide the object but this code didn't work mayeb its not the right way to do it but im stuck so if cyou can help me it will be very nice

hasty scroll
whole fog
whole fog
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make it public so you can see it in the inspector and then drag the game object that has the animator in it

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it's not the best way but it's the easy way

hasty scroll
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I found what you meant but I'm not sure that kind of thing you put there

whole fog
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not the script it self

hasty scroll
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okay

whole fog
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and drag the game object that has Animator on empty animator

hasty scroll
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Thank you so much

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I just figured it out

azure mortar
azure mortar
whole fog
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I mean the animator window

azure mortar
# whole fog I mean the animator window

Sorry I'm very lost with the unity animation system 😭 yesterday when I closed unity I was having the animator window but today after relaunched unity I don't see it and when I click on the asset of my animation it opens a window but I cant see the animation

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Thanks you for helping and sorry I'm a little new in all this things 😅

lunar forum
wise ether
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hello everyone, somebody knows why my morphers don't work when I import they from 3ds max to unity ? for the context: my character has a skin modifier above the morpher modifier and there is the export settings from 3ds max. There is other thing to importate or change in the export settings ?

spare bloom
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im confused on why the smg shoot animation doesnt work and the pistol shoot animation works fine but the smg shoot animation just dont wanna play idk why

hybrid tinsel
hybrid tinsel
spare bloom
hybrid tinsel
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Generally you only want to copy the avatar if they are in fact the same model, just with different animations.

spare bloom
wise ether
sage brook
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Hi, is there a way to play the animation once in preview? I can find is a discussion about this from 2018 but it seems like the solutions there are outdated

spare bloom
spare bloom
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I'm so confused ngl

hybrid tinsel
spare bloom
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It already has one

hybrid tinsel
hybrid tinsel
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So that is one possible solution.

spare bloom
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Re creating the avatar?

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Like make a new one and delete the old one

hybrid tinsel
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No, like where it says Copy From Other Avatar

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Change that.

wise ether
spare bloom
rich owl
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I'm trying to make a walk blend tree with root motion clips, but the positions seem to get messed up on the character whenever I enter play mode. Any ideas on how to fix this?

spare bloom
spare bloom
spare bloom
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I am hoping someone finds a way to fix that

gritty silo
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Is it possible to generate an avatar mask from a GameObject that doesn't have any rigging? My character is similar to a mii (just a body, floating head, and floating arms) in 2d so I haven't been using a rig to animate them, but now I need an avatar mask for some animation layers and can't seem to find out how to make one.

agile solstice
hybrid tinsel
rich owl
hybrid tinsel
spare bloom
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\in blender i mean

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the pistol ahs the same exact settings n everything

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but well itsd a pistol

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and works fine

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but for some reason the smg is acting up idk why

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This is pain

loud sparrow
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I have an animator with a custom script attached to it. I want to pass in stuff to this script but it wont let me put anything into it. Im not sure why

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(before it was Animator[]) but i changed it to see if it didnt like the type

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it cant see anything either?

spare bloom
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does anyone know how to fix this? cause i seriously am really confused and dont know what to do anymore to fix it , i did everything as the pistol and the pistol animations work fine but the smg animations just decide to not work for some reason , i searched the internet for solutions and answers but no one had the same problem as mine so i couldnt really find anything really , i tried making the animations again and exporting them in unity , i tried reimporting them and they still seem to not work for some reason , im confused and not sure why they dont work , i really need some help sadok

hybrid tinsel
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Were there any import errors?

twin musk
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what am i supposed to choose here? (using the Bird game object) also sorry for a question like this its my first time doing this

shadow obsidian
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ALL of those things are on the bird gameobject

twin musk
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i have the bird game object and i want to add a flapping animation

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i have a wing sprite i just need to attach to the object i guess and animate it

shadow obsidian
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But with SEPARATE wings, that makes it a bit harder

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I guess it would be the transform of those wings? Not sure. That is outside my experience

twin musk
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ill try it

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thanks

spare bloom
spare bloom
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In blender it works fine

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But in unity for some reason doesn't work at all

hybrid tinsel
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You keep saying that, yes. And there are a lot of ways for it to 'not work,' one of which would be for the bones to animate but the skin to not properly follow the armature.

spare bloom
hybrid tinsel
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Well, first you can check if the bones are animated, like I said

spare bloom
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Since they were animated in blender

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But in unity

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Doesn't seem like it

hybrid tinsel
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Generally, I'd select one that I know is supposed to move and see if it animates.

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Sidenote: did you openm up the animation clip and make sure it has any keyframes in it?

spare bloom
hybrid tinsel
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And none of the tracks in it have errors(yellow text)?

spare bloom
hybrid tinsel
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Yes.

spare bloom
spare bloom
hybrid tinsel
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You can also apply the bone renderer from the animation rigging package to view it with blender style bones

spare bloom
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I will see when I get home

spare bloom
zenith olive
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I am trying to learn Animation Rigging. My problem is that when I click "Restore Bind Pose" my player model will face down in T-Pose. Then I checked my mesh, and the mesh was facing down. I imported the fbx file to Maya and exported it with this setting: "Up Axis:Y" then imported it to Unity again. But the mesh is still facing down.

uncut osprey
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Ignore the floating gun, I have an idle animation here that plays when standing still, but the second I start moving my guy just ascends and starts floating. But in blender all of my animations are at the same height. Frankly I can't figure out why this is happening

tawny hamlet
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i'm having this problem where when i put animator on my slime and press play it's size become so big does anyone have any idea how to fix this? i would appreciate the tips and help sadok

swift tide
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I'm blending between 2 animations (which were fine before), I reimported the idle animation and now when they blend it causes some weird root jitter. Anytime they blend it causes the root to be displaced. Why is this?

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I'm not animating the root from what I know

swift tide
tawny hamlet
swift tide
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Ah I assumed you exported the animation

swift tide
tawny hamlet
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NVM fix it heheheehehee catto

spare bloom
celest crag
nova dagger
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okay

wise ether
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little update for them who would want to know how to make the morphers working from 3dsmax to unity with a skin modifier above it: I found this video in the abysses of the Autodesk forums, it's really dumb as solution, you have to cut the modifier skin and just past above the morphershttps://www.youtube.com/watch?v=tyPfEO2kuto

There's a f***ing bug in 3Ds Max 2017. When we try to export FBX with target morphs (Morpher modifier), sometimes the file comes out without the Morpher.

In this video, I show you how to reproduce the bug, so you know how to avoid it, and how to fix models you've already worked on.

Fix at 2:00

http://rvillani.com

▶ Play video
swift tide
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Is there an equivalent for “Mesh Space Rotation Blend" from Unreal in Unity? Where a layered animation say from the spine up, wont use the spines rotation, so the upperbody stays stabilized?

vivid yoke
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Not strictly a game showcase, but my mad Blender skills xD https://www.youtube.com/watch?v=vBj3aGjORDE&ab_channel=FunFunZeroOne

After watching a couple of Blender tutorials, it was time for an adventure! Enjoy the journey of creating an artistic representation of a coffee cup stain and mad Blender skills from a developer turned 3D modeler.

Music by:
Horde Of Geese by Alexander Nakarada (CreatorChords) | https://creatorchords.com
Music promoted by https://www.free-stock-...

▶ Play video
spare bloom
karmic dagger
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anybody experienced in getting enemy animations working with A* pathfinding active?

shadow obsidian
karmic dagger
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@shadow obsidian i have a blend tree that takes the horizontal deltaPosition.x and y and uses it to trigger the blend tree, but it was skipping around. i messed around for hours and got it working using "LastMoveX" which was basically how it sounds... but unity crashed and i lost my progress and even though the code is the same, whatever i did in the animator is messed up 🤨

spare bloom
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nvm my smg file didnt save properly

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fixed it

hybrid tinsel
twin surge
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Hey guys. I have ik and child constraints on my fps weapon rig(meaning bones are not parented but anjmated to look like they are) set up for some of my bones in blender, but after exporting to unity as fbx, there seems to be a bit of wobble.

Geometries that looked completely locked together in blender, now wiggle out of place, like my weapon magezine.

Any way to fox this?
I turned off keyframe reduction and it still isnt fixed.

lunar bronze
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I have 2 animations, one that changes the rotation of a gameobject, which transitions into the second animation, which sets the color of a gameobject.

My issue is that the second animation also RESETS the rotation made from the first animation. Why??

dense agate
lunar bronze
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This isn't on an avatar, I don't see those options

hybrid tinsel
spare bloom
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But I rerigged the smg and it works perfectly now

hybrid tinsel
spare bloom
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Oh well

fierce jewel
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Guys, how animations are made smooth ?

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Like jumping and then walking or running

fathom finch
fierce jewel
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Thanks for the info bro

hollow portal
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I attempted to follow Brackey's Scene Transition tutorial and finished it, but I can't seem to stop the transition animation from playing whenever I start my game

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Is there a way to prevent that from happening? Because his tutorial did not cover that part

hybrid tinsel
stuck sable
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What are some good resources for learning the correct use cases for Animator setups?

So far, I've seen two code based methods, one which simply calls animations directly through code, aand another, which uses a complex wrapper for doing the same.

