#šŸƒā”ƒanimation

1 messages Ā· Page 29 of 1

elder vault
#

is there some sort of setting for extra bones that aren't part of the humanoid rig to be included in the animation?

runic fractal
#

Hey everyone, I have this animator property that's overriding the x position of the respective object. How can I prevent that from happening?

#

Or at least, how can I make it use Local Position vs global

#

Cuz that's essentially what the 0 is doing

proud ember
#

Could there be a mask that excludes those bones?

runic fractal
#

How do you get the default value here?

dire elm
#

hey, I made a dash ability for my character. But I'm facing a problem... its that the dash happens so fast that the animation can't keep up. Basically the dash finishes before the animation even starts.
I set it up from any state to the dash animation and the animation starts when two conditions are true isDashing and isMoving, with transition time set to zero.
Any ideas on how I can sync up the animation better with the dash?

agile solstice
#

But if your dash animation includes a "wind up" part, even starting the animation instantly won't be fast enough
The animation would have to start from the character already mid-dash, which you switch to instantly

mint verge
#

hello is anyone know how to fix this?
did i export it wrong?
in blender, the animation is fine

agile solstice
mint verge
#

I imported it with a gun animation, but the gun is not moving in Unity.

dire elm
agile solstice
#

Which is instantly

agile solstice
#

@dire elm It may help if you can show the dash, the dash animation as well as the current transition to the dash animation

#

Otherwise I'm just guesstimating how it might be set up

dire elm
mint verge
agile solstice
#

If it was simply parented, it only needs to be parented again after importing
If it was rigged and weighted as a separate skinned mesh ...it should not have been

elfin tiger
#

Hey, so is there any way to rebind these? I animated them when they werent in a parent and now i need them to be in a parent, but i dont want to redo the whole animation.

agile solstice
#

As you would rename a file

#

With a slow double click, or click to select and F2

elfin tiger
#

ah thanks

elfin tiger
#

that they werent in before

agile solstice
elfin tiger
#

assigned

#

they were like this

agile solstice
#

The name of the animated property is a direct path to a gameobject of that name with properties of that name, gameobject path and all

elfin tiger
#

now they are like this

elfin tiger
#

ill see what i can do

#

it worked, thanks

elder vault
runic fractal
#

Hey guys, any ideas on how the default value is set in the animator here?

arctic sentinel
#

Anyone know why my Animation text is not showing up? The script works it the text just wont show up

arctic sentinel
#

Nvm fixed it

stuck sable
#

I'm not quite sure what's happening here. I have three animations I created in unity's animation clip creator, bobbing, spinning, and shrink/growing, but they're reacting inconsistently when switching between them. How do I make the image snap back to its original transforms when switching between them? Just add a key at the start of each animation that defines all transforms on its start?

#

Nevermind, I fixed it.

dense magnet
#

Question: what are the tutorials or guid you all follow for skin weights ? (I use maya)

Also, I'm struggling to get a mixamo animation working with an Accurig rig.

Or a characters creator character. I'd love to know how you all are re-targeting your animations to different rigs.

hybrid tinsel
#

Did you set the animator to Humanoid type in unity without explicitly including the hair bones maybe?

elder vault
primal moon
#

All my animation stopped working in my scene. However they are working in my other scene. I can't find out why.

#

I found out why my time scale got set to 0 randomly. Random Unity Editor bug.

hybrid tinsel
elder vault
#

Thanks!

storm galleon
#

I lost my animator states in the animator window lol

#

I am searching around for them left and right but it keeps infinitely going

agile solstice
#

(F to frame selected)

#

If they're totally gone, the UI is borked and you might need to restart the editor

storm galleon
#

ty ya i just reset my layout and it came back

wild pagoda
#

Hi there! I have a character with a character controller and an Animator attached. There is just a single animation in the animator. Idle. The idle animation has all transforms baked in to pose. There is no script attached. The animator has apply root motion checked. I dont know why but it seems that if i combine a character controller with a apply root motion enabled, gravity comes from somewhere. I repeat, there is single animation and it has all transforms baked in to pose. Also changing based upon inside root transform position Y doesn't solve the problem. If I disable the character controller this doesnt happend, or if i disable apply root motion this doesnt happend. What is going on? Edit: also disabling bake into pose in root transform position Y seems to solve the problem. But if i dont want root motion to apply shouldnt i check this?

hybrid tinsel
echo schooner
#

hello, I am new to unity and I cant find a way to use the animator, the Animator component is on the Player parent, I am using Avatar form the fbx file I created and the animation in it, when I test it ingame the animation is not showing but it shows the animation runtime in the Animator window

sharp jetty
#

hey iam new to unity. i have .anim files and i need to export them to blender to edit. is there a way to do it?

royal cradle
#

Hi everyone, I have a problem with the animation of my character, the "Player_Hurt" state works with all the other animations, except with "Player_Jump" because when I jump, from the beginning of the jump to the end, even if it gets hit and the animation starts and you can't see it because it seems to be overwritten by the jump animation. How can I solve this problem?

agile solstice
#

Any State and Animator.Play() are both top priority overrides that interrupt the state machine to take precedence

#

You should ideally not use either

#

They will mislead you

royal cradle
#

mmm...ok

agile solstice
# royal cradle mmm...ok

If you want a bandaid solution, you'd have to make sure the condition from AnyState->Player_Jump meaning likely IsJumping will not stay true after the jump has been started

royal cradle
wild pagoda
dark tiger
#

hello

#

my problem is that it goes into the idle animation whe nchangin directions

#

how wuld u guys fix that

agile solstice
# dark tiger

Your transition has a delay in the beginning
You can grab and move the blue ramp to the left so the blend begins immediately

#

You can also shorten it to reduce the duration of the blend

neat quest
#

Is it kind of bug? i trought value cant be bigger than 1

agile solstice
agile solstice
# royal cradle Can this be okay?

Yes
If you want more effective and efficient animator state machines, I recommend to also utilize blend trees and animation layers in the future
idle and run or even idle, crouch and run can be combined within a blend tree
Hurt, jump or both could be on a separate animation layer
Those are just tools and how you use them comes down to preference and strategy, there are no singular correct answers

neat quest
#

Or its bcs of animator.. idk, forgor

agile solstice
neat quest
agile solstice
neat quest
#

LTS if im not wrong

#

I planned to move to unity 6 when LTS will out

charred wraith
#

can anyone tell me where can i find any in depth detailed full course video of 3d character controller?? you know how to make a character move and how to apply the animations and other movements and stuff in unity...

#

i want to learn really complex movements and animations too

agile solstice
charred wraith
#

i dont know how to say it lol

#

you know almost like MoCap

#

doing stunts and stuff

agile solstice
charred wraith
agile solstice
#

There are a few different animation techniques, but they can all be used for rough and fine animations both, depending how much effort you want to put in

charred wraith
#

from basic walking to parkour kinda stuff

agile solstice
#

MoCap is one such technique
I think you might need an industrial-grade recording setup to be able to mocap parkour
Or some very creative application of hobbyist devices

#

The fidelity of mocap animations is mostly restricted to the capability of your recording equipment
Cheap motion capture devices can easily lose your position with fast or unpredictable movements, and are usually restricted to a small space which makes running and leaping difficult

#

It's possible that phone cameras and video to animation apps might be good enough that you could record yourself doing parkour outside and get something useful out of it, but I can't say how feasible that is

charred wraith
#

but after that u know

#

the coding and stuff

#

im looking for that

#

i want to make smooth transition and for that i dont know how to do it

agile solstice
charred wraith
#

ooh

agile solstice
#

Smooth transitions can be done by using the Animator, with transitions that have blending, blend trees and/or animation layers

charred wraith
#

but is there any video made for that?

agile solstice
dreamy quiver
#

The above model I downloaded from grab cad hence I want to write the script for conveyor movement in unity.
Can any one help?

agile solstice
#

Prefer to share screenshots instead of photos

dreamy quiver
#

That conveyor should rotate along the path

agile solstice
echo schooner
#

can I use a variable for walking speed for a transition condition?

royal cradle
gilded shard
#

Hi all, I'm trying to make a shooting gallery where you shoot targets and each target causes things to move. In this case, the wheel is supposed to spin whenever the target is hit. I'm new to unity, and I'm stuck at a dead end trrying to figure out how to get the controller to work. Can someone help me figure out what I'm supposed to do?

agile solstice
#

Console bar is cropped out so it's not visible if you have any errors

#

If you ever need to change the rotational velocity of a spinning thing, such as re-spinning it when it's spinning, it's much better to use coded rotation instead of animations in that situation in my opinion

#

But if rotations aren't allowed to stack it doesn't matter

gilded shard
#

I have this down to try to trigger an animation

agile solstice
agile solstice
# gilded shard

Based on the components shown, you don't have an Animator on that gameobject so the SetTrigger is not called

gilded shard
gilded shard
agile solstice
gilded shard
#

alright, how would I go about that? I was following a tutorial, and I'm still learning

#

like what would I change getcomponent to?

echo schooner
agile solstice
agile solstice
#

You can use any parameter as a condition for any transition

echo schooner
agile solstice
#

All four of those are variable types
Your speed is a float variable, and a condition for the transition

echo schooner
#

if I name it as my variable for movement speed would it work?

