#🏃┃animation

1 messages · Page 31 of 1

merry moon
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since its gonna be a child of the player rather than a component

hybrid tinsel
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Well, the way I do it is to have the parent be the player, with any physics etc. Then have the sprite only there for visuals.

merry moon
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Wait so the animator component would be attatched to the sprite child?

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Like the sprite renderer and animator components would only go into the sprite child here right?

hybrid tinsel
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No.

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Put those on the player.

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They can then control the child

merry moon
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wait figured it out nvm thanks

fresh orchid
elder vault
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Does anyone know how you're supposed to grab AnimationCurves from an AnimationClip? I need to bake it into a struct for something in my game and I'm unsure how to get the values. I tried using AnimationUtility.GetEditorCurve() with AnimationUtility.GetCurveBindings() but it returned a really big array which I think is giving me the curve for the animation motion itself (the bones and stuff) when all I want to get is the 3 named curves in my AnimationClip. Is this even possible?

rough patrol
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how do i create a 2d curl up and rolling animation

red rose
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Is there a way to avoid doing this and just match an animation to the rig

topaz fractal
topaz fractal
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why when the bool Aiming is true the Aiming animation work properly but when I uncheck the Aiming bool, the animation don't play ?

fresh orchid
topaz fractal
red rose
fresh orchid
topaz fractal
fresh orchid
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sur la deuxième image ont le voit

topaz fractal
fresh orchid
topaz fractal
fresh orchid
topaz fractal
topaz fractal
fresh orchid
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en gros dans ton cas tu veux que quand aim est true alors la transition IdleNoAim se fassent pour aim puis tu met la meme transition qui passe de aim a idleAim et enfin si ton bool aim est false alors tu fais pareil mais dans le sens inverse

fresh orchid
topaz fractal
uncut salmon
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@fresh orchid @topaz fractal This is an english only server. You can take it to DMs if you wish.

fresh orchid
topaz fractal
fresh orchid
topaz fractal
topaz fractal
fresh orchid
fresh orchid
topaz fractal
tranquil quail
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I have two different SkinnedMeshes, both using their own different skeleton, and, Humanoid Avatar. this works and allows rather good re-using. i am trying to find a way to re-target though, so i can then Export the Animation, as attached to my custom character. This will allow me to take the animation into animation software to fix minor details. I understand that i can edit the original animation on the original mesh, but that is not what i am looking for. I specifically want the Animation re-targeted and attached to my custom character mesh, and exportable this way, in FBX form.

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I have tried some techniques from the Docs, but in the end, that just ended up exporting the root transform. Not All the bones

hybrid tinsel
acoustic fable
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any reason why this isn't working? I've tried deleting th ewhole animotr + clips and making them again and it didn't work

acoustic fable
leaden ferry
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Hello! I am transitioning from an idle animation to another one using a trigger. How can I go back from the other animation to the idle one after it ends?

hybrid tinsel
topaz fractal
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hello ! is there a way to call a void when an animation starts? for exemple call a void that handle the shooting sound and the shell ejection of my gun when this animation is played ?

hybrid tinsel
solid girder
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Hey is there any 3d artist here?

topaz fractal
merry moon
shadow obsidian
topaz fractal
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do you know why I can't play and add animation event to my animation ?

hybrid tinsel
topaz fractal
hybrid tinsel
topaz fractal
topaz fractal
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why does my animator event look like this and not like on every tutorial on Youtube ?

hybrid tinsel
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Dunno, that looks normal to me

hybrid tinsel
topaz fractal
topaz fractal
topaz fractal
hybrid tinsel
vernal grotto
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I want to make a 2d video game so bad but animating 2d pixel arts is very hard for me. Should i dive into 3d stuff?

topaz fractal
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but in both case you can find a lot of free stuff to make game without having to draw or make 3d model

cloud spade
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Can someone help me? I have to sync two rig's animations to the point where one rig is always synced to the other. What I mean is that I have weapons I want to have animated with my arms, but I am having issues with keeping them synced. I presume that I just need to have both animation controllers use the exact same transition times and settings, but I want to know if there is a better, simpler solution to my problem.

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I keep getting results in my searches that do not help whatsoever, so I thought that I'd ask on a few forums/servers

brazen plume
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What advice would you guys have for making a horde of zombies feel a bit more natural in how they interact with each other? The way I have it now thet just kinda stand around each other politely idling and walking in a little bundle keeping their social distance and it feels a bit wrong.

hybrid tinsel
brazen plume
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They all walk along the same path since its tower defense but there's a bit of randomization in their movement. Only thing I can really think of for proximity is that they can have a chance to be pushed over and ragdoll but that feel a little unnatural in practice.

red rose
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Is there a way to change the width/height with DOTween?

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I'm 9splicing so I don't want to tween via scale

sonic flower
tranquil quail
# hybrid tinsel What have you tried?

Quite a few things I do not really recall. you said "You can just export the animations and apply them in unity with retargeting" can you point me to a doc or something that demonstrates this?

thick orbit
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@lime socket related to your question here:
#💻┃unity-talk message

Animators can only animate the properties of objects that are children, or attached to the animator component itself.

lime socket
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My brain is wired to godot atm where you'd just signal upward

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Like the parent has the attack methods and stuff, so I need to have the animator trigger those

thick orbit
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You cannot do it directly.

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HOWEVER, I think that you can move the animator from the model to the parent it will still work

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This is your current setup, right?
MyPlayerPrefabNoAnimator
------ThePlayerModelWithAnimator

lime socket
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yeah, it's just like I want to move the model too without affecting the colliders

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so having the model on the parent wouldnt work

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it needs to be controller -> visuals

thick orbit
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I don't remember 100%, but I think the Animator is actually a bit cheeky, and if you move it to the parent, it will actually animate the children as if it was there.

lime socket
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yeah, let me mess around with it more I guess. I don't usually use animation events and do it all in code, but since I'm adding forces to my attacks it makes it easier to time

thick orbit
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Try moving the animator from the model to the controller, and see if it works, I think the animator does a search on the child objects to search for the "correct root" if the current object isn't correct

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If that does not work, here's what you can do:

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Ah.

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If you need, do the following

lime socket
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The fallback I can think of is delegates from child to parent

thick orbit
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Yeah that's what I was gonna suggest.

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Or the child just sends the animation event itself upwards

lime socket
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hopefully not cause I got a lot of methods lol

thick orbit
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Are you using "OnAnimationEvent"?

lime socket
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Uh, was just going to use the property accessor from the timeline

thick orbit
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Lemme do a quick test here cuz I also don't remember 1 sec

lime socket
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there's both animation events and property accessing

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Seems like the delegates are the idea

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or bi-directional references

thick orbit
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Yeah, so, you can animate the properties directly on the timeline, or you can send events.
You can invoke a set of events based on their signatures.

lime socket
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there's no actual 'target' property on the animator controller. It seems to only affect the game object it's on.

thick orbit
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Yeah, it only affects the object it's on

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You mentioned you had a lot of methods right?

lime socket
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Eh, like a addforce, and specific hitbox activations

thick orbit
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if it helps

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You can try to setup the "next" attack data when entering an animator state

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But you'd still have to send it up the chain one way or another when the animation event triggers

lime socket
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yeah I got the info when it starts and when it ends, it's mostly the data of when the animation is at a point is where I need the timeline information

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of course I can just manually resolve it per clip

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too much of a pain ;)

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Was using godot on my previous project and you can pretty much reference anything on the prefab for the events

thick orbit
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The way I did a simple melee mockup a while back was (going off by memory):

Sword has a trigger colider.
Animation turns on/off the sword colliders etc.
Sword receives "OnTriggerEnter" from physics, and sends it to the controller.
Controller has an information of current "AttackMotionData" which contains the damage multiplier, knockback forces etc etc

AnimatorStates have a "StateAttackMotionData" StateMachineBehaviour, that when it receives OnEnter, it tells the controller it has been entered, and tells it what's the AttackMotionData that it contains.

The StateAttackMotionData is either setup in the AnimationState itself (inspector), or the AnimationAttackMotionData has a string identifier that I type in the inspector that the controller uses to find the correct states and sets the data itself using Animator.GetBehaviours on Awake.

lime socket
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Yeah, but the take away here is you do need that middle man script to relay that information upwards. I was just seeing if I could do it on the editor but doesn't seem that possible which is odd.

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Thing too is that Unity does encourage you to stick visuals as children

thick orbit
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Yeah. But do try placing the animator on the parent

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I think it animates the children properly even if the "root" is different

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unless they changed the behaviour, cuz I remember years back adding an animated character as a children of a controller, and just moving the animator up and it just working™

lime socket
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Ah, maybe you're right. Problem too is I'm not sure of the whole force implementation but maybe I'm overthinking it

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It's like I want to move the model locally sometimes, and sometimes I want to move the whole object.

sonic flower
lime socket
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but it does seem like I can just target the child object and move that alone

sonic flower
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how to solve this problem

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the player's body takes a strange turn.

lime socket
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you need to add some 2D blend strafing to your animator
Ah, actually just calculate angles from your forward direction, and anything beyond 90 or -90 you'd rotate your character towards

thick orbit
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Are you using root motion?

