#šŸƒā”ƒanimation

1 messages Ā· Page 34 of 1

hybrid tinsel
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Are you certain?

dusk folio
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how can I make a blend tree and still create To Jump Jumping To Fall Falling animation?

dusk folio
# agile solstice What's stopping you?

The logic of the blend tree, like how can I make the To walk Animation before the Walking animation without making the animation loop to itself over and over

agile solstice
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"To walk" would logically be a separate state that transitions into your looping state or blend tree

sterile vine
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I have 3 "states" that would be used to select sprites

  • action: idle, run, jump, dash, etc
  • turned: picking between 2 sets of sprites
  • facing: picking between facing left vs right (asymmetric character, can't just flip a sprite)
    are animator layers the right tool to manage this? or is there a better approach for this kind of scenario?
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trying with layers, ive found a weird issue with trying to set weights correctly
it kinda blinks between layers even though one has 0 weight

sterile vine
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ive settled on using 2d blend trees to handle the last 2, and using the animator controller at its top level to manage to the overall state

sterile vine
dusk folio
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(note: I have exit time on BreakWalk animaiton)

floral canopy
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for an animation controller, can it only work with one rig?

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I want to do smth like this where the rig is different based on the direction the player is facing

hybrid tinsel
floral canopy
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how is it all set up? should I put all of the different orientations in a single sprite sheet?

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I can't quite picture how it all gets put together

hybrid tinsel
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That is really up to you; uf they don't share elements, it really comes down to what is more useful for you.

floral canopy
hybrid tinsel
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No.

floral canopy
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I'm not sure still how to achieve what I'm trying to do. I've got my guy in the different angles in separate .png files, and one of the angles has the bones set up

primal flume
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does anyone know why my the animation clip in my animator does have the add event option at the botton of this editor anymore?

primal flume
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figured it out! Turns out the inpsector was in Debug mode

floral canopy
# floral canopy

So for this, is sprite swapping the best way to approach this?

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I’ve been trying to get something together but things keep happening like the editor is crashing

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When I try to auto generate the weights

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I think it’s because the individual bits aren’t aligned and because there’s asymmetry

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Actually fuck this shit lol I’m going to make separate prefabs for each direction

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What a headache

hybrid tinsel
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You could even use the same animation clips for each, and enable/disable the relevant objects via script

floral canopy
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is this some kind of bug?

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there's an extra set of IK effectors that affect the character in the game view!

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hm okay, it looks like in the prefab editor, the IK effectors for the scene that you have loaded will still be there...

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this feels like a bug to me

unreal oyster
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i took a Mixamo Rig and scrapped it into an Arm Rig and everything worked perfectly until i modified the mesh to fix clipping issues now no Animation plays anymore it just stays in T pose

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here's a video of the idle pistol animation playing before i had that issue

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i'm not sure what the problem could be so if anyone has clues that would be great

unreal prism
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Yeah. So, we actually changed our approach and are using bones & exporting it as an FBX (instead of an alembic) from Blender to Untiy but the result is the same. After we export the model, it jerks periodically when the animation is playing in Unity.

floral canopy
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quick question about world positions: is there a reason why the local origin is below my sprite?

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and is there a way to fix this or do I need to manually offset the transform of my object

clever pumice
unreal oyster
dense magnet
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Animation help needed please!

The structure of this door :
Frame - parent - script onTrigerEnter, Animator, Trigger collider
Door left - child
Door right - child

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Now I am not entirely sure why the whole door moves. I guess the question is.. WTFšŸ˜…
In Maya the animations works perfect.

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I fixed it... I applied root motion

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Honestly ... No idea why this fixed the issue

floral canopy
hybrid tinsel
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Not reuse.

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You can jsut animate all the directions in one clip

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And only show the direction you need

thorny basalt
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Hello. I'm trying to make a small animation for a flower (just having it bob up and down), but for some reason, the animation doesn't work and the preview is extremely laggy for some reason. It works fine for other animations I have

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Has anyone else had this issue?

molten bramble
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hey guys i wanted to create a new animation clip for this humanoid but it should be the same movement as this hands animation and target it to the hands of the character., probubly a new animation clip that has charecter joints as well as new movements from the arms

subtle tide
west chasm
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Hey I'm working with timelines and trying to get my game built on webGL, in my 2022.3.21 build of my game the audioclips in webgl would mostly play but it would randomly choose only one audioclip to not play during the duration of the game for some reason, to fix this i switched my build to 2022.3.51 in hopes that it was just a bug with that version, but now not a single audioclip will play in timeline when i build the game in webgl, anyone know whats up?

ornate pier
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I'm having an issue with transitions between animations: I have a jump animation that's activated and deactivated by a bool, but there's a delay between the previous animation and the jump animation, despite it not having exit time.

grim kindle
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hello, when i add a new animation and move the timeline even without any keys, the model curls up into the motorcycle pose

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and when i test it in game the legs are all messed up

hybrid tinsel
dark belfry
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Anybody got an idea how you can replay the currently played animation? Many people point to using animator.Play(), but it just breaks the animator, with it getting stuck between 0.0 and 0.1 time "part" of the animation the Play was called on, glitching between them

        anim.SetBool(Anim_HitBool,true);
        anim.Play("Patrick_Hit",0,0.0f);
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it's just stuck there after calling the Play. And yes, the bool is what transitions from any state to this, but without exit time

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And my patricks become just white splashes (first frame of the hit anim)

agile solstice
dark belfry
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it's from all other states (except death), so technically from any during it's life, but not from the "Any State" Node

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but each of them has no exit time set

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Also, commenting out the bool setting does nothing! It plays the first frame and explodes again in white paint

agile solstice
dark belfry
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yeah good call, give me a sec

agile solstice
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Also what's often helpful is to show the Animator in action in Play mode with the gameobject selected

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Generally I'd avoid mixing Play methods with transitions but I don't think there's any technical reason why not to

dark belfry
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oh man, I just found the culprit, and it's an L on my part haha

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I had a custom FSM implementation to make some more complex enemy behaviors via code, i added this convinience function, that functions similarly to the "Any State" Node in the animator. What I didn't realise, is that I also link a transition from the same state to the same state, so I called the Play() each frame

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Crazy how much a Debug.Log can give you lol, I'll just get out of here now šŸ˜†

agile solstice
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Even easier to get confused with multiple FSMs
The real victory is that you spotted it quickly ^^

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Before we all trawled through each involved system

unreal prism
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I'm still looking for some assistance with .fbx animations 'jerking' weirdly in Unity, but not in Blender.

dry fossil
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I'm not sure if it's any help, it's a suggestion to narrow down where the issue might lie. This would only be in case that unity is interpolating incorrectly inbetween the baked frames

north sandal
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hi, guys, making an ik animation and have a question. How can i rise this joint? What constrain should i use? For the arm and forearm i use 2bone constr

unreal prism
# dry fossil Have you tried to bake out at a high framerate ?

So, I did end up determining what the issue ended up being and it was a Unity defect. So, I was aiming for a particular speed for the animation and made it go as fast as I needed it to in Blender, before exporting the .fbx and re-importing it back into Unity. Turns out that, if your animation is going too fast and/or the keyframes are too close together (or even some combination), Unity's compression does some nonsense where it'll try to 'fill in the gaps' by teleporting the mesh between where it is and where Unity 'thinks' it should be.

The solution for my issue was just to slow down the animation in Blender, so Unity didn't get the opportunity to just 'make up' what/where it thinks the animation should be. That said, thank you for following up wth me. šŸ™‚

subtle tide
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do additive animation layers work with generic rig models?

molten bramble
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how can i convert a animation clip to support humaniod ?

shy compass
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Someone of here know 3d animation?

fast swan
robust perch
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If you had to make animations for crawling through really tight tunnels, how would you handle it?

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I'm thinking making the animation and upon entering those spaces, the regular pmayer controller and rotation gets disabled, and instead the player moves on rails when holding forward

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And making animations for sharp turns but that will all be tough to do without clipping

hybrid tinsel
thorny ibex
hybrid tinsel
# robust perch But this is gameplay

Well, if it is on rails then that makes it relatively simple code wise to trigger a turn animation at the right spot; the only tricky bit is making the animations

robust perch
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And I would need to build a path forward because it won't be straight all the way

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It will really need to be like an invisible rail

hybrid tinsel
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Probably no need for realtime animation rigging; this is a very constrained setup.

zealous saddle
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the animations arent working at all. the character stays in the tpose seen in one of the images.

gray bronze
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Animator controller doesn’t have an Avatar

zealous saddle
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what do i put for the avatar?

gray bronze
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Did one come with your character? Usually setup when you import your character and animations in the fbx

zealous saddle
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i put the avatar as the standing idle animation because thats the default animation and there wasnt just a regular option for the character

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but now how do i get it to switch between animations at their due time cus now its just staying in the standing idle animation no matter what

gray bronze
acoustic canyon
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I am wondering why root motion isn't working? I have a root bone that is moving in the animations I have made. My animator is "Using root motion". And in the import settings I have the root motion node set to the root.

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I think the issue is with the import settings because it is not moving in the import preview, but since I set the node to the root bone idk.

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I think I figured out the issue, in the rig import settings I hadn't created the model as an avatar and assigned the avatars root.