agile solstice
echo schooner
agile solstice
#

Since it's a float you'd need the Animator.SetFloat() method

gilded shard
faint adder
#

Hey everyone, I've got an issue when tryna switch from an idle to move animation. Whenever I try to move it swaps animations perfectly but doesnt actually let me move. I hit the "apply root motion" box which fixes the movement issue but makes it so that it doesnt properly switch to the move animation. Now it just stops playing any animation for the move animation. Any ideas? Thanks

hybrid tinsel
faint adder
hybrid tinsel
open kraken
#

In need of some of some advice in regards to setting up an animation controller
I'm having issues getting my kick animations to properly play, it plays the first frame of the animation before just defaulting to another animation, I'm guessing it's due to them all being connected to the any state state allowing other animations to play while the kicking animation plays
I tried fixing this by adding a bool in the script which determines which animation triggers to activate and only having it turn off after it exits the state with the kick animation attached but that didn't seem to fix it either
Any suggestions on how I could fix it?

agile solstice
#

I don't know where to begin

open kraken
#

Well what's the biggest one to start?

agile solstice
#

You've basically tried to hack together a very sloppy state machine of your own with all those if statements because Any State prevents your animator from being a proper state machine

open kraken
#

šŸ‘ Alright then

agile solstice
#

Your custom StateMachineBehaviour is also a bandaid solution to using Parameters wrong, and again because Any State attempts to constantly to take precedence over every other state

#

You shouldn't control parameters from states themselves either

#

At least not until you know how the animator is meant to be used

#

Any State should be used very sparsely because it's basically an "emergency override" to the state machine's state flow

#

So, it's fine for a state that should take absolute interruption priority, like a death state

#

But not many else

open kraken
#

šŸ‘ K

agile solstice
open kraken
faint adder
agile solstice
# open kraken sprite animations

Then you do not practically benefit from Animator's features like blending or layers, so you might not need the Animator states at all
What you're doing here is calling specific animations from code while jumping through a lot of hoops doing so
It'd be simpler to just call the specific animations to play directly

agile solstice
# open kraken I'll look into that thanks

There are some clickbaity tutorials like "avoid animator hell" which walk you through creating your own finite state machine to play animator animations directly from code
Which is kind of silly because the Animator is a state machine to begin with, but it might be what you're looking to do anyway
The Animator funnels you into using parameters instead because that workflow helps in creating complex and natural animation blending, but can feel like a hindrance when you just want to play an animation no bells or whistles

crimson wing
#

hey guys i need some help. i dont find the "play on awake" button so it does not play on awake. Im trying to make an elevator-ish. So when you touch a button it makes a ontriggerenter, compare tag, animator.play but neither the animation plays when touching the button and i dont find the play on awake

agile solstice
crimson wing
agile solstice
crimson wing
#

btw by new state you mean like this?

agile solstice
crimson wing
#

can i ask why we do that?

agile solstice
hybrid tinsel
hybrid tinsel
faint adder
agile solstice
hybrid tinsel
#

If you recreate that state by dragging the animation into the animator window, see if that works?

And uust to confirm, same type of animation in all animations? (Humanoid/generic/legacy)

faint adder
hybrid tinsel
#

They definitely should be, yes, but ARE they?

#

Could you try making a fresh animator with nothing but that animation in it and see if THAT works as expected?

faint adder
fossil hill
#

There is no way of like from the same animator layer to play two animations at the same time right?

#

Like let's say I want the same exact logic to apply up to that point; that would need to be done on a different layer right?

hybrid tinsel
hybrid tinsel
#

You create a sync layer, and change the animations. Sync only controls the states, not the animations.

fossil hill
#

How do I make a sync layer? What is that?

hybrid tinsel
#

Like this

fossil hill
#

Oh, and that is just telling me the state but not playing any animation on its own?

hybrid tinsel
#

It plays any animations you put in it.

#

But synced to the ither later

fossil hill
hybrid tinsel
#

Maybe you should quickly read over that section of the manual, 'cause I don't wanna paste the whole page

fossil hill
hybrid tinsel
#

So you will 'actively learn' better from my copypasting the text to you in a fucking discord channel? You are in the process of asking me, piece by piece, every line of that page of the manual.

still wind
#

why cant i drag these into my animation window?

fossil hill
# hybrid tinsel So you will 'actively learn' better from my copypasting the text to you in a fuc...

Or you could just have answered with https://docs.unity3d.com/540/Documentation/Manual/AnimationLayers.html and I would know exactly what you are referring to on single line. After all pretty sure most questions here could be answered with: "search for a obscure part on the manual you didn't even know existed".

#

But thanks anyway, I appreciate the help nontheless

#

On another note. I am trying to sync an animation with a Particle System; activating it on a given frame to see how they look together, but is kinda messy cause when the particle system gets activated on the editor instead of playing automatically, it just pops up the particle system gizmo and I have to play it manually from there. Is there a way to tell it to play automatically when active or I have to go all trial and error on play mode?

rapid summit
#

Hello! Do you know any good guide about pixel art animation? I've got many 64x64 characters but I really struggle to even make an idle animation...

mellow zealot
#

Hi, friends!
having this awkward-to-describe issue with the Animation Rigging Package, version 1.2.1, on Unity 2022.3.4f1

#

Moving the player and then moving the mouse to look around causes the entire rig to "jump" about, for lack of a better term. I've not been able to find anything at all about this issue online, but if anyone knows how to prevent this from happening, i'd be very appreciative

#

It seems to be when certain transforms are stationary for a while in a Rig hierarchy, they jump like this when they start moving again

mellow zealot
#

This is for a university project so I'd appreciate the help a lot if someone has faced this before and fixed it ^^,

mellow zealot
#

I thought I should also mention, this issue has been persistent for a really long time

#

currently going to figure out if this issue persists in newer versions of the package

twin musk
#

guys idk how to fix it i've been trying for like 1 hour after my animation ends it makes the head tilt left and right if i look left and right, but if the animations dont play it doesnt do that

hybrid tinsel
hybrid tinsel
mellow zealot
#

and the issue is present in every scene, in every project I use Animation Rigging for

#

I might have a bit of time tomorrow to get some more clips of it

delicate spindle
#

Hi,

I'm having an issue with Animation Rigging. When I try to use it with a multi-aim constraint, I'm getting these errors:

Could not resolve 'Root/TargetTracking/HeadTracking' because it is not a child Transform in the Animator hierarchy.
UnityEditor.AnimationMode:SamplePlayableGraph (UnityEngine.Playables.PlayableGraph,int,single)
UnityEditorInternal.AnimationWindowControl:ResampleAnimation (UnityEditorInternal.AnimationWindowControl/ResampleFlags)
UnityEditorInternal.AnimationWindowControl:PostprocessAnimationRecordingModifications (UnityEditor.UndoPropertyModification[])
UnityEditor.Undo:InvokePostprocessModifications (UnityEditor.UndoPropertyModification[])
Could not resolve 'Customer1/LookTarget' because it is not a child Transform in the Animator hierarchy.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

hybrid tinsel
delicate spindle
#

Yea

#

Yes

hybrid tinsel
delicate spindle
#

It's bug in unity, when use nested prefab.

frail mist
#

Can I make Unity's Animation Controller stop scrolling the window to top when updating the layer settings?

I didn't found solution online, maybe my keyword is wrong...

frail mist
frail mist
mellow zealot
blazing narwhal
#

Hello, I would like to make an animated sequence: character moves from A to B on a path and then presses a button, everything using Timeline.
I am not sure how to do walk on path part - are there any extensions (track extensions) that would allow me to do it? I need something flexible

mellow zealot
#

okay yeah @hybrid tinsel its a cinemachine issue, thank you for the assistance (questioning cinemachine)

hybrid tinsel
lofty tree
#

any reason why this happens

#

i have no idea how to fix

#

it

ivory badge
#

https://fxtwitter.com/Rest4ck/status/1786032907758506222
I made some character animations for a project i've been working on. I have no problem exporting them from maya and importing them into unity, the big issue for me is that only data taken from the rig (bones and joints) themselves are carried over into unity. This means that all the planes with swapping textures (done via UV offsets) like the eyes, claws, etc are stuck on their default textures. Does anyone know a relatively easy/convenient way to manually add the UV offset animations into unity? This has been a big headache for me for the past month

ivory badge
#

The entire character uses one sprite sheet. Its possible i could have went with separating the textures into different individual materials, apparently swapping materials for texture animations is easier, but from what i understand that uses more performance relative to uv offsets/texture offsets. Also the fact the textures are pretty high res and there could be multiple different characters on screen at one time doesn't make that the most viable option...

solar tangle
#

Would someone mind helping me with adding my animations to my player model, I have a prefab that i want to follow but with my own models and animations

burnt cove
#

hi im pretty new to animations but im trying to set up a simple idle, walk, jump and fall animation for my player character.
everything was done but then when i land after a jump, the jumping animation breifly plays then its back to idle animation. its just supposed to go straight to the idle animation after landing. anyone know a fix?

lofty tree
solar tangle
#

Im looking for animators for hire, Not nig projects like that but send a PM if interested

spare quarry
#

why does this happen when I apply an animation to my character?

#

nvm I forgot to set the rig type to humanoid

elder remnant
#

Heyo im not sure if anyone else has had this issue (I am very much a beginner): I’m making a 2D game and for whatever reason, there is a weird vertical offset between 2 of my character animations. It’s like the collider is acting REAAAAALLY differently for each animation. I’ve tried manually editing the collider for each animation but it’s still really weird, I have no idea how to approach this. The gravity is working fine otherwise and I haven’t set it in the code or anything as of yet

jovial shell
#

does your character seem to lift off the ground when changing animations?

elder remnant
#

They’re lifted off the ground when idle but are on the ground when running

jovial shell
#

this might be an issue with your sprite not the collider, so the sprite is rendering higher up

#

try checking the anchor point for your sprites in the sprite editor and comparing both animations

#

the anchor point is the blue dot in the centre of each image in the sprite editor

elder remnant
jovial shell
#

ive had the same issues in the past 😭 glad i could help

hybrid tinsel
# ivory badge https://fxtwitter.com/Rest4ck/status/1786032907758506222 I made some character a...