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Cuz if you are you can manually animate the child with the root motion the parent receives in the uh... onanimatormove callback?

lime socket
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you can probably just calculate angles and use lookat if you don't care about stiffness

thick orbit
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anyway, chores, best of luck~

cloud zealot
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Using animation rigging package for IK stuff and for some unknown reason it has decided to set the default position of my bones?

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I have this ball robot that extends it's legs like so.

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I achieve this without manually animating the bones in Unity by animating the weight of the rig, but it's now set the default position of the bones to the open position so setting the weight of the rig component doesn't work

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does anyone know what caused this? It's basically impossible to manually get the bones back into their original position so I have to redo everything and I don't want to redo everything just for this to happen again

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is it because of write defaults or something? The only thing that was animated was the weight of the rig component.

tranquil quail
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I have a bone that i want to scale based on another bones rotation from Rest. I am currently using a simple script, but i was wondering if there is a more 'built-in' way to do this. perhaps within the animator

tepid pollen
quartz warren
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So the legs aren't affected

tepid pollen
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How could I attain it?

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It worked out of the box on a deprecated project

quartz warren
tepid pollen
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yep

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worked

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thank you so much!!

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genius

quartz warren
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Glad to help UnityChanThumbsUp

tepid pollen
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Hmm, I just realised that only it's hands move

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Rest of the body is static, kinda looks like an airbaloon man lmao

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But I'll head to bed now I guess

quartz warren
twin musk
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hahaha I love being stuck on this.. I'm trying to make some poses for my hands with blend trees. I've got my hand fully extended out in an animation named "Idle" should this only be frame 0? Should the other ones besides "Idle" consist of 2 frames, 1 being idle and 1 being the animation I'm trying to pose it in? Or will it all just be 0 frames.. I setup all my animations and tried it out and the blend tree refused to actually move any of the joints.

agile solstice
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If the animation clips won't work when played solo in their own state, they won't work in a blend tree either

twin musk
# agile solstice I wonder what you mean by "will it be 0 frames" in this context The blend tree's...

Oh well yeah nevermind I'd need 2 frames?
It's built to be a hand in vr, meaning I only really have to make a position. So like

  1. Idle Animation (hand is flat)
  2. Fist Animation (hand is clenched)
  3. Finger point Animation (hand is clenched with pointer finger extended)

So on so forth. The animations I think should only have one frame, because the blend tree would just motion through it based on how much pressure is put on the triggers or grips or if the a button is pressed. Do I have to end up making certain animation changes? Like fist to thumbs up or can it all just be frame 1 being open hand and frame 2 being the position. Does that cause issues if I'm already having my hand clenched and I try to put my thumb up?

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Or would it just be 1 frame?

agile solstice
twin musk
agile solstice
twin musk
# agile solstice Looks like the correct process

Okay so right now I have it set to be

If left clicking & right clicking = 1/1 we do a thumbs up
If both are at 0 = 0/0 we do idle which is open hand

I want to make it so if you are doing a fist, and "J" is pressed it will put your thumb down and cause a fist. How could I do that, there is no "3D Cartesian graph" do I have to do something with more blendtrees?

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I'll be converting it to use the oculus grip and trigger and j button later just making sure I can do it this way so I don't have to deal with putting the headset on and off over and over

agile solstice
# twin musk Okay so right now I have it set to be If left clicking & right clicking = 1/1 ...

Well, you can have a more than 4 motions in a 2D blend tree to blend between, but you start running into the issue that there's no direct blend between each pair of motions that would not cross over a third motion, or cross over the center first
The workarounds are to have blend trees of blend trees, or blend trees on separate animation layers but you would need some extra code to micromanage the weights to make sure you aren't partially blending to a previous motion by accident

twin musk
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Yeah the issue isn't the lack of motion it's the lack of parameters

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Okay I'll look into doing a blend tree ontop of it

agile solstice
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Perhaps a simpler option at that point would be to make them separate animation states that you blend between using animation transitions, rather than a blend tree

raw token
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im beginning with pixelart could someone pls just give tips on how to improve YT creepy7677 thats where I got all the vids

agile solstice
raw token
agile solstice
raw token
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that the overall picture does not look like it belongs all together

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its like some things are not mixing in

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the backwalls and stuff

agile solstice
raw token
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oh sorry

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I thought this was art related

neat nimbus
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I'm importing some animation made from blender into unity, most of them are ported from mixamo, and some are then edited using animation layer.
I've noticed that somehow in few animations ported when ported on unity they dont work, tending to go fully or partially in T pose

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Any idea on how can I solve this? I've found nothing similar

wary sundial
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could anyone help me figure out why im getting weird deformations when i try and change the root node for a model import from blender

hybrid tinsel
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Well, most third party tools give you a lot more... well, tools to use. But doing it in unity can be good if you have specific needs and especially if you are good at writing your own tools.

arctic sparrow
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Why Configure Avatar button not showing up? Is this because the error? How you fix this error?

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There is a bone for 'LeftLowerLeg' but unity says it missing..

hybrid tinsel
arctic sparrow
hybrid tinsel
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...yeah there is

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It's right in the screenshot you shared

arctic sparrow
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This image. after click configure, there is no button here to show the bones in Editor

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This is my editor when I click Configure button from Rig inspector

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This is from different FBX, as you can see there is Configure Button there that when I click, it will show the configuration screen

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Like this right? But this is not the case for my other FBX that I ask earlier. The thing is, both FBX have same rig.

twin musk
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Not sure if this falls under this channel. Is there a way to seemlessly transition videos in Unity with the VideoPlayer? I am trying to sequence 2D animations with it, but it always has a stutter before the next video starts.

topaz fractal
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Hello, I've made this shooting animation , but as you can see the firerate is not really fast, so I wonder how can I make FullAutoShooting ?(the gun I'm using shoot 10rounds/s in full auto)

agile solstice
topaz fractal
muted stream
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Guys is there a way to use animations made in Adobe animate in unity?

vast sigil
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Is there other websites to get free animations than Mixamo? Anims there doesn't seem to work with my character

hybrid tinsel
hybrid tinsel
lapis gull
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Heya! I'm not sure where to ask this but I'm running into a hiccup.
Im importing a cod model+animation in a unity game but I noticed there's A LOT of these weird jittering issues, in blender it looks fine!
I've tried disabling animation compression, I've tried disabling all animation optimization in blender, I tried all the tricks I can find but no avail sadly, and with me being EXTREMELY new to unity, I dont even know where to begin.

What I have noticed is when the right hand has animations that moves further out, thats when the jittering gets worse, I'm sure its due to the fact that the gun's root bone is parented to the right hand (Both gun and hand is the same bones actually, just how it works for cod animations)

twin musk
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Ah yes... Average hand animation system or just me

solemn burrow
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Hi everyone,

I'm facing an issue with the scale of a character in my Unity project. When I adjust the Scale Factor in the import settings, the character's arms, legs, and neck get stretched and look weird. I want to keep the scale in the scene at 1, so adjusting it there isn't a solution for me. I've also checked the rig and animation settings, but the problem persists.

Has anyone experienced a similar issue or can provide any guidance on how to fix this?

Thank you in advance for your help!!!

topaz fractal
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how did you exported your caracter from blender to unity ?

rotund hollow
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Hey, I've been trying to figure out 2d rigging using Animation2D and all of the examples I've seen are using a sprite that's rigged for 1 direction. In the case of having a character who moves up, down, left, right would I need to have a separate rig for each one of these? and also how is this typically handled in Animator?

agile solstice
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The technique is often used for faking 3D rotations of body parts of a 2D rigged character

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But if your character seems entirely different when facing up/down vs horizontally, it may be simpler to just make a different rig to swap to altogether

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Animator has animation layers, including synced layers, and the Animator Override Controller component to swap animation clips of an animator while keeping the state machine

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For example if you want the animator to keep swapping states according to input, but swap the motions based on turn direction, either with the synced layers or override controllers

topaz fractal
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did you export the gun and the arm in one file ?

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try to put Simplify at 0 instead of 1

frank holly
frank holly
topaz fractal
frank holly
topaz fractal
topaz fractal
frank holly
topaz fractal
tranquil quail
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Is there any way to get finer grained control of the Muscle Slider on the Humanoid Rigs?

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I understand i can adjust the limits, but i mean, for example, the Arm Down-Up the slightest movement of the mouse makes it move too far

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I thought there are saveable settings?

hard glacier
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Does anyone know of any tutorials on how I can create an animation in Procreate Dreams and use the animation inside Unity 2D?

strong mantle
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Hey guys! I am a beginner developer and am currently trying to add animations to my 3D character, I have already created an animator, assigned it to the character and before the scene starts everything looks cool, but after the start all the animations for some reason seem to fly up a little, although the collider is on that same place. I've been trying to solve the problem for an hour now. Has anyone encountered this?
Below are screenshots before and after the launch of the scene, and animation in the inspector (animation separately from the animator and animation in the animator)

strong mantle
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I fixed it, nvm

vernal grotto
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Is 3d animation easier if i can t draw to save my life?

hybrid tinsel
clear gorge
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getting no errors with import and my rig seems fine (used rigify) but entering the "muscles and settings" tab does this to my character. What's the deal?

