#🏃┃animation
1 messages · Page 30 of 1
You could combine them in an image editing software
Why do you need them on a sprite sheet?
I don't need it but it would be nice to have them organized
I will try that
I recommend folders for organization
You would be adding pointless extra steps by first packing them into a sheet and then slicing them out of it in unity's sprite editor
Separate sprite assets can be multi-edited to change their import settings all at once anyway
Ok thank you
dotween is exponentially growing over time. that's uh... bad right?
does unity support posrotscale animation?
Yes of course
yipee
Pretty much anything can be keyframed, including transform values
Even tho i have all the actions. Only the left leg moves?
I expect you didn't create the meta strip for them correctly, or aren't looking at the specific action imported from the meta strip
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?
But i was able to transfer just the animation..
I cant find an tutorial on how to make an meta strip with animations only with video editing
I think the only "tutorial" might be the step by step post I linked that I had posted earlier
I cant seem to find it i only see the message u talk about it. Do you remember the name?
Those are the steps
This i what i see after phusing down the animation in the Nonlinear Animation tab?
You should probably at least be seeing the clips here
I don't recall exactly though, I successfully used the workflow once months ago and the NLA editor extremely cryptic
Ask in blender spaces about it or rather instead use an armature
Armatures have been exported by more than two people on earth on the other hand so those problems have more solutions
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
Parent the sword to the actual hand bone not the hand mesh
If you want to keep the sword out of the bone hierarchy, and I do recommend that, you can use https://docs.unity3d.com/Manual/class-ParentConstraint.html
this is a free unity store model i cant seem to find where the bone is
found it thx
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.
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?
If it is a humanoid, scale animation is discarded.
But a generally goid thing to note!
Could split it into layers. A base layer for the character and separate layers for equipment, rendered on top of each other
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
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
||https://youtu.be/6Pfx7lYQiIA?si=mIQbzm-XRWtalNvU&t=97 || is what it looks like normally but when i try to move it backwards it just orbits when i want it like this || https://youtu.be/6Pfx7lYQiIA?si=7faHustb401salW6&t=127 ||
Instructions for setting up VRIK for Steam VR
Instructions for setting up VRIK for Steam VR
its the same video, two different timestamps
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)
Alright, the unity animator is really starting to piss me off
I'm animating a rotation, but when I play it bnck, it does some wild rotations that make no sense
Its a door, I keyframe record the last keyframe, closed, and the first, open. But when I play it I get this
Anyone know how to fix this?
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
Changing the interpolation to quaternion fixed it. Thanks for the help!
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..
im not the expert but check you sprite that it has all the tiles in there
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.
Thats why im wondering. That are definitly the right tiles.
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
Also tried that before but the 3.5 Vers. kinda suu.... 😄
true
hmm your animation seems to be set up correctly. im sorry that i could not be more helpful :(
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?
Like when the Animation Ends to add a couple more frames with that sprite?
you mean te speed that the animation runs in?
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.
sure ill pm you
It's bad enough to have people ask that thing for code, please don't suggest it as a source of fucking useful information.
It can be a helpful tool
It is literally against the server rules to suggest untested answers from it.
And for good reason
Oh I was not aware of that. Lemme go read the rules, and thanks letting me know:)
Well, that last frame won't play because the animation is too short
The last frame should be duplicated to indicate how long it should be held for before the end of the clip
Because the end of the clip is inferred from it
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.
Objects rotate around their origin
Place the origin at the point you want them to rotate around
If you want multiple nested rotations (like wheel steering while turning) use nested transforms by parenting
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?
the weirdness in this for me is that the wheels were a parent of a group that looks like this
car_empty_root (scale and transforms set to 1)
--car_model (scale and transforms set to 1)
---car_body (scale and transforms set to 1)
---car_wheels_front (scale and transforms set to 1)
---car_wheel_back (scale and transforms set to 1)
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?
@thin oasis can you help??
I can't help you with that, specifically
Don't ping unrelated people
Oh sorry
To rotate as you expect and hope is all about the position of the transform relative to children
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
Don't use root motion
Best I can tell that can't do anything good for car parts
I think this is the core issue. So maybe in the future I just make sure I parent anything that is rotate along with something else. Though I am still not sure why one axis is completely unable to rotate properly.
I thought the rotational values are independantly able to be changed locally, somehow mine get manipulated by something else.
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.
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.
This wouldn't only be an issue I get on this car, but a lot of other situations too.
I don't fully understand why that'd be happening, gimbal lock perhaps, but I can tell the origins aren't right on the meshes
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.
How do I export an fbx with multiple animations, can I only export with 1 animation?
is there anyway to play animations in scene view so i dont have to keep going into game mode to check them?
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?
the keyframe resets back to original values when I do pretty much anything after changing them
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:
Or just modify it in Late Update.
So enabling foot ik for that state and adjusting the avatar isn't enough? It is a pretty extreme proportion, to be fair.
It's enough to get in the ballpark, and it looks fine, but for more precise control, something like a post-update controlled slider would get it that last 20% of the way there.