First off, super cute character!

So this is using a meshrenderer rather than a spriterenderer, correct? If that's the case, unity's sprite swapping tools won't work. There are a few options, though.

You could, instead of using offset textures, use different textured planes for each frame and switch between them.

You could copy the uv offsets to a hidden bone and then use that bone to drive the uv offset via script.

You could write script to convert the uv animation data to unity keyframes directly.

#

You could also create sprites for just the flipbooks and attach them to the bones, if they don't need to deform

ivory badge
#

i've tried doing the second option and it seems good, i'm just not the best at programming in unity and was unable to get it working, i'm more of the 3d/2d artist on my project

#

the third option would be ideal but i have no idea how i'd figure that out on my own lol

devout rock
#

Where would I do that?

hybrid tinsel
twin musk
# rapid summit Hello! Do you know any good guide about pixel art animation? I've got many 64x64...

In this video I share with you how to animate pixel art characters and take you step by step on my pixel art animation process in Aseprite. Hopefully this pixel art animation tutorial will help you bring your own ideas to life! :o)
#pixelart #animation #pixelartanimation #tutorial #aseprite

SOCIAL LINKS --------
Support Me On Patreon - https://...

ā–¶ Play video
#

maybe this could help

thorn gate
#

hi, how can I have my progress in an animation be controlled by a parameter? I have a meleecharge float parameter in my animation controller that is a value between 0 and 1. And I want the animation to be 50% done when that charge parameter is 0.5. Even if it means stopping the animation half way through I want the progress to be controlled by this parameter. How can I achieve this? I'm really struggling

burnt cove
#

is there a difference between 2d and topdown 2d animation? if i had a pack ready for 2d movment animation and i wanted to use it in a topdown 2d game, would it work or not?

#

(is the player walking up or down new animation sets or is it just the same as left and right, just rotated?)

rugged canopy
wide vapor
#

Is it possible to change bools in the animator inside of an animation

#

in here

zealous onyx
#

why is my spirit so smoll and at bad res?

wide vapor
# wide vapor These

ok new question is there any way to change Animator bools anywhere else besides scripts

sterile olive
#

Hey I'm having some troubles Combining animations through Layers. Is there anyone who could help me?
Right now I'm trying to create the classic blend between Run and Shooting animations, but for some reason I'm not noticing yet, the character animations star doing strange things like this

lean kindle
#

I'm trying to make the transition between these instant, but I cannot manage to do that. (I'm dumb) can anyone see what I'm doing wrong?

Taking the clothes off takes about 2.5 seconds after the animation starts, and putting them back on takes like .8 seconds

#

The animations are 1 frame active toggles

#

So theres something wrong with this animator setup

lean kindle
#

^^^ fixed by the lovely people of vrchat

hybrid tinsel
sterile olive
hybrid tinsel
#

That isn't very descriptive

sterile olive
#

my mistake. I mean that the blending between animations doesn't work at all if I change the blending mode to override and with weight in 1.

#

at this time, the only thing that has worked is by setting the blending mode to override with 0.5 of weight value. The thing with this solution is that mess the other animations from the character

rapid summit
# twin musk https://www.youtube.com/watch?v=iWvfaiiVuDI

Thanks, I already watched this one, but I still struggle to achieve as my sprites are more detailed than the simple examples given in the video. I was also wondering if there are actual examples somewhere of a 64x64 animated character

hybrid tinsel
remote condor
#

How can I revert back to the iddle state after using a trigger?

#

and here is the animator (the circle one is the animation that I trigger when I press Q

#

I guess I could use a bool that goes back to false afte 0.5 secs, but I'm sure there are easier ways

hybrid tinsel
still wind
#

any good drawing tablet recommendations under 250 usd?

swift tide
#

So I have a bipedal character that when shot should play an additive flinch animation by rotating the torso through an animation clip. When I rotate the torso from the flinch it moves the legs, so I want to use Animation Rigging IK to make the legs stick, however the IK will always be applied after the animation pose is done. In Unreal I could apply the cache the pose before the additive flinch, then use that pose to apply the IK. How would I do it with Animation Rigging?

dark tiger
#

guys whats the best way to add animations for multiple weapon classes

dense magnet
#

Hey! So, I am using a mixamo rig and I am trying to add actorcore animations and use the mixamo avatar rig. But I am getting the following:
Rig Error: Copied Avatar Rig Configuration mis-match. Transform hierarchy does not match:
Transform 'mixamorig:Hips' for human bone 'Hips' not found

#

Now I understand why I am getting the issu7e, however I am wondering what are the workflows to get ANY animations bought or made working with mixamo rig.

hybrid tinsel
dense magnet
#

each avatar being unique to the rig ?

hybrid tinsel
#

Yes.

dense magnet
#

ah. okay. Can I read up about his somwhere? I was trying to keep my avatars to one per character .

hybrid tinsel
#

Different rig(even if it is only different names) means you need a different avatar.

#

Has nothing to do with the character. The avatar is how unity figures out hiw the data converts to and frim the humanoid format

#

So you can reuse avatars only when the inoming data formatting matches

dense magnet
#

so all anims coming from a certain point needs it's own avatar. Cool.

#

alright

#

thanks a bunch!!

dense magnet
hybrid tinsel
dense magnet
hybrid tinsel
#

Either that or in the root of the directory where all the animation files that share the same avatar are.

#

Since the avatar files don't actually get exported into the built game, it doesn't really matter other than for convenience.

clear garnet
#

Hey! IĀ“m trying to animate my character to make it jump, but when i try to select the avatar as the source it says "none" even though I have my Mixamo model in my assets file, I dont know why its not showing up... any help greatly appreciatedšŸ’›

hybrid tinsel
clear garnet
#

Because I was following a youtube tutorial and that“s what it said to do hahaha

#

I think it means like copy from the avatar that mixamo made

clear garnet
#

Nevermind, I figured it out!šŸ‘

burnt cove
#

Hi, im setting up an attack animation for my character. so i've conntected from the Any State to an AttackBlendTree. Even though ive added a trigger condition and also checked exit time, i cant make the transition from AttackBlendTree back to Any State. any help?

hybrid tinsel
wintry sonnet
#

what does this mean?

#

in reguards to Animator layers

burnt cove
wintry sonnet
#

Also online videos seem to just have avatars already in their project, can't really find one that goes over WHAT an avatar is

devout mural
#

i have quick question so i have an empty object with arms and gun under it but so there are two different animators how do i make them work at the same time i have made my gun and my arms a different animation but they work togheter

#

and i would like to add in my code that when you draw for example the gun and the draw anim go off i am using also override animator controller

#

i am a bit new to animators

hybrid tinsel
lofty tree
#

theres nothing in my animation controller

#

how can i fix this

#

i cant even make empty states

hybrid tinsel
wintry sonnet
hybrid tinsel
wintry sonnet
hybrid tinsel
wintry sonnet
#

I'm not the one that added it to the project, but I doubt they would turn it off

hybrid tinsel
#

Did you expand the object file in the project panel?

wintry sonnet
#

unless the "default" generation of an avatar was changed in Unity 6

hybrid tinsel
#

Did you check the import settings for your rigged object?

wintry sonnet
#

yea it was off

#

i had to turn it on

#

btw, do I want "Strip Bones" on?

hybrid tinsel
#

Depends.

#

If you don't know, leave it alone probably.

wintry sonnet
#

ok

#

Sorry, animation is probably the last "common" area of unity I don't have much experience in lol

hybrid tinsel
#

Hey, that is very normal.

#

It is one of the few areas of unity I would say I know really well and I still constantly encounter weird stuff I don't get. =p

devout mural
#

i have quick question so i have an empty object with arms and gun under it but so there are two different animators how do i make them work at the same time i have made my gun and my arms a different animation but they work togheter
and i would like to add in my code that when you draw for example the gun and the draw anim go off i am using also override animator controller
i am a bit new to animators

jovial shell
#

does anyone know if I create animations for one of my vr hands but both hands have a similar rig will they work with both? or will I have to do both hand animations twice?
for left and right

jovial shell
#

if you parent the gun, it will move with them

devout mural
#

but there is an animation for the hands and for the gun

#

so i will need to go back in blender and make it one ?

jovial shell
#

I recommend either doing the animation as one with both objects or the method i said above

#

because animating movement can be finnicky to get them to match perfectly

pseudo drift
#

hi anyone know how to work with timeline to record animation?
I do recorder track setup like this, with a 71 frame animation, but the end result is a bloated anim with 117 frames.

lofty tree
hybrid tinsel
lofty tree
hybrid tinsel
lofty tree
lofty tree
hybrid tinsel
exotic spire
#

So question, idk if it belongs here, if not some direction would be appreciated! But im having issues playing my Jump animation and then falling animation. the code is written to play them but to no avail, the run and idle and crouch animations are working but cant get the jumping and falling to work on my 2d character.

strong coyote
#

Guys.... can i get away with animating Ik animation rigging parameters change and play them into a blend state? (I'm working on different shooting poses that will change while the camera rotates around a character)

hybrid tinsel
lofty tree
#

The idle animation activates a second after it starts to fall, how can i make it so the jump animation is activated throughout the fall but as it hits the ground it switches to idle

brittle seal
#

Hi there! I'm very new to Unity and Animator editing in general. I'm trying to create a linear idle-to-fidget sequence for a custom character in Super Monkey Ball Banana Mania. The ideal way I'm trying to do this is by separating each step of the sequence into individual animation states that transition into each other.