Assuming I need one character to be capable of performing an extremely long list of possible animations (It's going to be for a turn-based RPG), where should I look for info on how to integrate unity's Animator component with such a long list of one-off animations that don't really need transitions as firmly as other usecases?

hybrid tinsel
stuck sable
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It sounds like I should be skipping Mecanim as much as possible, for something more turn-based.

fierce jewel
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Yeah, it may be motion matching, isn't there any website that provides motion matched animations??
Is there so much difference between unreal and unity in terms of animation??
One last question, how to implement that type of small animations like stopping suddenly while running?

fierce jewel
dense agate
hybrid tinsel
glossy marsh
spare bloom
glossy marsh
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ohki thnks

spare bloom
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Np

hearty parrot
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Guys, what kind of problem does it cause if it stays on Generic option instead of Humanoid when I add animation?

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Because the character I bought from mixamo named Mutant has a knife like thing instead of his left hand, I cannot select the Humanoid box because the Left Hand is missing.

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You can ping me when you answer my question thanks.

hybrid tinsel
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Specifically retargeting, mecanim ik, etc.

jade sand
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How can I set the transitions for an NPC or the animations?

hybrid tinsel
jade sand
spare parcel
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In Unity 2022.3 I have some issue with the TimeLine, I have one to control the scene and one inside the character but when I switch from one to another, the second one (the timeline inside the character) is uncontrollable, the cursor gets back to 0 and the play didn't work at all. Could be because Animation Rigging?

vernal kiln
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Hey, i am working on an fps (and i already set up animation rigging/investe kinematics)

my question is, when i spawn a gun on the player, how do i make the hands move to it, or how do i play animations, for example shooting or reloading with the hands included, if i add the animation to the gun, don't the hands have to be children to be animated? And if i include the hands in the animation, once i change the hands they will be marked missing in every animation.

So how do i make this stuff

stuck sable
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Okay, so, after doing some research, I think I know how I want to handle my turn-based game's different variant attack animations, but I'm not totally sure what I want is possible, since Mekanim can be a bit rough with simpler applications like this.

Is it possible to;

  1. Modify an Animator Override's clips during runtime?
  2. Create a list of Animator Overrides during runtime and set clips to them then?

I plan on having one "Attack" animation in my Animator Component, which is played directly, and use code to change which clip is in that state, so I can have a Scriptable Object that contains every possible Attack Animation, using scripts to swap them out based on what the player chooses.

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My rationale for this is that I want all entities in battle that are humanoid to share one library of attack animations, and have all of them be capable of all types of attacks, but I am worried this will result in tons of overhead, since every enemy would need to have an animator component with a state for every possible attack, which is heavy on processing, memory, and worst of all, development time, especially if I end up wanting to have an extremely large library of possible "moves"

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It seems wiser, then, to have one "attack" animation defined in Mekanim, which is modified directly by taking Animation Clips from a Scriptable Object Array and replacing it with one set in that list.

stuck sable
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Sorry, is this more of a code question? I wasn't sure which channel to put this in

hybrid tinsel
stuck sable
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I'd like option 1, or the resources for where I can find out more about it. I've looked at the documentation, but I wasn't able to figure out how one would go about changing an Animator Override's clips through code

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My end goal is basically just to have an animation state whose clip is decided purely through code and a list of Animation Clips

hybrid tinsel
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On mobile right now so can't do much research

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I believe that you might also be able to replace by clip name, but I wouldn't recommend that.

stuck sable
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So basically, I have a node in my animator, "Attack", and in code, I just do something like getting the Attack state, and setting the AnimatorState.motion of that to a specific animation clip in the assets folder, which I have a reference to?

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would I even need to use an Animator Override for that?

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Like I said, my plan is to use a scriptable object that contains a list of every Animation clip I want, and use that list to substitute in and out various clips to the "attacking" state

hybrid tinsel
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You should be able to do that without an override, yes.

spare parcel
hybrid tinsel
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Then strong maybe!

twin musk
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I'm trying to set up animations for my player but the pivot points wont change even when I click apply, and I don't know what to do 😦

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Nevermind, I figured it out 🙂

hybrid tinsel
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Oh, I see you got it

covert zealot
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hi im experimenting a good amount of time now but how can i change the framerate of my animation?

covert zealot
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how are 20k people online but no one replies hello?

uncut salmon
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Maybe they're not interested in answering you. You change the frame rate on the animation tab, at the top left.

covert zealot
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ok ty

shadow obsidian
# covert zealot how are 20k people online but no one replies hello?

20k people that have joined the server at some point in their lives and happen to have an app instance open on some device (even in the background).
Not 20k people actively checking this channel of this server.

There are only about 2 to 5 people that actively help in this channel

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Just to help show what is happening.

Good luck with everything!

hybrid tinsel
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Your question was also vague because there are multiple possible things you might mean. Setting the framerate of the entire game, for instance, could be a suitable solution for your needs. Or if what you actually care about is the speed of the animation.

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The biggest issue, of course, is that unity does not calculate animations in terms of frames at all, but rather in terms of time. Other than sprite flipbooks, it doesn't really have a proper understanding of frames at the animator level.

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So in effect, changing the sample rate changes the way the data is read but the game still evaluates the current time in an animation once per game-frame.

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So the way you deal with that depends a lot on the specific effect that you want.

sand inlet
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hi guys, I've encountered an issue and is in dire need of help

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I made a model in blender fully animated, with 2 attached clothes that are also animated (cloak_Armature, skirt_Armature)

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but somehow when imported to unity, only the Equier, which is the main body, the one where all the clothes armatures are parented to, part is animated

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The cloak_Armature, that is containing the animation for the cloak, can not be animated at all.

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Although its very clear that the cloak_Armature contains animations of the cloak in blender

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can someone help me out please, I've been scratching my head for a while now, and its my first time importing animation from blender to unity as well.

sand inlet
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Wowzers, I figured it out, the answer was animation layers, damn Im dumb

zinc grail
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When I play my animation in preview in the scene view it doesn't move away
but on play mode it moves away a little
I made the animation in blender and there are no mistakes in there
How do I solve this?

gloomy sky
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I'm trying to do choppy animation, which means I would use a lower framerate in my spritesheet. However, I also need that animation's speed to get faster (as the game goes on) and using the speed change in unity causes the framerate to appear smoother as more frames are now passing by. Is there a way to make an animation faster but skipping frames to still make it appear choppy but also get faster?

hybrid tinsel
fathom finch
coarse depot
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I am trying to make my NPC jump a little bit using a position based animation. The way it is setup is that the default animation is a 4-directional Idle blend tree based off of the NPC's facing direction values. Then a trigger called "hop" is called and it transitions from 'any state' to 'CharacterHop' which is an animation that only manipulates the position of the sprite.

The issue I'm having is that the sprite renderer of the character is changed to facing down when the character hop animation is played. I'm assuming this is because it is the sprite Renderer's default sprite (assigned to the prefab). Is there anyway I can prevent this from happening?

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Both transitions have exit time and transition duration set to Zero.

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Heres a gif showing the issue in play mode. When the character hop animation is played the character sprite changes despite no sprite changes being present on the hop animation.

coarse depot
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Nvm, I solved the issue. If the animator is not given a sprite it will default back to the sprite assigned outside of play mode. So, to combat this I moved my physics based animation to a separate animation layer and have it activated there so that both the idle and hop animations are playing at the same time. Note that you may have to change the new animation layer's settings

true zodiac
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not even sure if i'm asking in the right channel... keep trying to get unity to auto geometry in the sprite editor and getting this error message every time

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can't find anything about it online

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enabled full stack trace and it's blank lol

agile solstice
# true zodiac enabled full stack trace and it's blank lol

You can't really debug problems within the editor itself
Mostly you can just try restarting it, deleting Library, patching the editor, trying to reproduce the bug in a new project or considering upgrading to a newer feature version of the editor

true zodiac
agile solstice
true zodiac
agile solstice
fossil reef
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I imported an animation that enlarges an object and makes in smaller again
but now the object has a fixed size in unity even if I make it smaller it has the starting size from the animation
I dont want that but it still has to change its scale
how do I do that cause I know its possible it always worked normal before

frosty crag
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Hello uhm im trying to create a UI wherein if the enemy hits the main character a heart score is gone. How do i connect the script to the animation of the health bar?

true zodiac
covert zealot
agile solstice
hybrid tinsel
hybrid tinsel
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Live with it, I suppose. Though note that is not the framerate, it is the sample rate.