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unless rigify just doesn't export properly for this humanoid system, which is probably the case

agile solstice
clear gorge
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wtf is rigify for then

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damn

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in that case, how can I keep all the hours of weight painting that I did while ditching the rigify part?

agile solstice
clear gorge
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gross

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I mean I plan to animate in blender

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I just need it to work as a unity humanoid for stuff like inverse kinematics

sonic flower
agile solstice
# clear gorge in that case, how can I keep all the hours of weight painting that I did while d...

You have some options
Data Transfer modifier can move weight painting data from the DEF bones to a different armature that has matching vertex groups
There's the GameRig tool that can has anologuous Rigify rigs with a correct hierarchy so they can be exported, but this one has not been maintained and only works in a bit of an older version of Blender
There's also Game Rig Tools which is proprietary but should support the newest Blender, also right now as part of a charity bundle
Either of them might have some utility to convert an existing Rigidy rig to a Game Rig but I don't recall that with certainty

agile solstice
sonic flower
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Do you have any ideas on how I can solve it? @agile solstice

agile solstice
sonic flower
bleak scroll
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Hey all, I'm currently making a "multi-item" (can swap weapons) equipment system using 2D sprites imported from Aseprite, currently I am using animator override controllers which override base animator controller logic (for example: a "Magic Sword" would be an override controller of "Sword" and replace all the respective animation clips inside to that of the equivalent "Magic Sword" animations). However, in my current logic I am using/planning on using animation events to tell my player's Statemachine that the attack is over, and to change states back to idle. However, my issue now is that since the override controller cannot seem to persist the animation events on the override controller (since they are a component of the animation clip themselves), I would need to then add animation events to every single item's animation clips which would be very tedious, and I am just wondering if anyone knows of a way I could circumvent this and either have animation events be linked directly to the base animator controller, or if there would be a clean way of alerting the player script, when an animation is over without events at all. Any tips or help would be appreciated, I'm still quite new to Unity's animator and would love to hear what you all would recommend, thanks!

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As a concept would this work efficiently?

hybrid tinsel
bleak scroll
vernal grotto
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My mind can t deal with the different colors and positions

lunar whale
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hello im running into an issue with the split bone tool, no matter what i press it just doesn't want to work

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all im trying to do is familiarise myself with the usage of these tools, by trying to split the lower arm bone to create a bone for the hands, however it doesnt do anything when using the tool

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i should be able to move the bones with the preview pose tool, but that doesnt work, im confused on what im missing thats causing the issue

lunar whale
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none of the bone tools work apart from just creating a bone and im completely lost

clear gorge
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This is personal preference kind of question, but which hand do you guys parent weapons to? Left or right?

lunar whale
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@hybrid tinsel 2022.3.5f1

topaz fractal
hybrid tinsel
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I stopped updating it a while back

lunar whale
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the psb and 2d animator packages?

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ill check them now

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the PSD importer is 8.0.2

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2D animation is 9.0.3

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@hybrid tinsel are those the 2 you were talking about

hybrid tinsel
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I'm not at home right now to check which versions have known issues

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Though you could check the forum I guess

lunar whale
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if you end up finding something out could you let me know pls? i suck wth forums and the like, id appreciate it a lot!

hybrid tinsel
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...ah yeah, the forums moved

bleak scroll
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Does a transition wait for the animation to finish playing if a transition condition is met?

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I am getting a strange issue where my animation is looping through around a hundred times a second, and I suspect it may because I have a StateMachineBehaviour script which sets "active" to false every time it enters which may be cutting the animation off and looping it.

devout lantern
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Hi. Is there a way to get the instance of Avatar that the AnimationClip was imported with? Editor only way is okay.

I'm trying to make a tool to assign animations to component properties quicker.

lunar whale
devout lantern
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Thanks, I started there and was sent here, but I found the solution now

shadow obsidian
tranquil quail
shadow obsidian
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I keep doing that too haha

tough orchid
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In a blender model, I have an animation that changes the rotation. location, and scaling of the model. When I export this as an FBX to unity, the animation includes rotation and location of the original animation, but not the scaling. How do I include the scaling in the animation.

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Here are the export settings:

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And here is the animation settings:

crimson delta
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If animations I build in Unity make my character slide around a bit, like the feet, do i need to be enabling Bake Into Pose , or changing the Based Upon setting for the animation in Unity?

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like I export them to another program and the character kind of slides the feet around a bit, they're not really grounded as they do the animation

hybrid tinsel
hybrid tinsel
tough orchid
hybrid tinsel
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Then scale is ignored

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For a Humanoid all keys are converted to muscles.

bleak scroll
# hybrid tinsel Depends on if an exit time is set

I figured out the issue, my exit time wasn't set however my script was setting the active parameter to true which instantly would call false and cause it to loop through my idle and attack states, appreciate the help though!

lunar whale
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im really new to unity so im not sure

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im honestly still completely confused on why these tools just wont work for me

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the only thing that works out of all of these is create bone

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noithing else works, it just randomly brings up this blue box that highlights my whole screen whenever i left click with the tool selected

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i have split bone selected here, yet left clicking the bone just brings up this blue box

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when in every tutorial ive ever watched, it just splits the bone like its supposed to

crimson delta
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anyone able to answer mine?

hybrid tinsel
clear gorge
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What's the standard for attaching weapons to a character's hand? Should I parent the weapon to the hand in blender with constraints, or do it in Unity? No matter which way I do it, I'm going to have offset issues when I export to Unity.

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like I can make an empty in Unity on the hand and parent the weapon to it, but then I can't have any sort of offset in blender while animating

young raptor
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Can't you just do a weapon/prop bone under the hand, have the weapon weighted to that bone, and then animate that?

clear gorge
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I could, but the weapon model is entirely separate

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in blender I'd use a child of constraint, but then that creates issues when exporting to Unity because it has offset from the origin

hybrid tinsel
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Can't you animate with s placeholder in blender, then replace it with your weapon in unity?

sand holly
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hello, i need some help, the state doesn t switch, just mannualy, and i dont now why

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this is the code

topaz fractal
#

Hello, for my multiplayer Fps, how can I tell the other customers which animation to play? I was thinking of sending the other customers the animation I'm playing, but if I do that the transition between the animations won't be smooth, since they'll go straight from animation A to animation B. How can I do this?

hybrid tinsel
topaz fractal
grand ruin
#

is rigging every hair strand like this going to have a big perforamcne impact if I am playing animations on every hair strand at once

clear gorge
#

I know how to animate and all, the issue is just the exporting and various constraints that are messing me up

#

the object origin seems fine to me. But it seems like when I export the gun, it just puts the object origin at 0,0,0 even though it's clearly not there in blender. And the result is that my player isn't holding the gun correctly in unity.

hybrid tinsel
#

Like here, you can see I used barely any bones

grand ruin
#

is it different for 3d?

hybrid tinsel
#

Not really, though 2d is of course usually less expensive, and a lot depends on how you're animating/rendering it.

grand ruin
#

like would using less bones even matter that much if you are still affectiing the same amount of verticies?

grand ruin
#

dynamics as in physics calculations?

hybrid tinsel
#

Yeah. Or faking them

grand ruin
#

I gotcha, I was planning on faking them as simply as possible, if that is possible lol

#

im looking into if you can access bones by script rn

hybrid tinsel
#

In some cases you can skip bones entirely and do cloth sim or something

grand ruin
#

yeah id prefer to keep it as simple as possible in terms of calculations because this a model for a multiplayer game and there will prob be like 5-10 people in hd range where the hair will be animated at a single time

strange wedge
maiden prairie
agile solstice
maiden prairie
#

should i just rotate the other way on the mesh?

agile solstice
#

Or separate them from the hierarchy and move them independently

maiden prairie
#

i have seperated the BodyParts from the parent but the bodypart still twist u have any other idea?

#

This is probaly the Easiest way to do target rotation and probaly the worts

clear gorge
#

for face animations, is the standard bone animations or blendshapes? Or a mix of both?

#

Assuming I'm doing it by hand, without mocap.

rustic widget
#

so my animation blending or transitions or whatever worked fine when i was using the Character Controller GetAxis, but I changed it to GetAxisRaw to make it more snappy but the now the animations dont transition, its very obvious when crouch walking. how do I fix this?

arctic pilot
#

does anyone know why my animations looks like this

#

its like double stacking the frames

arctic pilot
#

well i fixed that

#

but now my image is anti aliased, even though i have it disabled

shadow obsidian
arctic pilot
shadow obsidian
#

Ok, filter mode is good. Thought that was the likely issue

grand ruin
#

can I map this generic animation to these bones?

#

just like should it be possible?

