#šŸƒā”ƒanimation

1 messages Ā· Page 33 of 1

halcyon sapphire
#

Hello there, i need some help with 3d animations. I downloaded a walking with gun animation, but the hands are too high, and i want to lower them, how can i change it in blender, without having to remake the hole animation for the arms

exotic olive
#

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

polar summit
#

Starting to get somewhere šŸ™‚

agile solstice
polar summit
signal patio
#

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?

pastel tree
gray bronze
#

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 it’s quite good. There’s a pipeline into Unity for each of Built-in, URP and HDRP. I can only speak to HDRP and it’s worked out well for me so far.

vast creek
#

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 :)

severe kayak
#

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

gleaming sequoia
#

i think it just loops at a different point from where you think it does which is confusing you

severe kayak
gleaming sequoia
#

so how long is the loop

#

looks fine to me

severe kayak
gleaming sequoia
#

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

agile solstice
#

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

viral summit
viral summit
pseudo flume
#

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

hybrid tinsel
pseudo flume
#

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

bitter pollen
tame veldt
#

Is there a way to retarget non-humanoid animations? (Use animations made for skeleton, on another)

vast creek
#

@dim cloak if you haven't managed to make the animation yet send me a DM, I'll help ya

dim cloak
vast creek
dim cloak
# vast creek oh nice! By the way, can I ask how you rotated your model in that way? I'm still...

oh so you put the 3d cursor (the weird red dot kind of thingy) that’s gonna be the center of rotation, and the you press the Spin Tool button

the Spin Tool button looks like pizza and it’s 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 (it’s going to appear when your press Spin Tool)

ashen jungle
#

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

daring relic
ashen jungle
daring relic
#

I suppose I just have to experiment around?

#

i dont know how others do it honestly

#

i doubt everyone is using mocap

rare lava
rare lava
daring relic
#

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

viral summit
rare lava
#

like make a rig that is extremely easy to use

#

not to complicated

daring relic
#

i never looked into animation curves

#

also im very used to animating using bones

rare lava
#

do you mean you are used to FK?

daring relic
#

other people use control points

#

like those shape things

rare lava
#

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

daring relic
#

well idk how to make it better

#

especially without breaking the mixamo animations

rare lava
#

you wouldnt break the mixamo animations unless you delete bones that coincide with it

daring relic
#

I already had compatibility issues

#

and overall the issue of not being able to copy poses from said mixamo animations

rare lava
#

well if you add and not delete bones you should be fine

#

how are you able to not copy poses?

daring relic
#

I renamed bones

#

because otherwise they were incompatible with Unity

rare lava
#

thats not how unity works

daring relic
daring relic
#

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

rare lava
#

if you rename bones in blender it will allow you to still import it to unity

daring relic
daring relic
rare lava
rare lava
#

thats how blender works

daring relic
rare lava
daring relic
#

how could I copy paste poses then?

rare lava
#

are the armatures the exact same?

daring relic
#

I have IK on mine

#

the mixamo one doesnt

rare lava
#

so they are entirely different, then you cannot

daring relic
#

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

rare lava
#

wait, you have 2 armatures for animation?

daring relic
#

no

rare lava
#

why not just use action events for 1

daring relic
#

you cant import animations into blender without armature that uses it

rare lava
#

well of course

#

so how is this relevant

daring relic
#

so I import the armature that has the animation into Blender

#

to try to copy the pose over

#

but it doesnt let me anyway

rare lava
#

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

vagrant osprey
#

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

gray bronze
vagrant osprey
#

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?

gray bronze
#

No idea I only use my own animations

vagrant osprey
#

Wow that nice

vagrant osprey
gray bronze
#

I know there’s some settings in the Animation tab when you import about baking root motion into pose. I’m not in front of the editor right now, but it’s probably related to that

vagrant osprey
#

Do they have a discord?

gray bronze
#

I don’t think they do

vagrant osprey
#

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

prime void
# vagrant osprey Like this

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

fathom finch
hybrid tinsel
umbral osprey
#

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.