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You can set it to whatever you want

covert zealot
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ok

vague nymph
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Hi everyone. I'm beginner in Unity. I want to ask if I downloaded model from low poly pizza. It is without T Pose. And I attach to this model in Unity animation from mixamo and have something like that at the screen. My guess is that I need to open 3D model in Blender and stay it in T Pose and the next download animation for this model. Correctly?

fleet glen
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Hello I currently am implementing combat animations into my game and have the input working for a punch attack but when my animation is transitioning back to the idle state my character just gets stuck on the last frame of my punch attack and can not go back to the idle state. I keep trying to reset the trigger back to false after it is turned on but it wont. can anyone help?

eager arch
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So i made a spineIK script for my player, but when used in combination with animations it breaks as im using Lerp for the IK, the animation moves the bones to another pos causing the lerp to break, the workaround i found was this hellish thing, is there a correct way to do this, i don't think avatarMasks would work as it moves the bones to Tpose every frame

yeah i will cache the *90, /90 values

covert zealot
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hi im currently animating my 2d character but cant figure out the transitioning if i walk the animation gets played to late when the player may have already stopped moving somebody know what i could do about it?

charred ermine
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my models are all getting contorted when the game runs

dense agate
fleet glen
hybrid tinsel
hybrid tinsel
hybrid tinsel
small zodiac
agile solstice
hearty parrot
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Hi, When I press the W and A or D keys at the same time, that is, when I start running towards the left and right diagonally, the jumping animation does not start.

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Is this related to the codes or do I need to make another setting in the Animator window?

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If you want to understand better, I can make a video

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you can see when i jump while holding W and A key** isJumping **parameter the tick mark comes and goes for 0.1 seconds

agile solstice
# hearty parrot

You'd want to confirm the transitions to the jumping state are correct and don't have Exit Time enabled

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I would prefer to use blend trees and animation layers for movement rather than trying to have a transition from everything to everything

hearty parrot
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i was think too i must use blend tree but really complitated

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how its work i dont know and all blend tree tutorials is english 😄

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i can search in google or youtube blend tree tutorial but if you know really good tutorial can you send me link please ?

agile solstice
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The main benefit is that you can have many movement animations in it and only need one transition in and one out for another state, like jump

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Layers let you blend between whole state machines using a variable

hearty parrot
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thank you i will watch

glass cove
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Hey hi! So i imported a couple blender animations i made and while the FBX animation previews looks perfect, the animation solo preview looks a bit constrained (ears and clothes dont bend) and thats how it looks in play time too.
What could that difference be? (First one is the faulty, but they are the same anim file)

little sluice
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Anyone experiemce this issue with the Timeline where the buttons don't seem to appear? The record, lock, mute buttons on each layer

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Using unity 2022

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When reinstalling the Timeline package, I get two debug logs stating that Dark.uss was not downloaded

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What is that?

tardy ginkgo
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can someone help please

uncut salmon
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Someone said to check the animation doc in this channel and you opted to just regurgitate your question.

The animator you're running doesn't have the Attack parameter which is just repeating what your error is saying.

tardy ginkgo
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what is a parameter

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its problably stupid for yall but im honnestly not understanding this error

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problem solved thanks Osteel

clear current
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Hi i have this animation where the player falls to the floor. in the animator it works. i have change the motion to root transform thinking that was the issue but no fix. what happend is the animation just players in the standing postion

hybrid tinsel
glass cove
rustic axle
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hi im not much of an animator, i made a walking animation and the first and last keys are the initial position, and there is a pause between each cycle of the walk because of this but idk how to make it so that it doesnt but still looks smooth

clear current
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you could also play about with linear on the curve tab at the bottom

brazen shuttle
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Hi all, I have made a 3d model in blender with shape keys and I want to move it to unity but when I just pass (in fbx format), the shape keys disappear.
I don't know if it's because I have to select some option when exporting it.

small zodiac
minor field
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How do I start my Timeline animation at the gameobject's current position and end it at the position I want? Is there a way to do this?

#

or at least start at the current position and smoothly move to the start position of the timeline animation?

#

I just need to start with the player's position and end at an exact spot using timeline

pallid thistle
#

pretty much a noob to character animation. im making a game that gets a voice over, and i want my characters to move their mouths accordingly. is there a tool that does essentially the same job as VRChat, where the audio clip moves the blendshapes of every sound of the alphabet (that i made for my model) automatically for me?

tender tusk
#

Mecanim animators, what is the correct way to have the Avatar (rig) match the 3rd party animation Avatar I'm using?

If I attached the animation to my character and Play the scene, my character walks "bow-legged" like they're riding a horse. The reason for that is because my character's skeleton legs are wider than the animation rig I'm using. I can correct that by matching my rig to theirs in the Avatar Definition > Configuration area. That fixes my problem, but if I have a variety of skeletons for clothing, I need to fix all of those as well. Or if Im using an animation from a different person that the first, say they decide to have the legs spaced differently, then that animation will be off too.

Is there an easier way to make sure my character's Avatar (rig) matches to whatever animation I'm using without having to edit the avatar?

#

As you can see from my screenshots, my character's legs are spaced wider when the scene is Playing due to the Avatar setup like in the left image. Maybe there's a way to have my character's legs match the position and rotation of the animation, regardless of how my Avatars legs are positioned?

#

Or if I have to change all my Avatars (rigs) manually for my characters and clothing, how can I copy and paste all the positions and rotations exactly the same for all my rigs? I can Load/Save the mapping using Mecanim, but not the positioning.

bleak harness
#

I was making a hotline Miami type thing and cannot seem to get my walk animation to play when I walk. Anyone have any suggestions or videos? It says it has to be switched to legacy but when I do that it breaks everything

pine badge
#

Hi all
I can't seem to record/key in value changes in the inspector for some scripts/variable
Right clicking some script shows the "Add Key" option
But for some others, it's not there

pine badge
random spoke
#

Hi all i have this really awkward animation that i want seamlessly looped but i cant seem to find the timing because there is no point where all the keys line up. Can someone help me find a way to do this?

#

nvm i got it :0

stuck sable
#

Unity's humanoid animation retargeting still works if you have rigs with different proportions right?

#

I'm working on avatar stuff, and wanted to know if it was feasible to retarget animations between two rigs like this, with a "generic rig", and then some fancier, distorted one for something like an ogre

hybrid tinsel
stuck sable
#

My plan is to use one rig to make an animation library scriptable object, then assign animations to the states through code, which makes no sense if they can't be retargeted to ALL the characters in the game

hybrid tinsel
hybrid tinsel
#

Where this guy has really short legs(proportion wise)

stuck sable
#

Interesting!

spare parcel
#

In unity 2022.3.5 the avatar configuration didn't work and It's gray

#

Also closing and reopening the Inspector it works...but just until I click on Apply, or any bones.. then it gets back to gray 😕

#

Also I get this error in Inspector, maybe could be usefull

UnityEditor.AvatarSubEditor.ApplyRevertGUI () (at <477bdcb097d4488eae58cbed17286dd8>:0)
UnityEditor.AvatarMappingEditor.OnInspectorGUI () (at <477bdcb097d4488eae58cbed17286dd8>:0)
UnityEditor.AvatarEditor.EditingGUI () (at <477bdcb097d4488eae58cbed17286dd8>:0)
UnityEditor.AvatarEditor.OnInspectorGUI () (at <477bdcb097d4488eae58cbed17286dd8>:0)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass72_0.<CreateInspectorElementUsingIMGUI>b__0 () (at <477bdcb097d4488eae58cbed17286dd8>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)```
#

I made a try with unity 2022.3.26 but the issue remain

#

Also, if I click any node or interface on the Inspector, it gets grayed again... damn 😦

arctic sentinel
stuck sable
#

Is there a way to adjust this without making multiple animations?

#

The only way I can think to correct it would be to make sure all my rigs are scaled, such that their foot IK is always proportional with the "base model". Are there any issues that could emerge from that?

hybrid tinsel
#

Well, it will always be an approximation meant to look good in most cases. You can do some fiddling with limits in the avatar but especially for an extreme case like yours there is only so much it can do.

stuck sable
#

Gotcha

#

What I'll probably do is just use a variable for whether or not to use foot IK on any given model.

hybrid tinsel
#

You can also try enabling translation DOF

#

Which probably won't help in this particular case, but it might.

spare parcel
#

Maybe I got the problem but Unity still giving the the gray Inspector anyway....
The problem is that the fingers have all the same name and maybe that's drives Unity crazy? 🤔

spare parcel
#

Thanks to CoPilot I've been able to fix the issue, and now it's working perfectly (in Unity 2021) now I can grab the fbx and the meta file into 2022... in hope a fix will comes out soon 🙄

random spoke
#

Hi all. I am a little stuck. I have i character set up with the new 2D IK and 2D animation package and have animated it using the targets. I now want the character to execute basic foot placement. I have already created a second IK solver for each limb to override the current animation. But i need the animation still playing because otherwise it will look static. Any help?]

#

https://www.youtube.com/watch?v=PIcNwka8r8Q&t=24s

here is the video i have based myself off of

First pass on procedural animation applied to quadrupeds.
This is a work in progress and is subject to some future improvements, but I'm already happy with the current result !

Next step : insects !

