#🏃┃animation

1 messages · Page 30 of 1

fervent current
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How can i create a sprite sheet? I have the different frames from an animation as seperate images

brave storm
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You could combine them in an image editing software

agile solstice
fervent current
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I don't need it but it would be nice to have them organized

fervent current
agile solstice
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Separate sprite assets can be multi-edited to change their import settings all at once anyway

tardy oyster
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dotween is exponentially growing over time. that's uh... bad right?

torpid gust
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does unity support posrotscale animation?

brave storm
torpid gust
brave storm
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Pretty much anything can be keyframed, including transform values

maiden prairie
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Even tho i have all the actions. Only the left leg moves?

agile solstice
undone rover
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Hey all, I'm making a 2d top down rpg. My artist is hand drawing the animation sprite sheets for the characters, but with every piece of equipable gear he has to re draw the entire animation sprite sheet. is there a better way to do this?

maiden prairie
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I cant find an tutorial on how to make an meta strip with animations only with video editing

agile solstice
maiden prairie
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I cant seem to find it i only see the message u talk about it. Do you remember the name?

maiden prairie
agile solstice
indigo sparrow
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hey guys noob question how i make this sword stay stuck to his hand, when the character does a animation the sword just stays still doesnt move

limpid shard
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Parent the sword to the actual hand bone not the hand mesh

indigo sparrow
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this is a free unity store model i cant seem to find where the bone is

indigo sparrow
indigo sparrow
limpid shard
# indigo sparrow also what are the benefits of this?

Well some animation may involve scaling the bone and that would scale your sword and that would look wrong. But mostly it is organisational. You can have your weapons in one place rather than scattered in the bone hierarchy making them harder to find.

indigo sparrow
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ive closed his hand in the scene to grab the sword but when hes doing the animation its still open. i just wanna have closed fingers on some animations tough how i do this?

hybrid tinsel
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But a generally goid thing to note!

brave storm
limpid iron
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Hello, I'm a student and curently working on a school project, hdrp and 2022.3.12 version. I 'd like to do the most basic animation by moving the trap on the sides but it's not showing in my timeline or in my render. I did the animation manually, everything is in 24 fps and I animated my cam with a spline. I tried different ways to do it with tutorials on ytb but it's not working for me, that's the reason why there's double in my timeline and muted because of my several attempts

twin musk
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i do not like how this head target is working, i have to hide the head for the head to not be visible to the player's camera, and i have to change the head target location so its not visible too but that just ends up like a planet orbiting a star, so confusing

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its the same video, two different timestamps

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i tried moving the target backwards but then the head target orbits the camera, which is pretty obvious because the child (head target) is in a different position than the parent (camera)

young grove
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Alright, the unity animator is really starting to piss me off

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I'm animating a rotation, but when I play it bnck, it does some wild rotations that make no sense

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Its a door, I keyframe record the last keyframe, closed, and the first, open. But when I play it I get this

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Anyone know how to fix this?

agile solstice
# young grove

This looks like a gimbal lock issue with euler interpolation which is not specific to unity
It even happens in real life with physical gimbals
Either make sure you keyframe the rotation axis that's required to do that kind of rotation and only that axis
Or switch interpolation type to quaternion from euler

young grove
coarse cypress
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Can anyone tell me why the Animation tool skips the last two tiles? Normally that should be a walk animation created out of 4 tiles but its just shown up two of em in the preview and it bugs visually..

calm trellis
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im not the expert but check you sprite that it has all the tiles in there

coarse cypress
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Ive checked it multiple times and rather then draging them all at once, ive tried also to insert em 1 by 1 manuelly. Same outcome.

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Thats why im wondering. That are definitly the right tiles.

calm trellis
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hmm try chat gpt and try to write detailed description of the problem to it more detailed the better it has helped me with a lot of different animation problems

coarse cypress
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Also tried that before but the 3.5 Vers. kinda suu.... 😄

calm trellis
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true

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hmm your animation seems to be set up correctly. im sorry that i could not be more helpful :(

coarse cypress
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I might know the problem but im not sure how to fix it. Ive gone manuelly through the frames and the last frame shows the missing image but its instantly swapping to the normal standing tile. Do you know how I can increase the time?

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Like when the Animation Ends to add a couple more frames with that sprite?

calm trellis
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you mean te speed that the animation runs in?

coarse cypress
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Yes like the animation order is standing>left foot up> standing> right foot up but rather then showing the last (right foot up) its instantly restarting the animation and shows the standing sprite.

calm trellis
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do you have time for a call?

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try adding 1 more key to your animation

coarse cypress
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sure ill pm you

hybrid tinsel
hybrid tinsel
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It is literally against the server rules to suggest untested answers from it.

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And for good reason

calm trellis
hybrid tinsel
agile solstice
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The last frame should be duplicated to indicate how long it should be held for before the end of the clip

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Because the end of the clip is inferred from it

thin oasis
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I have this issue where objects don't rotate around one axis that i specifically want it to rotate around. When it's animated it wobbles around instead of rotating around one axis. I applied rotation and scale in Blender so that the rotations or positions would not be any weird factor of itself. I am also applying root motion in Unity. I get this issue often and a lot while animating and I never figured out why. It doesn't work in Global nor in Local mode. It doesn't work in center nor in Pivot mode.

agile solstice
vagrant osprey
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Hey I need help how do I take a animation out of a prefab cuz I want to put it on another character or just like have it any help please?

thin oasis
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I just made the car wheels a child of car_body but why was I not able to rotate it along one of the axis properly before?

vagrant osprey
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@thin oasis can you help??

thin oasis
agile solstice
vagrant osprey
agile solstice
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So, you can rotate each wheel around its own (centered) sideways axis for moving the car forward/backward
And then give each of them a parent around at where they connect to the car and rotate those around their respective up/down axis for steering rotation

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Don't use root motion
Best I can tell that can't do anything good for car parts

thin oasis
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I thought the rotational values are independantly able to be changed locally, somehow mine get manipulated by something else.

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I am aware that a parent object would change the values of it globally or how the rotational values add up or subtract depending on how the parent is rotated.

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But i don't get how the local values go completely off the wall like that while being animated, considering that I am currently only working on the local values.

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This wouldn't only be an issue I get on this car, but a lot of other situations too.

agile solstice
void oasis
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Making this dumb little game to learn Unity better and while this effect prob isnt suitable for the game format I've attempted to make an after image/ghost effect (a la Metroid/SOTN etc) by using an animator and scripting. But instead of exactly following the player's frames I'd like it to follow diagonally upwards/downwards as the illusion is that the player is flying left to right (it's actually the pipes moving right to left).
Also, I can't seem to make the ghost fade out quicker than what can be seen in the clip via the functions in the Animation window to make this effect less cluttery, if anyone has suggestions as to why?

This is all very new to me so not even sure what I'm asking for here, so feel free to ask for additional info.

devout rock
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How do I export an fbx with multiple animations, can I only export with 1 animation?

glossy plank
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is there anyway to play animations in scene view so i dont have to keep going into game mode to check them?

celest grove
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can someone explain to me why the transforms aren't saved in my animation clip and instead light up brown? Is it because of skinned meshes?

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the keyframe resets back to original values when I do pretty much anything after changing them

stuck sable
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So, one big issue with Animation Retargeting is that even with a humanoid avatar, IK isn't retargeted, leading to certain issues if the proportions of the character are too different. One key example being the hip width.

I had an idea for a potential way to resolve this, that I wanted to spitball here.

Basically, I have this idea for a script that, in the start method, creates two "Adjusted IK" objects at the original TPose locations of the skeleton's IK-targeted feet. From there, it would apply a Copy-Transforms, plus the offset difference between its original position and the position of the IK targets after being given a retargeted animation.

I'm not totally sure this would work, but in theory, it would adjust the "hip width" of the IK to match that of a given target.

Are there any other possible solutions I might be missing, that would prevent situations like this from cropping up:

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Or just modify it in Late Update.

hybrid tinsel
stuck sable
hybrid tinsel
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You could also just retarget your animations in another animation software, given how extreme the case is

pale cliff
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hi,
i like ethan's character controller , it looks smooth enough
is it possible to replace ethan with a different model while using the same animator and controls?

agile solstice
dim zodiac
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Beloved people, good morning!

Umotion Pro is the best tool to make humanoid animations on Unity? Unity Rigging Package does the same? You can animate a humanoid from scratch on Unity Rigging package?

agile solstice
soft zealot
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Odd question but when changing scale from 1 to -1 how to I get I to spin and not squash and strech

dim zodiac
agile solstice
scarlet stone
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Anyone know where to find an arms crossed idle animation?

shadow obsidian
pallid thistle
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is there a system or 3d party stuff that lets me automatically create blendshape animations from audio clips? ive seen that multiple times in unity games where the mouth moves based on microphone input. does anyone know something about that?

hybrid tinsel
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I have seen several, but haven't used them enough to suggest one. I'd ask in the #🔊┃audio channel if you want specific recommendations.

red bramble
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perhaps this

pallid thistle
stuck elm
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I've used ulipsync, and aside from it not playing very well with Timeline is is pretty good.

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Nothing that can't be worked around.

flat badger
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is there a way to make an animation that simply scales down ANY object by 1.25? I can pretty easily make an animation for a specific object, but then any time I put it on another object bigger/smaller than the original object, the animation will just set the scale to the original object's. I would like this animation to be a drag-and-drop type thing, where I can just apply it to any object and it'll scale down the object but 1.25 based off its own scale.

vocal dew
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Hey everybody, I'm developing an fps game, and I was wondering what the best way to structure animations using unity's animators would be? Currently I have two layers inside my player animator, one for movement, and one for the arms. There are going to be a lot of animation states for the arms, one for each weapon/item the player holds, so I guess my question is, how do I structure this in the most efficient way? I don't want to have to create a new sub-state machine for each arm animation set, as that would clog up the animator pretty quickly.

hybrid tinsel
velvet geyser
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  • I figured out you can have multiple entry states for an Animator state machine. But how do you determine which entry state it goes to?
  • When an animator is re-enabled after being disabled, does it resume the previous state or start from the entry state again?

My FPS enemies can get knocked down and ragdollised from stunning attacks, and I want to set things up so when recovering, they lerp from their ragdoll pose directly to a 'standing up' animation. But currently it jerkily switches to the idle animation, then to the standing up state.

torn sky
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Hey y'all!
I created this Bow Animation in Unity (very basic for my MVP), however I can only use the "entire" animation in Unity right?
I've tried multiple hours to make it procedural, but I can't get the Blender constraints working.. any suggestions? I'm SUPER new to this so.. please explain in very simple words x)

hybrid tinsel
ionic olive
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Does anyone know much about FastIK Scripts? Im trying to set everything for a Gorilla Tag Knockoff (I know, so unique) but the model I have doesnt have poles, and when I open it in blender the shapes are all just one shape.

torn sky
# hybrid tinsel To have it be fully procedural, you'd need to use unity constraints and not blen...

Tyvm, sorry for my late reply..
is there any “1 to 1” substitution solution? I’ve tried to create IK and limitDistance modifiers in unity, but I couldn’t make it work..

Could you elaborate on the pseudo baked/procedural solution?

What is the “normal approach” to this problem? I’ve seen some people creating 2 rigs ontop of each other, one with blender constraints and another one just for unity, which “mimics” the blender-rig..

I’m just “figuring stuff out” to get a “as good as possible animation” which doesn’t take TOO much time 🙂

twin musk
# twin musk i do not like how this head target is working, i have to hide the head for the h...

its still behaving weirdly https://cdn.discordapp.com/attachments/780501928147943444/1252033680386560070/2024-06-16_18-53-01.mp4?ex=6672103b&is=6670bebb&hm=2f685fe8daf024d683ac280d0e5df31ddf7b70da66f307eecb8b8f71b62e2f84&
i dont know what to do, i tried moving the target backwards but then the head target orbits the camera, which is pretty obvious because the child (head target) is in a different position than the parent (camera)
i want it like this https://youtu.be/6Pfx7lYQiIA?si=7faHustb401salW6&t=127

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skip to 0:38

civic wasp
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How do I make it so highlighted talking finishes before switching to another animation, even when the trigger / bool is disabled?