You could also just retarget your animations in another animation software, given how extreme the case is
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?
If you model or rig a character for the exact same skeleton, you can swap the skinned mesh directly
If your character's rig is different but Humanoid-compatible, you can retarget it to Ethan's animations
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?
No
There's no official way to edit or create Humanoid animations within Unity
"Animation Rigging" package only lets you create IK constraints, which can be animated, but it does not let you rig any character from scratch nor does it expand unity's ability to author animations
Odd question but when changing scale from 1 to -1 how to I get I to spin and not squash and strech
With umotion pro you can't make a new animation using an already rigged model?
That asset is not an "official" way
It's not bound by Unity's limitations and I don't know what its full capabilities are
Anyone know where to find an arms crossed idle animation?
Try mixamo
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?
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.
So what you're looking for is a system for phoneme recognition
perhaps this
yes, exactly this. thanks
I've used ulipsync, and aside from it not playing very well with Timeline is is pretty good.
Nothing that can't be worked around.
Make an strip
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.
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.
Use a script to do the scaling and just use the animation to trigger it?
- 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.
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)
To have it be fully procedural, you'd need to use unity constraints and not blender ones. If you just wanted to procedurally control abaked animation, you could do that too (set the time of the animation based on the draw position for instance)
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.
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 🙂
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
Instructions for setting up VRIK for Steam VR
skip to 0:38
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"
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.
If that's what you want, don't use 'any state.'
Good question!
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?
hi
i added 1 animation node to my animator controller and now the Enemy is brokne
if i add RockHit it Breaks everything
this is what happends if i add the animation and press play
Both RockHit and HitAnimation Should Play when the trigger Hit Is activated
and it works but only seperatly
That is how states work.
help pls idk why this is happening 😵💫
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...?
I'm super enw to this, but have you tinkered with the aim axis and up axis? they seem off to me.. but I'd need to check..
I just used the multi aim constraint for the first time yesterday.. so i'm really no big help.. also why is your target in -y the entire time? ^^'
Procedural walk animations have specific strengths like never sliding and adapting to any surface
But they cannot with any reasonable effort look natural for humanoids, so they're not usually used for that
They work well for multi-legged nonhumanoids because keyframe animation is particularly unwieldy for those
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
But then you lose another benefit of procedural which is skipping the need for any keyframes
Ooooh, that explains why so many tutorials have 8 (orso) legged creatures when explaining procedurally animated characters...
That does make sense, even if it's a little unsatisfying that it doesn't work well without the help of keyframed animations.. 😦
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
I defo need to look into that..
that means tho, I "need" keyframed animations in combination with IKs to get the best result?
Just asking that, since I wanna estimate how much time each model is gonna take... If i could get by without any keyframed animations (by using procedurally animated characters) that would be a consideration
Yeah gotcha, that does make a lot of sense
It is quicker if you have many characters who need animations, and once you have it it'll work for all of them
But prepare for it to look stilted and weird
And that no matter how much time you pour into it you can only reduce the stiltedness fractionally with diminishing returns
But you have the option to embrace that as a style
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
"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
Aight tyvm, that helped somewhat and clearified a lot of stuff.. ima look into that a little more and see what works from a "time investment" standpoint 🙂
Tyvm! 🙂
Can you show the base layer
Yeah, you are using any state
So you are just starting the animation over and over
Anystate includes the state you are currently in. Do not use it for something like that
All the places you can transition to it
Sure. Just don't use any state
Hi i just need some help with my animation so basically when I add the rig to my character it becomes deformed with the animation also breaking but in blender it perfectly fine does anyone know why this keeps happening
like i said before in blender it perfectly fine I honostly dont know why this keeps happening
idk if this will help but here it is
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.
Hmm try merging vertices by distance in blender
Looks like you have a triangle that is too thin
Ok thx I'll try that
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?
is it a bad idea to animate a rigidbody using unity's animation system paired with controller?
Animating a rigidbody is effectively moving it via the transform which is generally a bad idea
oh true
manual it is
You could have a hidden animated object and then have the rigidbody follow that with forces
soo what do i do?
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?
I don't want any interpolation between transitions on top of that
That second message tells you that there are issues and where to see those warnings.
How do I keep animation changes when changing to a different state?
How do you mean by "keep them"
So I have lets say State A and B, I want to play A and persist the changes that occured in A, while B plays out
With Write Defaults disabled in a state, it might not overwrite properties that the state does not touch
Fundamentally though a state cannot be additive to another state on the same layer, and no change from keyframed properties can be persistent
Might as well use the animation component at that point
I guess I'll do that, thanks
How do you suppose it aids you in this situation?
because in that case I'll just have two different animation comps responsible for different animations
and I don't have to worry about the changes getting reset because "a state switched"
Comps?