Sneaky Snitch by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/4384-sneaky-snitch
License: https://filmmusic.io/standard-license

▶ Play video
spare parcel
plucky plover
#

Hey guys,
maybe someone would be able to help with syncing 2 animations of 2 different objects? I have 2 different animations (the player that has an animation of opening a door and the door itself, that has an animation of opening) I'm having some trouble making, that those two animations would be synced without any delay 😦 Is that even possible to do? If not, how should I manage to do these kinds of animations/interactions?

proud tapir
#

WHY WONT IT LET ME TICK THE MIRROR OPTION

hybrid tinsel
proud tapir
#

Fortnite Jonesy

hybrid tinsel
proud tapir
#

he jonsey

plucky plover
#

i was searching for a tool like this! tyvm

robust basalt
#

i created a system to play overlay animations, Those overlays have only one layer and I switch avatar masks at runtime depending on the overlay animation being played

video about the problem switching avatar mask parts using SetHumanoidBodyPartActive make the animation reset and jitter
https://www.youtube.com/watch?v=OZFz1DV94Lo

using SetHumanoidBodyPartActive at runtime make the whole animation reset
trying to find solution for that

▶ Play video
#

Script to Replicate the behavior

[SerializeField] private AvatarMask OverrideLayerAvatarMask; // AvatarMask attached to the override layer
private bool isActive = true;
private void Update()
{
    OverrideLayerAvatarMask.SetHumanoidBodyPartActive(AvatarMaskBodyPart.Body, isActive);
    isActive = !isActive;
}
covert zealot
#

hey can somebody tell me how i set up diagonal movement animations in my topdown 2d game? i got the animation and for example my walkUpRight animation should play if my MoveX value is greater than 0 and my MoveY value is greater than 0. but all it does is colmpletely ignoring it and just switching really fast between the walkUp and the walkRight animation.
somebody know how to fix it?

gray badger
#

hi, i've made my animator transition from the idle animation to the run animation when a horizontal input (when grounded) is used, but when i hold down the button, it plays the animation once instead of playing it until a horizontal input isn't detected anymore

#

any advice here? not sure where i've gone wrong, considering i've got it moving now anyway

astral echo
#

I just realized the animation events system is pretty much useless since there's no guarantee that events actually get triggered. Are there any good alternatives I could use?

#

or should I just switch to coroutines or something

normal copper
#

That's what I did for my first project but it was a nightmare tbh

astral echo
#

yeah I did that before and it kinda sucked

#

I'm working on a pretty big project and I'm focusing on making it easy to add new behaviors, including animations... so it seems like it would be really cumbersome

#

so I might have to make a more robust and efficient custom event system

#

still a pain though, I wish unity would just fix the existing system

normal copper
#

You might be able to make use of something like a callback to ensure that everything you need to get done actually happens

astral echo
#

hmm I'm not experienced with callbacks but I might look into that

hybrid tinsel
hybrid tinsel
gray badger
#

thanks tho

hybrid tinsel
astral echo
#

the events that weren't being triggered were on animations with exit time 1 and transition time 0, with the event being close to the middle of the clip.

twin musk
#

Hey there people, question about rigged models, especially in the environment
Say i wanted to use a rigged door model with a complex opening animation
and this door is all over the game's map

From my understanding a skinned mesh is expensive on performance, so what are some good practices for animating the environment?

#

and the only platform I want my game on is PC

ionic spear
astral echo
tiny bane
#

Hello everyone I need your help please. Firstly I don't understand why my avatar moves from its location when I touch the timeline. Then in the part of the video where the animation is playing I cannot resolve the problem of the can moving even though I have related it to the avatar's hand. Thanks in advance

hybrid tinsel
devout ember
#

is there a way to override animation values in code? like if i want to set the scale of a bone that is being animated in code or something

#

the staff is part of the characters body, and i want it to disappear when he throws it away

#

i thought to just make the scale of it 0 but if its being animated by other things then i cant do that can I

agile solstice
devout ember
glossy marsh
#

how do i fix that stopping bug thingy

#

idk what causes it and i am new to animations soo

charred badger
#

Hey there, this is Jayden, your friendly animator! 🎨 If you're in need of some creative assistance or looking to collaborate on a project, feel free to shoot me a DM. I'm here to bring your ideas to life!✨

hybrid tinsel
glossy marsh
#

oh wait

hybrid tinsel
#

You can try baking the root motion curves

glossy marsh
#

how do i do that?

somber smelt
#

Hello ! I followed that quick tutorial https://www.youtube.com/watch?v=imbIsNAvUpM to animate a quadruped on Blender, but it ends with 4 armatures and when I try to export in Unity I get all the armatures split for the animations clips.. Would you know what to do to get only 1 clip ? ( u can see I've several clips for each armatures bc I tried using the Action Editor ( on blender ) to resolve the issue but still not working for now )

Learn how to model, rig and animate a walking character in 15 minutes! We'll create a quadruped that can walk in any direction, using a combination of curves, constraints and armature. Then we'll tie it all together with random movement, giving it life and personality!

If you want to support the channel: https://patreon.com/polyfjord

Instagram...

▶ Play video
somber smelt
#

about my issue : found out myself after hours on it.. just need to unselect " NLA Strips " and " All actions " in the baking animation option for export !

livid nimbus
#

Hey, I'm trying to make a simple (very basic) climbing system and it works fine but i do not have any idea about how to make a smooth transition between the climbing animation and when the player reached the end (video). Any ideas how to handle this issue?

agile solstice
livid nimbus
agile solstice
eternal nova
#

how can I add first person animations? like when im standing still I want a idle animation to play,when walking I want a walking animation to play. all the videos I find are hard to understand cause they don't explain things properly and they edit the video and everything is too fast.

shy knoll
#

Hey everyone question because I’m looking it up but can’t seem to find one, is it possible to make an animation slowly become bigger? Making an asteroid animation an idk how to slowly make it become bigger in Unity

devout ember
#

I am trying to access an FBX and extract the Animation Clips from it. I am currently doing that like this:

ModelImporter modelImporter = AssetImporter.GetAtPath(assetPath) as ModelImporter;
if (modelImporter == null)
{
    Debug.LogError("Failed to get ModelImporter for the FBX Object!");
    return animationClips;
}

ModelImporterClipAnimation[] clipAnimations = modelImporter.defaultClipAnimations;
I need to convert these clips to AnimationClips. How can i do this? I can’t seem to typecast.

willow glade
#

For a fps game i am moving the gun through script for aiming.But when i play the reload animation it has a offset
i want it to play reload while aiming like cod

agile solstice
exotic flicker
#

Hey, i need to do animation on unity or blender ?

wraith river
#

How to make sure Animator and Unity script are in sync?
I use this IF check to fire an animation

  if (animator.GetInteger("LType") == 0)

i set this integer to zero at the end of animation with state behaviour

but surprisingly, even though the animation finished, and the if-check passes successfuly, and theres a second attempt to fire the animation again, but it wont fire this time
because Animator is still on cooldown or something. Perhaps its still exitting, i mean maybe its in the "transition" that happens after the animation? im not sure

#
    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        animator.SetInteger("LType", 0);
    }
hybrid tinsel
wraith river
hybrid tinsel
wraith river
#

i see

#

i guess not having to turn it off myself gives some advantage. I think my script that was turning the INTEGER off (setting to 0) was breaking stuff

#

it seems to work better with triggers

wraith river
#

but i still have the issue with tracking if i can fire the animation again

sour belfry
#

Does anyone have a solution to easily animate mixamo characters ? (I want to do my own animations)

eternal nova
#

my character is suppose to walk is there a solution?

wraith river
#

so i tested my options, and animator behaviour (OnStateExit) calls a bit too late, but animator events dont pass enough data in parameters, and would require me to duplicate my anims to make these limited params work.
perhaps ill go with OnStateUpdate, and check each frame for normalized time or something. this has animator.GetLayerName(layerIndex), so i can get the name of layer this way.

slow wigeon
#

Is anyone here familiar with Animancer?

gleaming oar
#

why is it saying this i think it should be fine

dusky fulcrum
#

dont know if this is the right place to ask but do you guys have any feedback for my animations(its supposed to be reload, hands will be added)

hybrid tinsel
devout rock
#

How do I use a baked cloth animation on a humanoid avatar? I want the clothing bones to be used as well. Otherwise, the clothes are completely stiff and that's not what I want.

south obsidian
#

yo guys i wanna ask how to make the animation transitions go automatically from one to another , because it seems the way i set it up the transition happens after the first animation finishes its duration

#

i want once i do an input that triggers an animation to make the animation happen immediately instead of the waiting for the old animation to finish its duration

dusky fulcrum
tiny onyx
#

hi guys is it really impossible to animate a slash for this character in unity like chat gpt says like i have the bones seprated but i dont know what should be the prepration phase before the swing

storm galleon
#

My blendtree seems to be configured properly and my script seems to be functioning - but there is an issue with some of the animations. Particular any of the backwards animations are not working (the bottom 3). I have verified that my backwards movement is triggering at 0.5 speed as it should, but i still am hitting the forward animation

hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
storm galleon
#

the 0.5 values in movement are for strafing (forward left for example)

hybrid tinsel
#

What issues?

storm galleon
#

Well now my character isn't even leaving the idle animation state

#

here is my transition info

#

and I am verifying that the blend tree is getting the right speed values when inputting movement

hybrid tinsel
#

The blend tree settings don't matter if you never leave idle.

storm galleon
#

Right

#

oh...the conditions are "and" statements

hybrid tinsel
#

That'll do it

#

I actually couldn't see that, tiny mobile screen =p

pliant tulip
#

what should I add on the paint there to make it look like waterfall?

hybrid tinsel
pliant tulip
pliant tulip
tiny onyx
ornate dirge
#

How do you draw weapons between the player and arm.

tiny onyx
ornate dirge
#

Are all 2d characters built like thos?

tiny onyx
dense magnet
#

Hey! I am having a super hard time understanding blendshapes and bone rigs for facial mocap or mocap in general. I have so many questions and I simply don't know what to google to get the answers.