lone whale
#

U probably didnt choose "humanoid" in the animation parameter

lone whale
umbral osprey
lone whale
#

You need to do this for all your animation , I think it is in bone setting

#

Ƈa you screen the entire animation bc i don't have unity rn

umbral osprey
#

there is no bone setting?

lone whale
#

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

umbral osprey
#

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

lone whale
#

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

umbral osprey
#

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

lone whale
#

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

umbral osprey
#

i did not import the model

lone whale
#

Ok import it

umbral osprey
real osprey
#

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 can’t be rooted to the same object, and I want them both have the same animation, what is the quickest way to do it?

lone whale
#

This should work

hybrid tinsel
proud jackal
#

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

agile solstice
#

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

hybrid tinsel
#

I dunno about that; it works well it tiu avoid 2drp

frosty plinth
#

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

fathom finch
hybrid tinsel
fathom finch
hybrid tinsel
#

They are different, yes. Humanoid ik is built into any mecanim humanoid rig and is controlled by script.

hybrid tinsel
fathom finch
hybrid tinsel
#

I don't even see what that has to do with what I said

tacit hazel
#

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?

tacit hazel
#

Solution for weird pose was to set avatar in animator component to None. Does anyone know why is that the case

long stirrup
#

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 🄲

dim cloak
#

hey mayhaps anybody has any idea why i get this weird delay?

#

i have no transitions

fathom finch
dim cloak
#

@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 šŸ™

sorry for the ping again and have a nice day

hybrid tinsel
ivory star
#

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.

pliant tulip
tidal prairie
#

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?

prime void
dim cloak
#

that

#

i’m not at the pc

tacit hazel
#

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

hybrid tinsel
#

I don't recall the specific page but I believe that it is under the humanoid definition docs?

hybrid tinsel
tacit hazel
signal patio
#

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

gleaming sequoia
#

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

vernal kiln
#

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)

jolly canyon
#

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?

agile solstice
agile solstice
jolly canyon
agile solstice
jolly canyon
#

Ah! okay. I didn;t know if the colliders deal with holding ovject or not. I appreciate the info.

cold plaza
#

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

glass radish
#

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?

agile solstice
agile solstice
cold plaza
#

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?

glass radish
# agile solstice Package manager lets you import examples for many of the packages Animation rigg...

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 😐

https://discussions.unity.com/t/animation-status-update-q3-2024-unite-announcement/1519289/15

agile solstice
cold plaza
glass radish
#

Can you link that thread?

cold plaza
#

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

mint zenith
#

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! ^^

vernal kiln
agile solstice
#

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

vernal kiln
#

Yeah but u want to give all of them their own

agile solstice
#

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

vernal kiln
# agile solstice You'll have to give some more specific details Do they all need separate viewmod...

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)

agile solstice
#

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

vernal kiln
agile solstice
vernal kiln
#

Well the other players see it too and I want the animation to be the same as what they see

agile solstice
#

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

vernal kiln
agile solstice
#

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

vernal kiln
agile solstice
#

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

vernal kiln
#

🫨

#

well i guess i have to experiment with that, thanks

unborn pivot
#

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

agile solstice
unborn pivot
#

You're the fucking goat. Never knew of late update but it fixed the issue. Thank you

modest delta
#

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
pearl shale
#

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!

hybrid tinsel
hybrid tinsel
hybrid tinsel
modest delta
pearl shale
#

Thank you guys! Appreciate it.

twin musk
#

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?

uncut salmon
#

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.

jolly canyon
#

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.

uncut salmon
#

No

twin musk
#

Ok thanks

twin musk
uncut salmon
#

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?

twin musk
#

Its not libe you import a structure and then change it

uncut salmon
#

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.

brave storm
#

There's also a "Write Defaults" option in the animation state, might be worth a try turning that off

jolly canyon
hybrid tinsel
#

It is rather similar to drawing an owl, if you think about it.

meager smelt
#

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?

hybrid tinsel
#

If you create a generic clip in editor, the humanoid bones will go to default pose.