components
Interesting idea
This is my first time using the controller, every other animation in my project is using the animation comp and they all work fine
Animator has override layers that do not reset their state when you change layer weight, and additive layers that apply their property overrides additively over other layers
well technically they wouldn't be additive because they are responsible for different things
I'm curious what the exact use case is
it's just a sequence of animations I need played out in a specific order
and I like the Trigger functionality of the controller so thought I'd try it out
I might place a sequence on another layer, with transitions linking them sequentially
I don't need any transitions though
they are all responsible for different things at different times
I am very unfamiliar with the animation tools that Unity has, so I am quite clueless on this subject
And yep, as suspected, my idea with animation clips worked perfectly
Transitions are a big reason to use the Animator, since you don't need to code any of that logic yourself
I see
I guess fundamentally then, I shouldn't try it with the controller in this case
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
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
Every animator resource I found wouldn't talk about my issue so 🤷♂️
I don't think it would work in my case
or at least it would be so much extra work
than what I've done so far
at least that's what it seems like
Thanks for the help
It's hard to wrap my mind around
Animation sequences that don't actually need to be sequential and also need to be additive with previous states but preserve the pose of the previous state?
I'm glad you found a solution in any case
I have 3 clips, you play 1, preserve everything that happened in it and then run clip 2, etc.
But like, why
because the transition has to be done through code
because it's procedural
so I need to seperate the animations
What kind of motion is it exactly?
a position delta? Idk what you're asking
the actual positions
that would be in the animation
are procedural
What is the character doing in those clips
That's pretty big clue for me
I don't understand what you're asking
besides fundamentally I can't use animations for it
because it does its movement via rigidbody
that's the main reason
it's just a box that the player moves with
I'm hoping for an accurate description of what's the ultimate goal is
Because it feels like I've been in the dark of all the relevant details
For avoiding XY problem, for instance
since the player movement is done via rigidbody
it needs a joint
and the box needs a rigidbody to have a joint
therefore no animation
only code
it's also only attached after player uses it
so there are a lot of moving parts to it
a lot of parts the can vary
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
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
what if I happened to have an NDA
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
I suppose
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
Yeah I can understand that, I apologise
Still in this case if Animation does what you need, it's viable even though it's "legacy"
Animator should be used for larger scale systems, specifically for its many features
Persistent motion probably should be done in scripts instead
And rigidbodies should always move by Rigidbody class methods, not by animation unless Kinematic
yeah naturally
wonder why animations don't have capability to change at runtime
at the end of the day it's reading hdd
"Change" in what way?
surely injecting some values from memory at runtime is quite easy
like instead of going to a specific point
you pull data from memory and move to point defined by memory
that would allow for procedural animations
I believe that's because of the way they're stored and interpreted
Actually thinking of it I think it's perfectly possible to do that, just probably not intended
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
interesting, I thought it would've just pulled the transform data for instance and lerp between them
sounds like it's doing something else
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
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)
Of course you can do that. That is what the IK system does, after all
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.
It should not matter whether it's the gun or the hands swaying, as long as you're doing the sway in the part that's controlling the other
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
@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.
Override what "setup"?
The techniques I describe do not require any kind of overriding
I am having trouble visualzing these different approaches as I probably never used them before. With override I mean that the animation that I play cancels out the sway script that I would put on the gameobject that controls the gun (the gunsocket bone).
So In the animation the socket bone does A and thoguh the script I want it to do B. The animations then overrides B and the behaviour stays A.
An animator will always control any keyframed property in its hierarchy
While it's possible to modify the same properties through a script at the same time by running the methods after the animator, I usually avoid it to prevent confusing setups
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
Awesome, it is more clear for me now. I am familiar with option 2 and 3 as I have set up a 2 bone IK in unity before and I also know that I can rotate the bone above the gun socket bone. With regards to option 1, would I have to make sway animations and add these to the additive animator layer or how would this work 🙂 ?
Yes, with option 1 the sway would be keyframed
You can find more about it by looking into animator layers
Both override and additive will work but mix differently with the base layer
Awesome, I have some research to do then. I appreciate your time and effort helping to explain all this.
does anynone have a code for hand animation for VR
@surreal copper Not a place for requests. If you need help with something, post the problem you stuck on. Also don't cross-post.
oh okey
does anyone have a visual tween editor they like the most?
i've tried a few and i've found shortcomings with all of them but am too lazy to write my own
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?
An animation event can call a method in a script to set parameters in the nested animators
That seems to be the only way.
I suppose, it's not possible to set those parameters as properties directly within another animation?
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..
Here is a screen:
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
Afaik you can only call methods from events on components on the same gameobject, which would require all animators to be on the same gameobject which likely prevents them from being nested
Hey guys I have a question
anyone know why
why doesnt this animation play
like when i press a button
it only presses it like half of the time
which animation?
It looks like its playin a "selected animation" and a "pressed animation", kinda overlappingeachother
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 ❤️
€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"
For the materials if that's the case is there a paint mode in unity?
Because that's the only way I know works to import it into VR chat
I’m not entirely sure, I’m still pretty new and it’s something I’ve not had to mess with
That seems to be the issue
Ty
Because you're using any state, so you are having trouble controlling your transitions
The errors are problems in your mesh on Blender side
Materials can only be imported in a limited way so import textures separately and make new materials for them
The confusing thing to me there is that you have "DEF" bones in the humanoid configuration but not in the hierarchy
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
#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
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)?
