#šāanimation
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i have two animations one moves something from the right when i click it and one moves it back to where it was when i click it again the problem is if i click it while it is sliding to the left it will snap all the way to the left and begin the slide back animation so how would i make it so if i click it while it is mid animation then the next animation will play from when its currently at instead of jumping
Starting to get somewhere š
Looks great! How'd you decide to go about it
Custom constraint š
hey guys quick question. I'm trying to use an animation i made in blender of a book opening up and a bunch of pages flipping over. When i import the fbx into unity it has dozens and dozens of objects, those being the pages in the book. Is it possible for me to just condense the animation of the book so the unity object can still play said animation but not have an insane amount of stuff connected to it?
You could connect the pages to individual bones with weight paints on them in blender and afterwards join all objects into one (select all, right click -> join) and export as fbx, or you could export one of the page flips separately from the rest of the book and make prefab copies inside unity
I use Character Creator (character creation, custom and built in blendshapes, good round-trip pipeline to blender, so-so to Substance Painter) and iClone (animation, lip sync, facial mocap for overlaying facial expressions and eye movement with the lip sync) from Reallusion for that and itās quite good. Thereās a pipeline into Unity for each of Built-in, URP and HDRP. I can only speak to HDRP and itās worked out well for me so far.
I got a bunch of movement animations set up for my unity scene and I'd like to add modular accessories to my character like the animation with the scarf, I had added the scarf with more bones after the initial animation to the pikachu.
Is it possible to import the pikachu and scarf with separate armatures to unity and have them work like in the blender animation?
I've spent a good few hours googling for different solutions so any help/info I'd be very grateful for, thanks :)
Hey guys, quick question: I'm very new with animations, and I bought some assets for integration in my game, but the animation looks completely different the first loop compared to subsequent loops, and I'm unsure what can cause this, here's a video: https://i.imgur.com/ICr9wvl.gif the times you see the bigger explosion with the black behind is when I restart the loop
I don't see an issue
i think it just loops at a different point from where you think it does which is confusing you
But the black smoke and the big particles only appears on loop 1, doesn't loop after, that's the point that is confusing to me
the loop is just one explosion, one second
are we looking at the same thing
there's multiple different explosions when it loops
do you have the raw file instead of an imgur link
When a particle system with child systems plays, all systems in the hierarchy play together
But if any one of them is set to loop like you have done with the parent system, it doesn't "replay" the child systems
Rather than " loop" you could call Play on it from a script to replay the whole hieararchy at whichever interval you like
Or in this case since you have only one particle in the parent system, enable "sub-emitters" and assign all the child particle systems as Birth type sub-emitters
#āØāvfx-and-particles next time
Why does the animation do a tick at the end of the animation and how i fix It? In the animation set up it's normal
Ignore the sounds and the fps of the video idk why in the recording it's bugged in game it's all normal
If I wanted to make an animation of a player pulling a door open (large door, player has to grab it and "drag" it open), would that be a case where I would want to do something like parent the player to the door temporarily and play the animations from there?
//move to pry location (pry location near the door handle)
//player grab door animation (player grabs door handle)
//give prying tooltip
//set prying variable to true
//on movement button hold, play door opening animation
//pause animation if movement button released
//keep player in position where they are grabbing door handle
This was my concept for how dragging the door open would go
just not sure the best way to keep the player in position so that their hands will line up with the door handle while prying it
The usual way is to use a Timeline asset to animate both door and character together, but alternatively using a script to sync things up would work in most cases
ooooh, timelines are something I haven't seen yet. I'll do some research into those
I come from a programming background so whenever I have a problem my mind jumps to code solutions immediately, even if its not the most optimal solution
Thanks for your answer. I have custom rig and other custom stuff, for face animation I use jot just blendshapes, but combination of transforms. So thatās why I try to find good solution and more on Unityās side
Is there a way to retarget non-humanoid animations? (Use animations made for skeleton, on another)
@dim cloak if you haven't managed to make the animation yet send me a DM, I'll help ya
hi i was kind of managed to make it, thanks tho!!!!
oh nice! By the way, can I ask how you rotated your model in that way? I'm still learning blender
oh so you put the 3d cursor (the weird red dot kind of thingy) thatās gonna be the center of rotation, and the you press the Spin Tool button
the Spin Tool button looks like pizza and itās like almost the last button in Edit Mode
and then on the upper bar you choose the rotation axis and just rotate it with a spin tool wheel (itās going to appear when your press Spin Tool)
this is the condition i have put up for idle --> jump
but whenever i start the game even without the condition being satisfied the character goes into the jump animation
well it looks like the character starts off in the air, hence not grounded
thanks but i got the solution 
i explained what FK is here #š»āunity-talk message
also yeah I got it
I suppose I just have to experiment around?
i dont know how others do it honestly
i doubt everyone is using mocap
i have a fully made rig in blender but ive never used it if you want it
it requires skill and patience
I have a proper rig too
I just wish the workflow was less tedious
cuz I spend hours creating even a simple animation
and that animation is mediocre at best
Pls someone tell me why the animation does this tick and how can i fix it
you need to have a rig that works for you and practice how to animate often, you may also would want looking into the editors to edit animation curves in blender
like make a rig that is extremely easy to use
not to complicated
an armature wouldnt work without animating bones
do you mean you are used to FK?
other people use control points
like those shape things
those are just custom bone shapes
nothing special to them
i would make a nice foot rig and spine rig
and a hip and shoulders rig
make the armature work for you
not the other way around
you wouldnt break the mixamo animations unless you delete bones that coincide with it
I already had compatibility issues
and overall the issue of not being able to copy poses from said mixamo animations
well if you add and not delete bones you should be fine
how are you able to not copy poses?
thats not how unity works
it just doesnt allow me to do it in blender
Unity6
I had issues where it didn't recognize bones due to the mixamo prefix
also blender not realizing which bones were left and which bones were right
so you couldnt do things like mirror
if you rename bones in blender it will allow you to still import it to unity
overall that UI is so unstable that I had to reset my UI layout every time I opened up the menu
yes but it wont allow me to copy poses from other armatures
did you have the .L or .R prefixes
well yeah
thats how blender works
I can't really remember, they did have the things but the mixamo tag broke it
afaik you are not able to copy poses from armatures unless they are the exact same
how could I copy paste poses then?
are the armatures the exact same?
so they are entirely different, then you cannot
theres 4 new bones, thats it, but yea
nevermind it
ty for the help still
ig ill just have to work through the tedium and hope to not lose my mind
wait, you have 2 armatures for animation?
no
why not just use action events for 1
you cant import animations into blender without armature that uses it
so I import the armature that has the animation into Blender
to try to copy the pose over
but it doesnt let me anyway
well if they are not the same, it will not work afaik. the way you can do it though is have the same armature in blender and use action events to have multple animations on 1 armature
or make your own walk cycle using bezier curves
with the video i sent you
Can I get help when I get any jumping animation and put it in unity the animation is just clipping into tej floor
Like this
Is Root Motion enabled on the animation controller?
No
This is just like the animation it self even when I put it on my player it like this
Other works fine
Only my old animation that I got them like a day ago works anything on mixamo don't work
All like This is it from mixamo?
No idea I only use my own animations
Wow that nice
Can I see whatever ur working on? I started unity like before 2 days so idk anything yet
I know thereās some settings in the Animation tab when you import about baking root motion into pose. Iām not in front of the editor right now, but itās probably related to that
I think it's from mixamo cuz all animation from them that I download rn it's like that but the old one I got from mixamo works
Do they have a discord?
I donāt think they do
Highly recommend you read this https://docs.unity3d.com/Manual/RootMotion.html
The animation when I download them it don't have the bake into pose or that whole list just loop time loop pose and cycle offset
you need to set up humanoid animation rig and choose the option copy from another rig or smt like that, then put your character's profile there
animations work better with humanoid rigs
the main character should look like this
and animations should look like this
if your current character has animation type to humanoid and the animations to generic then it won't work
and it should work perfectly to other models
A little help, do you know how I can improve the tracking of my hand on an object so that it doesn't twist like that?
Not without you giving us any information at all about how you are controlling the hand.
Does anybody know why when i try to use an animation on my character it get set in this position as you can see in the picture. i got the animation from mixamo and the character is rigged as i can rotate its bones and then the body rotates with it.
U probably didnt choose "humanoid" in the animation parameter
U probably didnt choose "humanoid" in the animation parameter
In the animation? i dont see the setting
You need to do this for all your animation , I think it is in bone setting
Ća you screen the entire animation bc i don't have unity rn
there is no bone setting?
Ok tli think I is because this is a read only animation
Try to duplicate it
And check for the parameter in the duplicate one
oh wait that one was the dublicated. in the fbx i downloaded from mixamo i can see it in the rig tab but when i turn generic to humanoid and give it the avatar the animation gets deleted
Yes
Change generic to humanoid
That it
And don't forget to change the animation in the animator
You need to repeat this step for all your animation
i get this error
File 'Walking' copied Avatar Rig Configuration mis-match. Transform hierarchy does not match:
Transform 'Hips' for human bone 'Hips' not found
U need to import the animation again
Mixamo probably make an error
Did u import your 3d model to mixamo and then choose the animation?
Or you download the animation without your model
i did not import the model
Ok import it
after some time got it to work thank you so much
How do I copy an animation to different assets that have a different animator and set of objects?
Like.. if I had two identical assets that are separate and canāt be rooted to the same object, and I want them both have the same animation, what is the quickest way to do it?
Try to add the avatar of the object that have the animation you want to copy in the animator of the other
This should work
As long as the hierarchy and naming are the same it should just work.
how to handle 2d sprite pixel art sheet animations with swappable weapons? I don't want to make a huge amount of similar sprites for player with different weapon types
so, what can I do to achieve it? I was thinking about making a child game object inside a player and change its place to corresponding frame in sheet, but I don't know is it good idea, lol
A lot of old games did what you describe
The weapons were drawn on a layer over the character for every frame and then separated to a different object so it'd match the animations exactly
It's a bit labor intensive and the only practical benefit is that you can re-use swinging/aiming animations, though then the weapons must share them
Some games make the character of parts, so only legs need moving animations, and each gun can include arms and not bother other body parts with shooting animations or aim directions
Downside is the character often ends up being rather stiff in motion
There's a lot of methods, but not any one best one
3D skeletal animation is much more efficient when making a lot of animations, so rendering a mesh with the pixel art and attaching sprites to it can be a novel solution
Unfortunately Unity is relatively hostile to combining 2D and 3D
I dunno about that; it works well it tiu avoid 2drp
hi, so how can I export a raw animation dance? since the model is put as humanoid, I'm curious to how export the animation with its proper skeleton without not getting a t pose of the model or something
I'm using Two Bone IK Constraint
I'd probably just use humanoid ik if possible, it has good built in constraints. Otherwise, you'll need to set your own constraints up.