  1. Do I need to rig a face to use blendshapes?
  2. Do blendshapes only get used on faces
  3. Where can I find a writeup on what blendshapes are and how to create them
  4. A workflow on using blendshapes with ARKit
  5. WHy use blendshapes over a normal bone rig in the face .

So many questions and I am not even sure if the questions I am asking are correct. I would really appreciate some guidance. I really want to get into full body mocap (I have an Iphone + Mocopi)

pliant tulip
hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
#

I mean it looks ok and gets the point across but it is more of a stylistic preference

pliant tulip
covert perch
#

I've already properly set up the parameter in the transition conditions, but its still not recognizing it

#

is it because of my GetComponentInChildren?

orchid peak
#

But I wonder why you are doing it this way where you are getting a component instead of just having references in the script.

covert perch
orchid peak
#

Ok

covert perch
#

I'm new to this too, so I apologize if I don't know which is more efficient maldsob

orchid peak
pliant tulip
shadow obsidian
pliant tulip
#

ok, but it's a nice paint waterfal animation?

agile solstice
# pliant tulip paint waterfall

Looks adequate to me, but the way all your pixels are warping with the camera movement is giving me instant motion sickness

sleek dirge
#

I need some advice on how to go about this animation thing.

I am making a character creator, using blend shapes and the lot.

But I also want to incorporate things like, back posture.

I have these poses on a seperate animation layer with an avarat mask just for the spine and made and have been using a blend space to go between the two poses.

I have two issues though:

  1. Using addative on the animation layer does not impact the posture of the characrer
  2. using override make the walk animation look stiffer

how can I go about affectively doing this?

(Things to note. Base animation layer and is also override with no layer mask)

agile solstice
# pliant tulip what?

Especially in the first video you can see the pixels of all the sprites shifting and warping

tough zinc
#

Has anyone got any tips for animating a humanoid more proficiently?
I can just about make an idle animation but it always looks.. Weird with juttering and odd movements despite a few hours messing with the curves and i'm curious if there are any tips or tricks 😅

reef sand
#

Is it possible to use the animation created in blender by script to use in unity?

winter sparrow
#

Is it possible to amimate inspector values? For example, I want to animate the cameras orthographic lens value

chrome canyon
#

So I fixed the problem that Ears and hat couldnt be parented to the head

#

New problem, IT DOESNT FIX ANYTHING

#

when imported into unity, the ears and hat do not follow the head

#

any help would be appriciated

hybrid tinsel
#

No idea why.

hybrid tinsel
nocturne badger
# chrome canyon

if you could send the code for what you have on them rn i could problly help

nocturne badger
#

can anyone give me a random idea

chrome canyon
nocturne badger
#

ok hold on

#

hard way:you could have them move the same cords as a hole

chrome canyon
#

i do have the model in blender btw, if thats any use

#

i can child them right in both blender and unity, but when transported to unity, they follow the main bone, under armature, not the head bone

nocturne badger
#

make a new head bone and see what happens thats weird

chrome canyon
#

if you look at the picture above, the ears / head are under the head bone, and the head bone moves with animations right, but the skin mesh renders dont even go with the bone if you transform the head in any way

#

or scale, or rotate the head

#

they ONLY follow the base bone, and no bones under it

nocturne badger
#

have you checked if you have the ears under any thing else

chrome canyon
#

if you look at the picture, the heirachy is on the left, and the ears object is on the right

#

i delete the ears, the ears go away FULLY

nocturne badger
#

that is really weird i have never had that happen thats REALY weird

chrome canyon
#

is there something you would need from me to help figure out whats happening?

#

also to be noted, editing the ear transform does NOT influnce the ears in any way

#

when you move, the animation for the hip bone is applied to the ears and hat

nocturne badger
#

idk honestly ive only had that happen in 2-d not 3-d what i did wont work for this tho

chrome canyon
#

i got sent a fbx for just the ears and hat by my teammate

#

so that may fix it, but i still want to know what i did wrong so i can do it in this way in the future

nocturne badger
#

check what he has on the ears that might fix it

chrome canyon
#

i want to know how to edit my own models

#

you mean the object?

#

he just sent me fbx files

nocturne badger
#

ok ask him to send you a copie of the hole thing

chrome canyon
#

i have a copy of the whole thing

#

thats what ive been working on

nocturne badger
#

oh then i dont know if you have the full copy then somthing may be messed up with the x and y movement

#

idk man

chrome canyon
#

i guess the idea for the things he sent me is its a seperate model, with its own import

#

it does work and follow the head, but i have no clue why this one doesnt

nocturne badger
#

idk ive never heard of movement no moving

chrome canyon
#

it does move the thing which is wierd, but its like its child to main bone and not head

nocturne badger
#

do you have your head bone on a different file?

chrome canyon
#

as you see in the picture i sent, no

nocturne badger
#

ok try p utting on a differnt one

chrome canyon
#

a different ear?

nocturne badger
#

no no no your head bone to your ear make those in a new file not two different ones

chrome canyon
#

but the head has to be part of the armature that had all the other bones, if im not mistaken

#

im not trying to contridict, im just a bit confused

nocturne badger
#

i am too hang on ill try something rq and ill be back

nocturne badger
#

you cant

chrome canyon
#

you shouldnt be able to make the head bone its own model because its a bone in another model

#

if im understanding it

#

i just wish i knew why this isnt working

nocturne badger
#

maybe it is your head bone is to close to you main

chrome canyon
#

my head is in the right position for a head, its under the right bone for mixamo animations

#

if i take off the hat/ears, the model does just fine

nocturne badger
#

idk

chrome canyon
#

i feel like it has something to do with an setting of the ears/hat

#

just let it go for now, maybe someone else knows more. Thank you for trying to help

chrome canyon
#

An update to the question, for clarification for those who want to take a crack. This is the ears and hat being a seperate skin mesh render from the body of the character, they were selected and split in blender then uploaded to unity. They do not follow any transforms of either themselves or the head, only transforms applied to base bone work on them (Main in heirachy) I want them to work with transforms of the head, and follow it like any other child would. What ways are there of doing this, and do i have to seperate them from the character? They share the same texture file(the body and the ears/hat), and there is no direct bone associated with hat and ears

errant shard
#

I don't know anything about skinned meshs but I know my regular meshs.. and the scales look odd to me.. depending on the scales all the way up the chain.. and down.. them being off could throw normal stuff way offcenter when rotating and etc.. might be something helpful there

chrome canyon
#

i used that as a way to show that the transforms do not work at all

#

the transforms do not work at all, no move, no postion, no scale, and also that is in the current frame of an animation inside the game, so its a little off anyhow

errant shard
#

I'm not skilled in animation and rigs.. if I have problems with an asset I usually take it into mixamo and let it rerig it for me with its little wizard thing

chrome canyon
#

mixamo will rig it, but the problem is that it combines the ears and hat with the base mesh / base armature,

errant shard
#

U tried messing with the rig type in the import settings?

#

Just spitballing tho

chrome canyon
#

imported as a humanoid, mesh from current model, 4bones

errant shard
#

whats it act like with a generic rig? Did u model this or is it an asset?

chrome canyon
#

Generic and humanoid work the same way, just cant do sword swing with generic, and when i change player model i gotta change all animations i imported from mixamo for it. this way a model done by a teammate in the class, they dont really know how it works either

errant shard
#

I'm not on a PC atm do i can't really help like I normally would try.. just trying to throw out some ideas

chrome canyon
#

no clue if its part of an asset or something

#

i dont mind the help, i really appriciate it, just trying to give you information on what you ask incase it helps fix

errant shard
#

I think it's a model problem.. you'd have to somehow take it into blender or a 3d software and parent the hat to the headbone.. instead of the root bone.. either that or export the hat separately as a normal fbx model and parent that to the head transform in unity.. so it's just tracking that instead

chrome canyon
#

i have it in blender actually

#

thats EXACTLY what i did believe it or not

#

i do not know if i parented it wrong, or if something happens when importing to unity

faint trellis
#

Hey there! Could someone help me with this asset? For context, I downloaded an animated and rigged ghost for the unity store with 12 different animations. However, I cannot for the life of me figure out how to apply these animations. If anyone could help that would be great

tiny onyx
#

hi guys will there be a 2d mixamo i struggled for days to do simple slash animation for this 2d character i tried everything but cant do it i tried using unity inverse kinamatics but still cant do it

lucid reef
rustic edge
#

hi Guys, i got the hand to move towards the gun using inverse kinematics, however its not letting me rotate the armature on the hand to a better position and make it look better, i tried rotating the armature in scene view, the armature of the hand that is attached to the grip via IK does not rotate / move, but the other arm's armature does rotate,

twin musk
#

hi can someone guide me with this thing

#

i need to make 2d animations withg a spite sheet

#

but idk how to do that

#

ive nevert worked on 2d before

hybrid tinsel
chrome canyon
tiny onyx
#

2d animation was the hardest thing i faced in my entire games development

chrome canyon
#

i feel like 2d animation is just a matter of changing pixels to create/emulate movement in the picture, no harm to any 2d animators, getting that right is HARD.

chrome canyon
faint trellis
#

Can someone help? I am trying to animate a ghost moving forward using the 12 animation provided with the asset I downloaded and while I can get the ghost to move forward, when it gets to the idle position, it teleports back and I don't know how to make it update to the new position

chrome canyon
#

Egg, look at the model base

chrome canyon
faint trellis
#

@chrome canyon Yes it is

chrome canyon
#

which idle do you mean, idle6?

faint trellis
#

Yes

chrome canyon
#

so its on the tip of my tongue whats wrong. It finishes animation but then resets back to previous position. I just cant figure it out, letme try out something

faint trellis
#

@chrome canyon Sure, would it help you at all if I send over the project file?

chrome canyon
#

Try unticking the loop of the animation

#

also you may uncheck Root transform position - bake into pose in the animation setting, the actual animation

faint trellis
#

@chrome canyon I'm not sure how to do that as it doesn't appear in the settings where it should be. I did untick loop animation though

willow terrace
#

outside

#

in the animator not the animation

chrome canyon
#

are you sure thats the animation file for the fly_forward egg?