Highlighted needs to be triggered to go to "Highlighted" and Talking needs to be true to switch to "Highlighted Talking"

wild pagoda
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Hi there! I have a character with multiple animation states. I have made two animator override controllers. I override the runtime animator controller with the first animator override controller, then i do the same with the second animator override controller. The problem is that the first overrides are lost. I'm trying to override different states. How can I override an animator controller without loosing the previous overrides? Edit: I want to change single animation clips while keeping the rest intact.

hybrid tinsel
twin surge
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hey guys!
why is it that the multi aim constraint i have for looking up and down, starts going the wrong way when the target game object, moves below the constraind game object?

topaz stag
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hi

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i added 1 animation node to my animator controller and now the Enemy is brokne

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if i add RockHit it Breaks everything

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this is what happends if i add the animation and press play

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Both RockHit and HitAnimation Should Play when the trigger Hit Is activated

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and it works but only seperatly

hybrid tinsel
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That is how states work.

twin surge
torn sky
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Hello everyone!
I hope this is the right channel/audience.. I'm pretty new to Unity and Animations, but I wanna do it "right".
I'm trying to create a solid workflow from Blender Modelling -> Rigging -> Unity (procedual-) animations..

In order to understand the scope of things I've modelled some fairly basic stuff and tryed to get some animations working.. while doing that I figured out, that Unitys animation rigging expected a fairly rigid heirachy of bones... Is that heirarchy an "Industry" standard which I should try to get right while rigging?
I've also seen quite some atempts on procedual walk animations would you say implementing that is worth it? I've tinkered with it for some time, I think Its doable, but I'm not sure if thats not wasted time in the end...?

torn sky
agile solstice
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IK can be used in conjunction with keyframed animations, to prevent foot sliding and to match surface inclination without altering the look or style of the animation

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But then you lose another benefit of procedural which is skipping the need for any keyframes

torn sky
agile solstice
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Well it does "work" but human movement is too complex to represent by IK algorithms, since we're constantly balancing and against earth's gravity and controlling the momentum of each of our body parts

torn sky
torn sky
agile solstice
torn sky
# agile solstice It is quicker if you have many characters who need animations, and once you have...

Yeah I see... Defo need to look deeper into that, whats the "most common way" people do it?
"Just" create keyframed animations and eventually (if needed) add IK ontop?

Just browsed thru the asset store to get input and found "Motion Matching System" which kinda what I had in mind, but that looks quite difficult and only somewhat robust nvm, I think thats basically just keyframed animations blended in a slightly different way

agile solstice
# torn sky Yeah I see... Defo need to look deeper into that, whats the "most common way" pe...

"Most common" way is to make or find animations and play them on the character, either by movement, by input, or to drive movement by root motion of the animations
Unity has various examples of that, such as the third person Starter Assets package
Additionally Humanoid Avatar configuration includes foot IK to prevent sliding and to match surfaces
This motion matching thing indeed is just another workflow for blending keyframe animations

torn sky
shadow obsidian
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Can you show the base layer

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Yeah, you are using any state

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So you are just starting the animation over and over

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Anystate includes the state you are currently in. Do not use it for something like that

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All the places you can transition to it

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Sure. Just don't use any state

vapid spindle
vapid spindle
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idk if this will help but here it is

gritty spear
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Hi guys I need some help, I have an animated character from Mixamo. Is there a way to swap out the mesh of the character at runtime and still have all the animations work? Right now everything I try the mesh just disappears.

brave storm
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Looks like you have a triangle that is too thin

vapid spindle
torpid birch
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Hi guys, anyone ever experienced similar problem to the following:

  • While having an animation controller running and playing an animation in Play mode, all bones rotations are "stuck". This is normal for keyed bones of course.
  • I would like to move the unkeyed bones, while the animation is active. For example: I have a turret that has its firing animation playing on its "gun" bones, but I want to control the turret itself to rotate around freely and target the enemies. For that I have a separate parent bone named "rotate" which is unkeyed.
  • Is this an FBX export or import problem?
celest grove
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is it a bad idea to animate a rigidbody using unity's animation system paired with controller?

brave storm
brave storm
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You could have a hidden animated object and then have the rigidbody follow that with forces

celest grove
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It's fine, it's not a complex animation

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I'll just hard code it

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thanks

topaz stag
celest grove
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I need to make the transitions let the animation play out for their entire length and keep the trigger set to true while it's playing. For some reason I can't find the right values and it either doesn't let it play out for the full length or it sets the trigger to off, early. Any ideas?

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I don't want any interpolation between transitions on top of that

hybrid tinsel
celest grove
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How do I keep animation changes when changing to a different state?

agile solstice
celest grove
agile solstice
celest grove
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Might as well use the animation component at that point

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I guess I'll do that, thanks

agile solstice
celest grove
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because in that case I'll just have two different animation comps responsible for different animations

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and I don't have to worry about the changes getting reset because "a state switched"

agile solstice
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Comps?

celest grove
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components

agile solstice
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Interesting idea

celest grove
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This is my first time using the controller, every other animation in my project is using the animation comp and they all work fine

agile solstice
celest grove
agile solstice
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I'm curious what the exact use case is

celest grove
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it's just a sequence of animations I need played out in a specific order

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and I like the Trigger functionality of the controller so thought I'd try it out

agile solstice
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I might place a sequence on another layer, with transitions linking them sequentially

celest grove
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I don't need any transitions though

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they are all responsible for different things at different times

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I am very unfamiliar with the animation tools that Unity has, so I am quite clueless on this subject

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And yep, as suspected, my idea with animation clips worked perfectly

agile solstice
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Transitions are a big reason to use the Animator, since you don't need to code any of that logic yourself

celest grove
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I see

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I guess fundamentally then, I shouldn't try it with the controller in this case

agile solstice
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I don't fully grasp your situation well enough to recommend one or the other, and sounds like you already have some kind of state machine programmed there

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Animator should be used because of its features that save you coding work and let you automate things
Contrary to what you might see claimed on youtube

celest grove
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Every animator resource I found wouldn't talk about my issue so 🤷‍♂️

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I don't think it would work in my case

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or at least it would be so much extra work

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than what I've done so far

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at least that's what it seems like

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Thanks for the help

agile solstice
celest grove
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I have 3 clips, you play 1, preserve everything that happened in it and then run clip 2, etc.

agile solstice
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But like, why

celest grove
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because the transition has to be done through code

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because it's procedural

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so I need to seperate the animations

agile solstice
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What kind of motion is it exactly?

celest grove
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a position delta? Idk what you're asking

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the actual positions

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that would be in the animation

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are procedural

agile solstice
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What is the character doing in those clips

celest grove
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it's not for a character

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it's a box

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that moves from X to Y

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also

agile solstice
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That's pretty big clue for me

celest grove
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I don't understand what you're asking

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besides fundamentally I can't use animations for it

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because it does its movement via rigidbody

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that's the main reason

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it's just a box that the player moves with

agile solstice
celest grove
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since the player movement is done via rigidbody

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it needs a joint

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and the box needs a rigidbody to have a joint

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therefore no animation

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only code

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it's also only attached after player uses it

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so there are a lot of moving parts to it

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a lot of parts the can vary

agile solstice
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I would've said that animation clips won't really work for for anything physics driven or most things procedural, and any persistent change is kind of antithetical to the nature of animation clips

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But if Animation component works I'm probably missing something
Could've skipped the description and brought me up to speed just by showing what you were working on, I suppose

celest grove
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what if I happened to have an NDA

agile solstice
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I guess the description is the next best thing if you don't have some proof of concept greybox version of it to show
But could've started with one of those

celest grove
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I suppose

agile solstice
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Working backwards to a problem from solutions with limited information feels unpleasant and makes it hard for me to explore meaningful options in the process

celest grove
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Yeah I can understand that, I apologise

agile solstice
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Still in this case if Animation does what you need, it's viable even though it's "legacy"

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Animator should be used for larger scale systems, specifically for its many features

celest grove
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ah no

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I only have like 3 animations that won't change by nature

agile solstice
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Persistent motion probably should be done in scripts instead

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And rigidbodies should always move by Rigidbody class methods, not by animation unless Kinematic

celest grove
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yeah naturally

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wonder why animations don't have capability to change at runtime

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at the end of the day it's reading hdd

agile solstice
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"Change" in what way?

celest grove
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surely injecting some values from memory at runtime is quite easy

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like instead of going to a specific point

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you pull data from memory and move to point defined by memory

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that would allow for procedural animations

agile solstice
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I believe that's because of the way they're stored and interpreted

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Actually thinking of it I think it's perfectly possible to do that, just probably not intended

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Since I've seen it happen on accident, an animation starting again before fully reset so you end up with transforms that drift away over time

celest grove
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interesting, I thought it would've just pulled the transform data for instance and lerp between them

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sounds like it's doing something else

agile solstice
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I guess it's just not a very useful thing for what animation clips are usually used for, which is giving some offset from the default position or other value, for certainty that you know the animation appears the same way each time

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For procedural motion you usually don't want to be restricted to keyframes anyway so scripts are more convenient
But I suppose in some cases you might want to leverage them anyway
You probably can read animation clip data from the script and apply that procedurally as needed (or as forces)

celest grove
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yeah combining them is a bit tricky

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but I got there in the end

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thanks again

hybrid tinsel
willow juniper
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Hey guys, I am workiong on a FPS game and would like to add sway and recoil to the shooting of my guns. I am however struggling to figure out how to do so based on my setup.

Most tutorials let the gun be leading and the hands follow, but in my setup the gun follows a gun bone which is part of the character rigg. So in the game engine I can not add sway directly to the gun as that will result in the hands not following the gun.

What other methods are there to explore, I just need to be pointed in the right direction.

agile solstice
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A sway can be in the animator itself on a layer, on an IK constraint working with the animator, or above the entire animator hierarchy

willow juniper
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@agile solstice Thank you for your insights, just out of curiosity, don't the FPS animations I made for the fps character override any setup done? I for example used a default pose for holding the weapon when idle. How would I override this? I tried for example to move the hand when the static idle animation is playing but it would not let me.

agile solstice
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The techniques I describe do not require any kind of overriding

willow juniper
agile solstice
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So I'd instead look into an animation layer that's either override or additive to implement the sway in the animator itself
Or use an IK constraint which is designed to move transforms in the animator's hierarchy in conjuction with the animations
Or have your script move a transform above the animator hierarchy so the movement will be inherited down

willow juniper
agile solstice
willow juniper
surreal copper
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does anynone have a code for hand animation for VR

celest crag
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@surreal copper Not a place for requests. If you need help with something, post the problem you stuck on. Also don't cross-post.

surreal copper
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oh okey

untold plank
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does anyone have a visual tween editor they like the most?

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i've tried a few and i've found shortcomings with all of them but am too lazy to write my own

amber onyx
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Hello all!
I have a question.
Is it possible to start an animation from another animation? (or 'change animation' to be more precise)

For example, I have a parent object with couple child objects, that each have their own animations (2D sprites).
I'd like to have a single animator for the parent object, that drives the child object animations. Is that possible somehow?

agile solstice
amber onyx
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That seems to be the only way.
I suppose, it's not possible to set those parameters as properties directly within another animation?

gleaming spade
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Can someone explain what Im doing wrong?
This is from a Reddit post I made a bit ago:
I have been having so many complications with this project that I'm ready to throw in the towel. I am new to using Unity, so I have been using many rigging tutorials. I made my character in Blender with a working rig. It seems all fine until I export it into Unity. Materials won't load (they come out grey ) a bunch of errors, etc. My main issue was that it wasn't recognizing the head, and I don't know why. I don't know if there is a problem with Rigify or something but..

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Here is a screen:

soft laurel
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I don’t think unity will pick up materials made in blender, at least if it does I’ve never been able to make that work, for rigging, I’m not sure if it’s the best way to do things but since it a fairly humanoid model you might be able to upload it to mixamo and have that do you rigging just to get something that registers in unity

agile solstice
soft agate
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Hey guys I have a question

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why doesnt this animation play

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like when i press a button

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it only presses it like half of the time

torn sky
torn sky
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Hey y'all I got a bunch of "macro" questions regarding animations..
I've tinkered with animations over the last days/weeks and I'm still fairly new to the entire thing, I created some blender models, rigged some, did some keyframe animations (in blender) got them into unity and messed with all sorts of stuff in the animator and scripts.