modest delta
#

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

  1. Animator.crossfade cannot crossfade to itself, but crossfadeindixed time can
  2. Events while transitioning will still fire events (unless their transition end, then they wont)
  3. 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

twin musk
#

I'm trying to make an animation but everything is greyed out, how do I fix it?

ebon holly
#

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

ebon holly
twin musk
hybrid tinsel
#
  1. please rephrase
modest delta
hybrid tinsel
#

Then don't use animation events, or add additional logic in the methods they call

modest delta
#

Yeah that's why im asking, im looking for help how i can filter that out

#

in thread i sent my attempt

hybrid tinsel
#

Which thread? I am on mobile so can't easily see.

modest delta
hybrid tinsel
#

I'll see if I can see it tomorrow when I come home

carmine atlas
#

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

carmine atlas
#

Solved: i had to check the has root motion in the animator

agile solstice
carmine atlas
modest delta
#

when avatar does have animator

#

and root object is the dual wield character in this case

agile solstice
carmine atlas
#

oh i see thank you both, i moved it to the "root game object"

agile solstice
#

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

quasi cloud
#

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?

vestal iris
#

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?

hybrid tinsel
vestal iris
sour marsh
#

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?

steady geyser
#

why is my animation not speeding up even tho i made it faster?

turbid flame
turbid flame
#

oh i figured it out

devout ember
#

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

toxic viper
#

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.

steady geyser
#

my animation isnt speeding up and i have tried speeding it up in animator and actually making the frames closer together. any help?

brave storm
ivory star
#

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.

brave storm
ivory star
#

I am using dotween btw am I doing right?

brave storm
#

You can use tweens or a normal animation, however you like

steady geyser
#

here it is

steady geyser
#

yo u there

agile solstice
# steady geyser

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

steady geyser
#

omg wrong animator

#

ill paste right one

fiery fjord
#

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

agile solstice
fiery fjord
#

The conversion condition is only Boolean isAttack and trigger Attack

agile solstice
fiery fjord
#

There was a glitch in my usual screen-recording software that kept you waiting

#

Thank you for your patience

fiery fjord
#

Did I keep you waiting too long? Again, let me apologize for you. I'm gonna go figure it out myself

agile solstice
#

I would still like to see the transition from PlayerAttack1 to PlayerAttack2, since it seems that's the one that's getting stuck

fiery fjord
#

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

agile solstice
# fiery fjord Can someone please tell me why my PlayerAttack1 is stuck here? I set the animati...

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

reef shard
#

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

fiery fjord
twin musk
#

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)

brave storm
tight pasture
#

would someone be willing to help me with a animation? if os please dm me i really want help on this please

twin musk
twin musk
#

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

twin musk
#

this shit ruined my characters šŸ˜®ā€šŸ’Ø I hate animations

brave storm
#

I never ran into issues with this

twin musk
brave storm
#

I mean the avatar itself

twin musk
#

Also everything got broken so i need to reimport the characters so I need a little bit of time

brave storm
#

Unfortunately I dont really use humanoids so if the issue is related to that then idk

twin musk
#

Sad

#

Cant even begin to understand why it works for everyone else

steady geyser
#

my animation isnt speeding up and i have tried speeding it up in animator and actually making the frames closer together. any help?

brave storm
steady geyser
#

i dont think i have any but base

#

no just base

brave storm
#

How are you playing the anim from code?

steady geyser
#

ill show the code if u want

brave storm
#

Yes

steady geyser
#

here

brave storm
#

I was guessing that you are resetting the animation each frame but seems like it definitely only triggers once?

steady geyser
#

is there an issue?

brave storm
#

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

steady geyser
#

nope, only one that talks about anim

steady geyser
brave storm
#

Looks ok. Try with a fresh animation clip

#

In case it is corrupted somehow

steady geyser
#

tried that lol

#

could try again?

brave storm
brave storm
steady geyser
brave storm
#

Try with a really small transition duration

#

And make the swing anim a bit longer

steady geyser
#

kk

#

wohoo it worked

#

thx

brave storm
#

I think the issue was that your transition was longer than the animation

steady geyser
#

thx was struggling for days

brave storm
#

I noticed šŸ˜†

frank grove
#

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?