Idle (usually the only Idle state a character has in-game. The other states are made from scratch.)
IdleToFidgetA
FidgetA
FidgetAToB
FidgetB
FidgetBToC
FidgetC (loops until player performs any other action)

Previously, the way I handled this was by having the whole sequence be one long Idle animation that was 36,000 frames long. It was an impractical solution, but it gave me the results I wanted. Only problem is that it brought upon some complications when transitioning to other anim states, causing the character to almost freeze up in really long transitions proportional to the extreme length of the idle. I don't want to use this method anymore as a result.

My current plan is to chop of the large Idle into separate animations and create individual states for each of them. The sequence seems to work perfectly within Unity's game window, but when bringing the character into the game, it appears that there's something in the game that prevents the character from breaking out of the Idle state. You can see in the in-game footage that the character appears to start its transition from Idle to IdleToFidgetA, but as soon as the Idle state ends, it immediately loops back around, preventing the state from being changed.

This surprised me because I was able to add a transition to another base game state, Timeover. This state was supposed to connect to TimeoverIdle in the base game, but wasn't connected properly, rendering the latter state unused. I was able to fix it by simply applying a transition between the two states, and it works perfectly. It seems like the game's Idle state specifically has something in place to prevent it from transitioning into additional states, unless there's something I'm missing.

If there's an in-Animator solution or workaround for this without having to modify the game's code, that would be much appreciated!

#

My character's animator for reference. This uses a modified version of a character animator from the base game. Points of interest highlighted.

#

I've tried connecting the Idle to other existing states, as well as renaming my states to existing state names that I figure the game would recognize, but it gives the exact same result, so I feel like it has something to do with the initial Idle state.

exotic spire
#

im trying to post the code and idk how.

#

wooot!

#

i think ive narrowed it down to issues with the parameter isJumping. cuz ive put in the debug.log and its not showing in the console at all that im jumping, but i am indeed jumping.

dense magnet
#

anyone willing to give me a mini crash course in advance blend trees 🄹 , or show me a video or 2 that does more advanced blending other than just walking forwared and backward. Trying to get a really nice 3rd person controller going , and I am struggeling to blend horizontal and vertical movement based on if the player is aiming or not. 🄺

hybrid tinsel
hybrid tinsel
brittle seal
amber ermine
#

I don't see the problem, why does the rigging points get messed up when I start the game, everything seems in the correct place. (the only problem that I see that is that when the scale when I imported from Mixamo was really small, so I needed to 100x it in th model part of the fbx)?

hybrid tinsel
dark tiger
#

hello guys whats the best way to add animations to the player for different weapons

#

2d

dense magnet
#

Can someone please help, Maya to Unity animations just WON'T work for me. (Note I am using a mixamo rig in maya to hand animate)
First red flag is that when I try and use a mixamo avatar the avatars do not match.
Things I have tried:

  1. Creating avatar
  2. Copy from existing Avatar
  3. Configure new maya avatar in unity and fix some of the bones

Each time I do anything in maya and export The animations look messed up.

amber ermine
#

thanks for the answer šŸ™‚

coarse epoch
#

I have a question about a 3D model on play mode issue and was wondering if anyone could help me, looked online but all of the problems were different from mine.

So it's simple but annoying, My 3D humanoid model is fine before applying an animator to it, but after I apply an animator it just... floats? with his knees and hands tucked in instead of playing the default animation.
I'm using the Asset from the store "Anime Idle Animations"

#

I was told to set the animation to legacy, but I'm having a hard time doing that, I go into "debug" but it doesn't bring me to the area I want, instead I'm given this:

coarse epoch
#

So apparently from what I gather, my errors are stating that it cannot find the animation

#

Okay so animations that look like these work

#

But the animations I want played look like this:

#

How would I fix this?

agile solstice
coarse epoch
#

I copied and pasted the animations outside of the mesh, how do I shift the animator to detect the animation instead of the mesh?

#

Ah wait I got it working, it was the animator that had problems.

#

Thank you for helping me btw ā¤ļø

covert ravine
#

Hi! I'm new in Unity. I'm trying to create a idle to walk sequence with animator, and every time I save (ctrl+s) the animator resets, how should I save the changes in the animator? Thank you so much c:

cedar ruin
sinful pagoda
#

i think the animations are not humanoid

cedar ruin
#

Assuming you're creating a humanoid avatar.

covert ravine
cedar ruin
sinful pagoda
#

@cedar ruin if i choose "create from this model" can i use the avatar mask

#

already have an avatar

cedar ruin
sinful pagoda
#

the animations are already working but i thought the avatar mask wouldn't work

#

so i was selecting "copy from another avatar" option 😭

cedar ruin
#

The avatar mask would work with a humanoid avatar. It basically maps any humanoid rig to a universal humanoid rig representation.

sinful pagoda
#

thank you very much ā˜ŗļø

covert ravine
cedar ruin
#

If you want to modify it, you need to create a copy of it that is not part of the imported asset

cedar ruin
covert ravine
#

oh okay xd

covert ravine
covert ravine
#

it doesnt work F

eternal nova
#

if I get a jump animation and landing animation can I use avatar mask to remove the animations above the legs? So when jump I want the player to be holding the gun and I want the animations of the legs only if you know what I mean

acoustic sun
#

Hi, I'm animating my player's movement. But when the player is moving and the animation is playing at the same time it looks like this. Has anyone here experienced this issues before or know what may be causing it?

#

sort of all jaggedy and odd

#

it didn't come through on the video for some reason, but behind the player its all blurry in the direction he's moving away from

#

wait i sorted it! np guys

eternal nova
#

Are there any good tutorials on how to add inputs to animations? eg. When I press WASD I want the animations to play etc

olive garden
#

@cedar ruin there is some answer which I want to know from you. Let me say I made my own custom rig. With t pose. And I made a mixamo animation for that model so it has mixamo rig. Now I have two rigs for the same model humanoid only. One is my rig and the other is mixamo rig. Now I want that mixamo animation for my rig. Is that possible.?

acoustic sun
# eternal nova Are there any good tutorials on how to add inputs to animations? eg. When I pres...

Guide on many of the first steps building up a top down 2d pixel art RPG from scratch in Unity 2022 version. The goal of this crash course is to cover as many relevant beginners topics as we can but linked together in actually building out some prototype mechanics for a potential game.

For the video, I'm using this mystic woods pack for this tu...

ā–¶ Play video
#

this one covers it, look at the timestamps throughout the video and you can find the part about animations and inputs and stuff

eternal nova
acoustic sun
#

oh ok

ionic spear
eternal nova
#

Does anyone know good tutorials on how to rig guns in hands in blender?

cedar ruin
olive garden
cedar ruin
sour belfry
#

Somebody know how resolve the bone problem

eternal nova
agile solstice
agile solstice
# eternal nova

It looks like your Jump trigger gets stuck on (or is repeatedly triggered) just in time to Jump transition conditions to be met the second time around

eternal nova
agile solstice
hybrid tinsel
sour belfry
hybrid tinsel
#

Well, it isn't really a humanoid either

sour belfry
#

How can i do for use part i have need

rare quartz
#

Animation Rigging noob here but I'm just wondering, is there any easy way to reset the position of an IK target to it's original position (i.e. when it was first created by the IK component), similar to how you use Alt+G in blender when posing IK bones?

agile solstice
nocturne kestrel
hybrid tinsel
nocturne kestrel
hybrid tinsel
#

Hard to say; your video is so fast and zoomed out that I was barely able to see anything on my tiny phone. That detail jumped out at me, though.

lime socket
#

https://i.imgur.com/pBi3zKH.png
Can someone give me some ideas how to make it so when I do a chop and toggle on walk that it would end chop instantly. I've tried removing exit time, but that doesn't seem to work.

#

Chop is a trigger, walk is a boolean toggle.

#

honestly, I feel like the whole animation controller is quite overkill for 2D stuff, but it feels so mandatory to use lol

#

I assume there's more advance blending you can do with sprites, but I really just need it to change to a different frame on the whim

signal junco
#

ok

#

so im working in unity timeline with an animation thats 8 FPS. i native 8 FPS animation and unity's timeline only goin as low as 24 fps, it just addes extra frames to said animation which i dont want

#

is there a fix for this?

eternal nova
lime socket
agile solstice
#

Currently it happens at the very end of the Chop animation

#

Exit Time means this is a specific time in the animation, rather than a specific delay, so you want it disabled

#

And to move the notches to the beginning of the Chop

lime socket
#

this is awfully convoluted considering my logic side is flawless

#

I don't really understand this whole blend tree for 2D. Why would anyone want exit lag in their sprites anyway?

#

I tried changing everything to triggers such that I could just do the logic fully in code, but it still desyncs hard

#

stuck in chop, idle is true

#

chop is made to loop via clip, but if I don't I can't return to idle normally

agile solstice
lime socket
agile solstice
#

Still based on what I'm seeing here it shouldn't be possible to Chop state to be looping

lime socket
#

well the crash removed my idle state. I added a boolean for it just for the heck of it, but I feel like I shouldnt need one

#

I have the condition to undo from walk though, but maybe I should keep the boolean for idle?