Question 1:


My idea is, that the character Controller handles "movement" and inputs (via the new system).
Than when say "space" is pressed it sends that to the animationsHandler (would it make sense to use a switch-case in that class?)... so if neccessary I can derive from that class and change some values individually for different AI, or if I need to lerp some animations due to movementspeed?

Do I need multiple animatorController for each individually different enemy? Like one for humanoid/4-legged/insect?
Or even one animatorController for each?

It's really hard for me to outline the structure well enough due to a lack of experience in that regard...

Question 2:

I'm currently doing Keyframed animations inside Blender, is that - generally speaking - a recommended way of going about it?
I feel like Unity is a little wanking for animations HOWEVER it has the big benefit of eventually having working IK's and the likes which I might need anyways to blend over some Aiming animations etc.
Just asking this to reduce my overall required workload

Question 3:

What about Mixamo etc.? I've tried to find an answer to what the license rights are, but I'm pretty lost, it seems to be contradicting?

Additionally: If you have any advice, PLEASE lemme know ❤️

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€dit: needed more space for an additional

Question 4:

Initially I thought animations aren't that big of a deal, posing stuff, getting keyframes, import, done..

The deeper I dive however the more complex and especially the more work it becomes.. blending, getting different IK's, adjusting for foot-slide, etc.

So.. is there any way to get multiple animations grouped for a bunch of different "characters" ranging from lots of humanoids to some snakes/4-leg animals?
Ideally I wanna create my animations selfmade, especially due to licensing, but I struggle to find a way to "get that done in a lifetime" without a little grouping and some copy/pasting"
gleaming spade
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Because that's the only way I know works to import it into VR chat

soft laurel
soft agate
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Ty

hybrid tinsel
agile solstice
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The confusing thing to me there is that you have "DEF" bones in the humanoid configuration but not in the hierarchy

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Rigify's rigs start out as "metarigs" with no controls of any kind
Only when generated it turns into a complex interspersed hierarchy of deformation (DEF) bones, control bones and helper bones

agile solstice
# torn sky Hey y'all I got a bunch of "macro" questions regarding animations.. I've tinkere...

#1 The Animator is a state machine, you don't need another one to control it
Your character controller scripts can use the same or a standardized set of animator parameters, and set them in their own particular way if needed
Animator Override Controllers let you re-use an Animator but swap out the clips for different motion
#2 IK in Blender or any external program ceases to be functional when the animation is baked down for exporting
Runtime IK needs to use another system within Unity, like Animation Rigging package or Humanoid Avatar
#4 Humanoid Avatars can share animations via "retargeting", non-Humanoids can share them if their bone hierarchies match precisely, but without any compensation for different proportions

torn sky
# agile solstice #1 The Animator is a state machine, you don't need another one to control it You...

Tyvm!
I've watched some lenghty videos on the topic and I am beginning to get a grasp...

#1 Like when I detect [key input "jump"] I fire [play animation "jump"]?
I'm trying to reuse as much code as possible so I'm afraid to end up with a unique script for each and every single character doing this

Animator Override Controllers let you re-use an Animator but swap out the clips for different motion
Oh yeah that makes sense.. i've seen that for "low health animations" which override but I can just use it to differentiate a "little girl walk" from a "big old warrior walk"

#2 Yeah thats what I figured thus resulting in my question if it's "even worth it" to do IK's in Blender (to achieve better keyframe animations) or just cut that from the pipeline and just do a "standard rig in blender" get some keyframed animations and than eventually add IKs in Unity to get procedural animations or IK-multi-aim or something?

#4 So there is no way to get retargeting to work for a "small snake/spider/wolf" and a bigger version or one with a slightly different leg-lenght? Thats harsh... so I need every model to get it's own keyframed animations as soon as its slightly different and non-humanoid?
I've seen there is some "additional bones" setting in the retargeting window, would that work to retarget a horse onto a pegasus or vice-versa (only if its the exact same size)?

agile solstice
# torn sky Tyvm! I've watched some lenghty videos on the topic and I am beginning to get a ...

#1 The "correct" way is not to play animations, but to set animator parameters that as conditions start transitions
A lot of videos you find about this are misleading since many don't really grasp the Animator
Animator Override Controllers are primarily meant for different characters since there's no blending from one to another
Synced animation layers are a more powerful option for alternating between sets of animations within one animator
#2 Up to you
I wouldn't bother authoring animations without proper IK controls
#4 Afaik Generic rigs have no retargeting option at all
It may be possible to handle some quadrupeds with the biped Humanoid Avatar but you will probably face some unintended side effects

torn sky
# agile solstice #1 The "correct" way is not to play animations, but to set animator parameters t...

#1 So the "correct way" for walking would be: when I press forward I increase the velocity by adding acceleration and said velocity is the "animations tracked parameter"?

Animator Override Controllers are primarily meant for different characters since there's no blending from one to another
Oh realy? Than I might be thinking about something else, because what I've seen was clearly a weight beeing shifted between two "layers" in the animator
It started as a normal walk and when the weight got shifted the animation looked more and more like a wounded-walk
-> Oh yeah that might have been synced animation layers.. my bad on the naming 🙂

#2 mmh.. either way I can just "not do any IKs (neither blender nor unity) and see how far I get doing that, saving me some work

#4 Gotcha. It would be able to use the animator override tho and just play a different keyframed animation for a "subspecies" right? Or eventually use the synced layer for the horse -> pegasus example from above?

agile solstice
torn sky
agile solstice
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If the states of your animator are not horse-specific (like "idle, walk, run, etc" rather than "gallop, rear, etc") then a spider could share the animator with an override controller, reusing the states, parameters and conditions but swapping motions for spider clips

agile solstice
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Animation clips, if not Humanoid, refer to bones by explicit name and hierarchy position so they must match pretty exactly if you want to reuse them

torn sky
# agile solstice If the states of your animator are not horse-specific (like "idle, walk, run, et...

Okay so say I create a generic animator with parameters that work for a bunch of different animals, wolves, dogs, cats...

I can just override the animations with "species-tailored" variants..
Can I somehow add "specific" animations (say a "howl at the moon" animation) just for the wolf, without creating a seperate animator?

Sorry for that poorly phrased question..
just wondering if I can get a generic-base and add "tailored" things ontop

torn sky
agile solstice
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I would likely add a few extra idle animation states as well, even if most characters do not need to use them all

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Howling could be one of those idle animations
But "idle" as a name wouldn't be descriptive of animations that are used for non-idling purposes, such as a mole that digs underground when threatened

torn sky
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Hm okay I see.. yeah I think I'll just start it and see what exactly works.. just a little afraid that I'm creating stuff that I don't really use (like blender IKs)

Its really good to know tho, that I basically need the exact same bone structure for non-humanoid characters if I wanna recycle the animations.

lapis birch
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Someone got 9dir crouch animations or know where i can find them ?

agile solstice
feral urchin
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how do i fix this

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im scared

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fingers dont bend like that in real life

lapis birch
reef zealot
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Anyone here has any kind of experience with hair physics on vroid models used in unity? Long hair works HORRIBLY in my game and editing the hair physics parameters is not helping much, only making it way too stiff. The issue is that any minimum movement make the hair float wildly up as if it was REALLY windy, when it would be normal to just move the hair a bit.

Would messing with Unity's physics help with that? Or is there a better way? Considering just removing hair physics altogether at this point =/
Feel free to PM or @ me if you think you can help!

lean kindle
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I'm attempting to add another gesture to my hand in Unity, however by default it only supports Grip and Trigger. How can I have this Blend Tree also support a third parameter? Ex. "Thumb" and have a certain animation play when that is 1

agile solstice
agile solstice
red bramble
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err, a direct blend tree

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This lets you use an arbitrary number of parameters.

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However, this isn't going to be like a 3D blend tree, because you can't use multiple parameters to control one motion

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I'd go with a nested blend tree as Spazi suggested

lean kindle
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Yeah I was testing out having a blend tree inside of a blend tree but it didnt seem to work how I needed either, I might have to do some wiki paging about them

hybrid tinsel
tidal epoch
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Hey everyone! I may have a simple problem but i cant seem to find the solution. I've set up a blend tree (individual animations work in their own previews) but when i enter game mode the model doesn't apply any of them and is stuck on one pose. What's curious is that the animations in the blend tree preview don't work either. Do you have any ideas what the reason might be? Thank you in advance 🙏 🙏 !!

ornate gyro
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is there a way to change the position and rotation of an object without having to redo the placements in the animation tab?

hybrid tinsel
ornate gyro
hybrid tinsel
ornate gyro
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well by what you said i thought there wasnt a way

hybrid tinsel
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If they are humanoid animations you can change the rotation offset in the inspector.

ornate gyro
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how do i check if they are humanoid?

tidal epoch
ornate gyro
ornate gyro
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nvm i fixed it

spring loom
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guys, i made a map in blender and there is doors with animations how should i export it properly? like i tried export whole map, but then only 1 door has animation

neon vale
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Friends, hello everyone!
I'm working with animations in Unity, and I have a whole bunch of questions.
Our pipeline

  1. Rig characters in Blender using AutoRigPro software
  2. Upload the rigged model to Fbx
  3. We take animations from Mixamo, loading our character creation into Mixamo and uploading the animation as an Fbx object. From the Fbx hierarchy we take the animation itself
  4. We are working with the Humanoid type of character animation in Unity
  5. The animation in Mixamo, on our rig, plays well, but after export using the method described above, in most cases it breaks down badly when played in Unity on the same characters
  6. In Unity we use additional software for customizing/refining/creating animation - UMoution Editor
  7. When animating in Blender and importing into Unity, the animations are partially broken, it seems that some of the bones on which the animation is attached are missing, perhaps it’s the Humanoid type; when exporting Fbx from Blender, the Humanoid type is selected
  8. While working with masks in the Unity Animator, we encountered the problem of mixing them: the bottom (everything below the waist) works fine, but the top (everything above the waist) does not work adequately, strange twists appear (for example, the body rotates 42 degrees ), and for each character they are different, there is no logic to what is happening. Masks are used in Override mode

Questions

  1. Most often, animations that are imported directly from Mixamo to Unity break on our character (rig), what could be the problem? The rig does not change (Mixamo and Unity have the same rig), but the animation does not always break
  2. We can’t work with masks, the so-called blending of animations. For example: a character runs and shoots/reloads at the same time - twists of the body appear that should not be there, can this be fixed or are we doing something wrong?

Can anyone tell me what we are doing wrong? Maybe there are some additional tools for the Animator?

opaque flame
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I'm having some trouble with my character

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he is upright but as so as game loads he turns sideways

nova dagger
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I have two animation clips one for object and particle animation, the other for screen FX is there a way for me to see the two clips at once without going into play mode cause that isn't Ideal, I just want to be able to edit the screen fx in realtime

zenith falcon
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having an issue with a premade model, when I go to use it in other applications or when recording an animation in Unity it sticks to an expression rather than staying in its neutral pose (even when there are no animations tied to the controller)

zenith falcon
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ignore, fixed it

amber aurora
austere oyster
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I have a weird doubt. I have NEVER worked on complex animations before and i am planning on starting to learn now. So, let's take a Kar 98 Reload Animation. When they reload the gun, they use some type of catridge that carries the bullets inside. they push the bullets inside and then throw away the catridge. How do the Catridge and Bullets come into existence when you play the animation in Unity? Are they game objects or are they part of the animation? And do you have control over them?

snow kayak
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i dont really animate things but i made this spear in blender and like im thinking i should add a particle to each chink in the top half with sound effects but im just wondering if theres anything else i can do to make it cooler besides SFX

hybrid tinsel
twilit scarab
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how to do a realistic hit animation , what is the process ragdoll , procedural ?
i have a dinosaur that runs ,eat, roam, using baked animations scripted by State Machines .
i want that the dinosaur should behave like it really got hit at that body part and animate accordingly .

mint oak
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I am using script based movement for my character and my walking/running animations aren't sync'd up with the movement speed. Can anyone link me to some up-to-date resources for this?