nova plover
#

Can someone help me i need help

twin musk
candid siren
#

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?

lavish frost
#

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.

candid siren
#

search a tutorial in youtube

#

they can be helpful to mix animations

lavish frost
#

ok thanks I will check it out!

candid siren
#

no problem

ebon holly
#

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?

brave storm
ebon holly
agile solstice
#

post only in one relevant channel please

outer void
#

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?

hardy owl
#

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

ebon holly
#

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.

woeful wyvern
#

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.

outer void
#

On the main game object

woeful wyvern
outer void
#

Hmm I'm unsure then

#

Did you auto set up from tip

woeful wyvern
#

Yep.

#

Annoying thing is that it's been working all weekend. lol.

outer void
#

Is it maybe conflicting rigs then, do you have more than one controlling those parts?

woeful wyvern
#

Nope, literally the only thing on there.

outer void
#

Dang that's annoying. Do you happen to have ik on your characters legs?

#

Mine keep bending backwards n can't figure out why

woeful wyvern
#

No, just one the one arm. And with your thing, move the hint object to in front of the knees.

outer void
#

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

cedar moat
cedar moat
woeful wyvern
# cedar moat you don't have something like an animator controller overriding your IK stuff hi...

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.

cedar moat
#

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 šŸ¤”

woeful wyvern
cedar moat
#

kk

#

also: try it with the animator disabled to rule that out

woeful wyvern
cedar moat
#

šŸ¤” 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

woeful wyvern
#

Yeah, like I said, it's just the bones not behaving.

cedar moat
#

but the bones are pointing at the cube?

woeful wyvern
#

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.

cedar moat
#

make sure the IK target is not part of the shoulder/arm hierarchy at least

#

but yeah...

woeful wyvern
#

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.

cedar moat
#

I uh, I still don't quite see how the wrist joint is off, maybe because I haven't seen the intended behaviour šŸ¤”

woeful wyvern
#

The wrist supposed to be at the very center of the IK Target object (the red cube)

cedar moat
#

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"?)

woeful wyvern
#

Not that I know of.

cedar moat
#

ngl I don't have experience with these custom assets :) I personally use final IK

woeful wyvern
#

Well this is Unity built in Ik.

#

(Animation Rigging)

cedar moat
#

oh sick, didn't realize they got around to rolling their own thing for this

woeful wyvern
#

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.

cedar moat
#

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?

woeful wyvern
#

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.)

cedar moat
#

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)

woeful wyvern
#

And yeah, I'll sort out another video shortly, just need to run round the shop.

cedar moat
#

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.
woeful wyvern
#

Oh interesting.

exotic ginkgo
#

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

cedar moat
#

You could use playables for this

cedar moat
#

there are a large number of solutions, that one might work for you

cedar moat
#

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?

bright cipher
#

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

bright cipher
cedar moat
bright cipher
#

Oh wow

cedar moat
bright cipher
#

Thank You very muchh

#

it was a very small mistake damnn

cedar moat
#

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

bright cipher
cedar moat
#

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

bright cipher
#

FR?

#

WOWOWOWO

cedar moat
#

you can animate camera in blender as well ^^'

bright cipher
#

I need that just for the sake of aiming

cedar moat
#

But I would say you can also animate the characters in blender, animate the camera in unity if you have to

bright cipher
#

and it's been 2 hour im trying to figure that out

#

Like my M4 animator is for the idle state

cedar moat
bright cipher
#

and my M4 is for the aiming

#

In off mode

#

not play mode

cedar moat
#

import the car in blender and do the animation in said external animation tool like most animators do :D

bright cipher
#

Omg it annoys me so much when things fail

cedar moat
#

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 🄲 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

#

šŸ‘ 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

ivory star
#

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

cedar moat
ivory star
#

I mean there is a button which says add property and there is a bunch of things there.

cedar moat
#

What did you do?