#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
#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?
A horse and a pegasus in this example could share the same animations and rig wholesale
A horse is a pegasus with "nonexistent" wings if you think about it technically after all
Just using a character script that doesn't set any flying related parameters
Yeah thats why I picked that example 😄
I'd need to make sure the bones perfectly match eachother tho right?
Otherwise the bone-position will be messed up
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
The two could be the same model
Just one without the wings
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
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
Yeah tyvm, thats what I was expecting, thanks for clearifing 🙂
Hmm probably not
But you could create some extra states and parameters in the base animator to be later used for various purposes
I would likely add a few extra idle animation states as well, even if most characters do not need to use them all
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
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.
Someone got 9dir crouch animations or know where i can find them ?
What's that exactly
The cardinal directions, diagonals, and... up?
Like forward and forward right , left back cack-right, left
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!
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
u have them ?
I don't
But I was curious if the ninth direction was for some purpose I didn't know of
There are no 3D blend trees, but it's possible to have a blend tree of blend trees or blend trees on separate animation layers
Perhaps you want to use a manual blend tree
err, a direct blend tree
This lets you use an arbitrary number of parameters.
However, this isn't going to be like a 3D blend tree, because you can't use multiple parameters to control one motion
I'd go with a nested blend tree as Spazi suggested
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
I thought vroid didn't use unity physics at all
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 🙏 🙏 !!
is there a way to change the position and rotation of an object without having to redo the placements in the animation tab?
Are the animations all the same type?
By script
so there is no way to? because im using it on an ai and hes walking sideways
How did you get 'no way' from that?
well by what you said i thought there wasnt a way
If they are humanoid animations you can change the rotation offset in the inspector.
how do i check if they are humanoid?
Yes, they're Action Animations I imported from blender
where do i check if its humanoid
nvm i fixed it
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
Friends, hello everyone!
I'm working with animations in Unity, and I have a whole bunch of questions.
Our pipeline
- Rig characters in Blender using AutoRigPro software
- Upload the rigged model to Fbx
- 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
- We are working with the Humanoid type of character animation in Unity
- 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
- In Unity we use additional software for customizing/refining/creating animation - UMoution Editor
- 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
- 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
- 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
- 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?
I'm having some trouble with my character
he is upright but as so as game loads he turns sideways
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
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)
ignore, fixed it
I have a question about a 2D tilemap animation workflow, since it's animation related I'll ask here too. Here's a link to the message: #🔀┃art-asset-workflow message
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?
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
Generally you would just have them as part of the animation and hide them when not in use.
Oh oh I see
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 .
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?
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
If they are separate meshes, you can just copy them to the other model and parent them to the appropriate body parts. If they are not... then you need to separate em.
I got it thx
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
i could click loop but its just gonna make it spin slow down and repeat
Set the key tangents to linear
Is there a reason unity deprecated Vector as a property for the animator?
because I cannot think of one and it seems like an EXTREMELY stupid decision
Vector in what context? When was it deprecated?
That is both easily findable information
In what world is having to make 3 separate float parameters better than making a single vector property?
Ah, parameter
According to docs the method has been "obsolete" since Unity 5.2 at least
I can't really find any info about it, but I don't think vector parameters were ever supported
If I had to speculate I guess the reason is that you'd need a different system to use them as conditions
Since condition predicates for floats are less or greater, you have to wonder what that'd look like for vectors
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
And I can't think many situations off the top of my head where it'd be useful
If you need the magnitude of a vector, that can simply be passed as a float
Or a dot product, similarly
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?
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
A whole minute and you don't show the animator
I do wonder why you're using freeform directional for a 1d blend
But I'm guessing the cause of this problem is an incorrectly set up transition
I tried to but the windows screen recorder was in way
Just a screenshot should be fine
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.
A world where the ui for using vectors would inevitably involve decomposing them to their constituents over and over?
Im using animation blend
and my character dissapears in the diagonal up left and down left directions
how can I fix this
Does it also disappear when previewing the diagonal blends from the blend tree outside of play mode
If not, it could be a code issue
What happens to the sprite references and transform properties of the body parts if you inspect them when they've disappeared? That could rule out the character being entirely out of sight at those interpolations
Test both
Hi, does anyone know how to fix this?
seems pretty straightforward, assign them as children as it says.
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.
Enable root motion.
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?
Hey everyone, how can I make an animation play in reverse in a blend tree?
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?
check the exit time
you can also try using Animator.PlayInFixedTime and play it from 0
how to not see the body whole animation??
I'm making an FPS game and I always see my body when there are animations
@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...
That might help. I haven't seen that video yet. I've tried a lot of different search arguments.
wdym?
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.
How could that becausing my issues?
In that case are you sure that the correct animation is playing?
it stops the turning animation from playing.
gimmie a sec
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.
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
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
This doesn't look like something that could be fixed by tweaking the t-pose (since that's not really a thing)
Rather the issue seems more likely to be incorrect bone transforms, bone axes (on export) or bone rolls
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.