Also, my blend trees are kinda wonky and feel clunky. Can anyone link me quality tutorials for this?

dull pendant
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How can I remap the sword and shield onto my mixamo character, ive already remapped the player's body, just not sure how to add a sword and shield to the mixamo character

hybrid tinsel
dull pendant
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I got it thx

jagged patio
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so im trying to make something spin but it slows down at the end of the animation but i want it to just keep spinning

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i could click loop but its just gonna make it spin slow down and repeat

hybrid tinsel
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Set the key tangents to linear

cloud zealot
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Is there a reason unity deprecated Vector as a property for the animator?

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because I cannot think of one and it seems like an EXTREMELY stupid decision

agile solstice
cloud zealot
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That is both easily findable information

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In what world is having to make 3 separate float parameters better than making a single vector property?

agile solstice
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Ah, parameter

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According to docs the method has been "obsolete" since Unity 5.2 at least

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I can't really find any info about it, but I don't think vector parameters were ever supported

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If I had to speculate I guess the reason is that you'd need a different system to use them as conditions

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Since condition predicates for floats are less or greater, you have to wonder what that'd look like for vectors

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Either the UI would split them into floats at that time, or do something else entirely
It doesn't make much sense to do a greater or lesser comparison with a vector

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And I can't think many situations off the top of my head where it'd be useful

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If you need the magnitude of a vector, that can simply be passed as a float

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Or a dot product, similarly

sour sedge
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I'm try to set it up so that an NPC pauses the player in place the approaches them like the old Pokemon games. What's the simplest way to go about doing this?

lucid geyser
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I am having problems with animations with a wolf asset I downloaded (already rigged and animated) and just copied most of the components from the character from the third person controller series.
The problem is that it seems to be stuck
The animation doesn't seem to be playing because the blend tree just causes it to change between the start of each individual animation.
https://drive.google.com/file/d/1CLuitZqQNqP03R6un2nHqJdk3RYE7Rno/view?usp=sharing

hybrid tinsel
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I do wonder why you're using freeform directional for a 1d blend

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But I'm guessing the cause of this problem is an incorrectly set up transition

lucid geyser
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I tried to but the windows screen recorder was in way

hybrid tinsel
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Just a screenshot should be fine

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There are other vague possibilities, but most likely you are using an anystate transition with can transition to self or are using code to directly play that state.

hybrid tinsel
bleak token
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Im using animation blend

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and my character dissapears in the diagonal up left and down left directions

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how can I fix this

agile solstice
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Test both

rose garnet
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Hi, does anyone know how to fix this?

faint ore
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I made an animation that moves the characters 2 units to the right. How can I play that animation repeatedly without the position being looped back to 0? Many thanks.

sour perch
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I can't seem to get timeline to play an animation clip on a different animator layer... I could have sworn I saw this somewhere in the past but it's been some time since I was last in timeline. I can work around it via code but thought maybe there was a native workflow for it?

thorny oak
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Hey everyone, how can I make an animation play in reverse in a blend tree?

faint ore
# hybrid tinsel Enable root motion.

Thanks it works, but I am having an issue with the root motion.

I have a setup of a trolley going forward. It uses root motion animations made within unity. Everytime it hits a forward trigger, it repeats the forward animation. Now I set up a go right trigger, which triggers an animation where the trolley should move rightward and rotate, and continue. It does neither, but it executes the forward part of the animation.

Anybody know where I am going wrong?

thorny oak
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you can also try using Animator.PlayInFixedTime and play it from 0

upbeat bloom
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how to not see the body whole animation??

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I'm making an FPS game and I always see my body when there are animations

tranquil quail
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@zenith solar make sure you understand this: https://www.youtube.com/watch?v=bpH5ZfonExo

In this video I demonstrate the problems related to exporting FBX files from Blender and importing them into Unity. It also demonstrates methods to solve the problem.

Become a Patreon and join the Tutorial Tier to download the .blend files I created for this video: https://www.patreon.com/imphenzia

Download the Blender Batch FBX Export Addon h...

▶ Play video
zenith solar
faint ore
thorny oak
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your animations have a certain amount of time they will play for, in your animation controller you can check the transitions, they have an exit time assigned to them.

faint ore
hybrid tinsel
thorny oak
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gimmie a sec

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If you have Has Exit Time enabled, and the time that the animation is playing is lesser than the Exit time, it will stop your animation from playing.

tiny pivot
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Is there any way to be able to set the tpose of a humanoid rig yourself, cuz the left side is what happens on import

void pelican
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hi there, is there a hotkey to enable me to move curves in the curve editor for example, up and down only? in Maya I am able to hold down the shift key while moving the curves around to move in only one direction

agile solstice
stuck sable
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I know this is a weird question, but are there any animation packs for humanoid "Meme Dances"? I need some placeholder animations for testing purposes, and I figured I might as well use the classics.

true valve
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Hey,
I have a walking cycle animation, but when I throw it on a model. its feet slip left and right. as you can see, the red arrow indicating the direction of the model is changing, which is causing the feet to move weirdly in game. how do I keep that red arrow straight ahead? I've already tried messing with the animation's import settings, as you can see above the first video, and nothing I did helped. does anyone know a workaround? thanks.

neon vale
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Hello! Are there any additional tools for an animator? If I'm working with a humanoid. I’m just curious what other tools/plugins exist. Maybe there are some that help to eradicate/facilitate the process itself

hybrid tinsel
true valve
dry salmon
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I need to create a lot of new animations. Is there a way to do it without having to scroll down and click on "Create Animation Clip" every single time? I would like to create a new animation for my animator layer quickly.

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The more animations you have the longer you have to scroll. Create new clip is all the way at the bottom.

hybrid tinsel
dry salmon
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Is there a faster workflow or a way to organize animations better?

hybrid tinsel
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Organize in what way?

dry salmon
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I am hoping for a better way to manage animations. Is there a different view for animations instead of the dropdown view? Additionally, is there a tool to check if an animation is being used? Like to highlight them if they aren't even being used by the animator.

hybrid tinsel
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Well, you can look in the animator

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But no, not really.

potent pawn
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I am trying to use Unity's root motion with an animation from Blender, but after importing, the animation displaces the character further forward than it should be. It looks like the 'ctrl_master' that I use as the root makes the character moves faster than it should...

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in blender, the root is between the feet, in unity, I see this, it is way behind the place it should be

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any ideas on a fix for this? I'm struggling with this problem for weeks

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I set the root node as ctrl master and the root motion settings of the animations seem to be correct. The animation is using the character's avatar

quaint wolf
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Hey dudes, Do you think it is OK? please share your perspective
I want to define some tracks/ layers for my 2d characters in my 2d project.
I use spine with built-in skeleton animation system without animator.
So far, I have defined some tracks like below.

// Base Movement Animations
// Blend
Idle
Walk
Run

//Full-Body Specific Animations
FullBody
//Upper Body Specific Animations
UpperBody
//Maybe
LowerBody
exotic tartan
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my animation is not looping even though it is default state i took animation from sketch fab and when isjumping bool is true when i jump it get ticked in the animator tab it dont transisition to the jumping animation??

spare parcel
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Any advice to fix this NavMesh without flatting the floor?

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Humanoid have a Step Height of 0.2

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Damn.. the NavMesh see it as heigh but it would be more or less 0.01 or 0.02 😒

spare parcel
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sorry, I even look for it 😅

exotic tartan
lapis ruin
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Hi guys, I'm trying to understand a weird behaviour that causes temporary stuck on transition interruption.

Here's a simple shotgun reload setup, and these 2 are the transitions I'm having trouble with. The basic idea is, once the first round is inserted from the ejector, check for user interruption and transit to Close state to quit reloading or Insert state to continue.

However, if interruption occurs after Close transition exit time past, the animation stucks for a while before actually transit to somewhere, as the video shows. Is there any way I can get rid of this issue?

https://streamable.com/n1dls1

Watch "2024-06-30 00-15-18" on Streamable.

▶ Play video
fallen crypt
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Hi guys, i'm trying to make my own animation using Animation Rigging package. I've already setup Two Bone IK for legs and arms, but i don't how to make the spine animated, can you help me ?

lusty shadow
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Can i ask about Dotween here?

hybrid tinsel
lusty shadow
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I don't know why my object jump back to original position after DOMove Complete when i use sequence whether I SetLoops or not, anyone know what happen?

celest grove
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I'm trying to play two animations at once using the animator controller. For example, running and attacking animations. I've heard people saying to use animation layers and I've followed anything I could find but to no avail. Any ideas?

hybrid tinsel
celest grove
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the arm layer (second layer) is working fine

hybrid tinsel
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I'd try removing the mask from the base layer

celest grove
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after removing, the base layer acts fine until I call the second layer animation

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after that, the entire first layer is just dead

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they also never merge

warm radish
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I’m looking for an animator for my game

shadow obsidian
dusk valeBOT
daring stratus
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I'm making a rotating gear but the loop isn't seamless I know I have to do somethign with the curves but I can't get the menu open. I'm using the newest version

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apparently there's a bug with the current version

#

is there a way how I can fix this?

fallen crypt
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Hi guys, i'm using animation rigging package to make my own animations, on a mixamo character. I've already setup up two bones ik for hands and foots, but i don't know how to fix hips position/rotation to follow legs and arms movement (i want to make a crawl animation). Can you help me ?

tall crane
#

why is my elbo turning the wrong way

spring sand
#

I'm working on a dancing game where the player can dance by using their keyboard. Im currently learning how to create dance animations. Here are 3 dances I made last week: Billy Bounce, Popping arm, and armwave. What do you guys think? How would you improve them?

safe heron
thin swan
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Too bad more people didn't just work together....

idle horizon
#

I'm wanting to modify one of my VRChat avatars to have tentacle-y doctor octopus like legs, and my plan was to animate them via this method
https://www.youtube.com/watch?v=GVEI36F-bj8
However, it requires that the legs be only 4 bones, and the legs I'm trying to rig have about 8, not inlcuding the toes. Someone in the comments of this video asked about how to solve this kind of issue, and the response was "You would need to simplify the legs to 4, or have invisible legs with 4 bones each and use those are guides for your 7 bone legs. You can then use CCDIK or FABRIK on the 7 bone legs and target the foot of the 4 bone legs that are using VRIK."

If I go with this method, how would I go about setting up the invisible legs mentioned in that reply?

In this video I go over how to create a spider-like avatar in VRChat using Final IK. Most of the Unity work is automatically done via an editor script that is provided further down in the description. If you run into any problems during the process, feel free to join the discord and ask for help!

Time Stamps:
0:00 Introduction
0:47 Blender Star...

▶ Play video
pale lynx
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Is there a way to copy the current values of an animated object during edit mode and paste them later? Like, I pressed play on an animation, and I then want to copy what it looks like now and paste it permanently

Currently I'm working on a VRC avatar and I accidentally broke my avatar's pose and I can get it back to T-pose but only during edit mode so I just wanna copy the previewed edit mode values to be permanent

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I could even write an editor mode script for it if I knew how to read the current post-animation values, maybe that's what gets returned anyways? But im not sure I might look into that in a bit if I dont get an answer

pale lynx
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Ok, the editor script did in fact work. All I did was instantiate the armature while it was t-posing in edit mode, and then copy the transforms to the existing armature

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here is the script if anyone else ever runs into this problem, put this script on the broken armature, run an animation to T-pose your avatar, click on copy, set source_armature to the newly copied armature, and then press pull from source to copy the working armature to your existing armature

cursive tartan
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I'm having some issues with exporting fbx files into Unity, I keep getting this error. To make sure it's not the animations themselves, I created a test file with a simple animation and still got the error.

hybrid tinsel
rustic dust
#

hello
When the player character moves, I want to use the animator's root motion. For example, if I have an animation that rotates 180 degrees, it will not rotate 180 degrees, but less than that. Do you know how to accurately rotate a game object using root motion?