#

When importing, you have to be sure that you're converting the axes and units properly

ebon holly
#

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:

ebon holly
#

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.

cedar moat
#

nah but i will be in a better state of mind to help out tomorrow

#

would you not have just 3 states for this?

ebon holly
ebon holly
#

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.

outer void
#

Anyone know how the 2 bone ik constraint decides which direction to bend in?

#

I can't see any configuration for it

outer void
#

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

brave storm
#

Isnt that the same thing but just the opposite

outer void
#

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

cedar moat
cedar moat
outer void
#

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

ebon holly
#

It all works totally fine if I don't allow "Start" to loop

hybrid tinsel
ebon holly
agile solstice
ebon holly
agile solstice
ebon holly
#

Awesome, okay! I think this just about solves the issue then with some tinkering around. Thanks everyone!

lilac stone
#

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

quasi fable
fading rose
#

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.

lilac stone
hybrid tinsel
fading rose
hybrid tinsel
#

So transition out of the animation when it finishes?

fading rose
#

i dont understand?

#

can i send a video?

hybrid tinsel
#

I dunno, can you?

ebon holly
#

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

clever robin
#

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

agile solstice
clever robin
#

@agile solstice Yeah my bad, was just a viewport thing

tired gulch
#

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

uncut salmon
#

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.

stray pewter
#

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?

wild pagoda
#

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

hybrid tinsel
winter briar
winter briar
#

Also the box collider(trigger) is moving with the door

agile solstice
# winter briar Does anyone know why the door opens for a few frames on awake?

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

hybrid tinsel
#

That would be my guess as well.

winter briar
#

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!

agile solstice
# winter briar 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

winter briar
#

The script isnt using open/close bools, it is setting triggers which are conditions in the animator

agile solstice
#

My mistake, rather than two triggers I'd use one boolean for the same reason

#

Triggers are basically finicky booleans anyway

winter briar
#

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

agile solstice
winter briar
#

I tried switching to bools and it just wont work. Ill just have to keep it on settriggers and have that bug

ebon holly
#

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

hybrid tinsel
#

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

ebon holly
twin musk
#

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

gray bronze
rapid cipher
#

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?

rapid cipher
#

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?

twin musk
void pelican
#

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

agile solstice
gray bronze
# twin musk how would i do that?

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.

twin musk
stray pewter
#

after setting up all the bones and weights it's been "re-serializing" for 4 minutes atp. intended?

sleek halo
#

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...

winter briar
uncut salmon
#

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.

winter briar
#

Yep! Did that right after haha

dawn quarry
#

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

north sandal
#

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?

cloud nova
#

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

austere oyster
cloud nova
#

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

austere oyster
#

Well, for one, you can drag and drop that animation to the animation tree of the Animator you want to add it to

cloud nova
#

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

ebon holly
#

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.

hybrid tinsel
#

Is there any issue when not animating them?

digital viper
little owl
#

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 ?

proud briar
#

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

lilac stone
#

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

hybrid tinsel
earnest aspen
#

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?

gray bronze
#

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?

velvet gazelle
#

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

hybrid tinsel
#

But nothing wrong from asking here

gray bronze
tiny escarp
#

Hello, do you know if i can simplify this animator ?

hybrid tinsel
#

I mean, probably. You can likely remove the any state transitions, maybe combine the aerial states into a subgraph.

drifting cloak
#

Hi guys, i ran into this problem whenever i tried to play my 2d animation. The sprites totally vanished.

hybrid tinsel
#

I mean, I coild see that being an issue, certainly, but can you give us any more details?

brazen maple
#

Hi, a skeletal animation newbie problem. I got my asset imported from a PNG file, I got the bones rigged and it doesn’t move the parts while I move the bones.

gusty lava
#

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 ?

dusk valeBOT
#

:teacher: Unity Learn ↗

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

brazen maple
#

Yep

#

Probably not this channel, sorry

agile solstice
# brazen maple Probably not this channel, sorry

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

brazen maple
#

I try to auto geometry

#

And I don’t see the colored stuff for that

#

And now in Bone Influence when I rotate other bones than the root bone, it doesn’t do nothing, just moves the bones

#

But the images don’t move

#

hey, I think I got it

#

I needed to change the Alpha Tolerance

main sparrow
#

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?