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.
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
In the clip settings, you can bake root rotation. Enabling foot IK in the animator state might help as well, assuming it is a humanoid rig.
i've tried that but nothing seems to work. Is there an issue with the animation itself?
this is what it looks like on the website
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.
The more animations you have the longer you have to scroll. Create new clip is all the way at the bottom.
Create in the inspector, drag clips into animator, they'll be in the list.
So a fast workflow would be...
- Create an empty animation
- Duplicate the animation
- Rename the duplicate to the desired animation name
- Drag and drop the .anim file into the animator
- Select the animation to record
Is there a faster workflow or a way to organize animations better?
Right
Organize in what way?
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.
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...
in blender, the root is between the feet, in unity, I see this, it is way behind the place it should be
any ideas on a fix for this? I'm struggling with this problem for weeks
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
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
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??
Any advice to fix this NavMesh without flatting the floor?
Humanoid have a Step Height of 0.2
Damn.. the NavMesh see it as heigh but it would be more or less 0.01 or 0.02 😒
sorry, I even look for it 😅
well my animation get stuck after transiting to jumping
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?
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 ?
Can i ask about Dotween here?
Yes, though you might not get anyone able to answer
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?
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?
What, specifically, is going wrong? Did you set the mask and weight of each layer?
yes the masks are set and the base layer isn't working at all
the arm layer (second layer) is working fine
I'd try removing the mask from the base layer
after removing, the base layer acts fine until I call the second layer animation
after that, the entire first layer is just dead
they also never merge
I’m looking for an animator for my game
!collab
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
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
apparently there's a bug with the current version
is there a way how I can fix this?
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 ?
why is my elbo turning the wrong way
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?
if this game is similar to ddr I would like to inform you that i am making a similar game and need some help as well, if you were to show me what you had so far it would be greatly appreciated thank you.
Too bad more people didn't just work together....
i dm'd you!
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...
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
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
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
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
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.
That's not an error, it is a warning. Are your actual animations importing along with the empty one?
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.)
Yeah but for some reason Unity wasn't letting me adjust the key frames of each animation, I figured it out, thanks for your help.
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?
Account for transitions, they will tend to reduce the total motion range.
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?
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.
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
By cloth you mean a skinnedmeshrenderer using unity cloth? Have you set constraints?
How are you setting the orientation?
Can you animate hidden placeholder objects and use those to drive the children?
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
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.
Define 'stops working'
it stops scrolling
with the curves not linar it scrolls but stops in the middle than goes back i want it to scroll continous
So does the death blend have direction parameters that match the locomotion one?
yes, its the same exact setup
nevermind, i just figured it out when i was examining every aspect of the blend trees. the 2d simple directional was set to x-x instead of x-y. but this leads me to a second question when you have the time
Yeah, that'll do it
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
Disable looping for that clip?
i had no idea that was an option, i'll try. thank you
didn't work but setting the animation event to one frame earlier worked
it stops scrolling when i play the scene
thank you Your help was very helpful. I was able to get more spins by trying that method. But it still rotates about 10 degrees less. Do you know how to find the remaining rotations?
Well, you could check the angle and subtract it from the angle you wanted?
sorry. I think I said something wrong. What I'm saying is that it rotates close to the target rotation value, but still doesn't rotate completely.
Do you know of any additional methods?
It's okay if you don't know. Your answer has already helped me a lot. Thank you so much.
You could look into using https://docs.unity3d.com/Manual/TargetMatching.html
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)
Friends, hello!
Why is it that when I use a mask in animator (humanoid animation), my top part rotates 45 degrees to the side?
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"?
Usually cheating
If jump velocity change is instant, then the animation blend should look fine as instant as well, and then you might not notice if it's the right or wrong foot
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
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.
I can't spot any issue immediately, but in my experience these tend to be a result of constraint order
Iirc the rigs are evaluated top-down in hieararchy order, so something may be affecting the arm position after the gun has been moved to them
Exactly, I guess the same thing. But I changed the order and it didn't solve again!
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
https://steamcommunity.com/sharedfiles/filedetails/?id=3173062409
Hello guys.
Is there a way to achive something like this?
I want to have my ragdolls somehow have an animation, and interact with the environment at the same time.
Like imagin there is an animation that if played, will make the charachter either go through world geometry, or make the character float when on slopes or stairs, now i want to apply physics to it to get rid of those issues.
The same techniques used there should work in unity just as well
So ig what you are telling me is to decompile their lua code right?
Lua is not compiled so I believe you can just look at it
I'm not familiar with gmod addon files
Im not sure ill be able to understand the code since i havent written mod addons but ill give it a shot
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
I already have something like that, but i want the animation and physics to be applied at the same time
That's what the torque part does
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
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.
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 🙏
Dragging a sprite asset into the animation timeline is a shortcut to overriding the gameobject's sprite renderer's sprite reference
But for that you do need a sprite renderer on the gameobject you're animating
is it OnStateMachineExit or OnStateExit if you want a trigger on exiting the current state?