They are different things, right? And is it done from code or does it also have components?
They are different, yes. Humanoid ik is built into any mecanim humanoid rig and is controlled by script.
I'm not sure if this is Humanoid IK, I used this script, but it doesn't work if Animator is active.
https://github.com/joaen/EasyIK?tab=readme-ov-file
No, that is just another entire ik solver
this is this other one
https://github.com/Unity-Technologies/animation-jobs-samples
I don't even see what that has to do with what I said
Hello guys, does anyone know why does my character strike this pose once it has Rig Builder component? Whenever character has rig builder component attached to it, it aligns itself to strike that pose once game mode starts even though I haven't setup any animation rigging constraints to it. Also is it ok for my character's LeftUpLeg and LeftLeg bones to be oriented as it is shown in 3rd picture, while LeftFoot and LeftToeBase bones are oriented as it is shown in the 4th picture? Is it unusual for bones of the same limb to be rotated differently? Shouldn't they all have same orientation?
Solution for weird pose was to set avatar in animator component to None. Does anyone know why is that the case
Guys I need help with getting these animations to work? so my intention is to toggle between ShowClipboard and HideClipboard with the tab key. what am i doing wronggg pleaseeee someone š„²
Well you confuse me
@vast creek hi im sorry for the ping but youre currently no. 1 animations guru for me, so if yk how this can possibly happen i'd appreciate it alot š
sorry for the ping again and have a nice day
Setting a humanoid avatar with no humanoid animation clip will set the default humanoid pose(all muscles at 50%)
Hello, guys! I have a question. So, if I want to create a lot of animations for my game do I have to use also a lot of animators or I can handle all these animations with one animator, because in my game I have 2-3 different animations for different objects to play and I really can't understand if I can just handle these animations with only animator because with so many animators it gets complicated. What do you think of that?
I want to find out a way to make it but to be more efficient.
guys I need help basically I am trying to import my blender model as an fbx file to unity. However, when I check the animations, my original animation is messed up and I also have a bunch of blank animations anyone know how to fix this?
could you show your code for more knowledge
void Play(){
foreach(var animName in retractAnimationsName){
animator.Play(animName);
}
}
that
iām not at the pc
Thank you. So if I wanted to have an avatar in animator component (not it be None), I should have had atleast 1 animation (idle, walking, anything really) in order for my character to not go in that weird pose?
Where did you find that info about default humanoid pose though? I've searched on the internet for quite a while, but haven't seen explanation about it, just the quick fix of setting avatar to none
I don't recall the specific page but I believe that it is under the humanoid definition docs?
Correct. That pose is just all muscles set to neutral. Give it a clip and it can use that instead.
I'll check it out, tnx
It all makes sense now haha thank you\
Hey guys is anyone able to help me with an issue regarding porting animation from blender to unity?
I made a post on Reddit that details my issues
this is my basic ragdoll character that can stand and that's it really
for "movement" I'm just adding a force to the hips and pushing it in a direction
is there a way to use the animator with ragdolls
because the arms are just flailing there doing nothing and looking dumb
and the legs also just drag along the floor
if an object has to be a child to be animated, how do i create animations for guns that include the limbs? (storing all animtions on the player is not an option, they have to be on the gun)
Question. I am putting collider capsules on my model using Malbers animal controller. This is for a Mod for 7D2D Do I need Capsules on the hands as well, or would that interfere with the character picking up and holding weapons and Items?
Not practically, unless your gun hierarchy includes the limbs that need to animate with it (or corresponding transforms that take over the real limbs with constraints)
Why cannot the player have any of the gun animations?
You'd have to ask that in a server where modding of that game is a relevant topic
Hmm I figured that since this was a part of animation, it would be in here. Al;right. Thank you
How the item systems deals with colliders isn't exactly animation related
Modding in its entirety is off topic, and we can't really help with it since we don't know how the game works
Proprietary assets, if not super common, usually aren't known to people here either
Ah! okay. I didn;t know if the colliders deal with holding ovject or not. I appreciate the info.
Hello guys, is it possible to export an animated model from unity to blender?? seems like impossible
Looking to pay someone money for this, if they can figure it out and do it
I'm looking for some advice on the usage of inverse cinematic with the Animation Rigging. I would like to make a character grab a thing from a table and put it somewhere else. The legs of the character will not need to move.
Anyone has experience how to chain constrains (https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.2/manual/ConstraintComponents.html) together so this works well.
My start point are two Rig Components (https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.2/manual/RiggingWorkflow.html#rig-component) one with the Two Bone IK Constraint to let the Let the Arm move to the target and the second Multi-Aim Constraint to make the Head look at the target.
What I'm failing on is to select the right other constrains so the character bends his spine moves the shoulder realistically. What I've tried are TwistChain Constraint and Chain IK Constraint but it does not look right.
Anny advice or resources I can look into?
With the fbx exporter probably
But it's not really ever worth whatever effort it takes
You should always work on original source files and only export into game engine, not out of it
Package manager lets you import examples for many of the packages
Animation rigging's examples have all the constraint examples you can see gifs of in the docs
Multi-Rotation constraint's example sounds very similar to what you're trying to make
I bought something right
And it has the FBX files
And it works in unity, but when I put the FBX files into blender, it's broken?
Like the animation is 0.1 seconds long
So how does it work in unity, but not in blender? I didn't export anything, the package gives me FBX files
Matter of fact, in unity the animations are also 0.1 seconds long, but if you play it in a game mode, then it works completely fine?
When I play it in the animator controller, it also works the animations
But without it, it doesn't work
I don't know anything about unity, so what exactly is happening?
Exactly I see what's happening now,
It's showing me these 2 source takes
When I select the 2nd one then it works
But the problem is, when I put the fbx files into blender for example
It's always in the 1st option, without giving me the second option
So how do I remove the 1st option, and always stay in the 2nd option?
Thanks for the hint I'm constantly telling others to look at the docs and samples and I'm forgetting to do 50% of it my self.
I've been looking through them and Multi-Rotation constraint as well Twist Correction is posprobably a part of it but I'm missing the correct setup so the shoulder and spine will follow the hand.
I also just saw that the package will son be replaced š
https://discussions.unity.com/t/animation-status-update-q3-2024-unite-announcement/1519289/15
Can you link that thread?
I wouldn't worry though, these changes don't happen overnight
Can you help me? @agile solstice
Can you link that thread?
Guys look in unity, I bought an asset with animations, and the animation shows 2 parts, the first on is just t-pose and second one is the actual animation, so how can I make it so the fbx file only uses the actual animation, and not the t-pose
So im trying to animate a turret shooting, but my Z Axis rotation is a bit buggy. When i rotate it only on the z axis, it brings it out towards the X axis before going to where i had originally set its rotation to. i have no clue where to start in terms of attempting to fix it so if someone could help me out that'd be amazing. thanks! ^^
Call of duty has hundreds of guns, they are 100% not all on the player
Are you talking about viewmodels or world models specifically
Viewmodels tend to be arm bones + gun bones associated with the gun
World model animations tend to be reused
For example most one-handed guns can share the same holding and shooting animations, and not all of them need unique reload animations either
Yeah but u want to give all of them their own
You'll have to give some more specific details
Do they all need separate viewmodels
Do you really have hundreds of different guns that cannot share any animations
All systems are built to conform to specific requirements and limitations
It's possible that CoD could've made a system that makes it possible to stream in any number of new animations from an external asset and layer and sync them at runtime with player animations
But if you don't know for a fact that you need that kind of system, building it could be a waste of time
Well everything I have rn, for example running animation is made with inverse kinematics and a script. For the weapons I want to spawn them on the player, and have different animations for each gun (or something like throwing knives, casting magic spells... And plenty of other creative stuff) I thought I could also make that with ik, but I have to animate the fingers too (it's first person) and that has to be done in real animations but idk how to put that on the weapon (because I can't re-use an animation if I for example create a new weapon that shoots pizza out of an oven the player is holding yk)
First person viewmodels tend to be created entirely separately from the body, so the question is whether they should be associated with body animation never comes up
Old games used to just include the arms in the weapon's viewmodel and it works perfectly well
But to be able to swap the arms if needed, only the arm bones would be included as I mentioned
urgh so there is no way to create an fps animation with the actual model/arms?
I guess that depends on what you mean "with" the "actual arms"
You have not mentioned why that's necessary either
Well the other players see it too and I want the animation to be the same as what they see
Usually you have two versions of the character with different but synced animations for first person view and third (or second) person view, viewmodel and world model
Reason being that you can't really make animations that look good from first person but from outside too
Well idc how it looks
Yeah ik that's done in many games but I won't do that nuh uh
I feel like I'm moving half a step at a time at getting to know what you actually want and need
or why, more importantly
Like I mentioned at the very beginning you could probably conform the character's body to the arm animations included in the weapon using constraints
Idk what that even means, how do I create the animations in the weapon in the first place (and how do I then align that)
The weapons would include a copy of every bone of the body they need to overwrite, likely arms and fingers, which are then animated as one hierarchy
Then with this hierarchy attached at the player character's root, using parent constraints or similar, you'd copy rotation of every gun limb bone to corresponding body limb bone
You don't necessarily need constraints to copy transforms from one to another, but they do what functionally needs to be done
There's also a few different ways to keep track of the transforms in the script, simplest might be two arrays of the arms hierarchy that match one to one
Got an issue where an animation I created is stopping the code from editing the rotation of an GameObject. I turn off the animation controller and it works fine, keeping it on locks the rotation at 0 even when editting it from the inspector. The animation controller is tied to the parent of this object and the parent modifies both children in other animation but in this one it doesn't even touch the gameobject I'm trying to edit through a script? Is there some box I forgot to uncheck or can you not control something with a script when it's also being controlled with an animation
An animator controls every property that it touches in any of its animations
Modifying the properties in LateUpdate should take effect after animator
Disabling "write defaults" on animations also should stop animator from overwriting unchanged properties, but it may lead to unpredictable behavior within the animator
You're the fucking goat. Never knew of late update but it fixed the issue. Thank you
Hey im using CrossFadeInFixedTime
for transitions that will cancel previous state.