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Now the only issue is that the root motion is upward instead of forward šŸ˜“

acoustic canyon
trim tangle
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any way to make this more visible? The previews are so small i have no idea which sprite is in each keyframe. it's literally just 6 frames but i can't see what it is im editing

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zooming in just makes more width between each frame, does not increase the preview size

fair musk
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QUESTION ā“: can the animation on a skeletal rig from a 3D character be exported from unity to Blender?

charred belfry
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it's pinned here too looks like

fair musk
charred belfry
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Doubt it

tardy goblet
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IK is realtime

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Adjusting the bones via code

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You would need to bake the animations somehow

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But ik is dynamic. Soo that wouldnt really work

wintry hollow
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What’s the best way to make a state a -> state b -> state a in one click

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Using delay?

subtle tide
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root motion?

hybrid tinsel
wintry hollow
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Aaaah okay, thankyou!

little fulcrum
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Any thoughts why the animations don't match in Unity to the one in Blender? There's some odd flickering and the pocket pouches do weird stuff. I'm using a Humanoid on it. If I change it to Generic, the problem disappears. But I'd like to use Humanoid to retarget animations (as seen on the other guy)

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Apparently they "swivel" around themselves for some unknown reason

little fulcrum
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Ticked off ā€strip bonesā€ and it started working

rough whale
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Question for all! Are these animation tools seen in this Unity Roadmap video released? Timestamp 38:05
https://youtu.be/pq3QokizOTQ?si=49cLqREauLzdoFT5&t=2285

Eager to learn more about upcoming Unity tech and features? In this video, Andrew Bowell and Will Goldstone will guide you through all the exciting updates coming to the Unity Editor and Engine. They'll also share valuable insights on where we’re headed beyond the Unity 6 generation.

Join us on Unity Discussions as mentioned to share your feedb...

ā–¶ Play video
gray bronze
twin musk
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hi

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how to make 4 leg moving animal?
like what do i have to set up?
i have an fbx wiht anims in it, a wolf

little fulcrum
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Euhm apparently enabling Foot IK solves most of it...

twin musk
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why is this occuring?

charred belfry
# twin musk

You need to configure your !ide so you can see basic errors

dusk valeBOT
twin musk
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how?

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@charred belfry

charred belfry
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when configured, your error will be underlined in red and it'll be obvious

twin musk
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which one do i select?

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second

charred belfry
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the relevant one

twin musk
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good

warm prawn
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Hey, question

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Why is it that when I use rigid body multiaim constraint on my character then even when the weight of both the rig and the constraints are set to zero there is still a noticable ofset to the animation played on the body parts that has a multi aim constraint referencing them. it messes with my animations making them not to feel right

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Here is the order of my constraints from the player object

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Player: animator (with only animator controller attacthed no avatar), Rig builder
-model: animator (with both animator controller and avatar attached)
-Rig: has a rig component with weight set to 1
--Left hand
---Spine: multiaim constraint
---Arm: multiaim constraint
----Wrist: multiaim constraint
---Neck: multiaim constraint
----Head: multiaim constraint

twin musk
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still dont see the error

twin musk
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yet it looks the same

charred belfry
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And you assigned VS in Unity's External Tools preferences?

twin musk
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no

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i dont even see tools

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where'es this found

charred belfry
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the instructions tell you everything

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there are multiple steps, you need to make sure they're all done

twin musk
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u mean this?

charred belfry
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Yes

twin musk
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dunno what the issue is, it offers multiople solutiosn

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ok found it

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i think

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simmicolon

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or whta is that called

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i added it

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what does it do>?

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close an argument?

charred belfry
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It's the end of a statement in C#

twin musk
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end of a statement

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isee

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dont fully understnad this code tbh

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what is animator animator?

charred belfry
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!learn

dusk valeBOT
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:teacher: Unity Learn ↗

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

twin musk
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torture

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i jyust wanna make a moving character

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for vrchat

tardy goblet
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You dont just make something

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You need to know how to

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Also this is not vrchat help !

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!vrchat

dusk valeBOT
twin musk
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I know

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it says 0 references

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my code stopped working since I used isWalkingHash

molten bramble
little fulcrum
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Any thoughts why the head is tilted wrong when using animation layers to blend the upper body animation which should control everything in the upper bones? In the video I'm changing the base layer idle animation between idle and aim rifle, and when I set it to aim rifle, the upper body is in correct orientation, and when idle, it's wrong

little fulcrum
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I don't see anything wrong anywhere

lavish frost
agile solstice
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The length of the blend (blue space) is also a delay before the next state is playing at full weight

lavish frost
agile solstice
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The blue arrow lets you change the blend's length

lavish frost
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thanks that worked but theres a delay when I jump tho should I add a small delay when jumping?

agile solstice
agile solstice
lavish frost
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what shall I do then?

agile solstice
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You could build that wind up into your character controller so the jump force doesn't occur until the animated character also jumps
I suppose that's what you meant by "adding a delay"
But that style of non-instant jumping was basically phased out long ago because nobody liked it

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Another option is to have a more instant jumping animation
You should be able to use the Transition Offset property to offset the start time of the jumping animation to skip the wind-up

lavish frost
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what If I add a jump delay to my jump function and wait till the animation is about to jump?

agile solstice
lavish frost
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thanks for the help!

grim kindle
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Hello, my vrchat avatar fingers close when im not pressing any buttons

dusk valeBOT
young kernel
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Re-posting here since it seemed the more relevant channel... maybe:
I'm trying to figure out how to set up Animation Events with Aseprite importer. https://docs.unity3d.com/Packages/com.unity.2d.aseprite@1.0/manual/ImporterFAQ.html
I get the Animation Event in Unity, but it's read-only, so I can't edit any of the values. How can I reference/use it in-engine??? What can you do with just an AnimationEvent that has no content?

candid siren
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hi

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i have a proble with animation mask

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its supossed that arms have to follow the same animation as the character normaly do

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but i replace the original layer mask with other that have the same avatar

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and same specs

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like weight etc...

candid siren
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hi fixed the trouble by re upload the fbx file

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and i fixed some weights in blender

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but this happend

twin musk
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hi

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how do i import psa files ?

twin musk
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why do models look like crap when i import them?

twin musk
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how do i make my own walk animations?

viral tangle
vast stag
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Got a question, what is the best rig to use for something non-humanoid/trying to go for humanoid but doesn't have enough bones?

agile solstice
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There isn't really any choice about it
Nor any "best rig"

vast stag
agile solstice
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Humanoid rigs have some special features, mainly retargeting and built-in IK
Generics simply lack those features, but are more performant because of it

vast stag
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Does Generic allow any bone structure?

agile solstice
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A Humanoid model is a specific structure, containing at least 15 bones organized in a way that loosely conforms to an actual human skeleton.
A Generic model is everything else. This might be anything from a teakettle to a dragon. This page contains guidance on importing this type of model.

agile solstice
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I should add that generics can have scaled bones, whereas humanoids do not, so that's one feature advantage they have

hybrid tinsel
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Also, you can edit generic clips inside unity without stupid hacks

candid siren
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hi my mesh disapear when i change skined mesh render any idea of a posible soultion?

restive shoal
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i want prefabs that have the same animation but change like their x values but it wont let me cause the animation sets its x to a specific point

agile solstice
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If you want the offsets in the animator itself, you can use animation layers (either additive or override mode) with the offsets on an animation clip

cobalt halo
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Does anyone have the issue of Unity 6 animation timeline does not call events anymore? We upgraded to Unity 6 and none of the events from animation timeline are called.

agile solstice
gray bronze
cobalt halo
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Yes, talking about this part. Thank you for the answers, it is just odd that we lost that functionality completely. The events and names are still there but nothing happens, no errors also.

gray bronze
cobalt halo
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I copied this image from the docs, but our use case is similar except that we don't pass any value. This is to have perfect sync between visuals and audio.

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By the way I'm very much open to your ideas about footstep and audio sync. We had other issues with timelines anyways, blending triggered the same event multiple times for example. it is also very cumbersome to edit. Very outdated editor with tiny little buttons, one has to run the game to hear it. It is super shitty to be honest.

maiden prairie
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has anyone used Animation riggin? am i suppose to put it on the bone end or just the last bone as the tip for ik?

candid siren
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hi im stuck in a problem

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i dont know why some meshes dissapear later of change root bone

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and i dont wanna do the holy character again because have a lots of specifications in the armatrue configuration

candid siren
plucky viper
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someone know how to fix it? where have the shapekey the mesh desapear

vast stag
plucky viper
vast stag
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Is it worth it to animate in Unity or Blender?

candid siren
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hi

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i transfer my mesh and

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this happen

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mesh goes to random position

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i used skined mesh transferer

gritty sorrel
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trying to drag frames into the animation window to create a new clip but I get these context options pop up

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I have the component added

agile solstice
gritty sorrel
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ah okay, my PlayerMovement script has a sprite field

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but I don't want to animate that, they're single images that I'm picking based on direction

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I deleted the object and started again and it worked

agile solstice
gritty sorrel
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Thank you

candid siren
# candid siren

I discover that mesh deforms and follows the point 0,0,0 of the scene theres anh solution to that?

hybrid tinsel
prisma bobcat
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if anyones available to take a look at this video, im wondering why my idle pose isnt going onto my player model. no code was implemented for the animation btw. Thanks! https://imgur.com/U5ayl9a

hybrid tinsel
candid siren
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sorry for respond later

hybrid tinsel
candid siren
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yes

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theres any way to fix that?

viral tangle
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Animation softwares will allow much more tools

hybrid tinsel
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In your 3d software, sure.

candid siren
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well i check it and

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model dont seems like the problem

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when i check weights

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and bones

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all are right

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and when i reimport into unity problem persists

hybrid tinsel
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"And yet it moves..."