Just off the top of my head I would expect that OnStateExit is for exiting the state, OnStateMachineExit is for exiting the state machine
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
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?
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
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?
lol yeah that's a head scratcher
mecanim is a state machine so maybe that gets triggered when leaving a blender
Correct.
Onstatemachineexit is for when evaluating an exit node of a substate machine.
I see, I've never gone this deep. thx
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
nvm i found out how just drag it in the animator controller
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
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
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
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.)
Not knowing anything about the game, hard to say what would be supported.
This looks good to me tho
Ah, not really knowing anything on the subject I assumed it would be a mostly universal system of yes you can or no you can't. The game in question is Ravenfield though.
This is not a server for modding because mod related challenges are different from game development ones
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.
Could be, might not be
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"
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.
LOL, I know saying natural doesn't make sense but I can't get it to move like a robot would, it's going to be supported by a magic gravity well which I haven't set up yet.
Maybe reference marionettes
Is that vr? Maybe you can try controlling it directly and recording yourself.
Is there a good video on how to use sprite sheets and use the animation
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?
Without an animator? You can just use a script to directly copy the transforms each frame after the animator updates.
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)?
I hear modern iphones have some such apps, enabled by the particular camera technology they use
What “particular camera technology”?
Man you making this conversation sound like I’m trying to buy drugs on the street corner 💀
🤣🤣🤣
I don't know precisely, and I don't care for Apple products, but from what I've been told that's the reason why there are considerably more and better of those options there compared to competitors
It is, but I wouldn't really know how to do something like that 😅
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
Clip settings, change root transform position 'based on'
It defaults to the calculated center of mass(that us usually the hips)
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
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
I just wanted to ask this again, It seems as though only the the frames with the resolver are playing really fast.
Hello ! can someone explain me why when I try to change the pose of new bones every changements I made get reseted ?
Is it a humanoid rig?
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?
hello, yes it is
Then you can't directly set keyframes for the humanoid avatar's transforms due to a stupid arbitrary restriction.
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?
The way I do it is just to have an int that increments every time, and then reset it after a bit. Then use that int in your transition conditions to determine which transition to use.
By not using anystate, or by disabling transition to self.
Losing your mind is an important step of learning animation.
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.
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...
So many workarounds because they just refuse to let you edit humanoid animations directly.
Nothing broken there, and the video you linked actually shows two ways to fix it; layered animations and editing a duplicated animation to add blendshape tracks. The 'broken position' is just the humanoid default pose for when there is no animation.
I personally prefer to use a custom timeline track to directly control blend shapes though, unless they are actually part of an animation.
i am about 10 minutes into my Unity Animation journey, so it will take me a bit to catch up 🙂 Thanks for the info
What should I use instead of anystate? I still want the transition to occur from any state
are playables better than the animator?
That's like asking if ammo is better than a gun
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.
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
it seems to want to tell you to make upper_arm 003 a parent of upper_arm 004 (I see it's not parented in the hierarchy). Or if it's already parented, use the "connected" property of the bone.
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
have you tried separating your dog gameobject into multiple objects - one responsible for the model and animation, and the other holding the detection box?
for example this is my Player prefab with clearly separated visuals, so that animation doesn't mess up anything else about the object
The visuals in the asset seem to be separated nicely, so I haven't considered that might be an issue. I managed to solve it by uniformly moving the animation curves back on the Z axis. Seems to work fine, I'll see if anything breaks, but ty for the answer
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?
Thx
Man
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?
People do exactly that, or use a coroutine and wait the duration of the animation.
Or you can use WaitUntil within the coroutine to track the actual state of the animation:
https://docs.unity3d.com/ScriptReference/WaitUntil.html
(Scroll down the comments to see the example)
https://www.reddit.com/r/Unity3D/comments/t7ykam/how_do_i_wait_for_my_animation_to_finish_to_call/
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.
Video player is not really at all like sprite animation
Are you animating a character or playing a video?
so the game operates like a visual novel so it has many short videos that make it up
Since you know the size of each video you would need, you can predict very accurately in advance how much data you need
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
my main question is how do the videoplayers handle the memory? I originally assumed it would operate like the audio system where you can choose to load and unload the files but it doesnt seem like I have that much control
if im switching different videos on a single player I want to make sure its not going to just persist in memory
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
ok thats good news. thanks for the help!
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
I don't know where to put this but why is scene tilted
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
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
you said realtime lighting like a day/night cycle
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
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
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!
you as well good night
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
Why doesn't add property appear in the animation section?
pretty sure my problem was because i was unpacking my model after adding it to the scene because after trying a fresh version it worked (until i tried to unpack it)
Could write s script to do it, but would probably not be faster if you only need it once =p
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.
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.
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
The blend tree plays whichever animation the parameters dictate it to
If your code does not store the direction the character last moved in, it will have to reset to default at 0 speed
how would i write that coding to store the direction the character last moved ?
Is there a way to do this from Blender, or is this a Maya/expensive software thing only? Import constraints, i mean
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!