Most of my states does have Event A (OnRecovery Invoke), but when timed properly it can invoke OnRecovery Anim B using Anim A crossfade call
public void OnRecovery()
{
if (_animator.IsInTransition(0))
return;
Recovery?.Invoke();
}```
I tried to mitigate it here by using `IsInTransition`, but from what i read the crossfade does not set `IsInTransition` in animator
How's it going, I was wondering why some characters stay in the TPOSE while the others behave as they should. I have the same controller and it's corresponding avatar but for some reason it just stays in T. Also what is one to do IF a character doesn't come with an avatar?? Thanks!
If you are calling the state manually, why not just call the function that way too?
Most likely some are set as humanoids and others are either generic or have no avatar assigned
If a character doesn't come with an avatar you should be able to create one.
its just animator listener that the different things subscribe to, like abilities, navmeshes etc
Thank you guys! Appreciate it.
Hello everyone I would like to animate a boss that would be like a big knight with a greatsword. Can I do it in Unity?
Why could you not?
Unity is used for games and animations, why would something like a knight wielding a sword be the thing that breaks it?
That said, the usual workflow is to animate in another program like blender and import the animation to be used in Unity.
Good morning, I have having an issue with Animating wings. Every time I try to Animate the wings on this figure, it makes the body go into a weird crouch mode the moment I put any keyframes in. A search says this is a known issue in Unity that can happen. Is ther any ways to fix this? I need the wings folded for walking, running, Idle, basically if the figure isn't flying, the wings need to be folded. I haven't even put in keyframes, the ones in the image are the ones that appeared when I clicked the record button. She needs to be in the normal pose, not this weird thing. Pictures for reference.
You need to pay for blender?
No
Ok thanks
And how to we modelize a knight?
You actually expect me to explain that?
If I asked you "how do you draw a knight", how would you even begin to explain that in any meaningful way with a few words?
Like I mean there are tools right?
Its not libe you import a structure and then change it
It's a full solution modeling program. You can model anything from scratch, or import an existing model and modify it. It's a blank slate and you can do whatever you want.
Maybe the crouch pose is its default pose?
When you made the flying animation, did you add keyframes for the rest of the body?
There's also a "Write Defaults" option in the animation state, might be worth a try turning that off
No. I did not make any keyframes for the body. Was just affecting the wings and already had an idle animation in that was working. Had the figure walking around and jumping, and then tried animating the wings to make them fold behind the figure while it was doing everything except flying, and it started crouching weirdly.
OK thanks
Probaly like...
- Draw an oval.
- Draw the rest of the *&@#! Knight.
It is rather similar to drawing an owl, if you think about it.
How do I achieve a realistic boxing fight in Unity? Like animations not clipping through the bodies, and I was thinking about animation rigging to stop the hand whentouching the body, but how cna I do that?
That crouching pose is the default humanoid pose when there is no valid humanoid animation clip.
If you create a generic clip in editor, the humanoid bones will go to default pose.
Hey, im looking for info about events and crossfades, im done with fighting with them. Can anyone help me with those questions/statements?
Statements from what i ve learned
- Animator.crossfade cannot crossfade to itself, but crossfadeindixed time can
- Events while transitioning will still fire events (unless their transition end, then they wont)
- current state info is telling about actual state on animator and nextcurrentstate.fullhash != 0 will tell me what transition target hash is and if it exists
Questions
4) why does event on frame 1 is triggering before OnStateEnter in StateMachineBehaviour Connected to that animation with event
5) How can i lock events from previous state if its transitioning, i couldn't find reliable way for doing that
and maybe if there is anyone willing to help me with them while i will be screensharing? I think I read too much info about it in internet and i have no more clues. It doesn't matter for me which time zone, im desperate enough to stay to 5am or something
More info in thread
I'm trying to make an animation but everything is greyed out, how do I fix it?
Does Unity 6 include any milestones with the Animator I should be aware of, or is it generally the same system as I might find in my LTS - currently 2022.3.30
Have you selected something that has an animator attached?
I figured it out, thanks
- onstateenter in invoked after onstateupdate, while I believe animation events are fired during onstateupdate(or maybe before, would have to check)
- please rephrase
I've send more info in thread, but i'm looking to filter out events from the state A but only when im transitioning to State B
Then don't use animation events, or add additional logic in the methods they call
Yeah that's why im asking, im looking for help how i can filter that out
in thread i sent my attempt
Which thread? I am on mobile so can't easily see.
i tried pinging you in it
I'll see if I can see it tomorrow when I come home
hi i have a problem. whenever i set a clip in the animator Motion all the code attached to this gameobject stops working even if the clip isnt connected at all...
the code just makes the object move to the left until it hits the wall and then turn around and move right
but it all stops working when the motion is assigned
Solved: i had to check the has root motion in the animator
If you want to move your character with scripts, it's common to have all the animations under the root gameobject so the animator isn't controlling its world space position
what do you mean by the root game object?
when avatar does have animator
and root object is the dual wield character in this case
The gameobject in your scene which you treat "as" that character
Usually the one that has the movement scripts
Usually the one that has only the scene or some part of the scene above it in hierarchy
oh i see thank you both, i moved it to the "root game object"
To reiterate, if you want scripts to move your character then you'd want animations under the root gameobject, not on it
Then the animations would only change its transform properties in local space relative to where the character "is" as a result of your scripts moving it
Another workflow, the "root motion workflow" is to have animations on your root gameobject with root motion enabled, so any movement of the "object itself" in your animation clips will move the character in world space
hey guys, I have this person, he is ready ik kinematics model so i want him to procedural move. which part of body should be parent of under legs red points to step? and maybe someone know algorythm of entire movement?
I have a multi-aim-constraint but when I move my aim target in circles the aimed transform starts rotating around it's aimed axis. Does this look familiar to anyone, what could it be?
You didn't set a world 'up.'
𤦠right, I tried it, but tried it when the app was already running after the rig was build. obviously that was it, thanks!
Hello, I am trying to create an animation using Splines, from the Asset manager. Is there a way to keyframe the speed of an object that is following the spline? I have a car attached to a spline, but I can't figure out how to control the speed using an animation track. The car only goes in a fixed speed. For context, I want the car to pause in an intersection, and accelerate again later. Is there a better way to do it for a animator/3D designer with low code knowledge?
im trying to make a trail for like a cursor type of thing. idk what to do with my animation past this point. should i make it slower?
i have a trigger to the jump animation from the idle and crouch animation. how can i interrupt the transition to the crouch animation with the jump animation? it ends up jumping with crouch animation
Hi, when I build my game, AnimationEvents don't work, does someone know how can I fix this? AnimationEvents work fine in the editor PlayMode, but not in the build at runtime. There is no errors, nothing. They just don't execute in build.
my animation isnt speeding up and i have tried speeding it up in animator and actually making the frames closer together. any help?
Show the inspector when you have that animation state selected in the animator
Hey, guys! I have a question. Is there a way to make animations for text?
Like I want to create an animation when I am entering the UI element which is play button to make a cool animation.
Yes, you can animate pretty much anything
I am using dotween btw am I doing right?
You can use tweens or a normal animation, however you like
here it is
yo u there
I cannot actually see where the sword swing state is meant to be in your animator, only DS_onehand_idle_A and Hit
Neither of which states is selected, yet inspector is showing sword swing state
So it seems likely it's not included in that animator at all
Or it's on a different layer
Can someone please tell me why my PlayerAttack1 is stuck here? I set the animation to play only once and then call the OnStateExit function to set the left isAttack parameter to false and transition to Exit if the next animation is not triggered, but the first animation, PlayerAttack1's OnSateExit, never fires
It might be important to show the transition conditions and settings for PlayerAttack1 -> PlayerAttack2, as well as what methods are in AttackFinish script
I don't see any direct cause just in this picture
I'm sorry, but the script just says, "animator.GetComponent<PlayerController>().isAttack = false;" This code sets the isAttack variable to false in another script, where GetComponent<Animator>() and isAttack are used to transition the animation to Exit. Also, thanks for your response, I don't speak English. I use translation software to communicate, so the reply is slow, sorry
The conversion condition is only Boolean isAttack and trigger Attack
I'd like to see screenshots of them if possible
Could be missing some important detail
Please wait while I try to take a full screenshot
There was a glitch in my usual screen-recording software that kept you waiting
Thank you for your patience
Did I keep you waiting too long? Again, let me apologize for you. I'm gonna go figure it out myself
Most here have to jump from task to task and can't always stick to a conversation, so no worry! Someone else might always join in
I would still like to see the transition from PlayerAttack1 to PlayerAttack2, since it seems that's the one that's getting stuck
Thanks for your reply. Due to the time difference, it's already past 12 o 'clock here. I went to bed after sending the picture, bye
So what I think is happening here:
PlayerAttack1 is stuck because it has only one available transition which is to PlayerAttack2, none to Exit or anywhere else
So it must remain stuck until that condition is satisfied by isAttack and Attack both being set at the same time
The AttackFinish script's event OnStateExit will be called only when the transition to the next state finishes at the end of the transition out of it, which does not ever occur in this situation
Recording a video going through everything is a good idea since we can pause and look
I wish more people did that
I can't find exit time to make my animations loop
the videos I'm looking at have it, but I don't see it here
@agile solstice Are you still on by chance? Sorry to ping
Nvm, you can double click animations
Didn't know that
Really thank you very much for reminding me that I did not notice a transition was missing until now, programming is always like this, always busy for a simple error, haha
https://docs.unity3d.com/Manual/class-AnimationClip.html
I am trying to animate my character, but the main object gets lifted up from the floor during the animation
In the manual there are settings to combat that issue, but my editor has barely anything for that
Heres my editor compared to the manual, why? (I am using the correct version in the manual)
I think that the root motion settings aren't visible because your root motion is disabled under the "Motion" tab
would someone be willing to help me with a animation? if os please dm me i really want help on this please
Nope that doesnt change anything
My Avatar Masks seem to not be doing anything whatsoever, I tried so much but they simply dont have any effect
Like here for example, the punch animation overrides everything, avatar mask doesnt help
this shit ruined my characters š®āšØ I hate animations
Show the avatar mask, your avatar definition, and is it humanoid or not?
I never ran into issues with this
Avatar mask is red except for torso and hands and head, humanoid, unsure what definition is
I mean the avatar itself
The bones? Cuz the avatar itself doesnt have anything to show
Also everything got broken so i need to reimport the characters so I need a little bit of time
Ah yeah thats because it is humanoid
Unfortunately I dont really use humanoids so if the issue is related to that then idk
my animation isnt speeding up and i have tried speeding it up in animator and actually making the frames closer together. any help?
Show your layers, have you confirmed that the right animation is playing?
How are you playing the anim from code?
ill show the code if u want
Yes
I was guessing that you are resetting the animation each frame but seems like it definitely only triggers once?
is there an issue?