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Many 3d softwares don't need normalized weights, so it looking fine there doesn't mean much.

candid siren
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if i import normaly the model seem good

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if i put prefab in scene

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look good

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but when i try to import it into old player model

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deforms

candid siren
hybrid tinsel
candid siren
candid siren
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so my solution was reimport the model

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but later that i used skined mesh renderer transfer mesh

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i get that result

candid siren
candid siren
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That transfer skined mesh renderer to models

hybrid tinsel
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It feels like I'm digging through an endless cold turducken to get at the pigeon of your problem. Constantly running into new layers.

candid siren
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Its a deep issue

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I always feel that is a bug of unity engingr but im no sure

prisma bobcat
hybrid tinsel
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If you just drag the model's prefab in and add the animation controller to it, what happens?

hybrid tinsel
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I mean, you've introduced a bunch of variables.

tacit hazel
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hello guys, does anyone have experience with procedural animation? I was wondering how to handle leg positioning while rotating (I currently have some solution but it is twitching sometimes), and was wondering is it still considered procedural animation if I use prerecorded idle animation (I don't want to use some logic for positioning legs while player is idle, even though I have possibly found a solution but it requires projecting 2D circle onto a plane in 3D space, which contains target position - I was able to make that, but it seems like unnecessary usage of computing power)

candid siren
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i later erase the meshes

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and use skined mesh transferer to re trasnfer the meshes

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and bug repeat again

carmine comet
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hello, I need some help on an issue that's I'm stuck with, I made an animation in Maya 3D software with a looping animation, however in Unity it breaks at every start of the loop, I was using the Alembic .abc file to export my animation , I don;t understand what breaks it

thorn mason
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hey, i cant seem to mask the upperbody and lowerbody properly with animator avatar blending. the legs morphs weird. in blender, you can see how its supposed to look.
any ideas?

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(sorry Ken for posting right after you šŸ˜… )

hybrid tinsel
hybrid tinsel
carmine comet
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there is no loop option which is weird

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is it because its an Alembic file? the FBX one has the loop option but I need the Alembic file because it keeps the deformation data of the model

here's the FBX one

hybrid tinsel
west chasm
green urchin
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So I'm just starting to learn animation rigging for my FPS game. I have rigs for each arm with two bone IK constraints to attach the hands to the gun. My idle animation for the arms is playing correctly for the shoulders and elbows but the hands and gun are frozen in place. How can I make the weapon move along with the idle animation?

thorn mason
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i seemd to get better results parenting the leg_r.002 to 001 from the IK, but still unable to get desired effect. also feels not good to re-design rig like this, makes animating the legs more tricky

dull hatch
agile solstice
dull hatch
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i mean, i wanna make a weapon that has animation like this, priority for the chain animation

dull hatch
agile solstice
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In blender curves can be attached to bones via the hook modifier, and bones can be constrained to follow curves

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I guess it also could be a line renderer attached to a runtime generated curve that follows a couple of control points that the keyframed bones function as, but doing it that way doesn't seem to have many advantages in this case

dull hatch
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another thing...you see how the mesh elongates and compress at the same time...how to do this,? i mean i can't move the bones in pose mode in blender, how can all the bones be at same position when the chain is compressed?

agile solstice
agile solstice
dull hatch
agile solstice
dull hatch
agile solstice
short olive
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hey guys i need some help, so in blender the animation looks just as it's supposed to be (nomal) but in unity, it looks deformed like this, i tried using different export options from blender but none of them worked, any help is appreciated!

frail knoll
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Is there any possible set-backs to making an animation that needs precise frame-timings?

For example:

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btw it's pixel art animations if that changes anything

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Like, I used some frames with 60ms instead of 100ms to give the stars more speed.

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I'm just asking because I often don't see games exploring the use of good frame-timing

agile solstice
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With 60 sample rate your smallest keyframe interval would be one 60th of a second

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Your gif does not utilize that, however
Each of its frame is 100ms

frail knoll
ornate pier
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How would one animate tank treads, but without making it behave like actual tank treads?

frail knoll
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So 16 MS is the theoretical limit for how fast animations can run?

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And anything made on the controller (like making certain frames have different speeds) has no set-back?

agile solstice
agile solstice
agile solstice
frail knoll
frail knoll
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If it looks the same in my software than on unity we're good

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To time the flame particles like that actually improves the consistent inconsistency of fire and makes it better

agile solstice
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I didn't think of it that way before
Curious to see it action

frail knoll
#

I'll put it to better use later on when I make actual combat sprites for another game I'm working on.

#

But it isn't that complicated. It's just the same concept as off-setting equal sides of an animation to make it look more unique, like a running cycle.

This was just used as a example, thanks for the answer

agile solstice
gray pebble
#

Is this normal?

hybrid tinsel
hybrid tinsel
gray pebble
#

How do I fix it? @hybrid tinsel Mostly as I'm unsure if its an export problem when it comes with exporting it as a package.

ornate dirge
#

seeking for a 2d flying ball animated asset

void spindle
#

hello

#

hello
i opened sprite editor to edit my pic and after click apply
it show me nothing like the pic below

agile solstice
void spindle
#

the first method workd with me thank you very much

storm glade
#

Hi all, not long ago started my journey with unity, now got some questions about animations, what is good practice to work with animations in projects where gameplay heavily depends on animations like souls games and what will be different in multiplayer development?

gray pebble
hybrid tinsel
gray pebble
#

This one if I'm correct.

hybrid tinsel
gray pebble
#

Could be a 2022.3.51f ver issue?

hybrid tinsel
#

What the fuck are you talking about?

#

The only issue I see is that you chose the wrong option on that dropdown.

#

You told unity to base the avatar on a nonexistent file instead of creating one.

#

When you fix that, there may be other issues - but one thing at a time.

austere ice
#

Hey guys can I get some assistance with a project?

#

I am the senior technical designer for the game "Railroader" and recently started using Final IK to experiment with advance animations. I have a project where I am trying to connect two animations together with an attachment point. The wheels on the locomotive spin in one rotation from 0-60 and is controlled by a mechanism known as a "Reverser"

#

In game, im quite unsure of where to start to make this mechanism work.

#

Here is the mechanism I am trying to connect within game

agile solstice
#

Although IK principles are the same across the board, I've only used Unity's own Animation Rigging so I can't guarantee advice about Final IK

austere ice
#

Well im wondering if it can be done with simple constraints

#

let me explain a bit

#

So I have two types of animations

#

The First is a reverse to forward animation for the reversing lever

#

and the second animation is a continuous loop of the running gear

#

Blender I believe understands how to properly make this work

austere ice
#

This would be the Reverser animation

#

What im trying to do is combine both animations or do some type of animation blending

#

Which blender fully understands

#

Unfortuantly, unity doesn't understand this concept and allows both animations to fight over each other

#

Which in terms breaks the animation

agile solstice
#

Probably because your blender rig has IK constraints, while your Unity rig does not

#

IK is programmatic motion that is lost when you export an animation

austere ice
agile solstice
#

Exported animations only store object transforms, not constraints

austere ice
#

Ohhhhhhhh

agile solstice
#

Constraints must run in code

austere ice
#

Wow! I did not know that okay that adds up

#

Ohhhh

agile solstice
#

While animations are just "recordings", although they can be blended

#

Animation Rigging and I suppose Final IK probably support all the same constraints as Blender does, so you'll have to recreate all the ones that are necessary after exporting

austere ice
#

Okay! I got another thing to show you then

#

So the "Reverser" Animation and the "Running Gear" Animation are actually exported separately

#

So usually within the game this is what we have

#

The Two highlighted components are actually bones that I parrent together to make the entire contraption work

#

Is it possible to constraint those two bones together to get that result im looking for?

agile solstice
#

You probably have to reproduce the whole rig with Unity's components

austere ice
#

Ahhhh

#

Oh wow, that honestly sounds frightening

agile solstice
#

It looks quite complex
And you may have to control the wheel rotation entirely programmatically anyway

hybrid tinsel
#

Unity can import constraints from maya, though not IK as far as I know.

#

I can't recall the name but I know there was a git repository specifically for this kind of mechanical rig that worked really well

agile solstice
hybrid tinsel
#

No, just for mechanical constraints. Pistons, gears, etc.

austere ice
#

So someone was telling me that it is possible to have pre-exported bones from other programs influence each other on an animation

#

I tested this out by trying to insert a constraint from one animation to another and to my suprise was able to get some sort of slight influence but not what I expected

agile solstice
#

"Influence" seems like a vague term
Either there is a constraint after it's brought to Unity, or all you're seeing is the keyframed baked motion and transform hierarchies

austere ice
#

Meaning that there is no way you could use IK to do this method unless you had some sort of rig fully created within unity itself

hybrid tinsel
#

Or write code to import what you need, I suppose.

lilac stone
#

guys help me please with my animation controller
can somebody open it and find how can i improve it so it won't get stuck on some stages
here is its code: https://paste.ofcode.org/ePMWnxW3e5DtDBRtv2kziZ
(let me know if it's impossible to open it just with its code)

sterile garnet
#

Hey everyone,

I have a few raw animations in iClone 8 recorded with mocap tech. When exporting from iClone 8, there’s an option to set different frame rates (fps) like 60, 30, 25, 24, and 12. Lowering the frame rate usually changes the animation’s duration; for example, exporting a 60 fps animation at 30 fps will halve its length when viewed in Blender.