(This article was written using a translator. Sorry for my poor English.)

cursive tartan
ivory star
#

Hello, guys! I am making a first-person horror game and I think you have seen in horror games, where character has a waking up animation at the beginning of the game. I really don't know how to make it. Any help?

hybrid tinsel
zinc blade
#

I've got a button with an animator/animations on it. Inside the button, I have some objects that are created dynamically, and I can't be sure how many there will be. I want to animate those child objects as part of the root animation. The only thing I can think to do is to have nested animators, and then fire events from the root animation that I listen to in c# and then tell the children which animation to play, but I feel like there might be a more elegant way? Anyone have a solution for this?

high spire
#

ive been having some trouble with animation and blend trees and haven't been able to find the solution online.

i have an enemy that follows a path and it changes the animation to which direction its facing, but on death i send it to a second blend tree and it doesn't face the correct direction. instead it only faces up.

velvet shuttle
#

okay so I got a weird issue
i want to attach 2 meshes together
one is a cloth
the other is just a cube
and in blender it works perfectly
but in unity, the top of the cape wont stick to the back of the cube

hybrid tinsel
hybrid tinsel
hybrid tinsel
hallow pilot
#

hejo, im animation a scrolling texture on an opbject and i want it to loop constandly, when i make the curves linair the animation stops working

high spire
# hybrid tinsel How are you setting the orientation?

i have a variable to hold the direction which works fine in changing when they walk but it doesn't work after i change to the ondead blend tree

the onmousedown is simulating the projectile hitting the enemy which i haven't coded in yet.

hallow pilot
#

it stops scrolling

#

with the curves not linar it scrolls but stops in the middle than goes back i want it to scroll continous

hybrid tinsel
high spire
hybrid tinsel
#

Yeah, that'll do it

high spire
#

i want to destroy the enemy when it dies, but the animation attempts to play again for half a second before destroying. I want it to destroy as soon as the animation finishes but it just feels off

hybrid tinsel
high spire
high spire
#

didn't work but setting the animation event to one frame earlier worked

hallow pilot
rustic dust
hybrid tinsel
rustic dust
#

It's okay if you don't know. Your answer has already helped me a lot. Thank you so much.

fresh furnace
#

i need some help when ever my animator is enabled the jump isnt high enough but when my animator is disabled the player is able to jump as it was scripted (im using playmaker to make the player jump )why is that is there any issue with my animation (im using mixamo animation)

neon vale
#

Friends, hello!
Why is it that when I use a mask in animator (humanoid animation), my top part rotates 45 degrees to the side?

near fox
#

Question regarding blend trees and jumping animations with AnimatorControllers.

Assuming that if the character is idle and jumping, they bend both knees and jump with both legs at the same time.

But if the character is running, it looks janky even with the AnimatorController doing the blending for them to kind of plant both feet and then both legs push off and raise at the same time. So I'm assuming we'd need a "running jump" animation.

But how do people handle which foot they took off with? are people scripting and using events to track which foot is planted and then play a different animation depending on that? or are people kind of cheating it with quick blends and maybe trimming part of the animation of jumping off at the front in hopes to get it to look "ok"?

agile solstice
#

You can have a mirrored jump to alternate with depending on which leg is frontmost, but that might not be necessary
Depends on how accurate you need it

fringe nova
#

Multi-Parent Constraint does not work well
Hello friends and thank you for your help! I have done all the steps correctly as far as I think, which is clear in the photos, but as you can see in the video, it works very badly and I don’t know the reason.

agile solstice
fringe nova
velvet shuttle
#

I added a cape to my model, and for some reason the physics makes it go through the rest of the body

#

lemme send the inspector

#

nvm i fixed it

twin surge
agile solstice
twin surge
#

So ig what you are telling me is to decompile their lua code right?

agile solstice
twin surge
#

I meant the gma addon file

#

You get the idea

agile solstice
#

I'm not familiar with gmod addon files

twin surge
#

Im not sure ill be able to understand the code since i havent written mod addons but ill give it a shot

agile solstice
#

I expect the technique here is first to swap the animated character to a ragdoll and transfer the animated limb velocity to ragdoll limb velocity, then continue to apply the animation's movements as torque to ragdoll's joints

twin surge
#

I already have something like that, but i want the animation and physics to be applied at the same time

agile solstice
#

The animation keyframes that turn the limbs must be interpreted and applied as torque
Animation and physics are conflicting systems because on their own they override transform values

red bramble
#

Is there any way I can bake just XZ rotation into a humanoid animation?

#

I'm currently ignoring the rotation entirely (it's not baked in, and I ignore it in my root motion handler)

#

I realized that this is making my animations look really weird, because the character's hips are rotating incorrectly

#

I want to be able to apply the Y-axis rotation so that the character turns from side to side

#

But I don't want XZ root rotation. I'd like that to be baked into the animation.

hybrid scroll
#

I need help wihthsome basic animation. I have a free asset that has idle walk attack jump that’s kinda stuff but it’s a png with multiple pictures in the png. I have tried to find tutorials and ask ChatGPT but I haven’t had any luck. I have tried to drag it into the animation controller but it won’t let me. It does have the like type as 2d an ui. I can put it into the hierarchy but it shows all pictures of the animation. Can anyone help me or tell me a good YouTube video. Pretty please 🙏

agile solstice
ripe shore
#

is it OnStateMachineExit or OnStateExit if you want a trigger on exiting the current state?

agile solstice
agile hull
#

hey guys, is there a way to control the progress of an animation through script?

#

say I want the animation to be at the start when the script value is -1, at the end when the script value is 1, and in the middle when the script value is 0

#

and scrub through it depending on the script value

honest sapphire
#

So am I right in saying that unity provides really nice to use muscle groups and set up stuff if you want to configure/preview a rig, but you have no access to any of that for recording an animation?

jovial seal
#

how do I make an animation belong to a certain gameobject?

#

I have many, many animations on this gameobject and all of its children, so scrolling down slowly to create a new clip when I need to create multiple is going to be mind numbing

#

I created some clips in the file view, but I can't drag any sprites into it obviously because it doesn't belong to any gameobject

gritty temple
#

Hi all how's it going? Complete unity noob here looking how to learn to rig and animate in unity. Have some experience doing the same in blender already I just wanna see what it's like in Unity. What are some good resources/tutorials to get started?

ripe shore
#

mecanim is a state machine so maybe that gets triggered when leaving a blender

hybrid tinsel
ripe shore
lean kindle
#

I've got a blend tree here for a few hand animations, I have only two parameters. "Grip" and "Trigger" which can make me pull my hand open, pinch, put out a finger gun, or a fist. For example, I would like to add a thumbs up. Where their fist is closed, and the "APressure" is set to 1. How would I go about doing that, adding antoher parameter and animation like that?

#

Any help would be greatly appreciated

#

In the end game it would look like

If all values 0 then open hand
If grip and everything else is 0 we'd be doing a finger gun
If grip and trigger is 1 and apressure is 0 we'd be doing a thumbs up
If grip, trigger, apressure are all 1 we'd do a fist

#

stuff like that

#

I wish there was a 3d cartesian so you could have infinite parameters

jovial seal
#

is all my animations supposed to exist as a state in there though? because i really dont need them to, i just need them to exist so i can override it via code at runtime to replace certain animations with others

peak jasper
#

Hello, I would like to try and experiment a bit with locomotion animations. I am interested in trying out running animations with quick turns but i am not sure how you would handle the logic properly.
For example the character runs forward and the player changes the move direction to almost 180° in the opposite direction it would play a quick turn animation. I just don't know how to make sure the direction is properly linked up

trail iron
#

Hey, im trying to work with the sprite resolver. I have it set up like this with the animation set to "broken" and both tangets set to "constant". However the little orange thing I want to animate seems to be changing every frame instead of over the time of the animation. You can see this in the video. I want it too move at the same speed as the little guy. I have the animation speed set to 1. Why is this happening and do you have any ideas how to fix it?

#

How I set up the resolver is at the end of the video

vague crane
#

Hey everyone, I am trying to make my first animation mod for a game based on Unity 2020.3 and have imported a model of a mech with a few animations and got them working using a blendtree but am currently trying to figure out if it is possible to separate out the mech into a top and bottom with a player controlled pitch and bearing (basically a turret to rotate the torso above it) joint in the middle of the hierarchy at the torso but also retain the animation for the torso. Currently I have got the joint working fine but at the cost of everything beyond that point reverting to its rest position and losing any animated movement. (The gif below is the entire animation before the joint is added and I lose the torso animation.)

hybrid tinsel
vague crane
agile solstice
#

This is not a server for modding because mod related challenges are different from game development ones

vague crane
#

That is fair, so far the only issues I have run into for it being a game mod and not just a random unity editor playground project that I am throwing together is CS scripting which makes sense and so I would avoid asking for scripting help here because of it. As for this animation, 95% of it is just running on an animator, rigidbody and generic gameobject components so I was hoping that if I could get some generic unity editor knowledge that it could still be applicable in this case and that I would just have to pick and choose what implementations are viable for me to use.

agile solstice
#

Could be, might not be

tough zinc
#

Has anyone got any tips for animating something of this shape? He's almost impossible to work with and it doesn't help that I've got no idea what I'm doing lol. The way I've got him set up just doesn't look "natural"

hybrid tinsel
#

I mean, it is a giant robot with a drill for a todger, how natural were you hoping for?

#

If it is meant to be supported by the arms, then you probably want to shift the center of mass more tiwards whichever one us supporting it (basically treating the arms like hips)

#

Generally speaking, you'll want to give motions anticipation and follow through.

tough zinc
hybrid tinsel
#

Maybe reference marionettes

#

Is that vr? Maybe you can try controlling it directly and recording yourself.

hybrid scroll
#

Is there a good video on how to use sprite sheets and use the animation

stuck sable
#

I have a weird question. If all you want is for one rig to imitate the animation of another, without that rig having animation components itself, is there a good way to handle that, or will you have to essentially make a duplicate object with complete rig and animations, and do it that way?

hybrid tinsel
twin musk
#

probably asked a billion times, is there any software for mocap that doesn't require a bodysuit?

Probably not hahaha.

Anyways, what's a good paid version of mixamo for gamedevs (that definitely doesnt require royalties)?

agile solstice
twin musk
#

🤣🤣🤣

agile solstice
tough zinc
whole bone
#

Is there any possibility to make humanoid "root motion" move actually based on root instead of hips, spine or whatever it's moving with?

#

Cuz as it is now the root is moving in a line in blender but in unity it's swaying left and right cuz character's weight needs to shift from one leg to another as it lifts the other one
And it's infuriating as my root is perfectly straight but unity's root motion keeps pushing it from side to side and over time it sways to left site cuz there is prolly microscopic difference between right and left weight shift

hybrid tinsel
#

It defaults to the calculated center of mass(that us usually the hips)

whole bone
#

Nah, I always got it set to "original"
That and other settings too usually

#

What's funny is that when character jumps or however else transposes in Y axis the root is on the ground when set to Original
However X and Z axis would rather use hips as reference

whole bone
#

When same settings are applied to a generic rig with the "Root node" set to the root in the Rig panel the animation plays as intended

trail iron
somber smelt
tough orchid
#

The animator keeps on being on the transition between the Idle State and Any State, without fully reaching the idle state. How do I make it fully reach the idle state?

somber smelt
hybrid tinsel
smoky dirge
#

How does one cycle animations on a single input press so for instance. If i press left click it does attack1 but I want it do attack1, than press left click again attack2, and etc. It would reset after a certain time has passed?

hybrid tinsel
hybrid tinsel
past pond
#

BGRO

#

SOMEBODY HELP ME PLSSSS

#

IM LOSING MY MIND

#

animations are so hard for me

hybrid tinsel
#

Losing your mind is an important step of learning animation.

tranquil quail
#

How on earth do i 'fix' humanoid animations in timeline? My character is set to humanoid rig, created from itself., I make an animation and go to keyframe on the timeline, just a blink blendshape currently, and my character is in that broken position of muscle madness. How do i override this, or deal with it, or find a better way, or not throw Unity out the window?