#

im going to create a script that can take generic animation clips and create a new animation clip with certain bone names. If this sounds like im overcomplicatiing things lmk thanks

agile solstice
# arctic pilot does anyone know why my animations looks like this

Point filtered sprites will appear like this if they are not rendered at a very specific relative size, such as with the pixel perfect camera component
To eliminate the issue you will have to use the component, or use bilinear rendering with mip maps to render them in a smoother way, additionally with some AA that works with sprites such as a high Render Scale or a custom sprite AA shader

unkempt plover
#

Hi,
can anyone please tell me how to access a animation (animator) in the canvas from script, that have been placed in the player Game Object?
If i create a Animator variable in the script and attach the canvas, the game runs into an error

agile solstice
unkempt plover
agile solstice
empty pulsar
#

Guys, how do I change the image source (Image Component) in Animation? Whenever I try to change it, it sets all the other keys with that new pick image.

empty pulsar
uncut salmon
#

Are you actually recording the animation?

empty pulsar
#

I can literally see two different images in the timeline but whenever I play it. It doesn't change.

#

Wait, is this possible in Unity?

#

Why has this happened to me 😢😭

empty pulsar
#

Great. Now nobody talk about this.

agile solstice
#

I'd try restarting the editor for starters, or re-making the animation and controller

wintry sonnet
#

wtf are these things on my timeline and how do I remove them? I can't undo adding them, I have 0 clue what I pressed to make them appear (to my knowledge I never pressed anything), and when I try to preview the timeline it can only play in-between these markers.

night geyser
#

Hello, I just started making games with Unity and I need to make animations but I can't use it here. In the video I watched, when the man opens this place, he directly says create, but he doesn't.

agile solstice
night geyser
#

How exactly can I fix it?

#

I started unity 3 hours ago

#

When I look at YouTube, it pops up immediately when people open it.

agile solstice
night geyser
#

Thank you, I've been trying for about 40 minutes

wind hatch
#

Not sure what to drag into the preview box. Tried sprite, spritesheet, animation controller, nothing works

#

"Model" sounds like it's for 3D, but I'm using this for 2D

grand ruin
#

can I retarget the bones of this generic animation?

wind hatch
#

I set my samples for an animation to 60, but it's visibly not moving at 60fps

#

Much slower

#

looks more like 12

#

Oh nevermind, I see the problem

#

The sprites were spaced out in the timeline

hybrid tinsel
grand ruin
#

i'm trying to see if its maybe possible to rename bones in unity and trick it into working, but so far changing the name doesnt seem to matter

#

is there anyway to retarget generics?

gray rune
#

So, I'm trying to have my player character thrust a sword forward at a target using animation rigging, the actual thrusting motion is an animation I did in blender and imported. The sword is parented to the hand only, it doesn't have any bones.
So I have two questions:

  1. The hand's rotation doesn't seem to visually deviate from the original pre-made animation but the sword, which is a child of the hand, DOES point to the source object via the constraint. - So what would I need to do to get the hand (and even better the arm) to also follow the constraint like the sword does.
  2. Although the sword very obviously is responding to the constrain component, it doesn't actually "stab." Towards the end of the animation, it kinda curves around the target, almost like trying to push two magnets together that are facing the wrong way. - Is there a better of setting all this up?
wind hatch
#

I have a blend tree, but it's not blending the animations - is that only available for 3d rigged modes or animations with high frame rates or something?

agile solstice
wind hatch
#

What do you mean by properties?

#

Like... size?

#

So, if I have one animation stretching the character horizontally, and another vertically, the blend tree with blend them and do both?

hybrid tinsel
# grand ruin is there anyway to retarget generics?

You'll have to be more specific about what you want. The mecanim retargeting is only for humanoids, and since it involves conversion to a humanoid muscle model and back it doesn't really apply to non humanoids. Do you just want to remap transforms, or do you actually want to remap motions from one hierarchy to a different one, or what? What are you trying to do?

agile solstice
# wind hatch What do you mean by properties?

Components have properties, being the values and references you can change
Basically the only thing the Animator does is override those properties with data from your animation clips, and optionally blending the data from the clips before overriding
If your horizontal stretch animation sets scale to 2,1,1 and vertical stretch to 1,2,1, at halfway blend the scale would be 1.5,1.5,1

#

The sprite of a sprite renderer are a references to specific assets, there's no logical halfway point between two sprite assets, so blending is ignored and it simply snaps to the other sprite at halfway blend

wind hatch
#

That makes sense

#

I wondered if it'd be frame splicing

#

So if you had L left walk animation and U up walk animation, it'd blend to

#

LLLULLLULLLU

#

But that might look a little janky

hybrid tinsel
#

It could be done using motion vector blending(and in fact unity has a system for that, used in particle sprite blending) but that isn't usually used for characters.

grand ruin
vast sigil
#

What programme would be the easiest to learn to animate ? Lets say i wanted to learn myself to make a quick animation such as drawing a bow or waving, what is the most user friendly ? Muse Animations havent helped me in any way

agile solstice
hybrid tinsel
grand ruin
hybrid tinsel
#

It really is as simple as that.

grand ruin
#

ah, your right, for some reason its working now when earlier it wasnt

fathom finch
#

I have noticed a bug with the animation clip preview window in previous versions of Unity 6 and it persists in the current version (12.f1) When I press "others.." to search for models to test, sometimes the search popup does not open, it only works once, and to get it working again, you have to press Auto or UnityModel.

#

and about Muse Animation, it is not yet compatible with unity 6. It tells me something about 2023.2, but Unity 6 is not 2023?

rustic widget
#

nevermind i chatgpted it, tinkered a lil and got it working :)

wind hatch
agile solstice
wind hatch
#

i see

rustic widget
#

im having a problem where if the player crouches while idle, they stay in crouch even if they let go of control, and the only way to uncrouch is to walk and press control. Attached is a screenshot of my animator, and a pastebin with my movement state manager, my movementbasestate, and my idle and crouch state scripts. https://pastebin.com/78VHaC2z
lmk if theres anything else i can show, thx

hybrid tinsel
rustic widget
#

oh sry i fixed it a lil bit ago

#

i forgot how but i did

#

im having new problems now LMAO

short night
#

im having a small problem getting this wheelchair to tilt back and just balance there
is there a different way to do it? should it be an animation?

#

just rotating the frame makes it drop down again since gravity
rotating the entire mesh moves it under the ground

#

im really not used to animating inside unity

red rose
#

When to use animation vs using timeline?

open cedar
#

Hey, I'm having an issue with my 3D character rig in Unity. I've tried to fix it, but the problem persists. It gets into a weird pose whenever I go into play mode. (I´m using Animation rigging for the ik solution)

red rose
merry tulip
#

my running animation doesnt work

cunning magnet
#

say i have like 5 or 6 switches (like light switches) on an object that can move independently. should they be separate game objects?

#

if they're all part of the same object, i'm not sure if i can animate them in such a way that they can move independently

tranquil quail
#

Is there such thing as a 'Driver' in Unity. In Blender, i can set up a driver that causes one bone to do something, based on the rotation of another bone. anything like that built in to Unity? I have a script to accomplish it, but it is not 'inside' the other tools, such as editable like animation. but i would prefer a built in tool

tranquil quail
#

it is not inline with other tools. it is not a thing that i can manipulate from within an animation editor, etc. i should probably just delete that part from the question, as it deters from it, and it not really relevant

cunning magnet
hybrid tinsel
tranquil quail
rustic widget
#

ok i slept so im gonna try to be more specific with my problem. I put in rigs so that the player's head and body looks towards where they are aiming, but this broke the crouching animation. now the player doesnt go down. i showed all the components of the relavant stuff in the video. im not sure what else i could show to help but if anyone could help me that would be great :)

wind hatch
#

In the Unity Learn tutorial, walking animations are done with a blend tree that takes x and y direction.
Since none of the properties are actually blended, wouldn't it be better to just script in up/down/left/right states and pick an animation based on that state variable?

agile solstice
#

And once the state is playing you can use just one or two parameters to switch between many animations

wind hatch
#

i see i see, ty

glass flare
#

i’m trying to animate a prefab using a sprite sheet i cut with unity. however, when i create a new animation, i cannot drag in the sprites i created to the animation window. is there a way or better way to do this?

agile solstice
#

Doing it that way doesn't force you to verify that you have the correct object with the sprite renderer component for overriding its sprite reference, so it's more prone to user error

glass flare
agile solstice
glass flare
#

thank you

hybrid tinsel
crimson flax
#

my bsse character looks like this

and im trying to make it so when the walk anim plays his arm stays out so i applied a Avatar mask that looks like this ... then i applied the mask here ... but when the animation plays it looks like this. Can someone help me out

swift tide
#

Is there a way to ragdoll only certain limbs of an animated character?

rugged seal
agile solstice
spring sand
#

Do you guys have any advice on how to make sure that animations and other effects stay in sync with the music for the entire demo? (demoscene)
I'm currently making a demo in Unity, and I'm creating some dance animations for it in Blender

crimson flax
#

the warming icon is there if i do what you said

cunning magnet
#

i have an animation that simply moves an object down a little bit
it's supposed to move down relative to wherever it already is, but the animation overwrites the object's transform

#

what am i doing wrong?

cunning magnet
#

oh... i fixed it by clicking the "apply root motion" option in the animator component...