#

also, should i have these trigger animations as loop or not from the clipp settings as that seems to influnce it

agile solstice
lime socket
#

I would honestly be fine without, but the override controllers seemed like a good idea, but the alternative to that is just set the SO data per clip instead of per controller

agile solstice
#

What SO data?

lime socket
#

maybe triggers isn't the idea here and maybe I should be sticking with booleans otherwise

agile solstice
lime socket
#

that's the only thing i've not really tried is making that spiderweb. Maybe some other variations too I can try

hybrid tinsel
lime socket
#

maybe I'll find its usage, but in the future I think I'll stick with just invoking the clips myself

agile solstice
#

But if you can benefit from layers, blend trees or blend, it quickly becomes more convenient to utilize the animator's parameters and conditions

hybrid tinsel
lime socket
#

The code itself isn't anything technical. All states can go into each other state so it's simply flipping the enum

hybrid tinsel
#

Not saying that you are wrong, mind you. Just saying that people will say that whether or not it is accurate =p

#

Just like both guilty and innocent will say they did nothing wrong, you know?

lime socket
#

I understand, but really it's a single field exposed that shows me at editor time flipping to other states, and when the editor is showing me move state and the animator is chopping away it's hard to say it's something on my end

limber aspen
#

I have a question about exporting from blender into unity. I have this animation, mesh, and rig that's in blender and it loops well, uses root motion, and doesn't have any obvious errors while it's in blender. I store the animation in a NLA editor strip. However, when I export the thing into unity, the root motion seems to change and instead of working like it should, the animation moves the character back every 22 frames, which I know doesn't exist in the original blender animation. Does anyone know why this could be happening?

lime socket
#

or some variation of plugging any state into everything

#

oh I would need exit too here I think

#

also unity likes to crash using this thing

lime socket
#

Think that's the idea. Really more work than needed when all I need is to swap states quickly.

mild tree
#

i have a card fliping animation thats powered by itween and megafier , currently i have a project that has this animation in two different version of unity editor
2019.4.32f1 / 2022.3.30f1

when i upgrade the project from 2019 to 2022 , the animation starts to jitter to an extent where u cant even ignore it

excluding all problems below

  • floating point error
  • code difference
  • version of plugins not match
  • plugins version are not latest
  • scene setups
  • mono/il2cpp build settings
#

can you guys think of other possible reasons?

#

u can treat codes are 99% same and scene setup is 100% the same

#

both version is using identical plugin

hybrid tinsel
agile solstice
#

If the the execution order is unspecified it may change unexpectedly so all the animation systems you use may end up struggling against each other

#

Also it seems MegaFiers was updated for multi-threading with Jobs which 2019 did not support so there's the possibility that it causes additional conflicts or a race condition with the other systems

mild tree
# agile solstice I'm not familiar with either of those assets but that kind of jitter sounds like...
            iTween.MoveTo(cardSelf, iTween.Hash(
                "x", transform.InverseTransformPoint(cardSelf.GetComponent<SqeezeCard>().thisCardOriginPositon).x,
                "y", transform.InverseTransformPoint(cardSelf.GetComponent<SqeezeCard>().thisCardOriginPositon).y + value_y,
                "z", transform.InverseTransformPoint(cardSelf.GetComponent<SqeezeCard>().thisCardOriginPositon).z, //cardSelf.transform.localPosition.y + value_y,
                "islocal", true,
                "time", 1.2f,
                "oncomplete", "SqueezeFinishedAction",
                "oncompletetarget", gameObject,
                "oncompleteparams", cardSelf
                ));```
#

at least i found out the function that moves the card

agile solstice
#

That kind of problem might have appeared if their order has changed relative to each other in the version upgrade

mild tree
agile solstice
#

I know less than you about your setup
In this case you're sure you're only moving it with itween, not also with megafiers, the animator, constraints or other components?

mild tree
#

so we dont have animations, or animators

#

like <current pos> -> <one of the anchor pos>

#

we also didnt have constraints on the rb or set on code

#

as for megafier, nope it wont interfere on that particular animation

agile solstice
hybrid tinsel
#

Not even sure this is an animation issue in the traditional sense. Really sounds like you should be disabling things until it stops happening.

#

And then work from there

#

As for megafiers, if it is changing the world space positions of the vertices, or changing the local position based on world space information, either of those could have execution order issues if it is getting information from before an object moves and applying it after in the frame.

mild tree
#

@agile solstice @hybrid tinsel

ok so i finally found out all the animation that works on the card at that moment

#
            iTween.MoveTo(warpObject, iTween.Hash(
                //"z", 2.5f,
                "islocal", true,
                "time", 0.87f
                ));


            iTween.RotateTo(cardSelf.transform.GetChild(1).gameObject, iTween.Hash(
                "x", cardObject.transform.position.x - cardObject.transform.position.x + 5.0f,//+5 degrees for sqz warp -5 degrees
                "y", cardObject.transform.position.y - cardObject.transform.position.y,
                "z", cardObject.transform.position.z - cardObject.transform.position.z,
                "islocal", true,
                "time", 0.487f,
                "looptype", iTween.LoopType.none
                ));

            float originScale = 1.0f;

            iTween.ScaleTo(cardSelf, iTween.Hash(
                "x", originScale,
                "y", originScale,
                "z", originScale,
                "islocal", true,
                "time", 0.87f,
                "looptype", iTween.LoopType.none
            ));```
#

            iTween.MoveTo(cardSelf, iTween.Hash(
                "x", transform.InverseTransformPoint(cardSelf.GetComponent<SqeezeCard>().thisCardOriginPositon).x,
                "y", transform.InverseTransformPoint(cardSelf.GetComponent<SqeezeCard>().thisCardOriginPositon).y + value_y,
                "z", transform.InverseTransformPoint(cardSelf.GetComponent<SqeezeCard>().thisCardOriginPositon).z, //cardSelf.transform.localPosition.y + value_y,
                "islocal", true,
                "time", 1.2f,
                "oncomplete", "SqueezeFinishedAction",
                "oncompletetarget", gameObject,
                "oncompleteparams", cardSelf
                ));```
#

seems like the "card fliping" animation is a kind of composite animation

hybrid tinsel
#

Neither of us has used either of those assets, so there's only so much info to be gained from that code.

mild tree
#

which is the result of all of these animation work simultaneously

hybrid tinsel
#

And like I said, not really an animation problem in the traditional sense. (not really a matter of 'is it appropriate?' so much as 'will you get anyone capable of actually debugging your code here?')

#

Asking whoever wrote the code how it works might be a good start.

#

Or doing tests where you remove things or switch the order to see what happens

mild tree
mild tree
#

like nothing made it move again

agile solstice
#

So I still believe it's most likely that the packages were updated in that version to work different in the backend (like to use Jobs or something similar) or the script execution order got swapped in the change

mild tree
#

the codebase is huge

agile solstice
#

Maybe you have animator and itween both moving it and their order should be swapped

mild tree
#

this wont happen, all cards are not moved by animation/animator

#

none of them nor their parents have animator

#

all cards are using a lerping approach which is like the code above

hybrid tinsel
mild tree
hybrid tinsel
#

If you don't even know the logic of how the system works and also are not willing to find out, then debugging it will be somewhat difficult for you and essentially impossible for us.

agile solstice
#

Replicating the error in isolation verifies it's where you suspect it is, and gives you the position to test fixes without getting tangled up in surrounding systems

lost marsh
#

How do you add root motion on an animation asset created in-engine?

boreal mason
#

hey guys can anyone help me with transitions between scenes and animations? I'm trying to fade between scenes but I'm not succeeding. I use the 2022 LTS version

eternal nova
#

can someone help me. How can I add the inputs for the animations? I don't know where to start.

hybrid tinsel
lost marsh
#

Ah, makes sense

#

Thanks!

eternal nova
olive garden
#

How can we change animation during runtime with generic and not using animator.setany?

brave storm
#

With generic = generic avatar?

olive garden
#

I want to change more than one animations like 4 during runtime. Like using animator controller in script for runtime.

brave storm
#

With 'change animation' do you mean like swapping an animation clip to another clip?

eternal nova
eternal nova
prisma plank
#

What parameters are you passing in to power it?

eternal nova
shadow obsidian
# eternal nova

Why did you not share the code like you did in the other channel

#

Oh, there we go

eternal nova
#

hehe

prisma plank
#

Are you controlling using WASD? If you are, passing in the raw input is just going to be 0 and 1.

#

Meaning there's no blending

eternal nova
#

so how should I blend it? and yes I am controlling using wasd

#

check my code

prisma plank
#

You don't want to pass in raw input values. You should make a speed variable that gradually increases as your input is being used

brave storm
#

Mathf.MoveTowards is one way to interpolate a value
Or Mathf.SmoothDamp

eternal nova
#

are there any tutorials on how to do it?

shadow obsidian
eternal nova
shadow obsidian
eternal nova
shadow obsidian
#

That is not how you use lerp. It is colloquially called "wrong lerp" and will work poorly at different frame rates. I recommend movetowards instead, or look into how lerp works.

Basically, the third parameter should NOT be a constant mutliplied by deltaTime.

eternal nova
#

whats movetowards? is it similar/better than lerp?

eternal nova
eternal nova
eternal nova
#

they have videos on it?

shadow obsidian
#

Of course!!

eternal nova
#

why didn't you say before

#

lol

#

haha

#

jk

#

just wanted to mess with you lol

#

😦

sour belfry
#

Who can explain me, how work a animation with a player

agile solstice
#

Your bones don't really look right to begin with

sour belfry
uncut salmon
#

@worldly stream There is no off topic here

worldly stream
#

🄹

mild charm
#

how do i change the state of an animation if it collied with red block but return to is original state when it collide with a blue block

uncut salmon
little tulip
#

Hi I have a silly question.