#

i assume there must be a guide that i am just not aware of

#

i own FinalIK, Puppet3D and Bones Assistant. looking into those now. a little shocked at the state of this. i hope it is just my lack of understanding.

tranquil quail
#

A Unity made video about how to work with humanoid animations in Unity. It is a quick overview, but.. This has a free PDF guide book in the description, by Unity and Pete Jepson. just posted a couple weeks ago
https://www.youtube.com/watch?v=s5lRq6-BVcw

Working with humanoid animations in Unity

Animation is a crucial part in games and Unity’s Animation system has been supporting projects for several years. In this video we will show you how to use the Animations systems in Unity to import existing characters and animations into your project. We’re going to look at key tips and techniques for w...

▶ Play video
hybrid tinsel
#

So many workarounds because they just refuse to let you edit humanoid animations directly.

hybrid tinsel
tranquil quail
#

i am about 10 minutes into my Unity Animation journey, so it will take me a bit to catch up 🙂 Thanks for the info

tough orchid
glad grail
#

are playables better than the animator?

hybrid tinsel
idle horizon
#

I'm using this tutorial (https://www.youtube.com/watch?v=GVEI36F-bj8) to try and put Guardian (BoTW) legs onto my VRChat avatar and animate them with Final IK, but the front and back pairs of legs are giving me a ton of isssues.

They seem to be stretching out way too far, and the front right and back right legs keep trying to swap places. I would ask in the Final IK discord but that seems extremely inactive, and I asked in the discord of the guy who made the script for this tutorial and he doesn't know what's wrong.

vapid spindle
#

Hi i just need some help with smth. So every time when I try to import my character file from blender to unity it is fine but once I apply the rig to it in unity is suddenly gets a problem called Error (bone name) is not an ancestor of (bone name) I've searched for forums that may know the answer but not a lot of them where very helpful

#

how would I fix this

fleet flume
#

idk that would be my guess

#

Hi!, I have a specific problem that I can't find the answer to online. My model is set up so that the green detection box is in front of him. However, when I enter play mode, the animation origin point seems to push him forward and into the ground, messing up the detection box placement. Any ideas on how to fix this?

  • the animations aren't mine and exporting from Unity to Blender messes them up
  • tried baking the XZ into the pose on the anim, but it didn't seem to do anything
orchid forge
fleet flume
orchid forge
#

Is there a way to avoid using Animation Events, in order to sync up the animation with the rest of the game?
For example, I have a "cast spell" animation and I want the spell to appear exactly on the right frame. I want to avoid using Animation Events because they break easily (as soon as a method name is changed during refactor).

How is everyone else solving this and syncing their animations? Is everyone really using Animation Events for that or is there a better way?

dim patrol
#

How do I detect when an animation has ended in a Unity Animator?

The net has lots of suggestions, none seem to work.
The biggest one is putting Animation Events at the end of animation clips, but there's 100s of posts about some unity hiccup fuckaround causing Animation Events to be skipped an ignored. I cannot have that.
I need 100% uptime 100% reliable 'Hey my animation clip is done.'

'OnStateExit' doesnt work because it doesnt exit the state when the animation is done.
I am surprised there is no OnAnimationClipComplete type callback

#

=
the best worst idea I have is running getting the length of the clip its about to play and then on update running time += time.deltatime cocurrent with the animation

#

but this is a hideous hack, what I really want is just 'on animation end' subscribe event method, except that doesnt appear to exist.

#

How does anyone run code when an animation finishes?

uncut salmon
#

People do exactly that, or use a coroutine and wait the duration of the animation.

twin musk
#

I have a question about the video player (especially regarding 2D animation). How good is it for many animated scenes? I have concerns regarding how it manages memory compared to something like being able to preload and unload audio or even sprite animation.

agile solstice
twin musk
agile solstice
#

Whether memory is a problem will depend how big your videos are and what your target device can handle
But I don't know of many devices that can't store and play quite a bit of video in their native resolution

twin musk
#

if im switching different videos on a single player I want to make sure its not going to just persist in memory

agile solstice
# twin musk if im switching different videos on a single player I want to make sure its not ...

There's the video profiler that should help verifying what's happening
According to this Stop() method will clear the video player's allocated resource
Additionally this tutorial suggests Addressables and their methods to control resource allocation
https://learn.unity.com/tutorial/loading-and-unloading-a-360-video#
I haven't used Addressables but from what I hear they're the most convenient way to handle resource persistence

twin musk
vapid spindle
#

hi guys I need help for this error. So every time I import my model into unity and apply the rig this animation keep poping up every time how to fix this thanks

nova dagger
#

I don't know where to put this but why is scene tilted

tranquil quail
#

Can i select a Keyframe at 1 and a Keyframe at some distance from that, say 10 and have Unity add Interpolation Keyframes automatically, so i can edit them?

#

It is a simple animation. i am just controlling the Rotation of a GameObject at this point

nova dagger
tranquil quail
# nova dagger you just want to smoothly rotate something is what I'm guessing

No, it had to do with refresh of realtime lighting. i was rotating the sun, and the realtime calcs did not keep up. i had to Bake realtime textures, and that issue was fixed. I basically ended up doing something completely different, and got it working, but i am still curious if there is a one click way to add interpolated keyframes, at each keyframe, instead of having to manually click where i want them, for all of them

nova dagger
#

you said realtime lighting like a day/night cycle

tranquil quail
#

yes., but the question is about adding the keyframes, in general, that are already interpolated by unity. basically, just adding them to make them editable, and doing this with a single click. instead of manually having to enter a keyframe at every point i want it

nova dagger
#

Not sure if you can do that I do all of my rotations with auto rotate

#

I place a key with rotation 0 on which ever axis I want then make the end frame increasingly larger numbers in sets of 360 degrees depending on how fast I want it and also the longer the animation the larger the number needs to be to hold that speed

tranquil quail
#

I understand, thank you. What i am looking for is more a utility thing for reference than something to solve an issue i am having at the moment. for example, in Cascadeur, it is a single click, then every keyframe is populated by data that was already interpolated, just not shown as keyframes that are editable. I thank you for the information though! it is after 3 am here, so i am done for the night. Be well!

granite raft
#

yo... so i imported a .fbx model (with an animation) from blender to unity, but i cannot for the life of me get the animation to play. the animation plays just fine in the animation preview, the animator seems to be playing it fine while the game is running, but still no animation

acoustic hollow
#

Why doesn't add property appear in the animation section?

granite raft
hybrid tinsel
hexed marsh
#

Hey there, I was wondering if there is any way to animate the cell size of a grid component on a gameobject? I wanted to make a cool little animation where a scroll unrolls itself by increasing the y cell size but it doesn't seem like I can edit that in an animation, so I was wondering if I'm missing something or if I should use a script to do that.

hexed marsh
#

Also I was looking through the docs and it seems like I can't even change the grid cell size through code, so I'm a bit stumped with what I should do.

heady forum
#

Okay some I'm trying to animate for 2D and this is what it looks like, I know it's kinda stiff but that's what my artist is providing rn, what I wanna fix or know how to do, is whenever I face another direction that isn't down, I want it to idle that way, but wherever it move it always faces down, and I tried adding the other idle animations and putting them in the right place for the blend tree, but it still not working so, idk if it's my coding or something else

agile solstice
heady forum
#

how would i write that coding to store the direction the character last moved ?

tranquil quail
#

Is there a way to do this from Blender, or is this a Maya/expensive software thing only? Import constraints, i mean

tranquil quail
#

Well, that was almost a heart-attack. I took the character model i have been working on for a Very long time. Put it in this project i am doing the Animation Tutorial with. (downloaded from Unity Learn) We get to the point where the course says, 'and we left you three slots to play with! load in your own animation if you want' So, i dug through some animations i had and got a dance one. put it on my character and watched it deform terribly. I mean, clavicle to shoulder was like separate things. no effect over multiple bones. I thought for sure i had really screwed up my weight painting and was going to have to redo everything. Or that it was incompatible with Unity Humanoid. Or that my tricky partial subdivisions around curves were an issue, or who knows!. Well, it turns out, for some unknown reason (maybe they mention it later in the course) they had this project set to 2 bone influence only :/ I set it to unlimited (4 was probably fine) and everything started working. Heart attack narrowly avoided!

vast sigil
#

Where is the problem? As you can see the characters transform position is changing if I keep quick blending through the walk animations. All of them are set to Baked Upon (Original)

gray talon
devout wraith
#

I'm thinking about setting the camera as a child of the head bone, do you guys think that's good practice or should I go for a simulated headbob?

steady delta
#

howdy yall
im trying to animate a 3d model and dread animating in blender itself
would unity or a similar software be a better option for a beginner animator ?

hybrid tinsel
tranquil quail
topaz fractal
#

If I want my character to be able to aim, should I make an aiming animation or should I make some type of interpolation between the 2 pose in unity ?

hybrid tinsel
hybrid tinsel
steady delta
#

any recommendations? @hybrid tinsel

hybrid tinsel
#

Nope. I'm a masochist who uses unity =p

lucid geyser
#

I dont know what happening.

hybrid tinsel
lucid geyser
#

Yes

#

I am making a fishing game and this character is just for prototyping the later versions

hybrid tinsel
#

It looks like the pole position for the ik is flipping.

lucid geyser
#

This just apeared

#

its from the rig effect overlay scripts

#

That must be something right?

hybrid tinsel
#

Could be. Might not be relevant. Hard to tell.

torpid delta
#

I'm thinking about to learn to create 2D Top Down and Side view/Platformer/Metoridvania games to understand more of Unity, UI and practicing my drawing skills. But i have a question... For the animations i know there is Puppet rigs and Frame by Frame animations but i would like to hear your opinions and your experiences with these animation methods for your 2D Hand Drawn games?

round storm
#

is there a way to save cutscenes made with timelines?

#

like it doesnt reset when i reload the scene

compact pecan
#

you need to add a flag when the cutscene is played to ensure that it plays only once

round storm
#

how?

compact pecan
#

boolean

round storm
#

and how do i add these flags to the timeline?

compact pecan
#

Go take a Unity/C# course. You can't make anything with this level of skills. Learn the basics first. Games aren't made by asking people around

uncut salmon
#

You don't

#

You use code to track these things. Then act on it logically.

#

Such as checking if your isCinematicComplete bool is true or false before deciding whether to play the cinematic.

round storm
#

but wouldnt isCinematicComplete reset when reloading the scene?

uncut salmon
#

Yes, which is why you would save that data in whatever save data structure you have for your game.

hybrid tinsel
crimson delta
#

Does anyone know where to find a simple animation of holding a sword, having it rest on your shoulder?

tranquil quail
#

This is a snippet from the new Animation book by Unity. Either i am not awake yet, or this is confusing at best.

#

Seems like they are crossing Generic with Humanoid. Here, it sounds like they are saying the in Generic, the curves are mapped to Muscle space., while AFAIK, that is describing Humanoid

#

"... normalized muscle space -> ,in Humanoid" would make more sense to me

#

but, i am most likely just not awake yet, so grain of salt.

hybrid tinsel
tranquil quail
#

Timeline animation influence does not go away when deleted. closing and reloading project is required. this is a major bug to me, that i cannot yet even formulate how to explain properly. (It could also be me missing a 'save scene' somewhere in the chain

ornate gyro
#

how long is this because im getting confused

violet rampart
#

Is there a way to hide some of these properties

#

When I want to animate the hand I want to animate the hand, I shouldn't be forced to look at keyframes from every single body part at the same time lol

tranquil quail
#

I seem to be able to break Multi-Aim Constraint by setting the Min and Max limits less than 90, and putting the aim target behind the 'player'

#

Correction - i seem to be able to break it without much effort at all :/

#

It is a quirk. IDK if they will consider it a bug. I do. In this scenario, i have a timeline that runs when i press play. During the time this Timeline is running, the MAC works fine., i can move the target around in Scene viewport, and the players head looks at it, and stops at set limits when the Target goes behind Player. When the Timeline finishes, the MAC loses its limit settings, or ignores them, and the players head starts flopping around in any direction that is the easiest for it.