#

but i didn't need that option for other objects...

crimson flax
#

no its a humainoid so i cant even make one in the editor so i just positioned the hand how i wanted it with the bones

hybrid tinsel
#

Or use the unity exporter and save an fbx of the pose

#

Then import as humanoid

cunning magnet
#

i have transition offset = 1... this should skip to the end of the "moving down" animation

#

but it doesn't

#

maybe i'm going about this wrong

crimson flax
#

i keep getting this error

#

nvm i got it to import into blender

charred torrent
#

Im good at blendee

#

If u need help feel free to dm me

crimson flax
#

its like importing weird

crimson flax
#

nvm it was my settings ig

glass flare
#

i imported a sprite but it doesnt match the hitbox, any way to edit the sprite so its a bit to the left and operations like that? should be relatively easy

crimson flax
#

how did u make the arm out like that im having so much trouble

cunning magnet
hybrid tinsel
#

@cunning magnet all animations are relative to their parent, and reset to their original position on loop unless root motion is enabled.

cunning magnet
#

what if it's not looping?

#

it's a switch so it should just move and then stay in the new position

cunning magnet
#

oh my god it works!

tiny orbit
#

can anyone help me with my unity animation. im having a bug

shadow obsidian
#

Best to just describe what you need and ask the question.
Good luck

cunning magnet
#

oh i didn't see that setting but i'm working on something else atm

#

i may need that setting later

lucid geyser
#

https://sketchfab.com/3d-models/cartoon-rigged-fox-2457464863604b7187ab87f6571d5131
I recently purchased this model but when i try animate it in blender it does this:https://drive.google.com/drive/folders/17OZNDa0erUUIYB1FWAjKwl7OjM21keHD?usp=drive_link
When i move one bone the movement is mirrored on the other. I dont know how to get past this. I hope there are some blender experts out there who might now whats going on.

dim patrol
#

I have a script I downloaded that has a custom editor that controls how all the values are set to the script. However this custom editor doesnt support Unity Animator keyframe capture, how can I edit the script to support it?
The problem im having is that when I edit stuff in Animation preview record mode, nothing is captured to keyframes to then playback

hybrid tinsel
#

The vast majority of scripts support keyframes by default' you should be able to key most serialized values

lament talon
#

hello
question
i need ( want) to use inverse Kinematics to animate a mech leg that is triple jointed, howerver i cannot have some of the joints to rotate around ... non desired axis
is there a way to limit the rotation angle / axis of a bone and still have it somewhat responsive while using the animation rigging package ? or are other solutions like FinalIK the only way to do something like this ?

open cedar
#

Hey! I'm using a two-bone ik constraint for the left foot, and I'm using a multi-parent for the hips. How do I move the target of the L.Foot because it's just now stuck?

viral tangle
lament talon
#

and it doesnt work properly with chain IK constraint

viral tangle
#

Twist chain I think?

lament talon
#

as it only works in rotations
and i need both position and rotation
and it doesnt limit bone rotations

#

it is not the right tool for this

lament talon
languid turtle
#

bit of an animation noob, I'm messing about with my jump/fall blend tree and I have 6 frames in the whole jump (3 up, 3 down), and the 1st and last animations are playing fine but the middle 4 frames are playing too fast, do I need to fiddle with their thresholds or anim speed in the Blend Tree or have I just completely overlooked something obvious? I've tried setting the thresholds from between 1 to -1, these were my current values, just not sure what I did

#

Works fine otherwise, I just need the animation of the middle sprites to be longer, I guess?

languid turtle
#

nvm I give up

hybrid tinsel
tranquil quail
#

I purchased UMotionPro to try to be able to get some Humanoid Animation editing done in Unity. Now i see an asset called Very Animation. can UMotionPro do what VA does, or do i need to get VA?

potent egret
#

So I am a noob to animation in Unity, i am trying to learn it a bit by using a free asset off the store. The thing that confuses me, and I dont know if its the asset itself or I am doing something wrong, is that the asset has all of it is animations in individual animation controllers. This seems wrong from what I understand but maybe its just a different workflow?

hybrid tinsel
candid siren
#

hey i need a bit of help in this dumb problem:

#

why i cant select the bones of my character :(

#

i used to move it whit any problem

#

but when i come back to make a crounch animation the bones get unselected

tawdry spindle
#

how long does a Trigger parameter stays on ?

#

i thought it was for precise control of a transition, so i made state a and b transitioning to each other using the same trigger

#

but if im in A and trigger the Trigger it can go back to A after B

dawn flint
#

Anyone know how i can make my own version of AnimationUtility.SetKeyLeftTangentMode that works at runtime?

#

Or how i could check what the code in "SetKeyLeftTangentMode_Injected" is doing

fallen crypt
#

Hi guys, how u doing ?
I'm using Synty Characters for my game. As i use mixamo animations, i need to use avatar to make my animations work. Nevertheless, i'm also using animation rigging package to make my own animations. But, now, as i use an avatar on my animator, i can't reference my rig anymore. Does anyone have a solution?

hybrid tinsel
merry tulip
#

hwy is my monster tsnadn gstraight?

#

even when the animation is on

tranquil quail
#

I am thinking about my character creation system. I want to be able to Scale a bone without scaling it's children. My go-to guy (CGPT) says the way to do this is with scripts. In Unreal, i could set these things graphically in an AnimGraph, similar concept though. scale one up, while scaling the other down. at this point, i am considering a Singleton and event driven inverse scale application to child bones. in this idea though, i would have to add a script to each bone that i would make available for player controlled scaling. thinking back to how i did it in UE, it is probably right about the same, except it gave the illusion that i was making one script and magic was happening. i am still working on getting used to having to put a script, of the same type, on 40 different bones. In the end though, it would have just been the same thing with nodes in UE, so purely psychological. Well, that is, unless this is just a backwards concept and i am missing something

merry tulip
#

i have mp option to set up a grass texture

jovial pagoda
#

Guys, I have this script here ( https://hastebin.com/share/igeyiyutej.csharp) and 2 animations for a window that opens with the scene and close when the player close it, but the animations are not working, I just want to the animationIn open the window and when the player close it the animationOut plays, I tested all methods from internet but none of them worked, can someone help me?

wind hatch
#

the animation transition is a boolean (_direction != Vector2.zero)

#

also the walking direction is a blendtree

hybrid tinsel
west orchid
#

Sorry not exactly sure if this is the correct channel, but I have a 3D model blender Armature problem. The armatures work fine in Blender, but when interacted with in Unity it doesn't work as expected.

fast swan
# west orchid Sorry not exactly sure if this is the correct channel, but I have a 3D model ble...

Why are you using armature btw? Instead of skinned mesh, one composed of multiple objects seems more suitable to me. If you wanted to rotate the bar (and the wheel and stuff) along the local Y axis, you should have a parent object that has the same rotation as the bar and the bar should then have (0, 0, 0) rotation relative to the parent. When you rotate the children then along the Y axis, it should rotate in the right way. There might be an easier way too but that's what I think should work atleast

west orchid
# fast swan Why are you using armature btw? Instead of skinned mesh, one composed of multipl...

I asked what method I should use in the Blender discord and I was recommended armatures. 🤷 I wanted to just set the wheel bars and the wheel as a child of the handlebars and just rotate the parent, but the handlebars and the wheel bars are connected to the bike frame on a weird angle so I'd have to rotate them in the y, x AND z in a specifc manner so they don't just "fly" off the frame

#

And I have never heard of skinned mesh, no clue how that would work

wind hatch
fast swan
fast swan
#

@west orchid also because you use armature, you will get these weird rotations to begin with which are quite suboptimal for use in unity . you can change the rotation in blender too but I don't see a reason to use armatures to begin with. Afaik armatures should only be used for objects such as characters that need to be bend and not just translated

#

In blender context what they suggested in the blender discord is totally fine but I wouldn't do that for models that you export to unity

west orchid
fast swan
fast swan
fast swan
# west orchid Rotating along the Y axis and the Z axis have the same problems. I'm not sure wh...

this is my bike set up where BarParent is rotated and FrontPart is not. When I rotate FrontPart along the Y axis (Z in your case), it rotates correctly. The second image shows the FrontPart is selected and you can see that the Local axes are also aligned with the correct axis. In your case I recommend making the FrontPart object an invisible parent as well instead of some of the parts because likely their origins doesn't align with the correct axis unlike in my case

wind hatch
fast swan
# west orchid

Again, you cannot rotate the already rotated parent itself, you need to rotate the unrotated child which then can contain all the individual parts

west orchid
#

But to rotate the handlebar and the other parts correctly, I need to rotate not only the Z axis, but the Y and X axis precisely. I just don't understand why the Blender to Unity armature/bones is so trash, at least in my case.

fast swan
#

The reason this is bit hard and different from blender is because the rotation you see in the inspector is relative to the parent so rotating them won't rotate along the local axes of the object but instead rotates along the local axes of the parent. You could rotate along the local axes via code but if you want to have any control over the rotations in the editor, this parenting trick might be useful

west orchid
# fast swan Do this: 1. Rotate `GameObject` to (-22, 0, 0) 2. Create an empty object that's ...

gasp
That actually worked. There's still a slight deviation ( when the gameobject2 is rotated you can sort of see the handlebar move off center as it rotates) but it's not THAT bad.
Thank you so much XD
I'm so sorry for being annoying/misunderstanding your messages, I've just been dealing with this problem for over a day. I should have slept and started fresh in the morning, but I decided to pull an all nighter and I'm crabby lol

fast swan
west orchid
fast swan
#

By moving GameObject2 slightly you might be able to fix the off center issue (assuming I understood correctly what you meant by that)

#

the position of GameObject2 shouldn't affect the rotations so changing it should be fine although the objects under it will move too so you may want to unparent them, move GameObject2 and parent them again

west orchid
#

Yeah I'm just going to have to figure out by how much. If I care that much about it.
I'll figure something out in code, when it comes to scripting I can handle things, for the past hour I've been debating on whether I should just find the ratio at which the X and Y rotations rotate with the Z for all the objects, and changing the rotations and positions using those ratios via script, but thank god you found this solution lol

fast swan
#

It also looks like the rotation of -22 might not be exactly the right one. What I did was to do the parenting stuff in blender so I got everything centered and in the right angles

wind hatch
#

Exit time is off

wind hatch
#

This happens before and after actually

hybrid tinsel
wind hatch
#

my main worry was why it was transitions was done after the frame animation but i managed to fix it

#

now they just hover on their last state for a frame or two before changing

#

i've tried switching to transitioning from any state

#

it still does it

#

this is aggravating

#

everything online is about "has exit time"

#

that was the first thing i checked

#

haha it got MORE confusing and annoying!
parameters don't update on the animator view!
but the animation still changes

#

they're behaving as if they still have exit time

#

is possibly because they're finishing their current frame before moving to the next animation

#

how do i fix that?