However, here’s the issue: after exporting with a lower fps from iClone 8 and importing into Unity, the animation length remains unchanged. So, a 5-minute animation at 60 fps will still be 5 minutes in Unity, even if it’s exported at 30 fps. This can be beneficial for saving storage, as exporting at a lower fps reduces file size without altering playback speed in Unity.

But in Blender, the animation actually shortens when imported with a reduced fps, affecting its speed and making it challenging to polish or tweak.

My questions are:

  1. Is this behavior expected?
  2. What’s causing the difference in animation length between Blender and Unity?
  3. Is there a way to reduce fps for file size optimization while maintaining workable animation length in Blender?

My goal is to save storage space without affecting the animation’s usability in both Blender and Unity. Could this approach lead to issues down the line, especially with polish and adjustments in Blender?

Any insights are much appreciated!

(Unity 2021.3.3f1 - Blender 4.1 - iClone 8)

agile solstice
# lilac stone guys help me please with my animation controller can somebody open it and find h...

It is practically impossible to troubleshoot the file itself
If you want to provide good info, record a video of the problem occurring in Play mode with your gameobject selected and its Animator visible so the states can be seen in action
Then click through each transition and layer (if any) and show the script that controls the animator
In other words show everything because the problem could be anywhere

hybrid tinsel
#

Are you sure it is the animation and not your player movement script that is stopping the main body from rotating?

gray pebble
#

Is there a reason why this happens even if you have the exact skeleton/model on your Project?

#

Like the exact same bone structure and such.

#

For now, I'll have to uncheck the Import Anim setting first...

gray pebble
#

I just don't even know what's up with the model anymore.

hybrid tinsel
gray pebble
# hybrid tinsel It literally describes what is up with it. You have keyframes that are discarded...

How did the imported animations ended up with discardable transition anim?

I found mine the tutorial reccomended to me from: https://assetstore.unity.com/packages/3d/characters/humanoids/fantasy/free-low-poly-human-rpg-character-219979

Get the FREE Low Poly Human - RPG Character package from Blink and speed up your game development process. Find this & other Characters options on the Unity Asset Store.

#

When I started using it, I never encountered this issue while working with the model for animation.

#

It only happened when I decided to export it as a package to use it for another project of mine.

gray pebble
#

I heard it may be a resampling issue.

hybrid tinsel
#

Does it affect the quality of the animation?

#

Because those are warnings, not errors.

#

So if there is no visual issue, you can ignore it.

lilac stone
hybrid tinsel
gleaming sequoia
#

if anyone can help with with a two bone ik constraint using animation rigging

#

pretty simple i just wanna do some basic arm movement

hybrid tinsel
#

Ok... is there a problem though?

gleaming sequoia
#

im fucking stupid

#

no help needed anymore

lilac stone
tough holly
#

heya, I had a question more about animation integration than anything else- say I have an animation where a character "tosses" a magic spell up in the air, or forwards, or wherever, and I'd like to have some sort of precursor to the actual spell. f.ex, they should be "holding" a ball of fire in their hand before the fireball is actually cast.

what's the proper way to "decouple" the spell from the hand when the moment hits in the animation? do you just trigger some function to spawn the projectile at their hand using animation events?

gilded basin
#

Anyone able to help me with any state?

#

in Update (C#) Setting parameter of "attack" based on space key being up/down

#

regardless its looping and I have no idea how to make sure it returns to whatever original state was

#

upon letting go

#

well

#

upon animation finishing or so

earnest kestrel
#

I'm building a 3rd person survival game. Need to have some IK so that player can hold 2 handed weapons, perhaps even place feet on slopes etc. Should I go for FinalIK or AnimationRigging (or both) ?

agile solstice
gilded basin
#

I'll google that. school project and I don't typically use unity

hybrid tinsel
hybrid tinsel
brittle hedge
#

Does anyone know how to set up root motion for a non human blender model to unity?

hybrid tinsel
brittle hedge
#

Root node, is that just a bone in blender?

hybrid tinsel
#

Yes, usually either the hips or an additional root bone the hips are a child of.

brittle hedge
#

Got it, thanks a lot.

#

It worked I was stuck on this for so long, thanks again!

hybrid tinsel
#

It can be tricky since the manual only mentions generic root motion at the very bottom.

gray pebble
#

My worry is that the visual issues happen when I port the new characters in plus their animations, to replace the placeholder character.

#

Also it's classified as an error somehow:

#

So yeah I'm just not wanting future errors to hinder my progress, be it programming or otherwise.

#

I also want to solve this so that I know what to do down the line.

#

Plus the errors are driving me nuts.

gray pebble
#

Was able to solve most of my issues. Just not this:

gray pebble
#

Should I retarget or nah?

hybrid tinsel
#

The warnings are there to help you troubleshoot if something doesn't look right.

gray pebble
#

Thanks for your help.

earnest kestrel
#

what is the best way to handle animations in a suvival game, where the player can weild 1h weapons, 2h weapons, bows etc, and have normal / injured locomotion. atm i'm using mechanim, but it's getting a bit crowded. I also don't love blendtrees, and layers and find them super limiting.

earnest kestrel
#

is there a mecanim example of a complex animation system for a 3rd person game that includes override layers, additive layers, weapon types etc? (I've watched the firewatch gdc talk and it helps, but since it is 1st person it's a bit different)

gray bronze
# earnest kestrel is there a mecanim example of a complex animation system for a 3rd person game t...

Opsive Ultimate Character Controller's demo animator has 1200+ animations in it, 10+ layers, blends on blends. It looks like complete chaos, but it works. https://www.youtube.com/watch?v=J5KClzxpCzE&t=45s&ab_channel=opsive

earnest kestrel
atomic pilot
agile solstice
#

Blend trees run even if the animator is not in that state

#

At least that seems like the most obvious explanation why your character jumps to 100% walking right animation when the parameters is just shy of 0.15

atomic pilot
agile solstice
#

Even if the parameters are changing visibly

#

I can only guess since we can't see the full animator or the layers

atomic pilot
#

Can I ask questions in dm?

agile solstice
#

No, I prefer you show the information that's important here

atomic pilot
#

alright wait

atomic pilot
#

I only use 1 layer and 1 layer includes idle, blend movement, blend crounch, blend walking

agile solstice
#

You'll also want to change how your code is still able to make the parameters jump a significant amount instantly, which will prevent some blending
But that's not the cause of this exact issue

atomic pilot
agile solstice
atomic pilot
agile solstice
#

My guess is your walking animations are always 100% because there's no neutral state in the blend tree to blend to

#

You don't actually need separate idle / walking / running states since all of those can exist on the same blend tree

brittle hedge
#

How to keep root motion movement amount constant in game?

hybrid tinsel
brittle hedge
#

In the inspected its correct but in the game the movement starts slow

#

I think it has to do with some code interfering with the root motion

brittle hedge
#

After some testing turns out the navmesh is interfering with it

wicked shell
#

Hi, I'm new here.
I want to ask how to export FBX animations from Blender to Unity without errors for game animations

agile solstice
wicked shell
#

then what is the correct way to export generic rigs, if it is different from exporting humanoid rigs

agile solstice
wicked shell
#

i use a generic

agile solstice
devout ember
#

are transitions checked in this order?

steady fulcrum
stuck sable
#

Does anyone use Blendshapes to animate guns? Would it be performant, or nah?

fast swan
stuck sable
fast swan
stuck sable
fast swan
#

If you could achieve the effect with vertex shader for example, it would likely be better performance wise

stuck sable
#

This is what I originally had in mind, when I was doing a test case.

#

I would just use a blendshape between the normal and "Mid-firing" positions

fast swan
wicked shell
rugged mango
#

HI THERE

#

Need help!

#

Can I combine procedural animation with sprite sheet animation

#

Very new to Unity and in a jam atm

#

I want the characters cape to be procedurally animated while the rest of the animation is on a sprite sheet

agile solstice
rugged mango
#

Ooooooooo

#

Apologies, can you explain it to me like I'm five. Then I... Make them part of the same parent object right?

agile solstice
#

Sure

rugged mango
#

šŸ™šŸ½ appreciate it

rugged mango
#

If you know the exact documentation or a similar thread on this I can read that'd also be great

#

I just need to know what to search and I'm still trying to navigate jargon

agile solstice
gray bronze
#

Do Timeline signal emitters/receivers work in Editor mode?

#

Timeline documentation could use some TLC. They skip concepts altogether and jump right into how to implement "x" without explaining what "x" is, why it's useful, typical application, limitations, etc.

gray bronze
#

After some testing it looks like the answer to my question is yes, emitters/receivers do work in Editor mode. Now my real question.

I have a Timeline that incorporates cinematic elements into gameplay. It contains an animated light that follows a spline and the Timeline coordinates some Cinemachine camera work. I use a signal emitter to call Spline Animate.Play on the light. The signal receiver for the spline is configured for editor and runtime.

Everything works fine at runtime, but the spline animate component doesn't respond when playing the Timeline in editor. If I click play on Spline Animate manually in the editor it animates without issue.