#

no.. that was an illusion. it works if it feels like it, and doesn't if it doesn't. I feel like i am back in Unreal :/

tranquil quail
#

It kinda sorta almost functions as expected. I am going to keep going, and figure once it is all together, it will work properly

tranquil quail
#

You cannot use more than one MAC on an object. there is no way to control a difference between look Up and Down limits. I am going to go as far as to say, i do not think this is ready for production use. I will have to try with 'old fashioned' IK techniques (Once i figure out how) 😁

agile solstice
tranquil quail
# agile solstice Are you certain you can't use multiple? Afaik you can have as many rig constrain...

well, the goal here is to limit the head Up, vs head Down. I have very limited control over the angles limits, and it applies to All axis at once, it seems. so i figured i'd put three MACs controlling the Head, and have each control a different limit, but it told me that i can only have one on the gameobject. Now that you say that though, i will create a couple more gameobjects an give it a try 🙂 Thanks

#

Lol! Ok! well, that stops it from 'wigging out'. now i have some robotic jumps that i need to figure out, but that is better. to be honest, i find the need to do that a bit silly. all of those individual control/limits should have been designed into a single Multi-Aim-Constraint Component, in my opinion., and plea. Thank you, that is a step better 🙂

stray pewter
#

hi, ive seen one answer online for this question that i cant figure out why it wont also work for me, or rather even just how i can make it work for this method..

i have a puppet rig that i imported into my project as a psb file. i am trying to change the order of the pieces mid-animation, and a solution that i thought would work was using the z layer. however i tried and it didnt work, due to the pieces already having a number set for "order in layer" that i cant change because they are all greyed out, and they increment by one over each other. is there another obvious solution im missing?

#

to be clearer, normally the arms of my character's body are placed behind it, but for some animations i want the arms to move in front of the body, yet setting the Z to something else doesnt change it at all due to the order in layer set presumably by unity upon import

stray pewter
#

OH I GOT IT my issue was that you cant change the order in layer from the asset itself, it has to be in the animation, oopsies am a lil dumb and still learning how to use the animator

rough seal
#

hi, i'm trying to make my player set it's frame depending on it's direction and speed. but i want that a spin animation to be prioritized

#

i did it like this and tried messing around with the interruptions and whatever

#

but it's very

#

bad

#

the spin animation plays successfully only like half the time

agile solstice
# rough seal bad

Any State transitions are treated as highest priority overrides
It's not recommended to use them in excess, or at all if you can avoid it
Since you have directional animations, it might be most convenient to lay them out into a blend tree

rough seal
#

aren't blend trees for 3d animations?

agile solstice
#

They are for blending animation clips of any kind by one or two variables

rough seal
#

ah

agile solstice
#

I expect you would only need one variable in this case, since a blend tree allows you to specify multiple animations between the expected minimum and maximum of the parameter

rough seal
#

that's really useful i've just been using conditions this entire time

#

i dunno why i thought they were only for 3d

agile solstice
#

If I understand your use case correctly, your vertical speed parameter could go from -1 to 1, with positives for up and negatives for down, with the second down/up clips at -0.5 and 0.5

#

Direction would be implied

rough seal
#

ok thanks

woven valley
#

hello everyone! sry if this is the wrong channel.
so im making a sidescroller in 2d. i found some awsome assets in the assets store and they came in with animation (like each character came with like 6 assets for walking, 6 for death animations, etc). i NEVER touched 2d games in unity and im relativly a beginner so i dont know too much. i really need help to connect these sprites into full animations and then trigger those animations thourgh a script. can anyone please help?

tranquil quail
dusk valeBOT
#

:teacher: Unity Learn ↗

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

woven valley
#

ill check it out

#

is there a name for what im trying to do? or should i just search "animations" and scroll until i find something

#

nvm i found just what i was looking for. thanks!

#

so in the tutorial when the instructor opens the animator he has a "base layer" but when i open it i see "list is empty"

#

and i cant seem to create a new layer...

woven valley
#

found the problom! i had no animator controller

#

i didnt find a guide explaining the animator controller or how to start animations via scripts

elfin summit
clear citrus
#

Hey Guys! I want to export a 2D animation to GIF file, how can I do this? I want to put this animation into my portifolio

uncut salmon
clear citrus
uncut salmon
#

I haven't tried it with gifs, so I don't know

tranquil quail
#

Am i doing this correctly? I have a Character. I have separate clothing, rigged to the same Skeleton, but separate FBXs. I have them all assigned to use the Character Avatar, and the Character Anim Controller. This all works fine, but i had to create an Animator on each Clothing mesh/prefab/gameobject thing. Is this how it is done? I am not going the monolithic FBX/Prefab where you hide and show things as needed. they will be a bit more separate than that. In Unreal, i just used a Master Pose Component, and all the children clothing would follow the Character Body.

spring rover
#

Hi! I need to reparent some animations, but other animations need to keep targeting the now-children. Is there a straightforward way to do this? I don't see an option to replace one rotator by another for example?

#

Or should I just split it up. Keep the swing in "Paddle" and put the flip on "PaddleHolder"? Can two animators communicate with each other?

#

(the holder is there such that I'm able to "mirror" the paddle along the pivot point and keep it mirrored while keeping the other animations on paddle the same. Is there a better way to do this?)

modest delta
#

Hey, i was wondering how games handle the attacks that are directing the movement to the enemies, are they using root motion for those forward attacks or just via script? Or maybe neither?

  • current stage: character uses 2 forward slashes and auto target does have the transform of the enemy, how do i synchronize animations / positions?

Do i just do some kind of rigidbody interpolation or just make it RM, im lost

#

Video of the current stage of the goblin

#

I do have in place anim and RM anim for that attack animation

agile solstice
# tranquil quail Am i doing this correctly? I have a Character. I have separate clothing, rigge...

Animators are kinda expensive (but also performant in what they do), and since you already have one doing the heavy lifting of interpolating keyframes to transform values, I'd look into a script to pass the transform values from the main armature to clothing armatures
Or one that parents each clothing bone under a corresponding body bone, if interspersing the hierarchy like that is allowed
Parenting should be very cheap, and I expect copying transforms should be cheaper than having multiple animators
But you'd have to test it
I don't know if there's a straightforward correct way of doing rigged clothing

agile solstice
#

Animators don't need to communicate with each other, as long as whatever you use to control the animator controls both of them

agile solstice
#

Not using root motion usually has you match animation to movement, instead

#

Both have their own advantages

modest delta
#

So if i aim more at the arpg aspect of combat which one you think will suit better?

#

I ve read a lot about them, but when it comes to production (real games) usage I couldn't find a lot

agile solstice
#

It looks like you already have animations that are intended to be used with root motion

modest delta
#

The animations i have does have Both options

#

They have one for in place, so i can do the enemy snapping via code and the rm

agile solstice
#

If the enemy position and motion needs to be strictly controlled from code, then root motion animations can be detrimental

modest delta
#

After our discussion, i think i will try to recreate the rm behaviour with just movement

#

I think i don't need that precise animation

spring rover
agile solstice
spring rover
#

So one animation in question is the sword swing: simply rotating a 2D sprite by 45 degrees but also along other planes such that it looks skewed a bit. Furthermore, it should move around the collider a bit (physics must be animated). This can be generic, i.e. ideally I'd be able to apply the same swing to a short sword and a long sword etc.

#

Another animation is "flipping the sword" from a right handed to a left handed position, essentially just mirrorring it. From that point on the swing animation ofc should also be mirrored

keen hazel
#

I have some issues with setting up animation rigging on my humanoid character. This is the current setup: On the root character object I have an animator that uses a 2D blend tree to transition between two animations (idle and sneaking), the animator is setup to use an avatar, which I've gotten from the synty polygon city asset pack. I now want to utilize some IK, in order for the character to be able to aim a gun and look a certain direction. This is where animation rigging comes in. So I simply tried slapping the rig builder and multi-aim constraint onto this character in hopes it would just work, but unfurtunately it didn't.

#

Anyone got a clue as to why this is? All help is much appreciated 😄

keen hazel
#

Ah, I managed to fix the issue. In the source objects on the multi-aim contraint, the target slider was 0, changing this to 1 fixed the issue

agile solstice
#

That way the visuals can be swapped without the animator caring about it at all

#

Though if the animator also needs to swap the sprite or change its properties that's trickier and there's no direct way to make that modular

spring rover
#

That's acceptable

agile solstice
#

It's probably not too difficult to make a component that can swap sprites (or other properties) of the sprite renderers from predefined arrays, and animate that component instead of the sprite renderer directly

spring rover
#

So I pretty much animate the transforms of an Empty object which just has a transform. And then if I want my sword object to be animated by that I just put it as a child of that Empty object, right?

agile solstice
#

Or alternatively make an edited copy of the animation clip for each weapon, and utilize the animator controller override component to keep the state machine while swapping the clips within

agile solstice
spring rover
#

at most it'll be like, unique particles or something

spring rover
#

I think the path is clear in my mind Praydge thanks for the help

agile solstice
spring rover
#

Yeah but it won't work if you i.e. shift things one parent down

agile solstice
#

For example even if the particle effects were different, but had the same name and location in hierarchy, and you only had to control the emission property you could reuse the animator while swapping the component

spring rover
#

ah yes!

agile solstice
#

Animation events are also useful, they can call public methods on any component on the same gameobject as the animator (which does restrict their use a bit without a script to pass the info around the hierarchy)

#

With particle systems I think you could call Play() and Stop() from events
But if you have a script between you can have any kind of method at all

agile solstice
spring rover
runic frigate
#

Hello everyone !

I'm trying to do something that I think is very simplewith the animator but I somehow can't find a solution online, and blendtrees don't work quite as expected and are harder to control, plus don't fit my use case

  • Say I have animation A (slow walk) and animation B (normal walk), both similar but of different lengths, both can transition into each other
  • I want that when one transitions to the other, it stays at the same percentage of the animation
  • So if A is 60% complete when transitioning, I want B to start at 60% of its animation timeline
  • But right now, no matter what I try, either they always start all over again after each transition, or I can set a transition offset and duration that don't quite work since they are of different length
tranquil quail
tranquil quail
#

@agile solstice I did the Bone Follower script route. it has a strange jump at the first frame, as the clothing realizes it's supposed to be doing something, but then works perfectly. Thank you 🙂

agile solstice
agile solstice
tranquil quail
#

For what it is worth, CGPT, without prompting, came to the same conclusion. Use a bone follower script 🙂

hybrid tinsel
tranquil quail
#

Is there a reason that Duplicate is not an option in the Context menu of the Animation in the Project, but ctrl-d works?

uncut salmon
#

@grand cobalt We don't allow discussions of asset ripping/pirating here, including the tools used.

jagged patio
#

how do i make an animation go in stages? like i want and entire part to move and then a smaller part that was apart of the entire to move a little later

grand cobalt
uncut salmon
#

Why is the immediate question whenever we tell people it doesn't belong here? I don't know where, but it's not on this server.

stray pewter
#

when a (skeletal/puppet rig) character goes into an animation, lets say i wanted particle effects tied to the character’s position. do those effects have to be in the sprite sheet?

cinder crown
#

Hey guys, workin on a plant game and I cant find anything about animation for things like plants. It seems like I can manipulate game objects and animate them in blender, but even then i cant ADD mesh during an animation. I dont know how id make a seed grow into a full blown plant. Is there somethin im not seeing?

#

I went as far as L-systems coded in unity, geo nodes to get the flow in blender, and then Meshsync to get a pseudo-look alike to what id like to see. But now its down to the brass tacks and things need to start looking nice and flow between animations

agile solstice
#

Usually growing plant systems use individual repeated segments for simplicity and optimization
But it's also possible to create any mesh fully procedurally directly from code, which is how the geometry nodes ultimately work

hot thorn
#

Hello Guys does anyone know how I keep the position of a Gameobject after the animation so when I for example swipe down the current playbutton goes down and another play button comes from the top when I now click on this button und after playing go back to the menue the original button still remains there and I have to swipe down again. I tried several things with "apply root motion" and PlayerPrefs till scriptable objects but I did not found a good solution

agile solstice
hot thorn
#

I actually don't know I play the animation by swiping down and the button comes down this state should be persistent after the scene change so when I come back to the Menue I do not have to swipe down again

agile solstice
# hot thorn I actually don't know I play the animation by swiping down and the button comes ...