#

do i upscale to 60fps with 15 frame intervals

#

or is there a better way

wind hatch
hybrid tinsel
wind hatch
#

i havent checked

#

is there one by default

hybrid tinsel
#

There is

wind hatch
#

this fixed it tysm

modest delta
#

Hey, is there a way to suppress events from state A the one being transitioning to B?

#

I have a situation when using crossfade that if i time it properly i can fire event AnimationEnd at state A, and skill B will use this event as its own

agile solstice
modest delta
#

Im using script like animator listener for the events

#

hmm so i should check in it if the event is valid

agile solstice
# modest delta hmm so i should check in it if the event is valid

As far as I know the event of a state fires if it has >0% blend or it does not, but there isn't a way to suppress it in any particular way
So you'd rather check for the current animation state or other variables
You could also have another event at the beginning of the next state that sets a variable informing that the previous state's event should be ignored

modest delta
#

Yeah exactly what i did expected

#

thanks for helping!

#

i didn't know about SMB

spiral palm
#

got a question about the particle effects system

#

i want to create a particle that follows the player and bases itself off the player's current sprite while its being animated

#

basically a sprite trail like this

#

how would i best be able to achieve this using the particle system, or would i need to write my own system for it

agile solstice
#

Then at the same frequency have the sprite renderers or particles trail the player character

spiral palm
#

i found a package on itch

wind hatch
#

Can you animate a 2D Tile in the same way you'd animate a 2D GameObject? With a controller and stuff?

agile solstice
wind hatch
#

Yeah, it seems to just be a simple animation loop

#

Well I can make it a GameObject, no biggie

boreal radish
#

Anyone have any concept or ideas how they would do pack animations? for tcgs? Just looking to get some ideas or concepts.

fleet salmon
#

I have an animation clip that is 12 frames long (looping). When I preview it on the GO using the "Animation" tab, it looks great. When I put an Animation Controller on the same GO and play it, it loops but freezes for 12 frames every cycle.. I'm new to animations, anyone know what I'm doing wrong?

night obsidian
agile solstice
fleet salmon
#

Hm.. OK, I just enabled that but .. no effect?

#

Should I be using a move -> move transition?

agile solstice
#

You can double click a state inside the animator to select the exact asset

fleet salmon
#

yeah - I think I have it working but.. it's not what I expected it to be? I unchecked loop on the move animation clip, but then set all the exit times to the length of the clips with no transition times

#

I have a "move in" clip

#

I wasn't really understanding the transition pane but I think I do now.. the top bar is the "from" clip and the bottom is the "to" clip (this clip)

agile solstice
fleet salmon
#

I dunno if I'm doing this right, but I was thinking I'd control this all from code via triggers - so MoveStart plays the "move in" clip which immediately transitions to "move" which loops to itself

#

"MoveEnd" trigger immediately plays "move in" (speed -1) and then goes to idle

#

I'm not sure if that's... the usual way?

agile solstice
#

Looks like you have some dead space in the move clip which is you end up having to restart it with a transition

#

Rather than letting it loop naturally

#

Otherwise that sounds okay

fleet salmon
#

It's a little hard to see in the video capture but the "move in" transitions from the idle stance (legs apart) to the running stance

#

it looks ok on my side.. I could probably slow it way down using the speed parameter to double check? but for now this is just prototypey sort of work, just .. finding my way around living life in 3d

#

I'm a 2d nerd

fervent kettle
#

Is there a way to set a UI horizontal layout 200 pixels away from the scene/camera border at this resolution?

pulsar solstice
#

I have uploaded my model on mixamo and then exported an animation with it. Now when I use the animation on my enemy prefab's root animation controller, it shows that components are missing

agile solstice
pulsar solstice
agile solstice
pulsar solstice
#

because my other animations depend upon being on Root, only 1 animation which I imported from mixamo is causing issue

agile solstice
pulsar solstice
#

on the property

agile solstice
pulsar solstice
agile solstice
#

It's a bit finicky, you can only rename property paths that are not on the root of the animator
(which your Root : whatever property paths are not)

#

Anyway, since there's so many property paths it may be better to just use an external editor like notepad++ that has operations to change all the relevant lines at once on the asset directly

pulsar solstice
#

Do i have to change something here?

agile solstice
#

No

#

What you're doing now has nothing to do with root motion
The animation clip is just looking for animated properties under a gameobject by the name of "Root"

#

In my example here the gameobject is "Cylinder"

pulsar solstice
#

okay that i understand

#

but im unable to rename

#

I see read-only in brackets next to my animation names

agile solstice
pulsar solstice
agile solstice
pulsar solstice
#

But still cant change property name

agile solstice
#

The process looks like this

pulsar solstice
#

how to access these

agile solstice
pulsar solstice
#

the .anim file or the original imported file

#

.anim or the .fbx

agile solstice
#

.anim

pulsar solstice
#

it kinda looks like this

#

so i need to find path

#

then manually set the names as they are named on the gameobject

#

in my notepad paths are empty lol

#

but how would I know which gameObject name to write in which specific path?

jovial pagoda
#

Hi guys, I have this orange window and this to animations (in and out) the idea is that when the screen is loaded the entry animation happens and the window remains until the player taps the close button so that the exit animation happens. I can't get these animations to work in any way, the more I try to fix the worse it gets, can anyone help? I've already checked the scripts and parameters, but nothing works.

rain obsidian
#

i want my model to hold a sword but the sword wont be in the model file, only the animation

#

(since the character can also use different weapons, having sword on the model file would be bad)

#

how can i do that?

#

i am thinking of adding a bone without weights to my player rig

#

i will use it as the optional bone, for weapons

#

but i am kinda lost, and don't have much experience with animations

#

my rig is generic and the animations are seperate files by the way

#

so adding another bone without weight (probably) wouldnt cause a problem

agile solstice
rain obsidian
agile solstice
rain obsidian
#

probably 1 or 2 would be enough

#

but i think i'll make 4 to make sure

#

since there is only a single player character

#

and the bones are probably just transform components

#

without a weight

#

i think it would be fine

agile solstice
#

Also, some of them you might want to parent to the character's hand, some to some other body part like hip, or maybe just the root
Constraints can be used to change parent at runtime, but that can increase the complexity a bunch if you're juggling a lot of items

rain obsidian
#

are constraints blender features?

#

do they just key the bone to match the characters hand movement

#

without actually needing to parent them

#

if so that would be great

agile solstice
rain obsidian
#

do you mean animation rigging?

#

i should look into blenders constraints

#

baking would probably be helpful too

agile solstice
#

Blender constraints are great for animating
But when dealing with item slot bones you may find you need runtime constraints to keep them stable

#

Or might not need, depends

#

If you have a bone at the root, and then attaching it to a bone with a blender constraint keeps it it stable in blender, but after exporting there will be drift between the bone and the hand due to inaccuracy

rain obsidian
#

i use runtime constraints for more interactive animations

#

i'll use baked for the non-interactive ones

maiden prairie
rain obsidian
#

weird

#

collider positions were looking fine

#

on this

#

ill try checking my old project

maiden prairie
maiden prairie
rain obsidian
#

sorry i have no idea what is going on with the arm

maiden prairie
rain obsidian
#

if you made one that would be great

#

there are only like 10 minute videos

#

that all say the same thing

#

at least thats how it was when i was trying to make one

maiden prairie
maiden prairie
rain obsidian
#

trying to make the bones have correct min-max rotation limits was the worst part for me

#

i wonder how the devs of fall guys do it

#

i wanted to make a physics-based walk

#

like making the character walk from the friction between feet and the ground

#

but gameplay-wise it was terrible

maiden prairie
#

Its soo hard to learn if you dont know what to do.