I would try duplicating your anim clip and/or trying with a fresh one
Nah, code looks fine
You sure you don't have other scripts affecting this animator?
Oh and show the inspector of your Animator
nope, only one that talks about anim
Show both transition settings "idle -> swing" and "swing -> idle"
Yes and make a fresh animator state too. But show the transitions first
I think the issue was that your transition was longer than the animation
thx was struggling for days
I noticed š
I'm trying to import my model with armature, I made and rigged it in Blender. I can't create an avatar due to the following error: "Invalid Avatar Rig Configuration. Missing or invalid transform: Required human bone "RightUpperLeg" not found.
I changed my bone names to match this format, but still I get this same message. Can anybody please help?
Can someone help me i need help
I cant continue with my project at all because of this bs, I tried everything including different project
Punching is just a bool for simplicity sake
Its literally having no effect on anything
any help on this?
hi i have this problem with animation mask and playing one
its seems like animator is ignoring the animation
and preview is bug
its supposed to work
so its really a pain in the hed solve this
any solution please?
I have this walking right strafe animation and I like how the legs move but I dont like the upper half animations. How can I change the upper half animations with another animation like the idle animation.
with layer masks
search a tutorial in youtube
they can be helpful to mix animations
ok thanks I will check it out!
no problem
How would you blend an animation into itself? So for example if you had an animation that make an object squish and stretch when clicked, clicking it again to play the animation again will cause it to immediately reset to the first frame of the animation. Is what I am looking for basically a blend tree but with the same animation for either node or something?
Transitions have a setting "can transition to self", maybe you want that (and a transition from "any state")
I currently have it transitioning to itself but the problem is that it resets the animation to frame 1 vs blending with itself - I think Animator.CrossFade might be something I need to look into the achieve the effect but no luck so far.
post only in one relevant channel please
is this the right channel to ask questions about animation rigging package?
im having an issue with two bone ik on the banana man asset - its trying to bend the legs the wrong direction and when i move the hint to be infront it just rotates the leg instead of bending the knee the other direction anyone know how to swap it over so the knee bends the right way?
Is there any way to pull a 'default' AvatarMask from a given Avatar through code? I'd rather not make them by hand if possible, because its tied to a tool I'm making
Nevermind, think I found it
What the heck - can you not save the sprite that is used in Sprite Masks to animations??
I am trying to change the mask during my animation but it doesn't want to save during recording unlike my sprite renderers sprites for example. That seems odd.
Really annoying problem using AnimationRigging IK.
Can anyone explain why my IK isn't working properly and how to fix it please because it's really beginning to p*ss me off.
Characters wrist supposed to be at the position of the IK Controller.
Is the rig added to rig builder component
On the main game object
Yes it is. The rig works, it's just that it doesn't work properly and it's driving me nuts.
Is it maybe conflicting rigs then, do you have more than one controlling those parts?
Nope, literally the only thing on there.
Dang that's annoying. Do you happen to have ik on your characters legs?
Mine keep bending backwards n can't figure out why
No, just one the one arm. And with your thing, move the hint object to in front of the knees.
I done that but all it does is rotate the back of the knee to the front and then bend it like it's a knee cap
Rather than bend the other direction
How does the two bone ik decide which direction to fold
you don't have something like an animator controller overriding your IK stuff higher up in the hierarchy?
are you using an animated sprite or something for the mask?
I do have an animator on there, but I'm 99.99% sure that it's something to do with where things are in the hierarchy if honest. The IK does override the Animator (I'm using code to make a seperate 'shoulder' object 'lookAt' a raycast target, with a 'target' object as a child of the 'shoulder' object. And then in code telling the hand IK Target to move to the 'target' object. This part works fine, it's just not rotating the bones as it should. Like I said earlier, I've had this working all weekend, but needes to adjust a couple of things last night, and then this got broken.
I'm using MoreMountains Feel to control the 'Weight' of the Rig.
You mean like the bones are rotated funny as in it's like it's doing a "LookAt" with the up-axis in the wrong direction? Or you mean the arm is facing the wrong direction
also I should ask what the raycast is for in the context of raycasting for an object that's a child of the shoulder-bone š¤
No, the bones aren't doing a 'lookAt' thing. I have the IK Target object moving to the correct place that it should be, but the bones aren't rotating at all to meet the IK Target, but the Animator on that arm is being overidden correctly (right arm is straight out in t-pose).
Gimme a sec to get a video showing context.
Video for context. Basically want the arm to 'swing up' automatically when looking at a rock.
And that doesn't work as Animation Rigging IK needs the animator to work š
And another with the scene view.
š¤ what if you put a blank animator on it? Basically you want to set up a minimal test to solve things
ah, I see, so it is pointing at the Ik target just fine
Yeah, like I said, it's just the bones not behaving.
but the bones are pointing at the cube?
No they're not. The wrist joint is way off position. And depending on where I put the IK Target object in the hierarchy the position of the 'hand' changes in relation.
make sure the IK target is not part of the shoulder/arm hierarchy at least
but yeah...
I've tried pretty much everything I can think of. I've even had the IK Target on its own in the scene and the hand position of the model is still way off.
I uh, I still don't quite see how the wrist joint is off, maybe because I haven't seen the intended behaviour š¤
The wrist supposed to be at the very center of the IK Target object (the red cube)
hm, is there something about "maintain target offset" and/or something that preserves the scale of the bones? (and something that limits the rotation of the bones for "realism"?)
Not that I know of.
ngl I don't have experience with these custom assets :) I personally use final IK
oh sick, didn't realize they got around to rolling their own thing for this
Thanks for trying to help though. I'll figure it out eventually. Plenty more to work on and the mining functionality works, so it's all good for now, this is just a visual thing. lol.
Oh yeah, they released it ages ago.
How to reproduce: 1. Open the attached user project āBugReporting.zipā 2. Open the āSampleSceneā Scene 3. Enter Play Mode 4. Compare...
could it be related to this? https://discussions.unity.com/t/two-bone-ik-constraint-tip-is-offset-from-target/919846/2
also, are parts of your rig scaled and/or does the animator scale any of the bones? and can you make a video with both scene view and game view active at the same time, that shows how it looks when you're doing your mining-rock thing from exterior perspective?
Yeah that looks to be the exact same issue. It's bugging me because it's been working perfectly over the weekend (I figured it out on Saturday Morning, but has an issue and had to redo a couple of things and now I can't remember how I'd got everything parented etc. lol.)
if you have to, hit CTRL+P to pause while you're doing the raycast-laser-rock thing and just get a screenshot of your character in the scene view (with the bones and IK target visible)
And yeah, I'll sort out another video shortly, just need to run round the shop.
actually looks like there's a resolution in that bug tracker:
Resolution Note:
Hi, this offset you're getting when evaluating the `RigBuilder` in LateUpdate is expected in this situation.
When the Animator evaluates, or when a PlayableGraph is manually evaluated, the default values are restored. This overrides the idle pose you had set up in your animator controller and since your idle pose had a higher shoulder position compared to your default pose, it carried over this offset in your constraint.
The way to remedy this is to add `RigTransform` components in your transform chain. This component will sync your scene transforms in the RigBuilder AnimationStream and allow the values you animated in the `Update` loop to be used in your constraints.
In this instance, adding GameObjects shoulder.r, arm_stretch.r, forearm_stretch.r and hand.r will allow your animation to carry over to your late update constraint.
Oh interesting.
hi, so i am trying to blend the animation one is idle straight standing and other is also idle but with the aim position but when i blending those two animation like in new layer i am ovveriding the upper part only like head , arms and chest but the aim offset is coming weird and when i also add root then the offset come to the desired location but legs becomes wierd any solution to fix this
You could use playables for this
re-build your layered animation (or just edit it) with the blended avatar mask taken into account (not using root, basically)
there are a large number of solutions, that one might work for you
yeah
it would allow you to fix everything in place with your previews outside of runtime mode
Hopefully I am understanding this correctly? Otherwise if you're just trying to sync animations then use a script
you want them both in a single timeline in a hierarchy parent to both objects
with both characters animations in the timeline? Is there a t-pose at the end of your imported animation?
Ah, I thought it would maintain the position. Can you click on the timeline and lock your selection in the inspector or do you need to use the inspector for what you're doing?
Anyone know this problem, basically i want to put my m4 animator state as idle and when i click M4, the idle animation stay
for some reason it wont :(
I need it for my guns aiming
you have preview on
ah.
how to turn off preview?
click the preview button on the animation tab
Oh wow
I would say ultimately that Unity isn't really meant to be a tool to build interactive character animations... Usually I'd recommend using Blender and doing the anims externally
yeah basically
wait, it's still not working :(
wait, you want to do the same thing as him lol
you want the animation to maintain when you click off the animator e.e
you can animate camera in blender as well ^^'
I need that just for the sake of aiming
But I would say you can also animate the characters in blender, animate the camera in unity if you have to
and it's been 2 hour im trying to figure that out
Like my M4 animator is for the idle state
you mean in runtime/play mode?
import the car in blender and do the animation in said external animation tool like most animators do :D
Omg it annoys me so much when things fail
how are you going to have it aim when not in play mode? Just do the script so that it aims M4 during runtime/play mode, hit play and it will animate your idle while aiming
If you want your animations to look like not shit (pardon my language) The external tool is the next step you wanna take, basically
blender
maya, 3ds max, etc etc
there u go. I would argue that the animation quality you'll get animating a humanoid using unity's built-in animation tools are low enough that you don't actually have to sync the animations š„² can probably just guess
I am the tech artist/generalist type who builds animations but spends most of my time writing software :D
there's a few options:
- you can import the animation and use it on any humanoid character if it's a humanoid animation
- you can import your character with the animations baked in
- you can import a copy of your character that has all the animations using a specific naming format and it will let you use those animations on your character
It's not specific to a graphical modality (?)
heh
I'm certainly not super-experienced with 2D but imo it's simple enough that I can get by
š that is the way to go especially if you have the time to learn
6 years plus a bunch through schooling but I've only been getting paid full-time to do it for ~6 years (8
I work as a game developer (and software dev) for a startup
can probably move this discussion out of animation
yes I'm allowed, no I wont lol
Hey, guys! I would like to know how to make a cool text animation. Do you have anything to suggest because I don't want to animate the text with the basic animation fade in and fade out?
Like a bounce one
for example
Oh I think I can find
animation assets in unity asset store no?
bro i got text mesh pro
I mean can I download animations?
Yes I know I did that
I have created the animation can you write dm to me?
Anyway, I will see
there are plenty for this if you want to do fancy bending effects and stuff, otherwise you're probably fine just animating it with curves in the Animation tab
Oh, ok. Thanks by the way I 've never used anything except the basics in animation tab.