hybrid tinsel
main sparrow
#

@hybrid tinsel yes, it's enabled and still not working. Sorry, had to make sure its enabled, first

gray bronze
main sparrow
#

@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

lunar mortar
#

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

hybrid tinsel
hybrid tinsel
main sparrow
#

@hybrid tinsel it's still not working when I toggled off the 'bake into pose' options. I'm not sure that's the issue

hybrid tinsel
#

Well, it couldn't have been helping.

waxen vault
#

Does procedural animation work with 2d physics based chars?

cold ingot
#

Can someone help me figure out what's causing the player sprite to snap upwards during the walking animation?

cold ingot
#

Nvm I figured it out, my animations' pivot points were set to bottom not center

agile solstice
agile solstice
#

Or if the character has physics but the animated limbs do not, there won't be a conflict

waxen vault
main sparrow
agile solstice
waxen vault
#

Thx anyways

agile solstice
waxen vault
#

Ooo online or in the fourms?

cosmic vortex
#

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

brave storm
maiden dagger
#

Supp doing animation for the first time, imported my own character but its so blurry in unity idk why

agile solstice
maiden dagger
agile solstice
# maiden dagger 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

maiden dagger
#

Its fixed thank u

#

I got only the pixel size point no filter and its all good to go

elfin crystal
#

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.

agile solstice
hybrid tinsel
odd ruin
#

Can anyone help me with my avatar for vrc? I would like her ribbons to move on their own

sacred prawn
#

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)?

sacred prawn
#

Tried usig ```
_animator.Play("Attack01", -1, 0f);

#

and then get overruled by idle

agile solstice
snow depot
twin musk
#

Who knows how to animate ?

snow depot
#

for putting different animations into the same general state, like those attack animations

snow depot
jolly canyon
#

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.

twin musk
#

Who am I supposed to ask

snow depot
twin musk
#

Is that not what I just fucking said

snow depot
#

no, it's not 🤯

twin musk
#

Okay

#

Sir

#

@snow depot do you know how to animate sir ?

celest crag
#

@twin musk If you have an actual question and not looking for people, then !ask the question.

dusk valeBOT
twin musk
#

!gayrate 100%

#

100%

celest crag
#

!ban save 1237906445383630960 spam

dusk valeBOT
#

dynoSuccess 444.juicewrld was banned.

primal flume
#

ive already created a .anim file

#

i can add it some times then other times i cant ???

primal flume
#

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

frosty plinth
#

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

twin musk
#

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)

snow depot
#

I'm assuming that you don't want this model to rotate after each animation cycle

hybrid tinsel
frank tendon
#

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.

rocky shuttle
#

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?

molten bramble
#

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 ?

gray bronze
rocky shuttle
molten bramble
#

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 ?

atomic pilot
#

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?

north sandal
#

Hi, guys. Is it possible to use clothes with rig from one asset and the character with its own rig from another asset?

frank tendon
frank tendon
pearl shale
#

Can someone please help me with this issue? What could be causing the animations not to be playing correctly?? Thank you!

agile solstice
#

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

pearl shale
hybrid tinsel
hybrid tinsel
atomic pilot
ebon holly
#

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:

hybrid tinsel
#

Write a script to do it, probably.

ebon holly
ebon holly
agile solstice
#

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

agile hull
#

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

vast orbit
#

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!

static sun
#

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 doesn’t. this only happens when I set a condition, will continue to happen even when the condition is met.

static sun
#

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

atomic pilot
lofty basalt
#

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.

signal patio
#

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

mild charm
#

hey i have this problem where my animation staggers

velvet quail
#

Anyone send me animater tutorial plz

hybrid tinsel
static sun
#

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 doesn’t. 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

little dock
#

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

outer void
#

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

flint dune
#

I have a blender model and animation in unity but i dont know how to set the walking animation to wasd input

brazen maple
#

AI so smart, yes yes… But when it comes to split a character and prep for rigging or making a spritesheet…

tepid void
#

Hey everyone! I’ve been using Unity's Animator for my 2D character animations, but I’ve 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. I’m unsure why this happens. Is the Animator doing something unexpected, or is the coroutine to blame? Any help would be greatly appreciated!