#

Im currently making a Phyiscs game thats a mix of MonsterHunter and GangBeast

#

But im 2month in an barely know what target lerp do

rain obsidian
#

whoa that would be

#

a great game

#

nice idea

maiden prairie
#

YE, i have a full fletched plan and i thougth the Character bit would only take 1 WEEEk lol

rain obsidian
#

there are no resources

maiden prairie
#

so im only using script now to make the animation

viral nebula
#

for some reason I cant place sprites into the animation window. when I drag the sprites to scene, it does create an animator and animation with the sprites in it, but the animation UI is unplayable and does not play in the game. Anyone know what is going on. I am sure its something stupid

rain obsidian
#

maybe you can try rotating the root bone

#

but than it wouldnt be entirely physics based

maiden prairie
#

Ye

#

i tried it

#

but i think the mesh is offseted

#

or smth

#

so it rotates the other way

maiden prairie
#

because you shouldnt drag a Sprite into the animator

#

only ainmation

rain obsidian
#

i think this was what i made

#

i have no idea what is going on but i can send u project files

#

if it is going to be helpful

maiden prairie
rain obsidian
#

might include terrible coding

maiden prairie
rain obsidian
#

when i opened the project and pressed w

#

the cameras z position became infinite for some reason

maiden prairie
#

Lol

rain obsidian
maiden prairie
stuck pivot
#

I'm looking for a "best practice" when it comes to melee movesets.
I'm making a yakuza/bully-like game and want to achieve two things.

First of all, how do I make a combo seamless?
For example, if I take two different punches from mixamo and play them one after another, there's this weird "recovery" animation after the first punch (going back to fightting stance/guard).
What's the best way to solve this? Should I just make the second animation to start at the same pose the first one ends (when fist makes contact with an enemy)?

#

Or should I blend them via the animation controller?

#

And also (and I apologize beforehand if this is not the correct place to ask this) what's the usual way studios create these replacable movesets?
For example, Yakuza series is know for asset reusing and they always reuse whole movesets.
Does anyone know how these replacable movesets work in Yakuza?
I would like to create an entity moveset, which could be switched out easily. Are scriptable objects the way to go?

#

I'm just looking for general best practices/tips although functioning code which I could study would be cool.
Thanks in advance.

night obsidian
night obsidian
agile solstice
night obsidian
night obsidian
rain obsidian
#

i think unity lerps the bones between frames instead of playing them frame by frame for some reason

#

there has to be a way to disable it, but i dont know how

night obsidian
#

crap.

agile solstice
# night obsidian well it looks better but is there a way to still get the choppy motion i want?

I never found a good way
If you export with no inbetweens at all and then change interpolation to constant in Unity, that may work
But you'd have to do it manually a whole bunch and it won't work good with blending
Animator also has the "animate physics" setting which only updates the animator in each physics timestep
If you don't happen to rely on physics much you can increase the physics timestep for a choppy feel

#

But rather than that it'd be sweet to set it to use a custom timestep instead and keep physics as they are

night obsidian
agile solstice
night obsidian
rotund hollow
#

If I have states idle, walking, attacking, defending, etc. and for each of these states I have different spritesheets for up down left right should I use sub-state machine? or blend-trees?

#

I have blend-tree working nicely but it seems it wasn't originally intended to simply choose an animation based on a parameter. So wondering if sub state is more ideal for this.

nova dagger
#

don't know where to put this but

#

am animating but not sure why I am getting this

marsh pewter
versed vigil
#

I am having issues with trying to avoid my character from walking at slow speed (as seen in the video). My transition is based on the agent velocity, with a threshold to 0.1. When increasing the transition threshold (to like 0.5), the character stops earlier, but then it slides when beginning to move. Is there an elegant way to fix that?

agile solstice
cosmic oyster
#

how can i make it so that when the shoot and empty clips are played the transform is controlled but only then and when the idle clip is playing i dont want the animator to controll the transform at all, if the idle clip is palying i want the transform to be controlled be a different script i have. I tried removing all the keyframes in the idle clip but that still stops the script I have from changing the objects transform

agile solstice
cosmic oyster
# agile solstice You should be able to override the animator's overrides to transforms with a met...

thank you, late update works but now its constantly overriding the animator. I basically have a configurable joint to allow the top thing to slide back and forth but it sometimes has autism so Im using a script to copy the position oif the actuall slider while clamping the position so the visible part of the slider doesnt dance arround and that happens every frame, can I check what clip is being played by the animator and only do it in the late update when the idle animation clip is playing ?

hybrid tinsel
cosmic oyster
#

oh man thats how you make a statemachine ai, I might have to rewrite all my enemie logic after this

tidal epoch
#

Hey everyone! I wanted to animate the Glassbody and the Veins with the same animator (they are seperate game objects) but in game mode only one of them reacts to the blend tree. Do you have any ideas what the problem might be? 🙏 Thank you in advance!!

agile solstice
#

They won't necessary need both an animator, you could alternatively have a script that loops through all the bones of the secondary skinned mesh and matches the transform with that of corresponding primary mesh bones

tidal epoch
#

I'm new to programming so i hoped i could avoid it but i'll try that out :)! Thank you for the quick reply 🙏

ashen vale
#

How is this animation looking so far? Still very early blocking out stages, but feedback would be great.

hybrid tinsel
ashen vale
hybrid tinsel
#

I feel like all the motions are good, though the timing of the crash and the jump make them feel a bit more connected than maybe you meant them to?

vast kernel
#

Changing the color of the background or character might make it easier to tell what’s going on during development, even if the final textures are nothing like it

#

Love the animation though

shadow obsidian
twin musk
# twin musk

Oké so if if i load in the game on my vr i don’t see the lower arms and the hand and i see the sphere controllers but i want to see the hand and the lower arms too does anyone know how to fix that

#

Here is what i mean

tiny pivot
#

So im getting a character controller up and for some reason only the left and idle animations are playing?

#

Anyone know why that may be the case?

wise wave
#

dm me

tiny pivot
#

ighty

ashen vale
agile solstice
tiny pivot
#

Wait really?

#

I thoughts it was like a whole sitch

#

That explains why only the right works

#

im assuming using a switch would work out?

agile solstice
#

You could fix it with else ifs
A switch would probably be more practical

#

Both of them have the drawback that simultaneous keypresses are ignored by the higher priority keypresses

tiny pivot
#

lemme try out a switch and I'll gets back to ya

agile solstice
#

If you want movement, rather than reading individual keys it would be much better to read vertical and horizontal input movement axes and set the parameters directly to those

#

Works better with less work

tiny pivot
#

how would you track for changes within those positions?

agile solstice
#

GetAxis is smoothed for your convenience (or inconvenience), GetAxisRaw snaps to the destination value of -1, 0 or 1

tiny pivot
#

I sees I sees

#

thanks for the help, I'll see what I can do with this

final pasture
quick adder
#

Hey folks, probably an old question but google was not very helpful.

Having issues when importing a blender model/animation into unity. I can basically do it as a baked animation, but Unity doesn't seem to actually recognize the armature or bones themselves.

So if I try to add any new animation (even if its from a copy of the exact same model) it doesn't work.

I've heard Unity wants there to be specific hierarchy/name requirements. Is there a reference online anywhere for that? It's a non-human humanoid model (think like a mermaid or a werewolf)

agile solstice
#

They can also disappear if the animations are not "pushed down" correctly or whatever it is that NLA editor expects you to do, if you're using NLA editor

#

If you're using the Action editor the animations must be marked as fake user

#

But despite that they can disappear if they are too short
or for no reason at all

hybrid tinsel
quick adder
agile solstice
#

I never got it to work or to the bottom of why

#

Importing animations without a mesh alwyas caused the vertex groups or the whole animations to be excluded

quick adder
#

That's odd, because Im almost certain the animation had a mesh.

I'll definitely try out some of these things though and try and get it figured out

hybrid tinsel
agile solstice
#

Or does it still add the animations to the primary asset even if the mesh is included with the animation

hybrid tinsel
#

It should add the animations to the primary asset either way

safe dagger
#

Is it possible to animate an object in a tile map?

median raft
#

So I reimported my fbx into unity and I added a new animation. For some reason though, the animation I added "3i_Light" shows up in the import setting but not in the project file viewer. When I try to click on what is supposed to be "3i_Light" it ends up highlighting two of the same animation "3i_land"

Its like my light attack animation got overwritten by the land animation or something. Honestly I was going to search through the internet to figure this out but idek what I would search.

agile solstice
median raft
agile solstice
#

I'd try to rearrange them in the import list, maybe change the durations around a bit and apply

#

Just in case that'd jolt it out of its bugged state

median raft
#

I did try to rearrange them a little, and the two animations are from separate sources. I can try it again and mess with the durations tho.

agile solstice
#

If all else fails I guess you can duplicate them out into their own assets with ctrl + D

median raft
#

only seems to dupe the land animation lol

agile solstice
#

Even if doing so from the "separate source"?

median raft
#

I hope I didnt screw up the import, putting all that frame data into the import settings is such a chore

#

????????? okay duping it worked

#

I misunderstood, thought u meant duplicate it from the file viewer

#

Thanks!

median raft
#

or is that what the reimport option is for?