I mean there is a button which says add property and there is a bunch of things there.
What did you do?
When importing, you have to be sure that you're converting the axes and units properly
Just a normal sprite put in the sprite mask component, nothing special about it
I can do things like save the off/on state of the component to the animation, but changing the sprite used in the mask doesnt save - unlike how changing a sprite in the sprite renderer saves successfully when recording animation
Im also having trouble with blend trees. For some reason this animation event is being skipped over causing the state not to transition.
It's almost like the animation is stopping early for some reason.
This also only seems to occur when "StartAnimation" has done at least one full loop. If we transition earlier, it proceeds normally, triggering the event.
This is the blend tree:
It seems that turning ON loop time on the EnterAnimation allows it to transition to the PlayAnimation, but this also causes some overlapping issues due to the blend.
I think what I want is for the Start Animation to loop, blend into the EnterAnimation starting at Frame 1 which continues through the full animation into the animation event which transitions it / blends into the Play Animation.

nah but i will be in a better state of mind to help out tomorrow
would you not have just 3 states for this?

Thank you for your help, I'll also be on tomorrow working on this. It is 4 states since "Play" has to transition to "Finish" as well. Hopefully that's what you're referring to.
Right now my theory is that a nested blend tree may be of some use but I'm no longer at my PC to attempt it. That will be my first thing I try to do tomorrow.
Put simply, "Start" (looping) should transition to "Enter" (non looping), preferably at Frame 1 of the Enter animation. Enter should then play in full, reaching its animation event "StartPlayState", which is a method to transition to the "Play" (looping) animation after the Enter animation is finished in full.
At the moment, it works perfectly if the Start animation has not looped yet, but if the Start animation has looped, the Enter animation hangs, freezing and never reaching the StartPlayState animation event.
If you're open to DMs let me know, it's probably something stupid I'm doing wrong but for, uh, reasons that you might have seen already (lol) it's hard to show the "full picture" if you catch my drift.
Anyone know how the 2 bone ik constraint decides which direction to bend in?
I can't see any configuration for it
Check the "Hint" property
No, it's not
The hint decides which direction the elbow points
Not which side it bends towards
I. E. Moving the hint points the elbow forward. It doesn't change which direction the elbow folds
Isnt that the same thing but just the opposite
No
It's the difference between my knee folding the right way and the wrong way
My knee cap shouldn't be folding in 2
It should be on the opposite side of the bend
i meant to type 4 on my phone last night lol
will pass on dm's sorry
but yeah just go for those 4 states, unless you have something in your game that allows for repeating the "enter" animation several times or something? In which case just build a transition between the "play" animation and the "enter" animation
so, what you have to do, is animate your hint so that it always bends the right way :)
You can also use joint constraints IIRC, I don't know if the built-in IK system respects them
Nah that makes 0 sense cos the hint is for deciding which direction the fold points not for what direction it folds
How does it decide whether to fold backwards instead of forwards
And stop saying the hint because that is not the right answer the hint is not for deciding which direction it folds
See those videos where someone tries to deadlift and their leg bends the wrong direction? That's what is happening
Even when I move the hint to the other side
The main problem is that allowing the first animation "Start" to loop once seems to break the "Enter" animation - do you have any idea why that could be?
It all works totally fine if I don't allow "Start" to loop
Why are you using a blend for this at all if they are meant to be sequential?
I wanted to blend them to make them fade into each other but I am now experimenting with CrossFade which might be what I am looking for.
All animator transitions by default have blending or "fading"
Blend tree synchronizes the runtime of clips within in addition to freely blending them, so it isn't really suitable for sequential clips
Oooooh then that's why this is happening. Makes sense. I guess CrossFade while resetting the time of the animation for specific animations would be what I want then
Note that CrossFade has normalizedTimeOffset and normalizedTransitionTime which are probably useful for setting specific time for the states to play
Or it could help to get more familiar with transitions through the Animator itself before coding them by hand
Awesome, okay! I think this just about solves the issue then with some tinkering around. Thanks everyone!
how to fix animator lag while loadsceneasync?
my loading animation gets stuck on first frame and sometimes jumps on another frame and gets stuck again
Check the profiler and see if you're dropping frames
I'm having troubles with my Jumping animation in unity i did everything correct i feel like, i made transitions without the exit time + conditions to the right animations also im very amateur when it comes to scripting so if anyone could help that would be awesome. the rest of my animations worked perfectly fine until i did the jumping animation.
I didn't do it yet but i can say that unity freezes while loading, its ui stops responding
You haven't mentioned what the problem is...
but thats my problem when pressing space bar its just supposed to play once not loop constantly
So transition out of the animation when it finishes?
I dunno, can you?
Where the heck is this last frame coming from? Anyone have an idea?
It says all frames end at 540 but there is a mysterious frame 541 that is causing the animation to pause for 1 frame. This is also seen in my animation curves
Compare this to my other animation that ends exactly on its last keyframe
Might be the right place for this question:
Haven worked wih 3d i unity before and cant seem to find a way for a parent not to include its children when calculating its bounds. This is quite annoying since I want to rotate a object from a custom pivot and I thought just adding a parent could be done to controll the pivot (as you do in any other 3d package) and with 2d
Seems lite there is something really basic I missed
The context is unclear
If you mean rotating in editor, switch pivot mode from "center" to "pivot", hotkey Z
@agile solstice Yeah my bad, was just a viewport thing
anyone knows how i can make it that when an anim bool parameter is set to true and then to fase it cant be set to true right after like it cant be set true 2 times in a row or a cooldown
The animator has no built in way to cool down parameter changes. You will have to code some timer yourself (track a float in Update that counts down to 0), and only allow the bool to change when the timer is not active.
i have this, and i have a reference to the animator in the code of the object its attached to... the code has OnPointerEnter and Exit methods, i just need to know: what am i actually supposed to do to set them?
hi there, I have been changing the rotation of a bone of a rig in late update and its was working fine, but suddenly it stope working. The code has not changed. Its defenetly the animator controlling that bone because when i disable it the rotation applies. But it was working and now its not. I have made some changes to the model in blender thats all. Any idea? Thanks
That is the duration of the last frame.
Does anyone know why the door opens for a few frames on awake?
Also the box collider(trigger) is moving with the door
Since you're recording a video, it would be much more helpful to keep the animator open with the object selected when you enter playmode so we see what states are playing and when transitions are running
Also click through the transitions so we can see their settings
And please use screen capture instead of a camera if at all possible
Without that information I'd have to guess that there's an automatic transition from idle to close, which lets through some motion from the close
Or the idle contains some motion by itself
That would be my guess as well.
Thanks! I managed to fix it mostly while actually watching the animation trees. Now im just fixing a bug where entering and exiting the trigger collider gets the door to stuck open!
Here is a clip for that
The condition from from open to closed requires closed to be true, but both open and closed are false, yet your player is inside the trigger presumably
I think it's a problem with how your code is setting the parameters to true/false and how it's detecting the player
For example if you're setting open to false after a delay after triggering, it may override it being set to true
Tbh you could simplify the logic by having only one variable for either open or closed rather than both
The conditions need to check only one for it being true or false
There probably shouldn't be a possible case when open and closed are both true or false at the same time
The script isnt using open/close bools, it is setting triggers which are conditions in the animator
My mistake, rather than two triggers I'd use one boolean for the same reason
Triggers are basically finicky booleans anyway
Yeah i havent messed with set trigger much
Would i just change
_doorAnimator.SetTrigger("Open");
To
door.SetBool("Open", true);
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TriggerDoorController : MonoBehaviour
{
private Animator _doorAnimator;
void Start()
{
_doorAnimator = GetComponent<Animator>();
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
_doorAnimator.SetTrigger("Open");
}
}
private void OnTriggerExit(Collider other)
{
if (other.CompareTag("Player"))
{
_doorAnimator.SetTrigger("Closed");
}
}
}
This is the actual script
Should work
As long as you don't have more than one Player object that can pass in and out of the trigger
And if you don't have more than one trigger for the same door
I tried switching to bools and it just wont work. Ill just have to keep it on settriggers and have that bug
I'm a bit confused as to why that animation has that and the other ones do not
It is causing an extra frame on my animation curves so it's stuttering / freezing for a frame
My other curves dont have it, looping seamlessly
Do they have a matching first and last frame on all channels?
That extra space is the duration if a frame and without it the final keyframe wouldn't be visible, since it would have zero duration.
If there is any discrepancy between the first and last frame it needs the duration of one frame to go from one to the other.
I have heard that they might be changing that in the ui at some point
I just tried to copy paste all the first frames to the last frame (540) and it still doesnt seem to want to get rid of that 'extra frame' unfortunately
is there any way to make Unity's RuntimeAnimatorController not control parts of a rig?
because the walk animation im using rotates the fingers of my character and i dont really want that happening
You can edit the animation and get rid of the rotation
Ahoyhoy! Got a question that feels basic but I want to make sure I'm thinking of this the right way
We're making a mobile game. and we have a bunch of chibi characters, they all need rigs.
Would it be heavier on performance to have every character have their own bespoke rig, or can we get away with making a generic rig that they all run off of?
I haven't dug into profiling or the specifics of this kind of asset re-use, it just feels like something that would be easier for the engine to handle.
Having a single rig that is instanced multiple times, I mean.
That feels like a better idea than having 10 bespoke rigs loaded in at once.
Am I thinking correctly or am I totally backwards?
Edit: I am realizing something fundamentally off about my assumption, which is why I was asking in the first place.
The FBX will load in a rig and a set of meshes, every time, regardless - every fbx is gonna have its meshes attached to its own version of the skeleton. I can't really have 10 different characters load in source rig after importing their FBX, they'll all have their own bones.
Could reduce animation overhead by making them all able to read from the same anims, but there's also Mecanim to do that via humanoid retargeting.
So ... the skeleton re-use I'm thinking of. Would that only apply to the maya side? Keeping rigs clean and consistant?
Not much impact on the game's performance?
Again, am I missing something basic here?
how would i do that?
does anyone know how to turn on the icons in scene view which has the persp icon for example and many others? I accidentally pressed on a key or something i think and eveyrthing disappeared
The three dots to the top right should let you toggle the toolbars
Or you can reset layout
Not really an animation question
Make sure your animation clip is editable. Double click the clip it to open up the Animation window. It looks like this. Depending on how complicated the animation is, you can locate the appropriate parameters and modify/delete them as needed. Which exact parameters is a bit of an exercise to figure out. There are tools to do more advanced animation editing in Unity. My preference is to edit them in something else if needed.
sounds good, much thanks for the help š¤
after setting up all the bones and weights it's been "re-serializing" for 4 minutes atp. intended?