Any ideas what may be going wrong here?

gray bronze
#

I just went on quite the wild goose chase (fitting considering the time of year) only to figure out the issue was at least partly user error. Though there's some strange behavior I don't understand going on.

First, some observations. Spline Animate appears to only work in Editor if it's visible in an Inspector window. It doesn't have to be the currently selected GameObject in the hierarchy though. You need to manually reset the SplineAnimate location each time you play the Timeline. I understand why, but it would be great if there were a simple solution such as events you could call when you click to go to the beginning of the Timeline.

#

Second, for some reason I had Emit Once set on the Signal Emitter that plays the Spline. This is supposed to "Emit the signal once during loops.". But instead, it means that it will play the first time you play your timeline. But if you click to start the Timeline over again in Editor, it will not emit again - not until you do a domain reload. If this is the intended behaviour, then I think they should provide more clarity about the implication of this setting.

wet jetty
#

I got the error " Object reference not set to an instance of an object" And i see its because my blocks in the animator dissapered. this happed to both of my controllers. im new and dont know why this happened.

#

it also wont let me put any blocks 'in the space

#

i closed the game now there back

ornate rapids
#

Hi, i made this idle animation to pair with my walking one. It uses this code to determine whether it should start or not.

            {
                camAnim.ResetTrigger("Idle");
                camAnim.SetTrigger("Walk");
            }
            else
            {
                camAnim.ResetTrigger("Walk");
                camAnim.SetTrigger("Idle");
            }```

although you can see in the game, it seems to have a pretty obvious delay before playing the idle. I've attatched what my animation tree looks like as well. Does anyone happen to have a solid solution for this?
brittle hedge
#

So when root motion is applied it ignores physics, how to fix that?

drifting wave
#

I have my character set up so they'll look around with their eyes using the Unity Animation component, and I thought I had it all set up perfectly but it just doesn't even work

#

This is driving me mad

brittle hedge
drifting wave
#

The eyes are deadpan, when they should be looking around slightly

brittle hedge
#

But looking at the video you seem to be using the animation component you can try to make an Animator

drifting wave
#

I thought maybe the idle animation is overwriting it, but I couldn't find any eye property interfering with the thing the animation is supposed to effect

#

ah

#

I'll try that

brittle hedge
#

You also have to make a animator controller

drifting wave
#

didn't work

brittle hedge
#

How did you do it?

drifting wave
#

So first I put the eye looking around animation into a Animator, then made a non-legacy animation clip and copied and pasted the old one into it and put it in the animator, and now I'm making an entirely new animation clip to try again

brittle hedge
#

I think you have to make an animator controller drag your eye animation, and the eye animation should be on a loop. Then drag the animator controller into the animator component on the eyes

drifting wave
#

it's saying something about a root position

brittle hedge
#

Hmm thats usually in 3d is your game 2d?

drifting wave
#

it's all 3D

brittle hedge
#

I dont think you need that if its just for your eyes

drifting wave
#

woah just found something

#

I went to my character's animator

#

I don't even know what this means

brittle hedge
#

Do you have other animations other than the eyes

drifting wave
#

yes the whole character has tons of animations

#

I want them to run simultaneously

brittle hedge
#

Hmm you can try adding a separate animator to the eyes

drifting wave
#

That's what I've done

#

theres one for the whole armature and one for each her eyes

#

it's so weird this isn't working

brittle hedge
#

Do you have an animation clip for the eye animation

drifting wave
#

yeah

#

EyeL

brittle hedge
#

Good

#

Do you know why there are 3 triangles on the line?

drifting wave
#

nope

brittle hedge
#

Me neither

#

Let me try making two animators

drifting wave
#

LOL if I turn off her normal animator her eyes work!

#

so for some reason, the main one is interfering as I thought

brittle hedge
#

Oh

#

Do you know how to fix that?

drifting wave
#

nope

#

going to try some things

brittle hedge
#

Yeah I tried it too you cant have two animators at the same time

#

Maybe making a new layer in the animator?

drifting wave
#

i've never done so before, I don't know how to record eye movement because when I just tried it wouldn't even let me move them

brittle hedge
#

What a second are the eyes meshes?

#

Like 3d objects

drifting wave
#

Yes you can move them around

brittle hedge
#

Interesting

drifting wave
#

This is weird because her right eye is using Animation component, while the Left is using Animator with the clip

#

so they both work

brittle hedge
#

Yeah

#

Im just used to using the animator

#

So i think you have to make a new layer

drifting wave
#

like this?

brittle hedge
#

Like the second photo

#

Yeah

#

Are the both eye animations on loop?

drifting wave
#

damn so now it's rotating her instead of her eyes

brittle hedge
#

Lol

drifting wave
#

so at least somethings working

brittle hedge
#

Yup

drifting wave
#

but how do I get it to know that the thing that should be rotating is the eyes?

brittle hedge
#

Let me try with the layers

#

So i think you need an empty state that will transition to the animation

drifting wave
#

it doesn't know that it's animating the eyes

#

But the issue is, I don't know how to record eye animations that are directed at the Eyes

#

in the animation window

brittle hedge
#

I think you click on the eyes then window animation, animation, which pulls a tab where you can make them

drifting wave
#

It's not saving that this is Eye_L that's animating, just that it's "rotation"

#

Oh wait

#

I think I found out how to do it

brittle hedge
#

Nice

#

I got to go good luck!

drifting wave
#

Thanks you too!

marble mist
#

When I use a rig on my character (animation rigging) he does this weird thing

#

spawns in the ground and like scrunches up

marble mist
#

he also sinks 1/2 through the ground?

#

and if I disable the rig component he dosnt sink or shrivel

viscid spindle
#

anyone able to help me with animation states?

gray bronze
viscid spindle
#

Appreciate it, Im having a general issue with Layers, im trying to add a "Holding out infront " animation, but I cant seem to get the transitions right

gray bronze
# marble mist When I use a rig on my character (animation rigging) he does this weird thing

I'm pretty sure this is posed at least monthly, and someone always has the exact answer, but I can't remember what it was and haven't found it via search. I think it was either something to do with root motion or something to do with setting a generic as humanoid. I think it's maybe that you have root motion checked in the Animator Controller, but there's no root motion data.

gray bronze
viscid spindle
#

So basically, I want the base layer to be weighted when I start the game, I have it in the code, but I believe my "Handout" layer being in the top layer slot overpowers it, however the IteminHand animation will only work with it in the priority slot, if that makes sense

#

I start the game and the Iteminhand animation plays rather than the idle animation, the walk animation is replaced by the iteminhand animation etc, ive tried changing the weights dynamically in code but it doesnt seem to be working, im sure theres an easier way im missing

gray bronze
#

Base Layer should be your full body motion like walk and idle. Lower layers can blend in or replace some or all of that using avatar masks

#

You could create an Avatar Mask that includes one or both arms and then animate those. Need to make sure you set this "Arms" layer appropriately with the mask

gray bronze
viscid spindle
#

I have no clue how that works man baha how would I go about setting that up?

gray bronze
#

You can turn off the other green bits I have on the ground there. That was a little error.

#

Well I showed you what layer you need to add with its setting

#

Then you need to create an Avatar mask for your character. Click in your Project window, Create > Animation > Avatar Mask. Set it up like I have. For the skeleton, pick the Avatar Mask that's on your Animator Controller.

#

Then drag your holding out in front animation into the new Arms layer.

#

The base layer full animation will play, but the arms will be overridden by the animation in the Arms layer.

#

Make sense?

viscid spindle
#

By god i think it makes sense, let me try ā¤ļø

viscid spindle
#

right I got to where you say drag your holding out in front animation into the new Arms layer

gray bronze
#

And?

viscid spindle
#

unfortunately no luck, I have the mask applied to the second layer with just the arms selected, just cant get it to priorities the "Handout" animation

#

I have base layer set with run, walk, idle, then second layer with mask on just arms, with handout and idle, weights set to 1 for base and 95 for handout

gray bronze
#

Show pics of your Arms layer config, avatar mask and animation controller

restive bronze
#

what is the default animation speed in unity (as in frames per second)

gray bronze
ocean wing
#

I want to make an animation where it will start wherever the gameobject is currently at, and do this kind of movement. Regardless of its current position it should raise up by BLAH amount, and move over by BLAH amount. Is there a way to make local animations like that?

#

Essentially regardless of current rotation I want it to do some kind of bezier to the end location I guess??

#

Maybe I would use something different than animation..

tough breach
#

How many total frames is a walking animation for a 2d character typically?

gray bronze
# ocean wing Essentially regardless of current rotation I want it to do some kind of bezier t...

Open the Animation window.
Click on your object that you want to animate in the hierarchy.
In the animation window it will say "To begin animating <your object>, create an Animator and an Animation Clip." Click on the Create button
Create a controller
In the animation window, click the red button.
You can now move your object and will auto-keyframe.
Move the timeline ahead by a bunch of frames, Make another movement.
Open the Curves mode to change to bezier.

candid siren
#

hi i have a question theres other option to mix animations with no using layer mask

rapid rivet
#

Its been nearly a month since I had this problem but

whenever I change or add new animations in blender and update my .fbx all of my animations are gone and rather in this weird scrunched pose

here's all of my animations before the change:

#

any reason why?

tribal tapir
#

how to animate different body parts?, like a pubg, or csgo

heady venture
#

what do you mean?