#

"no animation data means theres no animation in that file

faint trellis
#

@chrome canyon Yes, sorry, I was looking at the wrong thing before I think. Thank you for being so patient with me, I really appreciate it since I'm fairly new. The following is the screen I'm supposed to be looking at, correct?

chrome canyon
#

Yes

#

scroll down the right side a bit

willow terrace
#

Can you ping me when your problem is solved, so I don't post 2 question at same time.

chrome canyon
#

you can post it, ill help if i know what the problem is

faint trellis
#

@chrome canyon Here it is scrolled all the way down

willow terrace
#

Well thx. I have a problem of teleportation at the end of a animation (like him?). Is it possible to get the position at the end of the animation so I can move the object to the correct position. When the animation is playing, I don't see any movement in the transform tab.

chrome canyon
wanton furnace
chrome canyon
wanton furnace
#

i disabled this because otherwise the animation would just keep looping after pressing the button, which is not really what i want

chrome canyon
wanton furnace
#

if you mean this, yeah

willow terrace
wanton furnace
#

this is my first time working with animations in unity i really just need a quick and dirty way, its just for a course i dont really care about at uni

chrome canyon
#

ok, this is about the same issue as i was helping with the other person, give me a moment Herobrain

willow terrace
chrome canyon
chrome canyon
#

then tell me if bake into pose is checked

chrome canyon
chrome canyon
#

so what i think is happening is its a problem with root motion during the standing up, that it teleports him back to start before the sword animation gets played?

willow terrace
#

yes, the animation after stand up doesn't have a offset, so the animator place back the armor.

faint trellis
#

@chrome canyon Ok, I think I did this correctly. After assigning the root node to "ghost", I now have these root position options

chrome canyon
#

it seems like humanoid doesnt have an option for that

chrome canyon
chrome canyon
faint trellis
chrome canyon
# faint trellis I never had it as humanoid, it was always set to generic

alright, well doesnt matter now, no clue what happened, i dont know how to help you, may want to search "animation sets model back to starting location after playing" I swear i just got told what this was but for the life on me i cant figure out. Its a button somewhere that i dont remember

chrome canyon
# willow terrace I don't

You seem to know a bit more then i do honestly, i recoomend the same thing as i recommended to egg, im sorry i dont have the time, as both i dont wanna waste your time, and that i have a game dev project i have to work on myself

willow terrace
#

I understand, I will post when I will find the fix.

chrome canyon
chrome canyon
wanton furnace
#

i didnt use a script, i just attached the game object with the animator and animation to the button and adjusted the properties

#

i did more research into it, right now im adding a script onto the game object to control that lol

silent iron
#

does anybody know why the animation aint playing

willow terrace
lean kindle
#

damn i really could have recorded that better

willow terrace
#
if(_animator.GetCurrentAnimatorStateInfo(0).IsName("draw2") && !moved)
            {
                transform.position += new Vector3(0, 0, 1);
                moved = true;
            }
#

this code detect whent the animation end and place at the good position

lean kindle
#

Does anyone understand why it takes so long for this animation to be transitioned? The bool is set the second I click.

(Sorry for the repost, video was trash lol)

willow terrace
#

make the idle smaller in the transisiton

lean kindle
#

Make the idle smaller?

willow terrace
lean kindle
#

I can't manipulate the idle position

#

Only the walk

willow terrace
#

slide the blue triangle

#

and move to the start

#

should look like this

#

left of the image would be 0:00

lean kindle
#

Oh I think I fixed it

willow terrace
willow terrace
lean kindle
silent iron
lean kindle
#

It's like these animations have to finish before they change

#

Ohhh okay I fixed it by disabling "has exit time"

true zodiac
#

very confused about some issues i'm having with the sprite editor

#

trying to auto geometry the legs

karmic mountain
true zodiac
#

if i hit generate for all visible, it works with everything visible

#

but if i set the head and body to not be visible so only the legs are affected

karmic mountain
true zodiac
#

i get this error

#

no idea why and baffled as to what to do or how to get around it

true zodiac
true zodiac
# true zodiac

i can find nothing online that answers why this is occuring

true zodiac
#

they are psb files

faint trellis
#

Would anyone be willing to hop on a discord call where I can share my screen to figure out better what could be wrong? For the past couple of hours I have still been having issues with my root motion and my ghost character who, after moving forwards, teleports back to his previous position

hybrid tinsel
faint trellis
#

@hybrid tinsel Yep, I do. At this point though since my final is due tomorrow and I'm gonna be on the road all day, I decided not to work on it anymore. Instead, I've moved on to working on an interactable door but I've also run into issues. Currently, I am following this tutorial (https://www.youtube.com/watch?v=3cJ_uq1m-dg) "How to make a door in VR - Unity tutorial" but something is already going wrong at the 2:05 as when I test the collider similar to how th guy in the video does, the cube just goes straight through the door

▶ Grab the code on patreon : https://www.patreon.com/ValemVR
▶ Join the discord channel : https://discord.gg/5uhRegs

Hey you, yes you reading this ! Are you struggling to make good physics in your VR game ? Or just want to be better at it ? Well if you do, this is the tutorial you need and if you enjoyed it, make sure to Subscribe and leave a L...

▶ Play video
hybrid tinsel
#

if it is using physics and you start it awake and in an unstable position it will attempt to stabilize

faint trellis
#

@hybrid tinsel I'm not sure how it could be in an unstable position, I'll try to figure that out—it looks like it detaching from the hinge somehow. I'm still not sure though why it won't interact with the cube though like in the video

#

Yeah it's weird, the left is when I run it and the right is it beforehand

hybrid tinsel
#

But that looks a lot like two slightly penetrating colliders trying to not penetrate

chrome canyon
silent iron
dense magnet
#

I for the life of me can not figure this out. I download a character from cgTrader and uploaded it to Mixamo. I imported it into Unity and I also created a unique avatar.

#

Now, when attempting to download a mixamo animations, I get this error

    Transform 'pelvis' for human bone 'Hips' not found

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)```
#

I am really trying to avoid having an avatar per downloaded animation

storm galleon
#

Hey guys I have a full body "Shoot animation" when for stationary, and then I have a full body "move animation" and then an upper body "shoot animation". I am trying to combine the upper body shoot with full body run for a shoot while running animation.

I've messed around with an upper body layer that gets weight 1 when moving + shooting, but it looks really choppy when transitioning from idle shoot -> movement, or movement shoot -> idle. Is there a better way to go about this?

agile solstice
#

Are you smoothing the layer weight change in any way?

storm galleon
# agile solstice Where's your choppiness coming from?

Well in layer (fuill body) I have:
Idle Animation
Movement
Full body shoot

Upper body layer with mask I have:
Idle
Movement
Upper body shoot

Say I am in base layer (not moving), and I initiate the shoot animation. If I start moving before it finishes it swaps me to layer 2 and cuts the animation off. I don't have any sort of weight smoothing, maybe that would do the trick?

agile solstice
#

In this case you probably want to use a Synced layer

#

Since you effectively want Full Body Shoot and Upper Body Shoot to play simultaneously whenever the character is shooting, and blend between them with layer weight based on whether the character is moving or not

storm galleon
#

Gotcha. Never really understood how syncing worked - but I would just sync the Upper Body shoot layer to the full body one? Or create a new one below both of those?

agile solstice
sullen bear
#

The animation sinks into the ground, how can I fix this?

inland stirrup
#

Hi can i get some help its about anystate in animator?

shadow obsidian
inland stirrup
#

once the attack animator is triggered its not going back to the pervious state it was at so for example Idlle -> Attack, Attack -> Idle

shadow obsidian
inland stirrup
#

this is how i set it up

shadow obsidian
#

So no. You do not

#

So once it goes to HeroKnight_Attack1 it can never go to any other state

inland stirrup
#

i tried to make transation back to anystate but it won't let me connect

shadow obsidian
#

You really should not use it like this at all, really

inland stirrup
shadow obsidian
#

It is more for things that you never leave. Like a death state, where the game ends and you reload the scene

inland stirrup
#

oh ight

#

how should i got about it?

shadow obsidian
inland stirrup
#

because adding it to he monstrosity i created is just a headache to process

shadow obsidian
#

If you think THAT is a monstrosity, then buckle in lol

#

But look into blendtrees and animation layers

inland stirrup
#

i love my life decision 🥲

shadow obsidian
inland stirrup
#

ight till then the monstrosity it is

inland stirrup
#

in sprite editor when i go to custom physics shape and create a squad i am unable to select the vertices of the sqaure to move it the only way i can is by holding control but the moves the whole line and not the vertice

chrome canyon
#

Turns out! im just jumping way into the air when i do any animation! i have no clue on how to fix this.