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)
Yes. Idk why unity does 2 by default when it's standard for games to use 4
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?
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 ?
Maya, unless you write an exporter
Shoot. i figured. Ok, thanks
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 ?
Generally bad practice, just because animated heads tend to flail a lot =p
Animating in unity is viable but I'd not call it the beginner's option.
any recommendations? @hybrid tinsel
Nope. I'm a masochist who uses unity =p
I am having this problem with one arm that keeps flicking weirdly.
I dont know what happening.
Are you using ik?
Yes
I am making a fishing game and this character is just for prototyping the later versions
It looks like the pole position for the ik is flipping.
This just apeared
its from the rig effect overlay scripts
That must be something right?
Could be. Might not be relevant. Hard to tell.
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?
is there a way to save cutscenes made with timelines?
like it doesnt reset when i reload the scene
you need to add a flag when the cutscene is played to ensure that it plays only once
how?
what even are flags lol
boolean
and how do i add these flags to the timeline?
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
just answer my question
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.
but wouldnt isCinematicComplete reset when reloading the scene?
Yes, which is why you would save that data in whatever save data structure you have for your game.
oh okay, thanks
Even when using puppets, I often use flipbooks for bodyparts that need to actually change, usually eyes/mouth.
Does anyone know where to find a simple animation of holding a sword, having it rest on your shoulder?
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.
Seems right to me. The sentences are separate.
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
how long is this because im getting confused
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
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 :/
It kinda sorta almost functions as expected. I am going to keep going, and figure once it is all together, it will work properly
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) 😁
Are you certain you can't use multiple? Afaik you can have as many rig constraints as you want, and hierarchy order of the rig gameobjects dictates their order of evaluation
Usually that's not necessary, since multi-aim constraint already allows you to configure as many aim targets as you want
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 🙂
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
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
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
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
aren't blend trees for 3d animations?
They are for blending animation clips of any kind by one or two variables
ah
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
that's really useful i've just been using conditions this entire time
i dunno why i thought they were only for 3d
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
ok thanks
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?
best bet is to go through the stuff on !learn first. then you can ask specific questions if something goes wrong
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
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...
btw this is the guide i was following. i skipped to step 7 cuz the assets i downloaded already had up to step 6. step 8 is where the the problom is.
https://learn.unity.com/tutorial/introduction-to-sprite-animations#5fa66921edbc2a0020bcaae2
found the problom! i had no animator controller
i didnt find a guide explaining the animator controller or how to start animations via scripts
https://youtu.be/sgHicuJAu3g?t=1076 from timelink to chapter starting at 21:11
Literally one accomplishment i made for my first coding experience :,)
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
Unity has a Recorder package that can output various animation types, including gifs
but it includes the transparent background?
I haven't tried it with gifs, so I don't know
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.
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?)
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
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
To keep an animator as reusable as possible you'd only animate generic transforms that can hold other more specific gameobjects
Since you can't make local overrides to animation clips, only to gameobjects
Animators don't need to communicate with each other, as long as whatever you use to control the animator controls both of them
Root motion is one such method to allow movement to match the animation
Not using root motion usually has you match animation to movement, instead
Both have their own advantages
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
They're not tied to any genre
It looks like you already have animations that are intended to be used with root motion
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
If the enemy position and motion needs to be strictly controlled from code, then root motion animations can be detrimental
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
Ah that makes sense. So when I make the animations, I just place them on an empty object (or one that contains a placeholder sprite just to get an idea) to get the transforms etc. right. Then, when I want to use it, how do I assign (an instance of?) this animation to my e.g. sword swing?
Hmm could you rephrase the question or explain more about the setup in question
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
Here's a reference of the swinging
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 😄
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
With these types of animations you usually only animate the transforms, and parent the sprite or any visual gameobjects under them
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
That's acceptable
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
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?
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
Yes, that's most convenient
I won't have enough weapons that need a unique animation I think
at most it'll be like, unique particles or something
And then for the particles I'd use something like this
I think the path is clear in my mind
thanks for the help
Note that the animator looks for gameobjects, the components and their properties by explicit name
Which means you can swap the instances within, and it'll still work if the properties animated are generic enough to be useful with separate components
Yeah but it won't work if you i.e. shift things one parent down
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
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
Good luck, ask away if there's more uncertainty 
Yep I've used those before, they're nice 
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
Ok, thank you. I will start the adventure then 🙂 honestly, i am glad (still sad though) to hear you say that it is not a straightforward thing. i thought i was missing something obvious.
@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 🙂
Since it should act after the animator, you may want to run the method in LateUpdate (or set it after it in script execution order)
It's possible I've missed something obvious, certainly
I think you are fine, it is just my implementation, and the fact i am running a quick test after start. we'll have to see how it acts in actual gameplay, instead of a delay by start introduced. that will take a while though
For what it is worth, CGPT, without prompting, came to the same conclusion. Use a bone follower script 🙂
That is literally the point of blendtrees, though the ideal would be to have both with the same duration and modulate the animation speed.