tame basin
#

Is there a simpler or more optimized way to apply an animation to mesh without the need to build animators and animation controllers? I have a procedurally generated enemy that has a segmented body, and each segment has a couple of legs. I need to play one single animation on each of those segments and all control I want is the speed of the animation. Putting a whole animator on each segment sounds wasteful and inefficient, but one animator on the parent of the segments doesn't animates them either.

agile solstice
noble cradle
#

Wee wee woo woo I am shit at animating

#

I can't make my run cycle look normal

buoyant beacon
#

Hey guys I got some questions if anyone can help about animations and blender / importing to unity

buoyant beacon
buoyant beacon
#

At least ya got ur anim in unity

noble cradle
#

nah thats blender

buoyant beacon
#

When I try to export from blender unity has an anorysm

#

Nvm

noble cradle
#

mine just looks weird

#

I need to start again

#

At least my rig and model work

#

stares I made him myself

buoyant beacon
#

Have you tried doing it with a picture next to your character

#

Ohh nice

noble cradle
#

no but thats a good idea

buoyant beacon
#

Lmao

#

So get a frame by frame pic

#

And I think that's it make the poses move the key frames etc

noble cradle
#

@buoyant beacon

#

i just did the first 5 keyframes

buoyant beacon
#

Its getting there

#

Here is one anim that didn't expload when exported to unity

cursive ledge
#

Any idea that when i flip the character, it flips at normal position but when i flip the weapon, its flipped at the further position?

hybrid tinsel
hybrid tinsel
cursive ledge
bleak scroll
#

Does anyone happen to know a way in a "StateMachineBehaviour" script to run a function every new animationframe not updateframe, like when a sprite changes run a function?

quick adder
#

Happy update re: my animations not importing! Turns out to have been an issue with my root note, which for some reason was imported differently, despite being the same model. I imagine I must have exported the second model incorrectly from Blender. When I re-pathed my root on my other file to match my original, it works great now.

So if anyone else is having a similar issue, just make sure that the "root node" property of both files is identical. Feel kind of embarrassed I didn't figure this out sooner, but I'm glad it didn't require a more complex fix!

wise yarrow
#

I need help with getting animator to work so pretty much I downloaded a asset from unity store I know how to make a fully move able character but issue is I don't know where to start when it comes to animations at all and I humbly request any suggestions as I'm a student trying to learn unity

#

I followed all of unity essentials tutorial but I don't know what to do next

#

I'm interested in 3D modeling mostly

buoyant beacon
buoyant beacon
#

there are plenty of tutorials on youtube and Udemy , sorry Im dont know much but maybe thats a start of search

wise yarrow
#

You deserve the world for the kind advice

bleak scroll
#

Hey! Just wondering if anyone has any sort of explanation as to how anim clips are actually handled? as you can see this animclip has keyframes for 5 sprites, and I am trying to in a "StateMachineBehaviour" call a function whenever a new sprite or keyframe is reached. Unfortunately my animclip has 34 "frames"? From beginning to end which doesn't seem to have any correlation to the amound of sprites actually being rendered at all. Any help or insight would be greatly appreciated as I've been stuck on this for a little while now.

viral tangle
bleak scroll
#

If I can't directly determine when a sprite is changed through the animclip I understand, but if I could just understand why my animclip's sprite changes are so spaced out by default and fix that automatically in some way to accurately match my total frame count to sprite changes then I can determine using framerate what sprite I am on accurately.

#

Also by default, I've noticed it forces an extra frame if that is possible to remove that would be very helpful!

viral tangle
bleak scroll
# viral tangle Why don’t you just get the sprite directly?

Yeah, I could do that but it feels a little hacky I'm worried things could break or slow down if I am passing in realtime sprite changes to my StateMachineBehaviour, and running functions based on that data. Essentially my StateMachineBehaviour loopsthrough the player's current held weapon's "AttackComponents" and checks if on that current frame there is an AttackComponent to "invoke", these attack components will play sounds, move the player, create projectiles, etc.

viral tangle
fierce jewel
#

How can I arrange these animations?

  1. Start walk left
  2. Start walk right
  3. Walk forward
  4. Stop walk left
  5. Stop walk right

Left - right represents the foot of the character

buoyant beacon
#

I would say blend tree

bleak scroll
viral tangle
bleak scroll
#

Then the weapon type stores a base "animator controller" which is overridden by a specific type of that weapon, and the base animator controller has the "StateMachineBehaviour" that I am working with now.

viral tangle
bleak scroll
#

And this (since it's on all weapons) will loop through the current weapon's data to determine if a projectile should fire based on the frame of animation

bleak scroll
fierce jewel
buoyant beacon
#

I would say 2D

#

and from 2D simple directional

bleak scroll
#

But yeah, this is how weapon data is laid out in my weapon scriptableobjects, essentially it has a slot for an animatorcontroller and will dynamically populate attacks and frame data which you then can add "Attack Components" to which are played on that frame.

buoyant beacon
#

Freeform directional has a better blend

bleak scroll
#

when using this specific weapon

viral tangle
fierce jewel
fierce jewel
bleak scroll
#

Like "idle" or whatever.

fierce jewel
#

Left and right means animations starting from left foot or right foot

buoyant beacon
#

so , is it only left, right , forwards or do you want to go like left + forward

viral tangle
bleak scroll
# viral tangle The player state

The issue with not using an animator controller is I would need to hardcode every single weapon type, with an animator controller I can override it dynamically and only use what I need. I don't think that'd work in this case.

buoyant beacon
#

so it goes diagonally

bleak scroll
#

But I could be not understanding perfectly.

viral tangle
#

You can make states check the players’ current weapon.

buoyant beacon
bleak scroll
fierce jewel
# buoyant beacon so it goes diagonally

No, I'm not achieving that. Ik you're talking about putting animations on x axis -1 to 1 and on y axis also. But no it's not that.
I'm trying to make a smooth blend of animation, so I break down the walking forward animation into idle to walk and walk to idle.

buoyant beacon
#

Ah i see

#

then 1D would be just enough

bleak scroll
# viral tangle Eh? Why would you need to hardcode it?

Okay so I think I've got an idea, I could just move the logic for my "frame update" to my state and leave all the animation incrementing to the animation and just check for sprite changes in the state and invoke anything I need to from there.

viral tangle
#

Sorry for no tabs. On phone

bleak scroll
viral tangle
bleak scroll
viral tangle
#

I have a similar setup in my game. All moves are scriptable objects with <int, IFrameEvent> dictionaries so I can dynamically invoke logic.

bleak scroll
#

Looking back I actually don't remember at all why I even started using a "StateMachineBehaviour". I probably had a reason, but I'd like to think I was just tired and not thinking properly haha.

bleak scroll
viral tangle
#

I put it in the inspector too I just use odin lol

bleak scroll
#

plus it allows me to have full control over the project and tweak anything I'd like to without worrying about dependencies or anything that might just dissolve my project somehow.

buoyant beacon
#

so Im making an the FPS animation and im only using the arms and gun and Unity automatically assigned them to the legs :/

hybrid tinsel
bleak scroll
#

But I'll likely ensure it can't be skipped in the future either way, just trying to get a proof of concept done atm.

hybrid tinsel
#

The system wasn't designed with sprites in mind.

bleak scroll
bleak scroll
# hybrid tinsel The system wasn't designed with sprites in mind.

Yeah, that totally makes sense. My entire game's animation/design pipeline is currently being designed to be extremely efficient in terms of cutting down on manual animation tweaking and imports directly from our pixel animation programs, which pretty much have the ability to export whatever I'd like them to, so if I can get a system going where to create an entirely new item I can simply import it's animclips from my design program and have a working playable item that'd be ideal. I definitely need to look further into how everything is actually being handled to determine whether relying on animatorControllers/overrideControllers to "sort" my imported animclips is actually going to be the best path going forward, but I like how clean everything is in the inspector atm.

bleak scroll
# viral tangle Here is some pseudo code: ``` class AttackState : PlayerState { int currentFrame...

Hey! Just as an update it worked beautifully. Honestly better than I even hoped, since now I have a direct route to my player gameObject which I can pass directly into my "AttackComponents" so I don't need to worry about any hacky ".Find" solution or anything. Appreciate the help once again, I also discovered the reason for initially using a "StateMachineBehaviour" was so I could call a function disabling the animator after use to save resources, so I guess I got side-tracked and just started to invoke everything from it haha. But yeah, I appreciate the help even indirectly getting me back on track, haha. Have a good one!

#
public override void LogicUpdate()
    {
        base.LogicUpdate();

        string currentSpriteFrame = player.primaryHand.GetComponent<SpriteRenderer>().sprite.name;
        if (currentSpriteFrame != oldSpriteFrame)
        {
            oldSpriteFrame = currentSpriteFrame;
            Debug.Log(currentFrame + " This is the current frame!");

            // LOOP THROUGH AND INVOKE ATTACK COMPONENTS ONLY ON SPRITE CHANGE !

            foreach (AttackComponent attackComponent in player.primaryItem.attacks[player.currentAttackCount].frames[currentFrame].attackComponents)
            {
                attackComponent.Invoke(player);
                Debug.Log("Invoking: " + attackComponent.ToString());
            }
            currentFrame++;
        }
    }

It's super cool to see my conceptualized solution actually work in-game!