Hello there, i have an small problem with an first person gun firing animation, there's a noticeable movement that happens on the exact moment when the animation initiates, and it is driving me insane. I've checked my animations in both blender and unity, and can not see the tick in either, only in editor and build. Not in the previews
Basically, when the animation activates, there is a tiny, tiny movement of the hand snapping just a mere few millimeters to the right, which should not happen. My animation is done in Blender, and i am using the blend file in Unity, i have checked and checked again, that this movement does not happen on blender's side, so it is really puzzling, where on earth it comes from...
What the hell
You're animating the position of the root object. It will go wherever you have animated it to be.
"What the hell" indeed.
If you want to do it properly, create a root Door object, and put your model inside there. Then reanimate the door openning on the child, so that it's in local space to the root object. Then you can move it wherever you want.
Yep! Did that right after haha
I have a problem where my rig keeps shrinking to s small twig after i put the rig in, but before when working on it it looked fine now it keeps going back to that
Hi guys! I downloaded 3d character model, and applied animations from different assets (humanoid). How can I sync different armors with player animation now? I understand that I need to make the same rigs to the armor as it comes just as a pure model from blender. What is the base idea? How can I do it?
i want to add an enable animation to a avatar that already has an animator, how do i do this, when i click to enable it, it takes me to the animation panel of the thing im trying to add to my avatar
You want to configure a new animation or add an existing animation to the animation tree?
so the avatar itself has an animator, the animation on object adding is literally just it spinning. i want to be able to enable the object spinning on my avatar that already has an animator. but whenever i try to enable it in the animator for the avatar, it switches to the animator for the spinning object
Well, for one, you can drag and drop that animation to the animation tree of the Animator you want to add it to
oh ok , thank u, how to i make a fast spin loop without going up in 360s every 2 seconds lol
i kinda want the speed to get faster and faster
But then kept in that current high speed forever until unenabled
Is there any documented problems with using multiple Sprite Skins in the same animation? For some reason when I add bones to one of my sprite skins and animate it, it is affecting my other sprite skins bones. The bones are not connected in any way - just two totally different sprites in the same animation.
It shouldn't be a problem as long as the objects have unique names.
Is there any issue when not animating them?
For the water how would i fix the line being shown between them i have it as one sprite but set it to tiled to make it longer
Hi, I'm using timelines in unity 3D, and when animating a character with animation clip, the gravity is disabled. Let met explain : timeline override components and scripts, so you can't use any of these thing to get it working, so, how the hell am I supposed to have gravity when animating my characters ?
I have this dummy model and this green soldier model. as you can see from the pictures, the root bone of the green soldier is correctly oriented while the dummy model has messed up orientation and an offset on its root bone. I want to be able to fix all models to become like the green soldier one.
I tried importing the FBX into blender and then exporting it back to unity after applying its location and rotation but the rig seems to completely break.
Any help is appreciated
hi there
how to fix animator lag while loadsceneasync?
my loading animation gets stuck on first frame and sometimes jumps on another frame and gets stuck again
also whyle loading Unity's ui freezes
Timeline absolutely doesn't disable gravity, so not entirely sure what you mean.
I'm having some issues wsith importing animations from blender - they aren't importing at all and I'm getting errors, would this be the right forum to chat about that?
I have a character with an outfit that's using the HDRP/Lit shader and an Emissive map. I want to animate the Emission Intensity of the Emissive map, ping ponging between an intensity of 0 and 15. I created an Animator Controller, attached it to the outfit game object and created an animation clip where I select the Emission Intensity property and have set some keyframes.
When I play the scene, this appears to be changing the Emission Intensity property, but it's not reflected in the scene. The values in the inspector also don't seem to align with the ones I put in the animation clip.
Everything works fine both in/out of play mode if I manually set the Emission Intensity without animation. Any ideas on what might be occurring?
im making animation for cartridge, iv set into controller 6 animates, 3 of them should flip cartridge when i shoot, it should be right made in codes, but whn i play game and shoot, nothing really happens. im using triggers in it for those animates, can someone maybe help?
i have in code debug.log animating, and it works, so i think its in animator
#šāart-asset-workflow would probably be better for the blemder side of it, might get more eyes on it.
But nothing wrong from asking here
What kind of errors? Are you exporting/importing FBX?
Hello, do you know if i can simplify this animator ?
I mean, probably. You can likely remove the any state transitions, maybe combine the aerial states into a subgraph.
Hi guys, i ran into this problem whenever i tried to play my 2d animation. The sprites totally vanished.
I mean, I coild see that being an issue, certainly, but can you give us any more details?
I fixed it.
Hi, a skeletal animation newbie problem. I got my asset imported from a PNG file, I got the bones rigged and it doesnāt move the parts while I move the bones.
Hi, I'm new to unity I have a basic fps character controller how can I add full body animations? And hand animations to guns ?
!learn
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you talkin 2d animation?
It is but you'll want to be more specific
You could show where it "doesn't move the parts"
If you've made the bones and weighted the sprite, at what point do the bones seem to stop connecting
I try to auto geometry
And I donāt see the colored stuff for that
And now in Bone Influence when I rotate other bones than the root bone, it doesnāt do nothing, just moves the bones
But the images donāt move
hey, I think I got it
I needed to change the Alpha Tolerance
Hey, everyone, I have a question. Root motion isn't working for my player characters. I have set upo the imported model's rig to have a root bone, and my animations that need root motion have the option for Root Transform everything toggled on, but my animation resets to the original position at the end of the animation.
Does anybody know what I'm doing wrong?
Is root motion enabled in the animator?
@hybrid tinsel yes, it's enabled and still not working. Sorry, had to make sure its enabled, first
Maybe take a quick screen cap of the animation running and then then snapshot of the rig/animation import tabs
@gray bronze certainly, sorry, I should have started with that. Here's 2 videos of my animation running, one just through the animation editor and another at runtime. Here's also my animator and animation settings for this specific animation. I duplicated the animation so I can add events, the original version is the last picture. Neither works, though, and you can see the animation jitter back into place.
Thanks for the help in advance, to you and everyone
Hello does anyone have some tips on what to check if my animations made in blender and brought in from the .fbx into unity i am unable to click Loop Time on them like all of those settings are blanked out
You are baking the root motion into the pose, which removes root motion.
Set those settings in the importer inspector.
@hybrid tinsel it's still not working when I toggled off the 'bake into pose' options. I'm not sure that's the issue
Well, it couldn't have been helping.
Does procedural animation work with 2d physics based chars?
Can someone help me figure out what's causing the player sprite to snap upwards during the walking animation?
Nvm I figured it out, my animations' pivot points were set to bottom not center
Depends what "procedural" refers to
Any animation that overrides transform positions will conflict with physics
But that kind of motion could be translated into forces and torque instead
Yes.
Or if the character has physics but the animated limbs do not, there won't be a conflict
Im tryna do ragdoll / rigid body like in the game short life. How they move all floppy but rigid, but ragdoll when hurt.
Heard! I had it the other way before and it wasnt working, so I just figured I'd try it out. I switched it back after doing a bit more research and I'm trying to figure it out again
Possible but might take some doing to get the two systems to play nice
Honestly just trying to make something like short life character .
Thx anyways
"active ragdoll" systems are probably the thing to research
Ooo online or in the fourms?
im trying to make a button that opens up text when clicking it, however my animation for closing it isnt working. im very new to the animator so im not sure what i did wrong.
i tried making an animation for opening that only works after the animation for closed has already happened (or on entry so start) but my closing animation, which depends on if the tooltip is opened, does not work. furthermore if i click both triggers the opening animation will play, then the closing immediately after.
what i want is that when i trigger open, it opens. then when i trigger close, it closes only if it has already opened.
does anyone know what i am messing up? thanks in advance for any help
Just look around online.
I made a game like 5 years ago where I used HingeJoint2D to connect the limbs. The motor settings allow you to rotate the limb via physics.
Supp doing animation for the first time, imported my own character but its so blurry in unity idk why
Either your texture is too large and limited by max import size setting, or you're importing pixel art and should disable filtering
Didnt set up pixel per unit got it now
PPU value only affects the size the sprite renderer will assume when your sprite is assigned to it
If that seems to be a cause of blur, you may need to check what zoom level you're viewing the Game window at, and what your game camera's orthographic size is
Its fixed thank u
I got only the pixel size point no filter and its all good to go
Building a fully procedural animated character controller with just the rigging package. No more prebaked anim or blend trees or any of it!
Input maps to character momentum for step calculation. No body offset with automatic walking.
Going to clean it up and add hip and pelvis movement next, then hand swings before going into jump states.
It's interesting trying to figure out movement in code.
If you want to show your progress, #1180170818983051344 is just the channel for that
A very nice start! Ping me if you make a thread
Can anyone help me with my avatar for vrc? I would like her ribbons to move on their own
I have this animation tree, I run it using this code
void Update()
{
if (Input.GetButtonDown("Fire1")) {
_animator.SetBool("IsAttacking1", true);
}
if (Input.GetButtonDown("Fire2")) {
_animator.SetBool("IsAttacking2", true);
}
if (Input.GetButtonDown("Fire3")) {
_animator.SetBool("IsAttacking3", true);
}
}
How could I make the attack animations not trigger if another one is currently running and only run once and then return to the previous state (idle or walk)?
If you don't use Any State, the attacks can't interrupt each other
Has Exit Time can be used for automatic conditionless transitions
you may want to look into sub state machines
Who knows how to animate ?
for putting different animations into the same general state, like those attack animations
would you stop posting this question in multiple channels? if you want help with a specific problem, just ask it directly
So I am trying to Rig, Paint, and Animate a set of wings... JUST the wings in Unity? Will Puppet3D (Which is in the Unity Assets store) Allow me to do this? The wings will be parented to a bodyu using 2 Malbers Animation controllers. The controllers are not the issue here. It's the wings I'm trying to rig without the body. Not sure if this falls under this section. I did not see a rigging section.
Who am I supposed to ask
you're in the animation channel. Just post your question, and depending on how much context you provide, you'll get a response
Is that not what I just fucking said
no, it's not š¤Æ
@twin musk If you have an actual question and not looking for people, then !ask the question.