Is there a way to affect dynamic bones from blendshapes/visemes animation?

I have an animation clip that changes visemes (talking), but it doesn't affect dynamicbones on the face, whiskers, etc.

is there a way to do this, without having to animated the bones instead?

sour sedge
#

Do you all prefer doing the animations in a program like Asesprite or in the Unity editor?

elder vault
#

can someone tell me why animations imported into Unity are always so weird? I've been using Unity for a while and it always seems like it messes up importing animations. Is there an import setting I'm not using or something?

#

as you can see, the feet are completely wrong, sinking into the ground, not being at the right angle, etc. The legs are also wrong

hybrid tinsel
#

But you of course can read the vertex displacement and feed that into stuff

wild snow
#

Hello,

I have had a problem in Unity where i want to change a material slot in an animation to another material reference

In the animation with the time line at 0.0 i made a keyframe with one material and another at 0.1

When i changed the timeline back to 0.0 without even the recording button on, it switches the materials and it does this every time on the animation when i want to make a keyframe with two different material references

Can anyone help me?

runic spade
#

Hello there, anyone familiar with the rigging skinning editor cursor selection bug and if there is a fix for it?

hybrid tinsel
#

Which one of the bugs?

little tulip
#

I wanted to do as much as I could within Unity...but dynamicbones (or Physbones from vrchat's SDK) not applying from viseme transforms kills it at step one.

hybrid tinsel
#

Not that I know of.

quartz field
#

Can't promise that it'll work but it's worth trying

still wind
#

what can i improve in my jumping animation?

eternal nova
#

My player has some animations. When I move or run or crouch the animations affect the camera as well. How can I make it so the camera still follows the player but isn't affected by the animations? My game is a FPS btw some one please help.

hybrid tinsel
eternal nova
vocal hearth
#

Would me setting up IK in blender make it good to go in Unity?

vocal hearth
#

Alright, thanks

eternal nova
shadow obsidian
radiant isle
#

Hey guys,
I'm implementing fishing system. I have characters animations for fishing and rod animations separately.
Does it make sense to use separate animators on each with same states and transitions and just set triggers or bools for transiting between them ? Will they be in synced ? (Animations length are same in both the rod and the character for the each kind of animation)

fading osprey
#

Anyone know if it's possible / how challenging it would be to draw a rigged .fbx without a gameobject in the scene?

sullen bear
#

Im trying to do a jump animation for a 2d platformer but when ever the animation plays it only plays the first frame of it, how can I fix this?

hybrid tinsel
atomic bolt
#

Weird animation, don't know what happens. The animation decreases the color alpha of the object, but it went back visible last frame, which is not the same as the keyframes i put in animation tab. Sometimes it happens, sometime doesn't

sharp summit
#

does animator have a built-in capability to freeze previous animation state on transition or should it be done manually?

agile solstice
sharp summit
agile solstice
#

Interesting, what kind of animation do you need it for I'm curious
I think there is not quite any direct way to pause a state on transition, but each state has a multiplier for speed can be tied to any parameter

#

But you'd have to change that parameter in your script when a specific transition starts and ends, and it could only be used for states that don't need to transition to each other

sharp summit
#

if there's any better option, let me know ;)

agile solstice
#

If your blend tree uses character movement vector as its parameter, the walking animation will stop as fast as the player's movement

sharp summit
#

hm... hold up, it means i can just send walking speed to walking state speed parameter, and it will do exactly what i want (and also make it more responsive to speed changes related to character's status effects etc)

#

why didn't i think about it before?

#

wah, just tested it - that works great

topaz stag
#

how can i only export these?

#

like i dont want the model i just need the rig and animation

#

since im using multiple skins etc so i just need the raw animation with no model

twin musk
#

Yo.
I have a small problem with code for animation character
This code and Tab "Animator" looks serviceable, but Unity give any errors, and character can move, but without animation "Walk".

agile solstice
#

I could just repeat it but that seems unnecessary

sharp summit
tough orchid
#

I can't find where the states are located in my animator window, no matter how much I zoom in and out or pan across the creen. Is the a convient way to locate where the states are?

agile solstice
robust perch
#

Ok, if I download animations from mixamo or elsewhere but I want to use them for my fps, what is a good reason I should spend time and keep just the arms, deleting the rest of the body and making it a generic animation instead of humanoid?

#

cause I know it's the other way round when you make animations yourself, you actively need to spend time for the rest of your body

#

so is there a good reason to delete it?

agile solstice
robust perch
#

So, in other words, I should not delete the model and keep it humanoid?

tribal tide
#

somehow my animations do not play wenn i go into the play mode? it switches positions slightly when i first click it but it seems to be stuck at the first frame. i also added a sphere with a rigidbody to see if it would move but it doesnt either only a tiny bit at the beginning, any ideas what im missing?

robust perch
#

avatar

#

assign the avatar under animator

robust perch
snow hedge
#

this server makes me feel dumb

tribal tide
#

also this wouldnt affect the sphere right?

robust perch
#

did you download the animation from mixamo? If so, you'll see the little green dude icon from the animation

#

assign his avatar

agile solstice
tribal tide
#

no such green dude exists for me i'm afraid

#

also the animation plays fine in just the game view, just when i press play to try the character controller or physics nothing happens

agile solstice
#

You probably shouldn't use Avatars for 2D characters anyway

agile solstice
#

Probably code but it could be important to show those first two

tribal tide
#

i have no parameters or code yet...

#

i was about to get started on player movement but was already failing at like the first steps of just adding colliders and rigidbodys

#

like when i pressed play to see if those where working i noticed this problem

agile solstice
#

You also have errors in your console so anything could be breaking, potentially

tribal tide
tribal tide
#

thanks!

agile solstice
tribal tide
#

so true šŸ˜” ✊

robust perch
#

Alright, one question. Is it possible to make an avatar mask for generic animation only for arms? Idea being using only one arm

agile solstice
robust perch
#

nevermind, I solved that issue and managed to rig the character using mixamo

#

fkn blender, I hate it

#

ok so since I haven't done generic animations before, I'm a little confused and I have a question

#

so I uploaded and managed to rig my custom mesh on mixamo

#

great

#

but I don't see a way to download the base rigged character, only the animation. Don't know if it's important but anyway, if I download the animations from mixamo or wherever and delete the arms every time

#

does unity know it's the same mesh? Can I have player hands and do different animations with it

#

I'm a little confused as to how it works

#

with humanoids I understand with rigs and avatars

#

cause I don't know if unity will understand a different animation is cut from the same mesh

#

I might have to have several sets of arms and disable/enable them for each animation but that's a little stupid

#

does what I'm asking make any sense?

#

also, if I exit mixamo and return later, will my character stay there? Cause I don't see ''my characters'' or some such

agile solstice
sharp summit
lyric prawn
#

They run like this even if there isnt a wall in front of them

hybrid tinsel
hybrid tinsel
#

Technically it won't be an avatar mask

#

But a transform mask

hybrid tinsel
wanton siren
#

first time animating anything, very satisfied with the results

lyric prawn
agile solstice
agile solstice
hybrid tinsel
agile solstice
hybrid tinsel
#

Hm... I suppose that the generic animation will be more accurate in some cases, if you need an absolute match to the source animation. And I suppose if your character is human shaped but has extra spine bones, explicit twist bones, digitigrade feet, etc. that have keyframes on them the humanoid system won't be compatible.

#

All humanoid animations are going to be slightly different from their source files just by nature of the conversion. So if you need the skin deformation to exactly match(for instance, if you need the character skin to interact precisely with an imported cloth or particle simulation in a cutscene) then it might be easier to just use generic than to mess with the humanoid muscle settings to match it.

#

And of course, for human shaped 2d characters. šŸ˜„

#

These are pretty esoteric scenarios, though.

dense magnet
#

Hey! I got a animator 'Structure' questions.

I would like to know if my approach is feasible.

I currently have 2 layers with more to come. Layer one would be basic locomotion. Layer 2 will be all the pistol animations
Layer 3 would be Rifle or (2 handed) animations.

So far it's been working great for me but I am afraid that this might get out of hand or just stop working when the project gets more complex.

I use override to switch from layer 1 to layer 2 based on the weapon equipped.

Also, bespoke animations but A potential issue I see is when I need additive animations like taking damage , healing or other animations where the player movement needs to be taken into account while the upper body does it's thing

hybrid tinsel
#

You can always add an additive layer on top of everything.

agile solstice
#

How well it works visually depends on the exact style of animations being layered

agile solstice
#

Depends in what way
You can copy a range of keyframes and scale them negatively

ripe shore
#

is twobone ik usable at all?