Is there a reason that Duplicate is not an option in the Context menu of the Animation in the Project, but ctrl-d works?
@grand cobalt We don't allow discussions of asset ripping/pirating here, including the tools used.
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
Well where do you talk about this stuff?
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.
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?
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
There's usually very limited benefit to using keyframe animation for procedurally changing meshes like growing plants, rather you'd program their motion with code or use physics for it
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
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
Are you asking how to make the animation transition to a resting state, or how to keep persistent data between scenes, or something else?
Those two are different problems, and your three solutions don't really have much to do with either nor each other
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
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
Oh I see I will try that thanks so much
guys why there ıs no model material
what can ı do for fıx
fırst tıme ı tryıng to ımport a model ın there
If the textures are embedded in the mesh, you will have to extract textures using the "extract textures" button in mesh import settings
#🔀┃art-asset-workflow
its working now thanks alot
thank you <3
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?
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
i dont want 2 to move until 1 finishes moving but it does, how do i make it 1 go and then 2 goes
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
if theyre two separate objects, the keyframes need to not be on the same frame for the two parts (ie two keyframes for part 1 to start and finish moving, and a keyframe for part 2 to start on the same frame part 1 finishes, as well as a final keyframe for 2 to stop moving)
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
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
can anyone help me on making animations of coins?
i want to make them shine & rotate
but I am kinda struggling
Looking up animation tutorials would be a good starting point. This channel is for questions about Unity animation systems.
ok thanks 😄
As long as you're using burst, 50 or so is entirely reasonable.
Not sure what your logic is; if you want them all playing, you should have all full weight with a mask.
I don't understand why they are separate animations at all, though.
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 ?
I tried to export all at one but it didn't work really well, because all animation don't export
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
The blue one is quite jerky, which is more noticeable next to the gold one which is much smoother
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
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.
they are the same GIF. except for the colour
I made the yellow one first and just changed the colour and made the blue one
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.
hello i have made my first animation but i dont understand why my anim start a long time after i move 😦 someone can help me
so how should I improve it?
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
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 ..
walk is set to happen only at the end of idle because the walk is so far to the right, and because Has Exit Time is enabled
could u help me with mine one?
I am confused about what you are asking, or trying to do in the first place
The wording is very unclear to me and seems to be missing key information
are you trying to stop the loop?
Hello its me again my animation work for horizontal movement but dont work for vertival movement why ?
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..
well practically it should only shows just for 2 seconds so it means i have to stop it ig
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
i get what youre trying to do but i dont get what the problem is
yeah so can u cross check my animation controller inspector ig onto it like some options exit time and transition durations and all can you check cuz what right now am getting is that animation clip in loop throughtout the game
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?
your transition duration is longer than the animation
btw this would be much simpler to do with code
Your second if statement of horizontal input overrides whatever the result of the first input of vertical input is
maybe dont add a transition time
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
!code
📃 Large Code Blocks
Use links to services like:
https://gdl.space/, https://paste.ofcode.org/, https://hatebin.com/, https://paste.myst.rs/, https://hastebin.com/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
There might be a lot of conversations going on at once so we should make a thread for each
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
ohh yup that would be too i guess so but for now say for this .. and yeah thanks for the suggestion of that too..I havent tried much animation controller so thought of this as first
btw it looks you have a trigger in the second pic
yeahh i have added a trigger
you dont need a trigger to go back to default state
like only when it trigger then only it comes thinking like that
Please, a thread
ohh okey btw one thing we cant use any animation like without default state ? even though my default state has nothing..
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
Exit time will cause that kind of delay.
ty
Correct me if I'm mistaken but isn't the delay in the transition in the form of offset between the blue bars
Exit Time would specify the transition to that specific time, rather than using it as a delay?
Well, a 'delay' in the sense of the original question.
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?
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
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
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?
can someone help m
my shooting animation inst always working
even tho it's conditino is met
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.
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
Timeline package?
While nothing will beat having bespoke interactions for each creature, you can do a lot with IK targets and the like to adapt to different body shapes and types. For instance, having named empty transforms attached to the enemies, so you can use a script to search for those transforms and use them as IK targets during an animation.
That's an interesting suggestion, thank you 👍🏽
I don't have a clue how that works like why can't I do this
but I can only preview one
I need to be able to key frame as well
I can't hear audio when I preview a second clip also epilepsy warning
I figured out why that is
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
hello i have a question i have 2 audio mp3 . can i put them in the animator or do i need to script ?
Okay figured out how to get timeline working but it's still not quite what I need
did you make audio sources for them
i will try
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
i cant place
hit record key red circle
i will try
also lock animation timeline
that way you can select other objects with out mistakenly clicking off of them
you want to toggle it on there right
If you want to move the Sprite separately from the object it would need to be in its own child transform.
Okay, so how would i go about doing that?
I'd suggest playing it from a script and just triggering the script with an animation event
then record it being off at start
ty
You have the animator on a parent object and the sprite on a child.
Animator controls all child transforms that don't have their own animator.
Oh okay, so would i take out the animator as a component for my player then?