#

those examples make little sense

carmine flare
#

I believe I'm looking for a way to extract a animation from a fbx file. What should I be using?

left swift
carmine elk
#

Hey, I'd like this slashing animation to repeat everytime I slash clicking so I used triggers (resettrigger and settrigger) every time I click. But when I spam click it doesn't constantly reset and play the animation - it just plays at random times. I have used this in a different layer to my movement animations (walking, jumping etc.) anyone knows how this can be fixed? Thanks

#

i was spamming click in the duration of the gif

agile solstice
carmine flare
silent marsh
#

Hi I want to add this idle animation to my chracter in unity. The animation itself is just my character bobbing up and down. However when I import it into unity and make an animation with 2 frames (seperate pngs) instead of his feet being grounded and his legs and head moving down. His legs move upwards instead anyone know how i can fix this? And I check the pngs which i made, his legs are in the same position in both so it isnt that. The gif below is what it should look like and the video is what is currently looks like in unity.

#

i messed up the framerate so its a bit fast

agile solstice
#

You can adjust the pivot manually, or import the frames on a sprite sheet as a grid so each gets the same pivot

silent marsh
twin musk
#

I'm wondering what i'm doing wong, in this case? What i want to do is pretty simple: I want to have 2 animations, the first one is a idel(single Sprite) and the secound one - Run (has two sprites) In the preview, it (run)loops. But in the Game not(it frezes at the first sprite) You can see my animator, it has 2 transtions, either the OnGround Parameter is true or false. It switches the animation if the player leaves the ground with teh code below.

#
    public void ChangeAnimation() {
        if(OnGrounded()){
            animator.SetBool("OnGround", true);
        }else {
            animator.SetBool("OnGround", false);
        }
    }

This funtion runs in update

vernal kiln
#

is there still no way to simply play an animation backwards (negatĆ­ve speed has been removed wtf)

oak oracle
#

Hey can someone help me as to why the animation of the slashing isnt flipping as intended on the left side when the player faces left.

private void Attack() {
myAnimator.SetTrigger("Attack");
weaponCollider.gameObject.SetActive(true);

    slashAnim = Instantiate(slashAnimPrefab, slashAnimSpawnPoint.position, Quaternion.identity);
    slashAnim.transform.parent = this.transform.parent;
}

public void SwingUpFlipAnimEvent() {
slashAnim.gameObject.transform.rotation = Quaternion.Euler(-180, 0, 0);

    if (playerController.FacingLeft) { 
        slashAnim.GetComponent<SpriteRenderer>().flipX = true;
    }
}

public void SwingDownFlipAnimEvent() {
    slashAnim.gameObject.transform.rotation = Quaternion.Euler(0, 0, 0);

    if (playerController.FacingLeft)
    {
        slashAnim.GetComponent<SpriteRenderer>().flipX = true;
    }
}

is there something wrong with my code? I cant seem to see a reason as to why it isnt working

sterile garnet
atomic pilot
oak oracle
eager salmon
#

Hey folks, me and a friend are working on a personal project. We thought it might be better to use bones for the pixel art instead of hand pixeling everything. This is it in the camera

low dust
#

What's the best way to import animation from blender to unity? I've seen people say that you should export as an fbx then import that to unity and other say that you should just directly import the .blend file

#

When I do it the first way, it seems to create a lot of extraneous animation files that don't actually contain the animation data I want

#

but I tried just doing it the second way and it made the model scale up so high it was past the render distance

candid siren
#

hi i trying to use two bone ik but when i hit play unity ignores two bone ik and play animation like two bone ik never existed

robust perch
#

So if I wanna make animations where my player is crawling through a tight tunnel, what's the best workflow to make sure he isn't clipping through the terrain or grabbing nothing?

Just blender animations + animation rigging or ik or something?

warm bough
#

i have a small issue with exit times with transitions and negative speeds to rewind the animation. whats the best way to fix this? having another state that has negative speed in the state instead of setting the speed multiplier to -1?
i guess i could copy the animation but mirror it? but id rather not since then if i wanna add more things to it later it doubles the work which isnt great

#

in the video the animation is set to loop which is why its looping, but if i put it to not loop, the rewind doesnt play at all

#

adding a new state with the speed set to -1 and playing that instead of setting the multiplier to -1 in code fixed the issue thumbsupani

earnest kestrel
#

~~I have an animation with root motion.

How can I disable root motion, as well as keep the humanoid in the center?

What I've tried:
Remove the root node from the motion tab.
Check "Bake into pose" on Y and XZ axes. I tried playing around with "Center of Mass", "Feet", "Original" settings to no avail.
The camera stays in the middle, but the humanoid still moves to the side.~~

Edit: Found the solution.

spring dome
#

Is there a way to animate character taken from assets with mixamo animations? and if bones are different?

vernal kiln
#

quick question, in my game every gun has it's own animations but including the hands of the player. if i change the model with slightly differen hirarchy (for example a finger missing) can i make the animations still play with missing errors / ignore the missing fingers in the animation or replace them? (also i dont really understand what a animation override controller does, if it is that)

agile solstice
devout ember
#

I thought updating values that have been set by the animator in code would work in late update? hasn't worked for me

agile solstice
# vernal kiln quick question, in my game every gun has it's own animations but including the h...

If your hand animations are Generic, the animation clip looks for transforms to animate by name and explicit hierarchy path
So the hierarchy must be exact aside from missing parts
If the hands are Humanoid then it'll work for any other Humanoid rigged mesh regardless of differences, as long as the relevant bones are there
Usually a hand with a missing finger still has the bones, just the mesh of the finger missing there to avoid such conflicts

#

Animator Override Controller takes one Animator state machine and lets you assign new animation clips to each of its states while keeping all the Animator logic

devout ember
#
public class RotatingSphere : MonoBehaviour
{
    public Vector3 rotation; // Rotation in degrees per second

    void LateUpdate()
    {
        // Create a quaternion representing the local rotation for this frame
        Quaternion deltaRotation = Quaternion.Euler(rotation * Time.deltaTime);
        // Apply the local rotation
        transform.localRotation *= deltaRotation;
    }
}
#

this rotatingsphere is on an object where the rotation is changed in an animator

#

i thought lateupdate would let the rotation change?

digital viper
#

So i was trying to have my attack play from any state but when i connect it and isAttacking is true it gets stuck on being true and doesnt go back to idel or false..
Any idea why?

wide rapids
#

https://youtu.be/-oQ8QqrIkLo

I have a weird issue where my animated mesh is culled complety when I raise the camera to a certain height.
For the camera I put the Near Plane culling to 0.01. I also enabled Always Animation in the Animator component for those legs/pants.

Both did not work as expected. Still the same behaviour that can be seen in the clip.

EDIT: It seems that as soon as my camera leaves the last fragment of the "pants mesh" the animation/legs aren't visible anymore. I disabled "Occlussion Culling" without any positive outcome tho.

spring dome
#

Have enemy model from assets and how can I import it into mixamo with textures? When I upload zip file it shows only model which has no textures.

#

Youtube tutorials shows that I have to put it into a zip file, and then upload to mixamo

#

Or I have to open fbx file and somehow asign those textures?

gray bronze
true zodiac
#

does anyone have experience importing alembic files into unity? i have an animation caused by a deform modifier in blender and trying to get it to work in unity but finding it confusing

true zodiac
#

google is a dead end

vernal kiln
#

i just want to change the mesh of a skinned mesh renderer without changing the rig/bone setup.. HOW... the bones of the new mesh are the same, only with different names but it doesn't work raaaah (i can't do this anymore pls end my suffering why is this shit so complicated in 2024 wtf)

torpid shuttle
#

Let's say I wanted something to play 2 animations at the same time.
What's the standard for that?
Multiplayer layers in the animator with both having weights of 1?

agile solstice
#

Additive animation layers can always play at the same time, but properties they write to compound additively as one would expect

torpid shuttle
#

I'm specifically interested in techniques that would allow me to more effectively reuse animations.

agile solstice
#

Animator should be only as high up in the hierarchy as it needs to be

torpid shuttle
#

I'd assume so.

agile solstice
torpid shuttle
#

One second let me get an example.

torpid shuttle
#

I have an animator at the top of the hierarchy, which includes the "model" and the drop shadow as children. I have 3 layers, each playing a single animation.

#

One animation moves it up and down, one rotates it, and the last modifies the scale of the shadow.

#

The wings are controlled by an animator on the model itself, with 2 layers, one for each set of wing.

#

I split them like this because I wanted the bottom set of wings to have a slight offset in their loop.

#

I then made this animation for a different Pokemon, and wanted to reuse the same Hover/Rotate animation.

#

So I just copied the layers over to this guy's animator.

#

And I guess the main question here is, am I doing it right >_>
Is there some cleaner way to do it that I am missing?
@agile solstice

agile solstice
slow marten
#

Why does my attack animation queue up and play once im grounded. How can I make it just not play when I land if its triggred while in the air?