#

doesn't move to target

agile solstice
#

Animation Rigging package has importable examples of all the constraints

ripe shore
#

is axis freeze in the constrained'd parent referential? target ? no mention in documentation

agile solstice
#

Parent Constraint is the old vanilla variety constraint

#

Also important to note that AR package's constraints are evaluated in hierarchy order

ripe shore
#

vanila doesn't work at all with ik

agile solstice
#

No wonder, new Constraints work in conjunction and on top of the Animator
Old Constraints as far as I can tell utilize Animation internally, which is the deprecated form of Animator

ripe shore
ripe shore
#

nope not same icon

#

so the new animation rig constraints use playables? what's performance like in your experience?

agile solstice
agile solstice
ripe shore
#

ragdoll physics is probably a better choice for VR

#

ik will go through walls

#

also ik root at the hand makes more sense given limited view of shoulder area

#

yeah ik armature for 1st pass solution and active ragdoll for visual so you can push your elbos against walls

agile solstice
ripe shore
#

bloody hell vr physics is hard

leaden wigeon
#

I can't seem to add a transition from Any State to my sub state machine, does anyone know why this is?

sharp summit
# leaden wigeon

open the sub-state machine and add a transition inside of it from any state (it refers to any state in general, not any state in the SSM) to whatever starting state you have

scarlet breach
#

is it possible to disable hierarchical culling for specific objects?

#

I have some objects which animate movements, and when their parent animator goes outside the camera frustum, the object disappears in the camera movement

compact pecan
#

Hello. I download animations from mixamo but there's this problem with that. You have to choose humanoid in the rig options on animation import settings. Then you drag the avatar into animator. Problem is there's a different avatar for each animation and for example if i drag walkinhg animation's avatar into animator, other animations' posing looks wrong. I can drag only one avatar into animator, how can i fix this issue?

limber pulsar
#

Hello there, I have a problem with the animation rigging package and I can't find a solution so I hope someone can help me. I am trying to animate an humanoid avatar. I have set a two bones IK constraint on the left leg and created a target. My avatar has an animator controller using just one idle animation. It works exactly as expected when I play animation preview. However, when I try running the game, it does not work. The knee and hips move but the foot stays on the ground. Moreover, I have set the target position where the foot is at the beginning of the animation using animation preview, but when running the game, the foot is not exactly at the position it is supposed to be (not at the same position as in animation preview). Does anyone know how to fix that ?

Remarks : it is my second attempt doing so, In my first attempt, I noticed it works fine with the arms, only the legs have this issue. I was also able to make the feet move in game mode by changing the avatar animation type from humanoid to legacy, but the knee would then bend backward, which is not what I want.

hybrid tinsel
#

timeline as in an animation timeline, or a Timeline asset, or a timeline track?

swift tide
#

Hello, so I have a blend tree with an array of animations (just idle animations for upper body which lies above a layer for the right shoulder, the blend value is the Item type). I have some blendtree entries that are None (Motion) which means they should be empty, as if you had a state with no animation which does that it will display whatever is beneath that layer.

However when I do this with a Blendtree, and it is blending to an animation that is empty, it displays the last viable animation instead of blending to the layer below

#

Is this just another mecanim quirk or can I fix this, since I am following a pattern that depends on this

cinder sequoia
#

Should I try to use Final IK for holding rifles, pistols, and melee weapons or create some custom animation states using UMotion or a mixture of both?
What would the best method be? I'd like my character to hold different weapons and also turn a little from the waist up to look at it's target with some constraints.

(1st time setting up a 3rd person/top-down game. I did it once with UMotion for a FPS game but that was easy, just had to make hand animations for reloading and pop the gun up when shooting. Never used Final IK.)

keen zephyr
#

ingame my sprite animation loses quality, aren't these the recommended settings for pixel art?

nimble compass
#

anybody know why this hand is importing strangely while converting the rig to humanoid, it still looks strange loading an animation no matter if i tweaked it too look normal within the rig coniguration or not

#

within blender the hand looks normal and all the axies are too

nimble compass
#

nvm i fixed it

bright bronze
#

Can anyone recommend a simple 4 way walking animation asset? The ones on mixamo are honestly kinda shitty, thanks blushie

#

Shitty as in they seem to not like actually just walking left and right, but they strafe diagonally

hybrid tinsel
swift tide
hybrid tinsel
limber pulsar
stuck sable
#

Does anyone here use Animancer? I am having a major problem.

I have a Mixer Transition Asset here, it has a Clip in it, the clip does indeed have an animation in it, but when I call the Animancer Component to play this Transition asset, it locks the character into a weird pose, and does not play the animation.

keen zephyr
#

each individual slice i mean

#

even changing the max size ingame it still looks weird

hybrid tinsel
keen zephyr
#

you're right

#

hold on

#

ingame - in the scene

#

the pixels turn out weird

hybrid tinsel
#

Still looks like scaling artifacts to me.

#

How large is the entire sprite sheet texture

keen zephyr
#

if that is what you mean

main portal
#

Hello guys, is it possible to animate stuff thats not as child in the hierarchy of the animator?
i have a UI button that should change its image when clicked and activate a particle system thats lying somewhere else, but im not sure if this is possible with a simple animation clip or do i have to do this by code?

hybrid tinsel
keen zephyr
#

the entire sprite sheet is 960x64

#

for idle

#

if that is what you meant

agile solstice
agile solstice
hybrid tinsel
keen zephyr
jaunty oasis
#

where am i allowed to ask for help in this discord i just got here

hybrid tinsel
sour sedge
#

I'm making a Pokemon clone and I want to re-create the door animations. What's the best way to go about doing that? So I would need to of course delay the previous scene then flash it green and purple hues? Then a screen wipe?

spice ore
#

Hello,

I'm attempting to add a particle animation to my Spine animation in Unity, but I'm struggling with it. Since this is urgent, I need assistance from someone experienced in VFX particles. I'm hoping someone who can reach out to me privately can help.

Thank you!

agile solstice
#

As far as I know there should be no trick to a particle system to any animated hierarchy, though if you have inherited bone scales you may need to specify a scaling mode for the particle system is, or attach it using a parent or position constraint instead

#

Then again I can only assume the "particle animation" refers to a particle system

spice ore
#

I want to add Particle System Animation to an animation I have prepared in Spine, but I cannot set the timing of the animation in unity

agile solstice
clear current
#

Hi i have an animation that works amazing in maya but when i add it to unity and add lopping it has a jidder when it loops, what is this issue please

agile solstice
#

@spice ore You can start a particle system at a specific time in the animation with animation events, or simply by keying the particle system gameobject to become active from inactive, I believe

plain rune
#

so quick question about the animator thing, i have an enemy that walks to a point then stops, then after 3 seconds it walks again. how do i stop the first animation then start the other one? i have bools set up for walking and idle but it doesnt stop the animation just waits for it to finish then changes

agile solstice
plain rune
#

i have patrol points set up, so when the enemy gets there he stops, waits for 3 seconds, then continues to the next point. i want the walking animation to stop there and the idle to start

#

i never use animation so i hve no idea how it works

agile solstice
plain rune
#

ok so i need to set up a condition and transition then?

#

nvm i already have that set up,

plain rune
#

i just had to turn exit time off

kind summit
#

hey everyone, question for you - does anyone use the unity IK system for animation or does anyone use the new Rig animation system and what have you found pro/cons in difference... I am experiementing with the 2. Originally i setup for IK system and it was working nice, then i have tried the new rig animation system and i feel its directly incompatible with the old system... what are peoples thoughts on this ?

frigid pendant
#

So I'm completely new to unity and just wanted to know, does unity have an actual built in animator

#

I've been trying to find out how to animate characters but almost everywhere I've checked has shown people just grabbing animations online and dropping them in

golden roost
frigid pendant
#

Is it straight forward like moving joints then hitting key frame until you're done?

golden roost
#

Something like that. Im really new to umity myself. You press record and then move joints then go to new time like 1 second for example and move the joints again etc

frigid pendant
#

O neato

#

Thank you

hybrid tinsel
hybrid tinsel
frigid pendant
#

Okk

gray raven
#

is anyone well versed in timeline? if so would you be willing to hop on a call sometime

shadow obsidian
cursive mauve
#

why isnt my animation starting when i go in playmode

near trench
#

when making a rotational animation for a parent containing children, is it normal for the anchor where the rotation is centred around to be at the very end of the group of objects u have in the one parent>

#

because my rotations aren't happenign around where my gizmo of pivot whatever its called instead it just randomly at the last object

cursive mauve
#

Can someone help me with my animation

lofty tree
#

how can i fix my death animation being not on the ground

dim zodiac
#

Hey there beautiful people, there is a way to rig objects and animate them on unity or I have to use another software?

frigid pendant
spice ore
#

Hi guys, I added a particle system in Unity to an animation I made in Spine 2D. But I can't adjust the timing of the particle system according to my animation, I tried Start Delay and other components but it doesn't work. How can I make these adjustments? Do I need to link the spine file to the particle system or write any code for this?

pale cypress
#

I working on an animation where a bullet is shot and when it reaches its end position there's an explosion but I have no idea how to have the explosion animation to play at that time since it isn't a trigger.

dim zodiac
dim zodiac
hybrid tinsel
south ice
#

Anyone know how to get around mixamo animation rotating ur player position when u press the play button

shadow obsidian
south ice
#

How do I enable that

shadow obsidian
#

Well in this case you do not want it enabled. So that isn't the issue.
It would be on the Animator component though

#

Was just a guess

south ice
#

What should I do. The model grows bigger and spins at a 90 degree angle and reverts back when I turn off play

#

This has never happened before

#

Nvm I fixed it

#

For Anyone wondering apparently mixamo animations add a scale and rotation property to some idle animations

#

Delete them and I think u should be alright

long kraken
#

trying to add animation but the moment i press play the model snaps from the intended position on the left to some weird default pose on the right

#

anyone know how to prevent this

tribal breach
#

Anyone here know how to animate UV Tile Discard in Unity with poiyomi shaders? I cannot for the life of me remember how I animated the UV tile discard before. : ( When I hit record and try to animate it like how I did for the hat no properties show up at all.

golden roost
#

Does anyone know how to fix this? Earlier today this was working fine. I used the model from mixamo
I use animation rigging

dim zodiac
#

I was tweaking some animations with curves on animator record and now my char doenst respond to the movements, jump or sprint, all animations work, but the char doesnt move, anyone have any clue on that?

dim zodiac
#

It was one particular animation that was with some unknown issue, fixed already

sturdy fulcrum
#

Hello gamers! I am hopefully going to not ask a stupid question, but I fear I must. Context, This is the very first time I've used Unity. I commissioned someone to make me a 3d v-tuber model, and it has bones, but I have to actually be the one to rig it, and make it compatible, and ive come into some issues with Unity and they wont respond to help me so its whatever, I thought id come here for some help.