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #šāfind-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #854851968446365696
!ban save 1237906445383630960 spam
444.juicewrld was banned.
does any one understand why i cant drag and drop my sprites into my animation tab???? Beginner btw
ive already created a .anim file
i can add it some times then other times i cant ???
okay i see, this seems very unintuitive, i have to be clicking on the object in the hierarchy to make it able to be dragged in
thanks!!
so how can I get a blend shape animation of a animation clip? in unity?
it gives this error
that's weird, I'm trying to animate blendshaps by animation clip, but it is not working, I dunno if is this or not
has anyone had this happen before? (im new and this was my first attempt at making a 3d model so it could be my terrible blender skills)
are you applying root motion in unity?
I'm assuming that you don't want this model to rotate after each animation cycle
:/
The vrc discord probably
Looks like the animator might be on the wrong object?
I have some issue, I have a blend tree in an animation state. The blend tree depends of the float speed of the player. When the speed is 0, the player make an animation, when the speed is more than 0, the player make another animation. The problem is that when I go to more than 0 speed to 0 speed again, the animation of 0 speed is in the middle instead of restarting.
Hey guys, I need some help.
I have my player's autoattack depend on the animation's normalized time, this way if the player cancels their attack the damage doesn't go through. It only deals damage if the "attack' animation is 90% complete. The problem is that sometimes it waits for my idle anim to completely finish before playing the attack animation causing a in auto attacks. Does anyone know how to fix this? Thanks!
Here is my method.
{
float horizontal = playerAnimator.GetFloat("X");
playerAnimator.SetBool("IsAttacking", true);
IsAttacking = true;
float baseAttackSpeed = 1f;
float attackSpeedMultiplier = player.attackSpeed / baseAttackSpeed;
playerAnimator.SetFloat("AttackSpeedMultiplier", attackSpeedMultiplier);
playerAnimator.Play("Attack", 0, 0f);
yield return new WaitUntil(() => playerAnimator.GetCurrentAnimatorStateInfo(0).IsName("Attack"));
yield return new WaitUntil(() => playerAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 0.9f);
if (playerAnimator.GetCurrentAnimatorStateInfo(0).IsName("Attack"))
{
DealDamage();
lastKillTime = Time.time;
}
playerAnimator.SetBool("IsAttacking", false);
IsAttacking = false;
// After attacking, flip based on movement direction
movement.FlipCharacterBasedOnDirection(movement.GetMovementDirection().x);
}```
shouldnt playerAnimator.Play("Attack", 0, 0f); interrupt any animations current going on?
so here i want is to sync the Navmesh movement speed with the only one state that is RunShooting as u see in the image, how can i achieve it ?
I'm still learning Unity animation, but does Idle have an exit time?
nope, no exit time and Iām playing the animation through code
what m tryna do is to grab the target(target could be a player since this is a AI charecter searching for its targets if the target is found then it should be taking that target's transform ) during run time and assign it in the Source obejcts Transform feild , i have tried and its not helping me, so how do i assign the target ?
anyone know how to fix this animation,So my enemy's animation after walking should stop where the walking animation stopped, then why does it repeat itself back to the starting position where he walked or behind him?
Hi, guys. Is it possible to use clothes with rig from one asset and the character with its own rig from another asset?
I had the same error and disabling exit time fixed it. Maybe it's something about the way you coded it, you should debug it to show what percentage of the animation is executing while you're playing.
You maybe can fix this in the properties of the animation.
But if this doesn't work, you can code it using a boolean isAttacking, then update the position of the character
Can someone please help me with this issue? What could be causing the animations not to be playing correctly?? Thank you!
If you show a video, you should also take the opportunity to show the Animator running with the character selected side by side with game window so we can see what the animator is actually doing
While at it, you could also click through each transition and animation layer (if any) so that the video can be paused to examine the conditions for problems
You're showing an animator override controller, it would be important to know if the problem only affects the overridden animator, or all animators with the same controller
Usually you can diagnose these kind of issues just by viewing the animator during play mode so you see how it gets stuck
Thank you for the help. I'll provide more info from now on. & sorry I'm still really new to unity so i'm not sure if this is what you meant??
That is how blend trees work. If you want discrete animations use separate states.
You need to enable root motion.
Not an #šāanimation question.
okay iil try it
Is there any easier way to paste the opposite / mirror of an animation curve? I edited the first picture to the proper curve and want to replicate it on the 2nd but reversed
Both curves:
Write a script to do it, probably.
Ah okay I'll see what I can do then. Figured I'd see if there was some kind of 'paste mirrored' button somewhere lol
Wow, really good idea. Thanks
With just one clip this happens if you animate multiple separate objects, as each needs their own clip that blender simply plays in sync
My guess is you may have created your armature out of multiple whole armature objects, rather than bones in a single armature
hey guys! I'm thinking of updating my animation system for a flight simulation project I'm making
I have a number of different animations that I've put on different layers e.g. pitch, roll, yaw, etc. Each animation has been set up for like 'full negative input' at t = 0 and full positive input at t = 1
my problem is how to scrub through all these animations at the same time based on other parameters? The animations need to be controlled partially by player input and also the speed of the aircraft
Hi all, I recorded a cinematic with a sun rising very quickly above an ocean. The only animated element in the cinematic is the sun position. The ocean I used is Unity's native ocean system. Although the animation of the sun is very fast, my goal is to keep the movement of the ocean realtime and not sped up. However, when I played back my rendered sequence of frames, I noticed that the ocean is moving extremely fast. Is the speed of the ocean tied to the speed of the sun in any way? If so, is there a way to prevent this? Any help would be much appreciated, thank you!
hey i have an issue, where it only plays one animation (the one thats set to be the default) however in the animator it shows that it should be switching to another animation but doesnāt. this only happens when I set a condition, will continue to happen even when the condition is met.
well now im just confused. deleted the last animator controller, made a new one. set up everything like last time and now the idle animation is being executed in the animator controller but like the walking animation its not being shown in the Game Scene
WTF is going on
why does my enemy animation sometimes return to idle when the player is in range
Hello, I need to run a primitive animation in code. Any suggestions for a library or package to do so?
Currently just need the player to Lerp between two coordinates, here's a mockup using Coroutines (I really don't feel like they scale well).
We use 'Surge Tweens' for odd projects at work, but I wanted to know if there was a better alternative out there.
hey guys quick question, I made an animation in blender that uses emptys as a guide during the animation. Is there a way to make it so unity doesnt import them? it leaves it looking very messy in unity when my inspector is filled with like 50 empty
Anyone send me animater tutorial plz
You'd probably want to use separate layers for tge independent pieces.
hey i have an issue, where it only plays one animation (the one thats set to be the default) however in the animator it shows that it should be switching to another animation but doesnāt. this only happens when I set a condition, will continue to happen even when the condition is met. Could someone please help me out here
hi I'm trying to add a property to my animation but its on read only i tried doing cntl d but it still the same how do i remove read only
After days of trying to figure out how the animation rigging package decides which direction the 2 bone ik constraint "folds" i have discovered that the answer is through the configured Avatar, So for anyone wondering in future why moving the hint doesnt change the direction it folds and instead just rotates the incorrect fold to the front, its because your Avatar is either not configured or not configured properly
I have a blender model and animation in unity but i dont know how to set the walking animation to wasd input
AI so smart, yes yes⦠But when it comes to split a character and prep for rigging or making a spritesheetā¦
Hey everyone! Iāve been using Unity's Animator for my 2D character animations, but Iāve decided to switch to animating them through code for various reasons.
The code is a bit longer, but the key part is this coroutine. It cycles through a list of frames and animates them sequentially based on each frame's duration, then loops.
`
private IEnumerator Animate(List<AnimationFrame> frames)
{
while (true) // Loop indefinitely to allow for continuous playback
{
foreach (var frame in frames)
{
// Set the sprite to the current frame
spriteRenderer.sprite = frame.sprite;
// Wait for the duration of the frame
yield return new WaitForSeconds(frame.duration);
}
}
}
`
However, I'm facing an issue with the animation speed. I've set all frames to last 0.1 seconds, which seems fine. In the Animator, my original animations had Samples set at 10, with frames at 0:1, 0:2, etc., which should also equal 0.1 seconds (right?).
When I place two characters side by side (one animated via code and the other through the Animator) they start in sync but slowly and gradually fall out of sync. Iām unsure why this happens. Is the Animator doing something unexpected, or is the coroutine to blame? Any help would be greatly appreciated!
hi everyone, my animation in blender looks like this:
but when i import it into unity it looks like this :
handpalm is just staying where it originally stayed
moving the hand with the armature works perfectly fine in blender so idk whats wrong here
try to apply the position of the wrist in blender, I had this issue a while ago but I totally forgot how I fixed it, I believe I duplicated the other wrist and moved it over to the one that offsets
applied the location
but still the same result
Hello, guys! I have a question. So, I want to create an infinite loop for my animation without resetting it. How can I do that?
Can you rephrase that? I'm not sure what you want to do.
I want to create an infinite loop
For my animation
Because now it's resetting when it reaches the end
I want it to be played continously
Set the animation to loop?
The end keyframes must match the first keyframes to not visibly "reset"
If there's motion, the animation curve of the first and last frames must match as well
try and unparent it from the bone, and keep the transformation. then reparent it to the bone
other than that, I haven't a clue, anymore at least
hey yall, i am begginner and I am learning Animancer for the first time as an alternative to animator system. What I am having issues is how to set up animation transition from a moving to idle. I do not know where I should be creating the animation for the transition. I already have imported all of the necessary animations. I have also looked into making a transition asset however i have a hard time looking for documentation on how to use it and would like help!
I have also followed the documentation for Animancer (finished section 1) and so far have not found how to set up the transition animations themselves rather only how to use them
How's it going, I was looking for a solution on this error. I looked it up on youtube but I couldn't fix it. I downloaded this character from the asset store and this is how it came. How can I add a bone to the avatar? I'm guessing that's what I have to do in order to get it playing correctly?? Thanks.
Hey y'all, I'm having some issues getting a couple wing animations that I made externally to work in Unity on a humanoid model for the sake of usage in Vtubing software. My issue is that after converting the model to VRM, the animation keyframes for the wings are oriented on the wrong axis and end up getting all jumbled and twisted up as shown. Is there a way of fixing these or am I just forced to re-animate them all in Unity after the VRM conversion?
Hey guys,
I have walk and idle animations and I want to override the hands with other animations but some of them are one hand override and some are two hands override. Is there any other way to achieve it except creating 2 layers with one and two hands avatar mask ?
Unsure if its the right place to ask this but I cant seem to get my Turn 90 L/Turn 90 R to play when I do the camera rotation.
I followed all of the steps
Yet I'm unsure if the turn animation while the camera rotates around the character
I'm guessing its an animation issue?
Or a transistion issue.
Hi.