To keep an object in its new position after an animation moves it there, the animation should transition to a state where the object idles at the new position
That's step 1
Then to store this state between scenes you need to write that to something that persists between scenes, perhaps an object marked as Don't Destroy On Load (such as the singleton pattern), or an object in an additional scene that remains loaded while you unload scenes besides it, or in a public variable in a static class

#

Then when the button is loaded in a script will read that variable and set the button's state to match

#

To store the button state between game sessions that's a different challenge, but from your description it doesn't seem necessary

hot thorn
#

Oh I see I will try that thanks so much

small token
#

guys why there ıs no model material

#

what can ı do for fıx

#

fırst tıme ı tryıng to ımport a model ın there

agile solstice
eager sorrel
#

Is there any sort of "gold standard" for character facial shape keys / blend shapes? I'm seeing wildly different practices in reference material. E.g. some have a snapshot of the whole face in each shape key (e.g. there will be a sad shape key, angry, afraid, etc). Some are more granular, like lip right up, nose right sneer, and eyelid left squint, combining the various shape keys to animate specific emotions. Or some control eyeball pointing with with shape keys instead of bones. I have placeholder characters right now, and I want to make sure that when I make temporary facial expressions I don't do it in a "bad" way that is wholly incompatible with the final characters later. Or, in lack of a gold standard, what are the pros/cons of each option? E.g. I plan to have multiple face variants for characters (there is a character creator with various options). Maybe one is easier to replicate across a larger number of faces?

agile solstice
# eager sorrel Is there any sort of "gold standard" for character facial shape keys / blend sha...

Advantage of shape key expressions are precise control, disadvantage is lack of modularity and the limited ability to combine different expressions, or expressions and speech or eye-related motion
An alternative to that would be to rig parts of the face to many bones, which has the advantage of being very modular and scriptable, but disadvantage of requiring a lot of complex rigging work to get there

jagged patio
#

i dont want 2 to move until 1 finishes moving but it does, how do i make it 1 go and then 2 goes

stray pewter
#

how many bones is too many to expect good performance for the skeletal rigs? im pushing 50+ for just one character in 2d and there are plans to have several characters at once on the screen

stray pewter
vale ridge
#

is it possible to colorize animation event icons based on the methods they call to? natively or with an editor script?
currently having more than 10 becomes hard to edit
especially for enemy animations where there's lots of audio and logic events scattered around

cursive ledge
#

So i have 3 layers:
Character (base Layer)
Weapon
Shadow

So when weapon and shadow layer weights are 1, the character becomes invisible. And if i put no weight, I cant see weapon. And if i try to reduce the weight of weapon, weapon is not visible and character is visible but its not performing any animations, its only sliding. And character animation only shows when im moving, and when im not moving it should be in idle position but character goes invisible.

I am also using Animator Override Controller.

#

Im not able to blend layers

pallid mortar
#

can anyone help me on making animations of coins?

#

i want to make them shine & rotate

#

but I am kinda struggling

celest crag
pallid mortar
#

ok thanks 😄

hybrid tinsel
hybrid tinsel
#

I don't understand why they are separate animations at all, though.

topaz fractal
#

because I have 2 separate rigs, how i am supposed to do? I just have to export everything in fbx ? or should I export the gun and the arms in 2 separates .fbx? and in unity, will I have 2 different Animator ?

topaz fractal
#

I tried to export all at one but it didn't work really well, because all animation don't export

formal sparrow
#

I found a free model i downloaded fbx and went to mixamo for animating but there is no texture in that so i manually added textures in scene window but i cannot manage the animations texture how can i handle it can anyone help me bout it

pallid mortar
#

I made it but is this good enough?

shadow obsidian
#

The blue one is quite jerky, which is more noticeable next to the gold one which is much smoother

graceful stream
#

Is there a way for a blend tree to only affect certain p artsof an animation? ie. a parameter increasing will only play the animation for the hand instead of the whole arm or something like that

gray talon
# eager sorrel Is there any sort of "gold standard" for character facial shape keys / blend sha...

Eyeball tracking with blend shapes instead of bones is a bit wild and I wouldn't recommend it. I've recently used shape keys to create very simple but effective cartoony facial rig with 22 blendshapes (mostly scattered to left and right sides), it isn't super accurate but it can achieve a lot, and it's fun to use since it's driven by bones.

On the other side you can use a mix of bone transform with addition of blend shapes for correction, these are very useful with mouth movements for example. But as said before, not easy to set up.

pallid mortar
#

I made the yellow one first and just changed the colour and made the blue one

velvet geyser
#

Any of you guys use StateMachineBehaviours often? I'm making one, but I can't get OnStateIK() to run. There's only one animation layer, and it has 'IK Pass' enabled.

fresh orchid
topaz fractal
#

why all my animations doesn't export, in blender I have a lot of animation but when I export in .fbx in unity I only get few of them

fierce ravine
#

Hey ! could anyone help.. I have created a fade clip of 2 seconds in which initally its set to 1 then at 1 sec. sets to 0 then againn after 1 sec sets to 1 again... I added a trigger too like i want if player score then this clip animates .. but right now its sets on loop ig exit time and all in that there is issue can anyone help.. in default state its nothing ..

agile solstice
fierce ravine
agile solstice
#

The wording is very unclear to me and seems to be missing key information

chilly viper
fresh orchid
fierce ravine
# chilly viper are you trying to stop the loop?

Just think like in a pong game either of players score so it should come on screen as player x scores... thats it So i tried Animation on my TextMeshPro and apply fade effect onto it ..my Animation Clip is properly working I m stucked with this Animation Controller one..

fierce ravine
fierce ravine
# chilly viper are you trying to stop the loop?

Just think like in a pong game either of players score so it should come on screen as player x scores... thats it So i tried Animation on my TextMeshPro and apply fade effect onto it ..my Animation Clip is properly working I m stucked with this Animation Controller one.. Hope u get it

chilly viper
#

i get what youre trying to do but i dont get what the problem is

fierce ravine
#

i only want when a player scores so in script where player score is adding up i have add this animation part too..shall i show it too?

chilly viper
#

your transition duration is longer than the animation

#

btw this would be much simpler to do with code

agile solstice
chilly viper
#

maybe dont add a transition time

fierce ravine
#

using UnityEngine;
using TMPro;

public class ScoreManager : MonoBehaviour
{
public TextMeshProUGUI scoreTextPlayer1;
public TextMeshProUGUI scoreTextPlayer2;
public GameObject scorePopupPrefab; // Prefab for score pop-up animation
public Transform canvasTransform; // Reference to the Canvas transform

private int scorePlayer1 = 0;
private int scorePlayer2 = 0;

public void Player1Scores()
{
    scorePlayer1++;
    scoreTextPlayer1.text = scorePlayer1.ToString();

    // Show a score pop-up animation
    ShowScorePopup("Player 1 Scores!", new Vector3(0, 100, 0)); // Adjust position as needed
}

public void Player2Scores()
{
    scorePlayer2++;
    scoreTextPlayer2.text = scorePlayer2.ToString();

    // Show a score pop-up animation
    ShowScorePopup("Player 2 Scores!", new Vector3(0, 100, 0)); // Adjust position as needed
}

void ShowScorePopup(string message, Vector3 position)
{
    GameObject popup = Instantiate(scorePopupPrefab, canvasTransform);
    TextMeshProUGUI popupText = popup.GetComponent<TextMeshProUGUI>();
    popupText.text = message;
    popup.transform.localPosition = position;

    // Trigger the animation
    Animator animator = popup.GetComponent<Animator>();
    if (animator != null)
    {
        animator.Play("ScorePopupAnimation");
    }

    Destroy(popup, 1.5f); // Destroy the pop-up after 1.5 seconds
}

} thats the script

agile solstice
#

!code

dusk valeBOT
agile solstice
#

There might be a lot of conversations going on at once so we should make a thread for each

chilly viper
#

when i said code i meant this would be easier to do with coroutine

#

try removing the transition time and let the animation control the fade

fierce ravine
chilly viper
#

btw it looks you have a trigger in the second pic

fierce ravine
#

yeahh i have added a trigger

chilly viper
#

you dont need a trigger to go back to default state

fierce ravine
#

like only when it trigger then only it comes thinking like that

agile solstice
#

Please, a thread

fierce ravine
#

ohh okey btw one thing we cant use any animation like without default state ? even though my default state has nothing..

fierce ravine
#

Animation Controller issue

agile solstice
# fresh orchid thank you 🙂

Also a pro tip
When showing animation issues through video, you have the opportunity to show a lot of useful information
You can have the Animator window open next to Game window with the character selected, so it displays exactly how parameters are changing and when transitions are running
It's additionally super useful to once click through all the transitions so we can see the Settings and Conditions, as the problem can often hide in any one of them

hybrid tinsel
agile solstice
hybrid tinsel
still geyser
#

Hello, I have bought pose animation but is not made compatible with avatar I use, when testing the issue is coming on the feet. The avatar I try to use is more taller than the original was made this animation. They said it can be edit but probably I need to buy very animation? I was looking video tutorial how to edit and don’t find anything, I’m new on this. Appreciate any help please or if there any other option I can edit it?

lapis ruin
#

How do I properly copy keyframes from one animation clip into another? Whenever I do this for my generic rig the rotations mess up completely

lethal violet
#

anyone knows what to do? the animation from maxime i use in my project makes my chars hands and feet look all messed up as it theyre were broken and backwards

lapis ruin
#

so the original clip rotation looks like this, when entering preview the value changes but the result is the same

#

if I copy this keyframe into a new clip it turns into this

#

and the value does not change when entering preview

#

help plz?

formal dirge
#

can someone help m

#

my shooting animation inst always working

#

even tho it's conditino is met

formal dirge
#

oh i think i fixed it

#

made the solo thing correct

#

dk what that is but it worked

drifting heron
#

Question for anyone who has implemented an interaction animations (such as grappling or execution) system in Unity. I'm brainstorming a system/workflow for assigning and syncing ability caster and target animations, for a turn-based fantasy RPG. I have some ideas, but don't have all the answers yet, because I think the variety of target skeletons (small humanoids, big humanoids, dragons, spiders, etc) is going to make this considerably more complicated than if all casters and targets were humanoids of roughly the same shape, size, and limb count (where I could more easily use Unity's Timeline to choreograph every interaction. I haven't had a good experience getting good results with Animator Controller states and transitions in the past.)
For example, an ability animation that has the caster swinging their sword from the left, then swinging their sword from the right, and then swinging their sword from the center in an uppercut motion. The target, regardless of whether it's a ninja, or a spider, or a dragon, etc, will need to play its own hit-reaction-from-left animation, then a hit-reaction-from-right animation, then a hit-reaction-from-below animation.
In your own projects, how have you implemented synching ability/attack animations with a target's reaction animations? Of particular interest to me is if you have done this with an abstract system that accounts for animations of different types of character skeletons.

nova dagger
#

no but seriously how can I preview two separate animation clips at once without using play mode

#

like why can't I have one window above the other

hybrid tinsel
drifting heron
nova dagger
#

but I can only preview one

#

I need to be able to key frame as well

#

I figured out why that is

merry moon
#

Not sure where to put this but is there a way to move the sprite position in the animator?

#

The only position options i see are to move the entire player

fresh orchid
#

hello i have a question i have 2 audio mp3 . can i put them in the animator or do i need to script ?

nova dagger
#

Okay figured out how to get timeline working but it's still not quite what I need

nova dagger
fresh orchid
nova dagger
#

after you make audio sources you can then key them or any of the settings in them to toggle them on or off even make them gradually get louder as the time passes

#

you can change spread and distance as well all keyable

fresh orchid
#

i cant place

nova dagger
#

hit record key red circle

fresh orchid
fresh orchid
nova dagger
#

also lock animation timeline

#

that way you can select other objects with out mistakenly clicking off of them

fresh orchid
#

dont work 😦

nova dagger
#

you want to toggle it on there right

fresh orchid
#

ye

#

i want play the song at the keyframe where is my mouse

hybrid tinsel
merry moon
hybrid tinsel
fresh orchid
hybrid tinsel
#

Animator controls all child transforms that don't have their own animator.

merry moon