#

Its making the object above untitled, mesh, change positions

mellow zealot
#

so, using the animation rigging package, i'm getting this sort of lagging-behind thing with some bones when moving their effectors in LateUpdate

#

is there a way to mitigate this?

arctic crypt
#

Hello Fellow developers!
Can someone help me with a problem. I got a character and animations for my game from mixamo (Online character and animation platform). In all the running animations the player moves from it's position but I want it to animate on a single place so I can control movement through my script. Can any one help me in this regard?blushie

crimson wing
#

Hey. I have a player and i have two animations made. One for Idle and one for Walking. How can i make it so when you start the game its the idle thats playing and not the walk? its connected correctly on the Animator. And i wanted to ask how can i make it so you move and play the correct animation?

hybrid tinsel
hybrid tinsel
hybrid tinsel
crimson wing
shadow obsidian
# crimson wing bro did not responded to my question 😭

You should show the animator that you showed in the code channel.
But yeah, what pinball said is accurate. IF it was connected correctly, it would be working. Since it goes to run immediately, it is not connected correctly. Something with the transition is wrong. I don't think you showed that earlier?

hybrid tinsel
# crimson wing bro did not responded to my question 😭

'Bro' didn't really post a question with enough information that there could be an answer.

If you are asking how the entire process of setting up an animator and movement script, that is more something suited to a tutorial since that's way more than one question.

If you are asking 'what did I connect incorrectly,' you'd need to show us how it is connected.

jagged trellis
#

Hello anyone

#

Please I need someone to tell me what could happen to an animation done in blender ,but when export to unreal engine ,the animation is moving backward ,what could have caused that , is it blender or unreal engine stuffs?

proud ember
# jagged trellis This is the video of the unreal moving backward , but in blender it moves in the...

This is the Unity Discord server. If you want help with Unreal Engine questions, it's better to ask on the Unreal Source Discord server. Anyway, this seems to be a root motion issue. The movement from the root bone is repeated on top of the motion from the character controller. Also, it seems that the animation scales the model down. The first issue should be fixed on the engine side, but the second is better fixed on the animation side.

jagged trellis
#

Thanks

vivid portal
#

I animated this in blender

#

is it possible to export to unity and have the same animations?

#

It uses shape keys for the three states of the parachute, and then a displacement modifier to mimic how it sways in the wind

fossil hill
#

this is more like an import stuff thing, but if my animation doesn't reach the expected frame rate on the animation external tool (blender in this case). It is gonna cause even more performance issues when running it in game right?

vivid portal
#

you can export as alembic and unity has a plugin in the package manager to import it

#

when you export as alembic it automatically bakes the animation

vivid portal
#

works perfectly with my parachute

#

just install the alembic package from the package manager

fossil hill
#

But what is that? I am importing the whole scene or what?

vivid portal
#

you can select which objects to export

#

also, what are you animating?

#

If it's a single part or something like a piece of cloth, this works great

fossil hill
#

It's supposed to be an enemy with like a bunch of different animation clips

vivid portal
#

I'd say for that you should just export it with the rig

#

although I haven't used rigs before

#

I'm just in the same situation with my parachute animation and alembic solved my issue

hybrid tinsel
#

The only way to tell how it will perform in unity is to test it; there are too many things that will affect framerate in blender.

fossil hill
#

I mean, the tail is pretty demanding on blender, since it is recalculating each frame the position of each frame due to the constraints, which I am not sure they work in unity

#

Just exported some rigging and animated it on unity it self

ashen mesa
#

Guys, did anybody here had to deal with changing Animator's controller in runtime? So I have base weapon-less player animations and two controller overrides: dagger and rifle. On weapon selection I reassign animator.runtimeAnimatorController accordingly.

When I pick riffle from bare hand, all is good. Similarly, taking dagger first is also fine. But when I switch to rifle first and then pick dagger, then the transform is off as seen on the bottom image. In editor if I do any interaction with Animator component, e.g. turn enabled on & off, the weapon goes to its normal state. Like I said, when dagger is picked first all is good, so the animation itself is fine. It seems I'm doing something wrong with switching the animator controllers.

fossil hill
fossil hill
#

Have several objects stored, each for every set of anumations you want, and swap between them when needed

ashen mesa
#

Basically rifle-character and dagger-character? That surely would have many side effects, in addition to needing to sync their data like hp etc.

fossil hill
#

And don't really need to sync much, just make sure that the end and enter frame are close enough that they seem odd

ashen mesa
#

Hmm. I see. I didn't even consider that, thank you, I'll keep that as an option.

#

One thing I've noticed is that if I change to weapon-less between these two then all the animations are good. So, perhaps I should put this intermediate state for a frame.

gilded briar
#

yo how do i import mesh from blender with animations and camera shake that i made in blender ?

storm galleon
#

Is it possible to have a blend tree assigned as a motion animation

#

like importing a blend tree to that section

agile solstice
storm galleon
#

I don't think so - but I have two layers that are synced. And the only difference is I have different animations in the motion section

#

But it doesn't seem like there is a way to have a blend tree in that spot

agile solstice
storm galleon
#

I don't think so as in that's not what I am looking for

#

Trying to think how to explain it

agile solstice
#

Hmm so you already have a motion field that you want to override with a blend tree in the synced layer?

storm galleon
#

Since I have layer 1 and 2 synced, I can't have different states in each. Instead I have the same state in each layer but a different animation in the motion field to override it

#

Layer 1

#

Layer 2

storm galleon
#

I want to be able to put a blend tree in the motion input on layer 2

agile solstice
#

I don't know if that kind of override is possible
I would guess that the simplest workaround is to start with a blend tree but have only one type of motion in it in the base layer

#

A blend tree with no more than one type of motion is not different from a non-blend tree motion after all, I think

storm galleon
#

Well it technically already is a blend tree in layer 1

#

which is fine

#

I just want it to be a different blend tree in layer 2

agile solstice
storm galleon
storm galleon
#

except now i have the issue where my two layers (lower body running <-> upper body shooting) syncing is messing with my gameplay because I want to be able to increase my shoot rate but it increases my leg speed XD

hybrid tinsel
#

That's what syncing means...

fossil reef
#

I know this is a pretty broad question but what are some creatures that are easy to animate?
I m making a 3d low poly game and I want some enemies that are easy/easier to animate

agile solstice
#

Besides that it comes down to artistic familiarity with the subject

fossil reef
agile solstice
fossil reef
#

I see, thanks a lot!

earnest kestrel
#

Hello, i am using synchronization layers for different weapons (unarmed, bow, 1h, 2h). for all my weapons i have a single long animation clip that does a full combo, but for unarmed i have 3 sepparate ones. since all others use a single clip, the unarmed one should also be a single clip. is there a way to merge 3 animation clips into 1?

dapper rune
#

My animation plays but his arm is inside of him?

hybrid tinsel
#

So skeletons, goblins, etc

storm galleon
#

Can anyone provide to me a good scenario to use root motion?

rustic axle
#

hi, i have a sword animation that i added to the enemy but it the properites are markeed in yellow and says missing. Is there a way to assign the properties to a different object? in other words, in both the player and the enemy they have a rightr hand, so for the enemy i want to assign its right hand to the properties.

sweet berry
#

I have a super simplistcic animation. It's literally just a slime jumping. I'd like the slime to tilt forward whilst in the air, but the animation also seems to override his Y rotation. Is it possible to only animation rotation on a single axis? Or perhaps even just have the differences be relative?

(I immediately found 'Root Motion' after sending this. Disregard.)

hybrid tinsel
hybrid tinsel
fossil reef
#

are we supposed to animate the transform of the empty parent object or the actual mesh? cause I animated the parent object to move up and down and now it spawns at a fixed transform location somewhere else on the map

agile solstice
#

@sweet berry same to you

#

Root motion is an alternative to that where animation-driven movement is suitable

fossil reef
#

got it thank you!

silver tusk
#

im having an issue in my prototype

where animations for my player stay stuck in idle when looking at a large crowd of enemies
sorry if this is not the appropriate channel as the issue is not code related, but in the footage you can see stutters in the animation that happens when you look towards a large crowd of enemies (there are many more enemies hidden behind the wall)

#

the player's animations

#

if i look at them the animation gets stuck to idle

quasi fable
#

Kinda looks more like an issue with how you turn and walk than the enemies being there?

silver tusk
#

when i look at the animator window

#

it says that that everything is working properly

#

wth

#

btw this is an android build

storm galleon
#

ill let u finish up ur thought doll 😛

silver tusk
#

and i had weird issues with the player's animator not working when building the game that i somehow fixed

silver tusk
storm galleon
#

I have a blend tree for shooting a bow and arrow upward, downdward, forward (blending based on fps camera pitch). I instantiate my arrow at a certain point in the bow animation, so I have each animation in the blend tree having a key frame. I think there might be an issue where multiple instantiates are happening because of this (I get two arrows, one that flows normally and one that goes straight into the ground strangely). Any thoughts?

hybrid tinsel
spare kayak
silver tusk
#

and lower the speed when walking backwards

spare kayak
spare kayak
#

Like this?