static sun
#

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

rare lava
#

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

static sun
#

but still the same result

ivory star
#

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?

hybrid tinsel
ivory star
#

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

hybrid tinsel
#

Set the animation to loop?

ivory star
#

Yeah I did that

#

It should be automatic

agile solstice
#

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

rare lava
#

other than that, I haven't a clue, anymore at least

primal flume
#

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

pearl shale
#

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.

dusty nexus
#

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?

radiant isle
#

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 ?

gray pebble
#

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

#

Or a transistion issue.

wheat ravine
#

Hi.
Is there a playable expert that can tell if it’s 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 don’t really need root motion though).

Is it possible or I wasting my time?

Thanks for the help

hybrid tinsel
gray pebble
rotund ferry
#

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?

wheat ravine
#

Is there a place where we can contact someone from Unity?

digital pasture
#

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

hybrid tinsel
digital pasture
#

I tried searching a converter online like the .txt says but I couldn't fine any..

digital pasture
#

What I want is convert .anim to .vmd. If somebody knows how to do it I'd really appreciate if you tell me!

wraith valley
#

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

magic basin
# wraith valley

how are you building these? it looks like poor weight assignment

wraith valley
magic basin
wraith valley
#

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

wraith valley
#

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

hybrid tinsel
#

It looks like the skinning, at least from screenshots.

magic basin
wraith valley
magic basin
wraith valley
#

I will try ty sir

magic basin
viral tangle
#

Can you manually update animation components like you can with animator?

craggy wing
#

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?

viral tangle
twin musk
#

@viral tangle

viral tangle
#

I don’t know enough about vr chat

twin musk
#

Hello, I have a game project, can you help me, I am a student?

viral tangle
viral tangle
twin musk
#

I don't have much experience with Unity, I don't know anything about Unity, we will make a game together from scratch.

#

2d

viral tangle
twin musk
#

I don't know Unity, can you make a UI design for me?

#

@viral tangle

frail raft
#

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.

marsh cloak
#

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?

warm bough
#

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?

warm bough
#

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

uncut salmon
dusk valeBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• Collaboration & Jobs

modest magnet
#

How can i export 2d grease pencil animations from blender to unity?

twin musk
#

@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?

celest crag
winged stream
#

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?

hybrid tinsel
pulsar skiff
#

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 šŸ˜…

unreal prism
#

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.

lilac iris
#

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?

gray pebble
#

Even there are no two conflicting animations in the same PosX/PosY, why do I have a NaN on PosY?

terse gust
#

select that number and set it to zero, then see what happens

gray pebble
#

The number doesn't change at all.

#

I can jump, the transisitons dont work that's all.

terse gust
#

select in this and try to make it zero or 1

gray pebble
terse gust
#

does the Nan issue finish?

#

, what i would suggest, close the animation tab,

#

double click on the animator controller asset to open it again.

gray pebble
#

Huh, it works now.

terse gust
#

this happens!

#

now remember this tip!, will be useful whenever animator is not behaving well

#

šŸ˜‰

gray pebble
#

Will do!

dusk folio
#

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?

magic basin
# dusk folio also i'm having this problem where my character's body enters the wall when slid...

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.

magic basin
dusk folio
dusk folio
magic basin
magic basin
dusk folio
#

Thank you so much <3

hybrid tinsel
true gull
#

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

hybrid tinsel
# true gull hi there. All my work with unity has been in 2D. I'm about to start a 3D project...

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.

wheat ravine
#

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?)

hybrid tinsel
#

Show your code?

wheat ravine
#

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");

thorny valley
#

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?

wheat ravine
#

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?

agile solstice
wheat ravine
#

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)

agile solstice
#

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

wheat ravine
#

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)

agile solstice
#

I prefer to use animator transitions instead of calling the methods directly
Easier to see what's going on and harder to get wrong

wheat ravine
#

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

agile solstice
wheat ravine
#

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?

small haven