Is there a playable expert that can tell if itās possible to have animation track which clips, when they reach 100% blending activate a gameobject referenced in their inspector. (and deactivate below 100%)
I tried for 2 days without success.
I tried by inheriting the built in animation track or from scratch.
The thing is I want to keep some basics of the built in animation track like the ability to have an override track (i donāt really need root motion though).
Is it possible or I wasting my time?
Thanks for the help
When you say 'all the steps' you mean...?
Nvm, I missed a step.
hi so I don't know if this is the right channel I am asking this in but I need help with something I am trying to export anim files to fbx but everytime it's imported in blender the animation doesn't play and is wrong and is not attached on the model am I doing something wrong?
Is there a place where we can contact someone from Unity?
Hello! I'm not sure if this is the proper place to ask this but has anyone converted an .anim file into .json?
I need them for a project
Json isn't an animation format, it is generic; do you have a specific usecase in mind?
Yes, I want to try out an .anim to VMD/CSV converter I found, but it asks for a .json file
I tried searching a converter online like the .txt says but I couldn't fine any..
What I want is convert .anim to .vmd. If somebody knows how to do it I'd really appreciate if you tell me!
Hello there I'm desperate all my rigs breaking like I tried 10 different models and rigs to test but everytime the shoulders and some litlle other parts mess up, I'v no idea how to dix that anyone ahd this issue before or hace a way to implement rigs and animations well ?
Like in T-Pose everything look normal
how are you building these? it looks like poor weight assignment
I'v no idea I never used rigged model before it was always baked animation on models like robot object and stuffs do I need to go somewhere to configure that ?
Where did you get this model from?
Homemade by a friend, rigged with mixamo then twiked on maya to avoid clipping
But i tried with mixamo model + not twiked rig directly from mixamo and add the same problem
i tested to make a random anim on maya just to test
and it's the same as always
the animation is breaking at the same joint evrytime
It looks like the skinning, at least from screenshots.
You'll just need to modify the weights so there's a better gradient over the shoulder. You could use blender for that.
It's not possible to fix that in Unity directly ? Like even a basic mixamo model is breaking for no reason like a general problem
It's not breaking, the model data dictates how the mesh deforms. You'll need to fix this in the software that created the model / calculated the weights.
I will try ty sir
Getting good weights for nice deformation is a real art. It's hard work, good luck!
Can you manually update animation components like you can with animator?
When making a prefab for avatars (VRChat specifically), how do you setup the animations to be agnostic to different rigs? If I make a game object on my hand animate on/off, the animation path is specific to that rig. So if I drop it on a different avatar with different rig names, it will say the object is missing. Yet I've seen prefabs simply have the name of the object itself and it just seems to work.
Along with that, when you make an animation, it seems to have a space before the animation path name on the animation tab. I think it correlates to the depth of chain of parents the object it's referencing, but I don't understand anything more than that. Is there more here that I'm missing?
There is not really any good way to do this without simply renaming the bone but a work around is creating a separate rig with the correct names and containing your character rig to that
@viral tangle
I donāt know enough about vr chat
Hello, I have a game project, can you help me, I am a student?
Did I do something wrong?
Donāt ask to ask, just ask your question
I don't have much experience with Unity, I don't know anything about Unity, we will make a game together from scratch.
2d
Okay, and what is your question?
I'm using mixamo animations with a humanoid avatar.
Is there a way to move the avatar bones similar to a standard animation in the editor? This is just a random idle animation I want to edit, but I can't figure out how to use the record, move the bones in the editor and have it save like I normally would with a standard animation rig. I'm only using an avatar humanoid rig so I can have animation layers.
hello. I am trying to make a simple 2D player controller with animations.
i have written a simple code and walk and run and crouch animations are working fine but i am having issues with the jump animations.
can anyone please help me?
also where do i share the code i wrote? can i share it here or somewhere else?
im trying to figure out how i can speed up animations, but from what can tell changing the speed like this does not speed up the animation, rather it just skips the frames of the animation. (im changing the variable in scripts btw with .SetFloat("ShootCooldown", cooldown))
how should i be changing the speed then if this doesnt work?
to elaborate a little. if i put the multiplier to 0.7 then 70% of the frames will play and then it skips the rest
o wait, i think its my code thats ending the animation, my bad lol
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How can i export 2d grease pencil animations from blender to unity?
@uncut salmon I don't think I caused any inconvenience, and if he had said he was uncomfortable, I would have apologized, and who said it was a free project?
Did you read the bot message?
Hi, I was wondering if anyone was familiar with amc/asf file the format. I've parsed all the data correctly but I think I may have set up my hierarchy wrong/ be applying the data from the .amc files incorrectly since when I play the animations they don't reflect what is expected. I have attached photos of my hierarchy and how I'm setting the rotations. The documentation states you've got to do something with the translational information provided by direction and length but is this necessary given unity hierarchies automatically reposition children when the parent is rotated?
You don't need to use humanoid for animator layers, and someone at Unity decided to deliberately disable editing humanoid animation curves in the animation editor for some ridiculous reason.
Hello! I am struggling with Importing an animted .FBX file from blender into Unity. The model and animation is "successfully" imported and I have set up an animator controller, but when I apply it to the model it is not visible in game, and I am struggling to find a good tutorial on YouTube.
Does anyone know any good tutorials, or could they provide a quick overview on the steps in case I missed something during the setup? This is my first time doing this and have no idea what I'm doing in reality lol š
Good afternoon, everyone. I have a question; I'm working with an animator on generating an alembic animation that has 2 seperate objects that follow 2 seperate splines. They look exactly how we expect them to in Blender but the issue occurs when we attempt to export them into Unity as an alembic; the animations start bouncing around wildly. Does anyone have an insight on how to resolve something like this? Any assistance would be helpful.
Hello. I am new to animation in Unity. I am making a simple door open and close animation for my first attempt. How do I keep the door open or closed after the animation plays without having an "animation" of 1 frame of the door at a transform rotation of 90 degrees and an "animation" of 1 frame of the door at 0 degrees?
Even there are no two conflicting animations in the same PosX/PosY, why do I have a NaN on PosY?
select that number and set it to zero, then see what happens
The number doesn't change at all.
I can jump, the transisitons dont work that's all.
Set it to zero, the number on PosY doesn't change at all.
does the Nan issue finish?
, what i would suggest, close the animation tab,
double click on the animator controller asset to open it again.
Huh, it works now.
this happens!
now remember this tip!, will be useful whenever animator is not behaving well
š
Will do!
Hi, I'm currently working on a game for my graduation project and the character has ToWalk, Walking, OutWalk animation
how can I make the ToWalk and OutWalk happens only once (when the character accelerate and decelerate) and Walking animation in a loop?
a help would be appreciated :)
also i'm having this problem where my character's body enters the wall when sliding, should I make a different collider for each animation?
Typically you wouldn't do this, either have the collider at some acceptable middle ground for all the states, or just don't worry about the few frames that clip through the wall. If there is gameplay considerations for the animations, like a wall jump then it's slightly different. But changing the collider can cause some situations where the you change to a collider that's already clipping into a wall and that can cause issues.
set up your animations something like this, and then for the animations begin and end make them not loop time, and on the transitions make sure they have exit time set up.
oh, so I should add exit time fro both begin walk and end walk?
The thing is almost all of the animations don't have the same szie
The transition from walk to end walk will be based on some variable, perhaps velocity or a boolean. You control that point.
So long as it feels ok to play, this probably isn't a big deal.
Thank you so much <3
'Bouncing around?'
Set the open and close states to not loop?
hi there. All my work with unity has been in 2D. I'm about to start a 3D project and i was wondering... What's an easy pipeline to make character animations work with the environment? I don't know if im explaining myself properly. If, for example a character has to interact with some element of the scene, look at something, sit down in a chair... Do I need to setup a clone of my scene in Blender and animate with that reference?
Seems like a lot could go wrong, but idk, i've never done it.
It might be a bit of a dumb question but i'd rlly appreciate some info about this ā¤ļø
Well, nothing will beat using a reference and bespoke animation, but there are tons of tricks that can be used to have characters interact with the environment. The dead simplest is, of course, is animating object interactions that can only trigger from a particular position and orientation relative to a particular object, and enforcing the character being in that position via code - used especially for object pickups, doors, chairs, etc.
Another option is incorporating ik and procedural elements to the animation to allow it to adapt.
Many games do both.
Hi everyone!
I'm trying to blend two animation clip. the second is a 1 frame animation pose.
I use m_Animator.CrossFade()
I can see in animator window that the transition happen in the expected time
But my character jump from the first animation to the second (the pose) one instantly
Any idea why?
How can i blend smoothly and slowly from one to another?
(Crossfade() can be used?)
Show your code?
if (m_Animator == null)
{
Debug.LogWarning("Animator component is not assigned in TimelinePreAnimationManager.");
return;
}
m_Animator.CrossFade(m_RightHandAnimation.name, m_BlendTime);
Debug.Log($"Blending to right hand animation over {m_BlendTime} seconds");
Hi does anyone know when OnAnimatorIK()is run in comparison to update and lateUpdate. I have a player with movement updating in LateUpdate following a physical objects moving in Fixed update. And my OnAnimatorIk() function no longer seems to accurately track the positions when moving. However it worked perfectly fine when my playermovement was in Update(), Anyone know why this is?
Should I use blendtree? Should I use layers? if i use layer and adjust weight it works and blend smoothly, but crossfade should behave the same right?
Crossfade starts the animation and blends the way transitions between states do
Blending by layer weight can blend multiple states and ongoing transitions but does not affect playback
so my character should progressively change to its pose(animaton target of the crossfade) over the blend time right?
here the animation trigger instantly even if i set 10 second of blend time
( i can see in the animator windows that the the crossfade actually take 10 sec though)
Animator.CrossFade takes normalizedTransitionDuration as its argument, which is not in seconds, it's 0 to 1 range relative to animation's length
Animator.CrossFadeInFixedTime uses seconds
I got the same result with FixedTime
it's not the intended behaviour right?
(again I get it working well with the layers( layer0 for idle an blending to layer 1 over time ) but it annoys me to not understanding what happen and if it's the right way to do it)
I prefer to use animator transitions instead of calling the methods directly
Easier to see what's going on and harder to get wrong
yes, but it's not possible in my game logic to use transition. Btw if i connect my animation state in the the windows , i can see that the transition happen ( the line between states show progression) but still the character jump right into the other animation
there is something i'm missing or don't understand
What exactly do you mean by "not possible in your game logic"
i have to set a global blend in for different animations that can be quickly changed and overriden in some situation
but what matter to me is to know if crossfade work as intended or not?
Anyone know why it doesn't always do the animation?