  1. attack > jump
  2. jump > attack
blazing saddle
#

hey so i have an animation where it goes from the height being 32px to 33px, and i wanna import it into my game. is the whole thing being > 32 px gonna cause me trouble?

left plume
#

whats the sprite size

#

like the canvas

marble mist
#

Im using animation rigging and im trying to figure out how to link the two game objects so there isnt a hole

celest crag
#

@onyx musk There's no decompiling discussions here

little fulcrum
#

What's a good/proper way to variate animations within state machine? E.g. have 3 different idle animations that should be play randomly

coarse iris
#

I'd assume you could write a script, in the script set up an array, load your animations into the array, and use Range.Random() to randomly select which of your animations to play from the array. Then if you want, you can set a variable for how often you want the idles to change. I'm just a beginner though and I've only managed so far to do random spawns and random color changes. I haven't actually done this with an animation before. There'll certainly be someone more experienced with a better answer.

sleek halo
#

How can i stop Unity fucking with the animation loops? I have an looping idle, in Unity preview it is flawless, in Blender it is flawless, but in a scene there is a tiny tick when the loop happens, and it is driving me insane

#

It's hard to see from still images but basically what happens is that the hand moves ever so slightly to the right, making this jerky move and i have found it impossible to get rid of

#

It's as if the whole armature would slowly rotate during the animation and then snap back abruptly, this should not be happening

#

What i have tried:

  • adding buffer frames to ensure there is no interference from frames outside the loop
  • Made sure that transitions are not affecting it
  • Ensure that the animation is set as a looping one, and also to loop the pose

I've gone through all the options i can think of, and nothing fixes it

gray bronze
undone bronze
#

im having a problem where an animation for my character is playing but I want a different animation to play though another is already in progress, is there a way to cancel an animation while its playing?

vast kiln
#

Could anyone help me with animation state transitions?
I have an animator controller that controls animation states for an object using an integer parameter called Phase. Whenever a UI button is pressed, Phase is incremented by + or - 1. When I print the value of Phase and the current state that the animation is in, they all appear how I want them to be, but the animation itself is not changing for some reason. The default animation plays fine, and when I change the default value for Phase, the other animation states also play fine, so all the other animation states work fine independently. It's just that when implemented in a transition, it doesn't work. I've included the script for changing states, along with screenshots of components related to the animator.
I'd appreciate any help!

delicate elm
candid siren
#

hi i was working with two bone ik constraint and

#

unity just ignores

candid siren
marble mist
#

I fixed it šŸ‘

candid siren
#

okay :D

jade carbon
#

Hi,

I have a problem with importing animations. I'll describe the process because maybe I'm doing something wrong.

I want to test my animations in the Unity engine. To do this, I import the Mannequin model, familiar to Unreal users, because I create my animations on it.

Importing skeletal mesh
I click on the Rig tab and set it to Humanoid with the default settings.

Then, I import my animations, which were previously exported from MotionBuilder. And then, I get a series of import errors that sound something like this:

Can someone help me understand what these errors mean? How can I fix them?

molten bramble
#

thats the animation exported into unity, it should be using in the humaniod charecter and when i convert it into humaniod the animation doesnt look the same

undone bronze
#

what is a blend tree in the animator?

sterile vine
undone bronze
#

I'd assume that people that are more experienced in animation could explain to me what it is

sterile vine
undone bronze
#

ok

white snow
#

Having trouble finding a solution here. If anyone knows I would be endebted. Essentially the tongue is working as intended in blender, when imported to unity- it is not. I can ONLY assume it has something to do with scale? As the only other parts ive animated that use scale are the eye planes and they ALSO do some funky stuff!

Best, thanks for any info!

half oar
#

How do you come up with these bubbly animations that games like candy crush or any other big juicy games have? everything seems to be living/breathing or playing some sort of a continues animation that catches your eye

#

I mean i get you do it with tweens or the unity animator, but do you like make them look good. lmao

tender tusk
#

Hey everyone. I have a script that changes my avatars clothing with arrows on a UI, along with a toggle to turn them on/off. It works fine, but the problem is that the animation doesn't sync since the clothing are separate meshes from avatar body. They all share the same Avatar skeleton and Animation Controller.

I probably could restart the animation every time the clothing swaps, but I rather have the animation continue playing so it seamless. Anyone have any thoughts? Thanks!

weary oyster
#

changing the timescale/fixed timescale doesnt work with the animation rigging damped transform for some reason

#

is there any way to fix it or should i just program it myself?

eager arch
#

Why is the rest pose set to idle?, i have applied Tpose as rest pose in blender and also tried placing tpose as first clip in unity animation import thingy, but it stays in the idle pose

agile solstice
#

But I could be wrong

#

Why's it important to have t-pose as the default?

eager arch
#

im trying to export animations with nla, to change order of actions

#

it happens not only with player model but arm model as well

eager arch
#

i slapped a zero as the first letter of the TPose animation

#

worked

spice yarrow
#

hey, any solution for this?

spice yarrow
#

does anyone know how I can play two animations simultaneously on a character without using Avatar or Avatar Masks? In my case, under the Root bone, I have Hips and Spine1 bones. I need a logic setup where, for example, if the character attacks while running, the running animation plays on the bones under Hips, and the attack animation plays on the bones under Spine1, all happening at the same time.

#

i've tried everything with animations using Avatar/Avatar Masks, but I still couldn't make it work since the animations are generic clips. Another issue is creating the Avatar properly, as the character is in .gltf/.bin format. Using UniVRM, I made some progress, but now I've run into this problem, which seems to make everything more complex and further away from my goal. Maybe there's a simpler alternative.

agile solstice
#

Transform masks (created similarly to avatar masks) should work with generic rigs

#

No idea if UniVRM can do those or not

spice yarrow
#

would it be possible just using .dae or .fbx? I tried to convert .gltf to .fbx in blender in several ways, but it always breaks the animations, the bones undergo sudden rotations xD

agile solstice
#

At least not into just a mesh format

spice yarrow
agile solstice
#

For example if the unit or axis conversion are different

#

So find one way that works and stick to it for that character

#

I or likely anyone else here cannot offer any help with UniVRM though, or know if the process is different there

spice yarrow
#

i believe UniVRM only creates Humanoid Avatars, do you think using the FBX format would be a better alternative for creating a Generic Avatar or even a Humanoid one?

#

I got the same result using GLTFast and UnityGLTF

vague bay
#

Hello there guys!
I have a bit of a wierd question. I'm used to animate in Blender and the export my animations to Unity.
However, this time I was asked to do them to be compatible with a Humanoid rig in Unity.
The problem is, that when I change the rig type to Humanoid from Generic, my whole animation shifts a bit in space, making it not centered to where it would need to be. How so?

molten bramble
#

thats the animation exported into unity, it should be using in the humaniod charecter and when i convert it into humaniod the animation doesnt look the same

low dust
#

I have an issue where the blender file I'm importing to unity has all the rotation + translation data except for one mesh which has the translation data, but not rotation data. It shows up on the animation preview in the inspector, but not in the actual scene when I toggle the animation controller on.

robust perch
#

I have a massive problem in my project

#

My character needs to crawl through very tight tunnels

#

getting the animations to not clip through the terrain is a giant nightmare

#

regular animation won't do here

#

what should I do here? Animation rigging and set the endpoints at the nearest collider point a certain distance from the body? What about the rotation then?

#

or should I just scrap animation alltogether and use IK for grabbing the tunnel walls?

agile solstice
#

I think your game was in first person, was it not

#

So the character would only be a pair of arms attached to the camera I assume

robust perch
#

But what are you getting at here?

agile solstice
#

Or body

robust perch
#

The tunnel shapes aren't square if that's what you're hitning at...it's just irregular all around

robust perch
#

They won't be a factor whether I stick to humanoid and edit some existing humanoid animations or I just make my own for hands from scratch

#

The reason I originally kept the entire body is because in some animations the shoulders lean a bit far forward so I couldn't have showed just hands cause you could see the end of them

rigid patrol
#

Hi,
I am building an application which has a component where there is an animated overlay playing ontop of a video feed.

Think augmented mirror kind of deal.

Now the overlays i have are png sequences currently.
I have imported them and set the the alpha as transpacency option in the texture import for all the png's
and set them to 2048 max res with medium compression.
and mipmaps on
(settings attatched)

we are running this on a 1920x1080 portrait monitor with a windows machine.

after hitting apply for that, each image is saying its like 5mb.

What settings would is be able to remove from the texture imports to assist with reducing these?
I think i might be able to turn off mipmap gen because they will only be used at one scale size.

main reason for asking is i have like 45 different of these sequences, and each one has just over 300 frames.
so there are alot.

would it be better if i just stitched them together into a video instead and used those? My only concern with that ofc if what format that has the transparency which will work for windows fine.

thanks

delicate elm
icy torrent
#

Why does the camera suddenly move forward when switching from one animation to another?

oak oracle
#

anyone know why nothing is displaying in my animator window?

cosmic bridge
#

There's a prefab model I wanna edit it's rig but I can't

brittle breach
#

Hey so I'm not an animator by trade, so maybe this has an obvious answer lol. I'm leading a team of 4 for one of my classes in uni. We have 4 differnt enemy rigs. They're all the same models and rigs, but are just using a different UV image. The person I tasked with making the animations made them in two separate Blender files. A slash and a walk. So I went in Unity and got the .anim file from the models and duplicated them so it gets the animation file itself that's not linked under a mesh. My problem is that now I do not know how to implement them into the rigs. Like I said, they're all the same models, they're just using different materials.

cosmic vortex
#

i have this tooltip button which opens and closes with an animation, i would like to have the closed state not loop trough a non existing animation which creates a non necessary delay. does anyone know how i make the closed state have a 0 animation time or just not go trough an "animation"? or if there is a better way to do this?

oak oracle
floral lake
#

When I try to log in to Mixamo.com on my Computer, it throws an Error (something about no connection to auth.services.adobe.com). But when I try to do it on my phone, everything works fine. Does anyone know why and how to fix this? Please tag me if you do! Thanks :)

#

Ive tried using Edge, Firefox and Chrome. And I also reset the cookies for Mixamo and Adobe. Still no connection on PC.

willow juniper
#

For some reason when I export this mesh with armature the faces of the screens dont show up, what can cause this (it has nothing to do with flipped faces)

agile solstice
willow juniper
willow juniper
agile solstice
past dragon
#

In Animator Controller, setting Exit Time to 0 is the same as unchecking "Has Exit Time"?

scarlet umbra
#

I've set up a simple animation like this and it seems to be working in terms of the states changing, but no animation is ever playing. Any ideas?