#

(i'm very new to animation)

silver tusk
silver tusk
spare kayak
#

im down to learn i didnt know there was a different way than just this

silver tusk
# spare kayak is there like a video you reccomend watching about this?

Learn how to animate characters in Unity 3D with dynamic animations from blend trees!

This beginner-friendly tutorial is a complete walkthrough of one dimensional blend trees and how we can use blend trees to create new animations for our characters using float parameters

ACCESS PROJECT FILES & SUPPORT THE CHANNEL:
💛 https://www.patreon.com/iH...

▶ Play video
#

@spare kayak will your character implement strafing

spare kayak
#

Thanks!

dapper rune
#

anyone know how to hide specific animation packs instead of having to search through hundreds of animations through every animation pack for the exact animation i want (the search is hard cuz alot of them have close to the same name)

hybrid tinsel
dapper rune
#

Hm, i placed a camera on a models head. then procedeed to animate, it worked perfectly giving me an fov then it just shit itself. and now clips far off left of his head

dapper rune
#

not really i mean, i have several cinemachine cameras. im animating on timeline, seems every time i replay the animation it gets further and further

hybrid tinsel
#

Ah, see, that is a a lot more detail.

dapper rune
#

oop

hybrid tinsel
#

You are using cinemachine; what kind of vcam are you using?

dapper rune
#

just a plain virtual camera

hybrid tinsel
#

Try disabling the noise?

dapper rune
#

alright

hybrid tinsel
#

Do you have other vcams in the same brain?

dapper rune
#

not sure how to seperate brains... haha

#

im new to the cinemachine stuff

#

from the few tutorials i watched

#

they all use the same ones

hybrid tinsel
#

Do you even need cinemachine for a single camera with no parameters?

dapper rune
#

as you can see its far off his actual head

dapper rune
#

i may be stupid

#

thanks 😄

hybrid tinsel
dapper rune
#

im mostly using cinemachine to animate the camera movement n stuff

#

but considering its locked to the head

#

i dont think it matters yeah

#

seems like some weird shite is going on when i use it anyway

hybrid tinsel
#

Cinemachine vcams often have difficulty sticking to parents when you just parent the transforms rather than using the constraints. Remember that the vcam is essentially just an offset being sent to the actual camera, so there can be delays and desync from animated objects. You can often fix that by adjusting when in the frame cinemachine evaluates... but often for something simple like this it is easier to just use a plain old camera.

dapper rune
#

gotcha 😄

loud mountain
#

Not sure if this is the proper channel, but I'm looking for the best way to do animation for 2d pixel art if I want to have swappable items in the hands, like different guns for example. I'd like to animate using spritesheets and not separate the character into multiple parts and animate them individually using keyframe animation (as I assume that would be hard to get to look right with lower res pixel art), but is there an easier way to do this besides creating duplicate spritesheets for the character animations for each weapon in the game? If I were breaking the character up into multiple sprites, I imagine this would be easy to do by just drawing the weapon sprite as a child of the hand object

hybrid tinsel
#

In some cases, combining sprites is enough

tidal lance
#

Hey, using Timeline, how do I throw a physics object with an animation, and immediately let physics take over?

brazen shuttle
#

Do you know if there is a way to mix animations of a 3d model with a lypsinc script using shape keys of the same 3d model?
Is that as I try to run both at the same time I always get stuck in one of the two. Thanks you.

true glen
#

Hey Im pretty new to animations, is there a better way to do this?
Im basically setting IsRowing to true, and thereby enabling Row, when the player moves forward, and vice versa for Row Reverse

My main questions are:

  1. Can I somehow get rid of that new state? I dont have an Idle state, my Idle is just simply no animation
  2. Can I somehow make it to have both forward and backward in one? I tried setting the animator speed to -1 by code, but that just stopped the animation completely
lapis ruin
true glen
spare parcel
#

anybody here?
I have an issue with rigging 😅

#

The body should work just on spine but it rotate everything... looks like

#

Ahh nevermind, nothing to do with rigging was about my script 😅😅😅

agile solstice
#

Unless you have a separate bone for the hip

spare parcel
spare parcel
#

Something like

{
    bwSystemInputs = GetComponent<BWSystemInputs>();  
    thirdPersonController = GetComponent<ThirdPersonController>(); 
    animator = GetComponent<Animator>();
   
    target = new GameObject();
    target.name = gameObject.name + "'s Target";
    target.transform.position = defaultTargetPosition;

    AssignTargetToIK(target.transform);
}```

and AssignTargetToIK do this

private void AssignTargetToIK(Transform target)
{
WeightedTransformArray bodySourceObject = bodyAim.data.sourceObjects;
WeightedTransformArray handSourceObject = rightAndAim.data.sourceObjects;
bodySourceObject.Add(new WeightedTransform(target, 1));
handSourceObject.Add(new WeightedTransform(target, 1));
bodyAim.data.sourceObjects = bodySourceObject;
rightAndAim.data.sourceObjects = handSourceObject;

}

#

Which looks fine on Inspector, and the target is assigned, but IK won't works at all 🤦‍♂️

#

Ok, I found the bug in the code 😁

void zealot
#

so I have an asset with an animation controller that I dont understand. It worked in a previous proect and I brought it into a new one All of the assets are there, but for soe reason they animations are not updating the mesh. I have no idea how to go about troubleshotting this. The animations work to preview in the animation window when you select the obect with the animator, and I can see the states of the animator getting switched in the editor, but this isnt updating the models animations at runtime for some reason, and Im not really sure how to go about figuring out why

#

moving the bones around in the editor works, Ive duplicated out the animation controller and taken off the script which interfaces with it to control things, and am pulling values around within the animation controller, but I'm not seeing anythig update there

hybrid tinsel
#

I'd also make sure you haven't left out any scripts or the like.

tidal lance
#

Like, imagine that I want a character in a cutscene to throw a ball, and once it's out of his hand, it retains the speed the animation gave it after switching to rigidbody physics.

spare quarry
#

(I don't know anything about animations so Im lost here...)
So I imported and idle animation and I added the animator to the character, but its not working... Maybe I added it in the wrong place or something?

rugged galleon
#

How do i stop the animation such that it resets to time 0? I have to do it using the Animation component

hybrid tinsel
cosmic jetty
#

how do i invert curves/bone position or whatever when making animations in unity? i want the tail to be exactly flipped to the other side

agile solstice
cosmic jetty
#

where do i input that?

sturdy anvil
#

I am stuck with my animation

#

when the state variable is selected, it's supposed to go to that specific path, run one animation once, then loop the next animation until a variable change

#

however, it continues to loop the animation that's supposed to run once

#

figured it out

#

transition to self was enabled

#

ok now it loops between the two

#

okay so it transitions to itself with a transition with 100% delay

sturdy anvil
#

😭

#

this animator isn't doing what I want

#

DAMMIT THAT'S SO DUMB

#

I can't reuse variable states

#

so I had to use -1

serene jasper
#

has anyone managed to import adobe animate sprites relatively easily? i'm kinda struggling to do so

#

i have sprites made in adobe animate and i'm trying to export them and get them in my game

serene jasper
agile solstice
serene jasper
#

ah

#

i'm trying to export and import my sprites but they're all misaligned which makes them look jittery

#

i'm wondering how i could fix that and if there's a way to use something like a spritesheet xml file

agile solstice
#

Or are they misaligned before export

#

Or do they become misaligned at some later point

serene jasper
#

i believe they're all misaligned since the whole thing gets squished together as a sprite sheet

agile solstice
serene jasper
agile solstice
lofty tree
#

Where can i decrease the samples

#

of my animation

#

its running fast as fuck

uncut salmon
#

At the top right of the animation window, there's a drop down that lets you show the sample rate.

agile solstice
lofty tree
#

It just brings me to this

uncut salmon
#

Wrong dotted dropdown. Look at that's circled in Spazis screemshot.

lofty tree
#

im so confused

#

why is it still going fast

uncut salmon
#

What did you change the sample to?

lofty tree
#

24

#

Oh i can

#

manually change it

agile solstice
#

Sample rate is not the speed of an animation but the "resolution" of keyframes

lofty tree
#

Alright thanks

elder vault
#

there's a weird discrepancy in my animation (obviously you can't tell from the image but I'll explain it)
For some reason, I can see the hair being animated in Blender, and I can even see it being animated in the Unity animation preview window for the model, but for some reason, during runtime and in the Animator Controller, the hair isn't animated at all