The model has a tv head which I believe is causing the humanoid animation rig to not merge. ive tried to google things myself, but I dont even know what to google

#

Also is this the proper chat for this? I know its in the ballpark of animation but im not too sure

hybrid tinsel
long kraken
#

so do i need to use a not generic clip

hybrid tinsel
#

Or a generic avatar

#

they have to match type

hybrid tinsel
#

Since it sounds like your rigger didn't have unity in mind, you might need to do a good bit of assigning of bones to the proper slots and/or editing the model;s bone heirarchy.

sturdy fulcrum
hybrid tinsel
sturdy fulcrum
#

I think? I want them to be controlled by the animator because it's intended use is for a V-Tuber avatar

But makes sense makes sense
Hopefully šŸ¤ž

hybrid tinsel
#

humanoid animator eyes are IK for looking at stuff. If your characters eyes don't rotate around their center, probably will look weird.

#

That is, if tey aren't designed to

rugged canopy
#

I have 4 different animations for a 3D melee combo, all these animations are part of the same combo however all of these have different duration and each of them ends with the idle state. So it's been hell trying to make it all feel seemless, what's a reliable practice to tackle a problem like this?

agile solstice
#

Things can feel choppy if the player cannot change character state rapidly enough which is a separate thing

#

"Seams" between animations technically are just from insufficient blending, but too much blending and they start feeling floaty

rugged canopy
agile solstice
rugged canopy
#

i think it's worth mentioning that i'm using animator override controller so it's not really a "traditional" transition

kind summit
agile solstice
#

Just not for enabling/disabling the override controller

fierce jewel
#

My animations are read only

#

I want to add event

agile solstice
# fierce jewel I want to add event

Your animations are likely read only because they are imported from a file
You can add events in import settings
Or separate them from the file

sick dragon
#

Does weight painting in Blender not work on a mirrored side of a mesh
Cause most of the mirrored side of my mesh is not being manually weight painted when I try to do so
But the original/non-mirrored side of the mesh works perfectly for being weight painted

robust perch
#

are 60 fps animations needed? Afaik, unity fills in the empty keyframes anyway, so is there a difference with the same number of keyframes or not?

hybrid tinsel
clear current
#

I completely suck at animation, Is any one on here that uses maya and could give me some tips please

pale harness
#

Hi! I've run into a strange issue when tryng to animate a rig in Unity, and I was wondering if anyone has any insight into what could be the problem.

I have an arms rig and a weapon rig, and when trying to play some animations I've recently imported from Blender, the weapon simply won't animate. Even though the weapon's animations play just fine in the preview window of the import settings, they don't in play in the scene. The animator plays the correct state, and the weapon rig has never had this issue before. Here's a video to show what I mean:

#

One strange thing which happened before this is that the new animations I'm importing weren't working in the preview window of the import settings before either, until I created a new avatar for the weapon rig. The weapon rig already had an avatar which is used for all of its other animations, but for some reason the old one just didn't work for these new animations, and creatng a new one allowed them to work in the preview window, but again, not in play mode. I've used the exact same workflow for over a year, and as far as I can remember I haven't changed anything at all with the weapon rig in Blender or in Unity. There's nothing different about these animations compared to older weapon animations, which still work just fine. It feels like this just popped up out of nowhere.

Does anyone know what this could be about? Thanks in advance!

pale harness
#

I'll add that when looking at the animation clips in the animation window, every keyframe shows all the transforms as missing.

exotic spire
#

Hello, i got a small problem with my animation. the aniation runs fine useing a simple open door script, but when i use this script i found on youtube. it causes the door to go from open and closed so freaking fast it hurts lol

#

ffffff

uncut salmon
#

Be less vague

azure adder
#

I feel like I'm going mad.. I made an animation clip for a VFX asset of mine. I deleted it from the scene, then I brought it back again.. now I can't for the life of me figure out a way to ASSIGN the clip again to the same object. I only see the option to Create a new clip?

uncut salmon
#

Are you using the Animator?

azure adder
uncut salmon
#

If so, you'll have to open that up, select the animation state and you can reassign an animation in the inspector window

#

Not really or not at all?

azure adder
#

What I did was, I instanced my vfx asset, created a clip directly from the Animation panel as seen above.. It worked, I was able to change the transform on the asset, etc. Then after deleting it and bringing it back, I see the Animation Clip in my files, but I don't know how to assign it to the asset again

azure adder
agile solstice
uncut salmon
#

But yes the motion is the animation asset file

azure adder
#

it doesn't let me add it, that's weird

#

The legacy Animation Clip "aura_01" cannot be used in the State "aura_01". Legacy AnimationClips are not allowed in Animator Controllers.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

azure adder
azure adder
uncut salmon
#

If you're using a legacy animation, then it won't work with an animator. Maybe you were using the old Animation component on your object? What components do you have on it right now?

azure adder
#

I think I found the answer

#

This did it, Thanks a lot @uncut salmon

uncut salmon
#

Nicee

hybrid tinsel
agile solstice
#

I have also used 'the script found on youtube' and didn't experience the same issue

maiden prairie
#

Does anyobdy know how to transfer the animation from blender to unity without it turning in to 70 clips?

#

This channel dry fr

agile solstice
maiden prairie
agile solstice
#

You would have to combine them into "meta strips" before exporting, though that doesn't delete the individual object actions

#

Or what I'd much rather do animate an Armature instead of objects, with the objects attached to the armature bones using bone parenting

maiden prairie
#

Yes i Rigged rigging to animate

#

With bone pareting

agile solstice
#

Armatures are always animated as one hierarchy
You may need to weight something to the armature so it doesn't get stripped in the export/import process

#

In this case none of the separate objects should have their own keyframes, only moving via parenting

maiden prairie
#

is this one hierachy?

#

Yes i moved the bone to animate

agile solstice
#

Not correct, an Armature is a collection of bones

#

You should only have one armature with multiple bones

maiden prairie
#

oh...

#

Do i need to do it all over or is there away?

#

to just drag them together

agile solstice
#

You can join armatures with ctrl + j
But you will have to merge the bones in correct order
It'd probably be quicker to make the armature again

#

Creating bones in edit mode instead of making wholly new armatures is quicker anyway

maiden prairie
#

Correct order of placement or what is connected to what?

agile solstice
#

Connections
Bones should be parented hierarchically in most situations

#

Should be at least a few character rig creation tutorials that talk more about that

maiden prairie
#

Thanks!

agile solstice
#

I think bone parent relationships are kept when importing to Unity, but I had mixed results
Worst case you'll just re-parent each object to its own bone within Unity after importing

maiden prairie
agile solstice
#

Because that's the most optimized workflow for importing multi-bodypart animations

#

More importantly it makes animating the thing a whole lot easier and enables the power of blender's animations features

maiden prairie
agile solstice
maiden prairie
#

oh

#

How?

agile solstice
#

You can then delete the extra ones after importing
Or perhaps before exporting if that was an option

maiden prairie
#

Thanks

maiden prairie
#

Got any ideas?

maiden prairie
#

If i dont click all actions the animation dosent show up at all, but if i press it i get all the actions...
Does any one have an clue?

maiden prairie
#

I got The animation in but in only moves the rigth leg?

exotic spire
agile solstice
hearty shore
#

Hi everyone. I have a question.

I'm trying to get a transparent movie file to work with Linux. It works perfectly on Windows / Mac export, but seems to be slamming into a problem right now for a Linux export.

This movie file is a webm VP9, needs to be transparent (see through). When I try to transcode it for linux, it breaks the entire file and makes it impossible to build new script in the addressables group section for any export, including Windows / Mac.

agile solstice
hearty shore
#

Alright, I'll post there.

faint mason
#

for some reason the animation stops in one state when I press my left click too much

#

public class ShootingAnimationScript : MonoBehaviour
{
    public Animator playerAnimator;

    void Update()
    {

        if (Input.GetMouseButtonDown(0))
        {
            Shoot();
        }
    }

    void Shoot()
    {
        playerAnimator.SetBool("isShooting", true);
    }

    public void ResetShooting()
    {
        playerAnimator.SetBool("isShooting", false);
    }


} ``` this is the script
#

all the other stuff like transition settings are all default

fervent current
#

How can i create a group of images like shown in the picture?

void oasis
#

Trying to make a 2D ghost effect (like Castlevania/Street Fighter/Metroid) following my character like a shadow. Since I want it to fade out after a short time, I'm trying to do this through animation. The sprite has a sprite renderer (obviously) and an animator component. When I open the Animation window and after creating an Animation Clip though, everything is greyed out. Why is that?

#

(I have an error notification "ArgumentException: Illegal characters in path" but the animation clip is just called "ghost fade out" so not sure that's even related)

brave storm