#

It just looks like this, and is for some reason sunk into the ground (without animations he is above ground).

agile solstice
marble stump
agile solstice
scarlet umbra
#

i ended up getting it working in the end though

molten bramble
robust perch
#

ok so I set up my character's hand to touch the wall when near using IK constraints

#

it works and all the logic is fine

#

but how would I rotate the palm and fingers?

#

right now, IK chain tip (hand bone) just goes to the wall target, without regard to rotation

#

is there an easy way to make sure the palm is facing the wall

#

or do I get angles, rotate this way if angle less than etc etc

dusk folio
#

how to interrupt an animation in unity

like if the character is in a state and i want it to dash, how can I interrupt the animation and play the dash animation?

shrewd parcel
#

im doing a 2d platformer and i got the basic mechanics and enemies and now its time to animate the character andd idk what to do. how do i make him run and attack at the same time? that would need like so many more animations, should i do legs and body separatly? like legs are: idle, run, jump, fall, dash and body is all that + attacks, i think it will be the better way. there is a 2nd problem how do i mix the antimations together? like how would i go from jumping to falling or stop the run animation and go straight to jump so they dont mix, and what if there are 2 animations going on at the same time how does that work, can anyone help?

dusk folio
shrewd parcel
dusk folio
#

nvm you're probably not

#

what is your problem exactly is it that you can't attack while running at all or the animation is not playing or the animtion looks dumb?

#

if the animation is looking dumb then yeah I suggest to seperate the legs than the body

#

if the character is not moving while attacking then you probably set rb.velocity to zero when the character is in the attacking state

shrewd parcel
shrewd parcel
dusk folio
open venture
#

Hey Everyone, I imported the mixamo axe pack, and it seems to just come with a ton of .anim files and no parent .fbx. Is there anyway to add these to an existing fbx? I want to add some animation curves and edit the motions.
What I have vs what I want

honest surge
#

everything worked until i tried to put in gravity, jump and falling animations. just wondering what the proper way to do isgrounded transition? now the only animation that plays is jump and fall... i know isgrounded is triggering in the code because its not doing velocity down

honest surge
#

nevermind i just needed transitions from jump and falling that checked isgrounded is true i thought i would need more than that for some reason. Transitions take a bit to get your head around

honest surge
#

also if you're wondering, the with and without skin option when you download from mixamo would be why you don't have a character

open venture
urban falcon
#

why does my animation end up looking like this when playing?

#

it looks completely fine in the import preview

#

i seriously dont get it

half pebble
#

can I make animation in Unity?

#

or do I make animation on somewhere else then import it to Unity?

uncut salmon
#

You could do it in Unity, but the main workflow is usually doing animations in a third party program where the model is being created and importing it.

marble jay
#

Hi Team, Can anyone tell why is one of sprite is blurry and other is not even when they were made with same & correct scale

#

both sprites have same settings as well like no compression etc

agile solstice
marble jay
#

ooh yes i just imported small scale one it was not blurry

#

at all

#

can this be fixed for very big images or will I have to replace all images in the game that are blurry

agile solstice
marble jay
#

how to change it? from settings or through scripts?

agile solstice
marble jay
#

should i increase it futher?

#

blurry sprite is like 5600x720

agile solstice
marble jay
#

ohkk ill test

#

yesssss

#

its fixed

#

Thanks @agile solstice

floral canopy
#

not sure if this is the right place to ask but - I'm trying to render what my camera sees to a texture

#

but I'm having trouble reconciling what the camera sees and what gets rendered:

#

this is what I see when i align the view to the camera, and this is what the texture ends up looking like

#

it's much more zoomed in than I expected - is there a way to make sure what I see in the editor is what will be put in the texture

floral canopy
#

i think i figured it out - i needed to switch to orthographic view in the scene

vernal kiln
#

i am using inverse kinematics / procedural animations for the legs, but i want to play an animation for some abilities, how do i transition to the first keyframe of the animation and don't abruptly play the animation if yk what i mean

agile solstice
candid siren
#

hi have a problem with animation that makes when i hit play the characters legs puts in werid positions but when i hit preview looks totally normal for example when i use jump animation legs goes -90 in z axis and when i use crounch animation make the same thing in adittion when crounch animation ends and goes to idle in way to put the legs normaly the character stays in correct position so is a real werid problem

void matrix
#

I need help with creating animations in Unity. I must create a custom one and would probably need to use animation and animator in order to do so. Does anyone have a youtube video or guide that goes over this?

#

I need to make an animation like this. Would I just need to get the coords on the keyframes?

robust perch
#

why does my ik chain control the bones beyond the tip in the constraint? I can't control them while animation rigging is active

twin musk
#

Equals condition when?

#

unity 8?

charred belfry
tacit hazel
#

Hello guys, does anyone know how to blend standard keyframe animation with 2 bone ik constraints (configured by using animation rigging package) in a way that foot follows it's animation movement with only it's height being adjusted according to terrain it is moving on? What I wan't is for foot's forward and side position to always follow anymation as it is recorded in keyframe, and just it's height to be adjusted to step over obstacles or position itself over them. When I set weight to 1 for IK so I could modify height, I lose information of where should my foot be positioned next frame (in x and z directions) since it snaps to my target position. I would like my target to follow animation and only interfere when necessary (when obstacle is detected) to adjust height. I can't accomplish this blend and was wondering if this is even the way to combine standard animation with IK because IK just overrides it?

#

https://www.youtube.com/watch?v=VXEk-TjsThI&t=98s&ab_channel=HoaxGames
Just in case I wasn't able to explain it clear, this is the blending that I was talking about (I ofc don't expect to be able to make something this good, just want to know how does this person's animation work together with IK and is not being overriden)

Get iStep - the next generation foot placement solution for Unity on the Unity Asset Store: https://assetstore.unity.com/packages/slug/215843

ā–¶ Play video
stray pewter
#

of what Type is an individual sprite with a mesh from an imported .psb? can i swap that out using code by setting references and such?

mint forum
#

Hello

past dock
#

I have an animator, and I have 2 parameters (and int direction and boolean walking). When i change the parameters, the animation that plays repeatedly plays, causing it to just play the first frame over and over. Does anyone know hoe to fix this?

sterile vine
#

disable transition to self on the transition

twin musk
#

I dont get whats the difference between Animator's Update Mode: Fixed and boolean Update Physics

fast swan
robust perch
#

so anybody know what's the best way to control bones beyond the tip of an IK chain? Another IK chain or what?

amber seal
#

Hello, I have a problem, I have a mouse character and Im trying to import it into Third Person Controller Package as the character, but I cant make it animate, I think the problem is this error, how I can fix it?

low dust
#

for some reason when the animation on the right gets put into the animator it does that in the scene

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also there's no tweening going from the run to the idle anims

twin musk
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My animation is not "showing" even though all the logic works, you can see the transitions on the right when I jump, walk but the animation itself is not running on my player, anybody know a solution?

outer glacier
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Anyone here down to help me learn some blend space animation transitions? I have trouble with the transition times and the order when putting the animations in. Any help would be appreciated.

amber seal
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I have a problem when walking animation starts character stretchs

outer glacier
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Crazy I posted at 3:55pm and all the other posts in here are unanswered problems as well lol. Great discord!

celest crag
dusk valeBOT
celest crag
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For learning materials check pinned messages.

hidden badge
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hey so i want to build a simple setup for my character and every time i try to record a pose it just uses this default crouch pose, but in edit mode its a T pose, how do i work from the T pose directly, because i cant see how or why this default foetal pose is useful, its just adding extra work

celest crag
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You should illustrate the problem showing all the steps, so someone will be able to spot what's happening.

hidden badge
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am i going to have to manually copy the values one by one to get a keyframe matching the imported asset transforms?

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sure

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this is how the model was imported

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this is unity's default pose for a non animated model

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pressing record switches to the default pose rather than maintaining the T pose, so i cant record the T pose

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i just want to animate from the T pose directly, rather than having unity load up some foetal position to "help" me

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not sure what else i can offer to make this clearer honestly

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theres no steps taken, its just how unity seems to behave and i would like to know if theres a path i can take that doesnt include me manually pasting every single rotation value into the animation tab

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reason is, i want to build my character around animation rigging, so its helpful to have the T pose as reference for camera positions and such, but play mode moves him down really far which makes no sense to me

agile solstice
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Unity doesn't allow you to make Humanoid animations in the editor