#🏃┃animation

1 messages · Page 35 of 1

hidden badge
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Okay so use a humanoid model but not as a humanoid rig?

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Ah!

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Generic works!

agile solstice
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Make the animations in an external program or use Generic

hidden badge
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Yeah generic is clean, I'm trying to avoid using animations because it's for a somewhat natural feeling first person view

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So looking down should bend each bone of the spine, the neck, and even the eyes

snow skiff
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Hello
Good morning

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I'm get an issue with my animation
If I change the animation many times fast, the animation brokes and get a stance between the 2 animations
I don'y know this happens
Someone knows how to help me?

The issue happens when transition Animation C to B

wide citrus
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How to set an animation frame to run for a number of frames in the animation window? Let's say I have 2 animation frames and I want first frame to run for 30 frames and then the second frame to run for 30 seconds.
Right now the animation ends at the second frame immediately and I can't expand the total length of the animation.
Do I have to duplicate the second frame and put it on the 60th frame to do this?

daring relic
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@wide citrus what software are you using for animations?

wide citrus
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Just Unity editor

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it's 2D sprites

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No skeletal animations

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Just static images

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Like here

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But I have only 2 frames and I'd like each to run for 30 frames. I can put the "3rd" frame which is a duplicate of the second frame to fix it, but it feels hacky

daring relic
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personally I work in 3D, and even there what you do is that you just duplicate the position of everything for multiple frames

wide citrus
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I see, thanks. That'll do then. Just asking, so I don't start to do many things in a bad and hacky manner.

daring relic
agile solstice
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Unity animations measure length in time rather than "frames", but that probably has no effect on your result

daring relic
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maybe theres a better solution but you're asking the wrong question

daring relic
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oh nevermind

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I mean it shows the length and fps so you can just calculate it

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as an example this would be 50 frames for an animation

wide citrus
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I switched to frames in my animation window

daring relic
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oh fuck you can do that yea

agile solstice
wide citrus
# daring relic can you show us what you are trying to do exactly?

Well this is what I'm trying to do. Now it's the idle animation, then there's like 25 of other animations that I will import and make work. Then I'll work on implementing inputs to change the state of the character.
I see Unity has the built-in support for the state machine, which is done with Animator component and Animator Controller, from what I understand:

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I didn't get to this part yet and haven't found it in the docs

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Haven't found working with animations in the unity learn paths

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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!

daring relic
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I mean, personally I use the animator quite a lot

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and you will, too

rare lava
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it's not as hard as it looks, once you get the hang of it you will be fine

daring relic
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yeah, most things are pretty simple in the animator

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once you use it (no, not watch a tutorial and copy the settings, use it), you realize how straightforward everything is

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there are still some weird stuff in it, but its not smth that cant be learned and worked around

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(i will never learn how animation state priorities work)

wide citrus
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Thanks, I'll ask questions as I have them.

daring relic
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its very convenient if you learn how to make it easy to expand

void matrix
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does anyone have experience with animator in unity. I'm having trouble figuring out why my man is going into the ground when i run the new animation clip.

agile solstice
void matrix
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Also in animator to make the animations, should I use the animator properties of each limb or the root of each limb?

agile solstice
void matrix
agile solstice
void matrix
wide citrus
shrewd parcel
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are those transitions good? (2D) if they are do i make em on bools or triggers cuz im so lost in the animator

hasty drift
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I think this is up to personal preference mainly.
I transition between animation states through code by using stuff like CrossFade or Play

this also lets you control keyframe playback by input or anything else rather than just time

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everyone's workflow is different, so if doing the transitions in the animator works for you and gets the job done, its fine imo

shrewd parcel
hasty drift
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if you're confused whether to have the condition between a bool or a trigger, just think about how you want to structure them
for example when transitioning between a grounded state and an airborne state you might have a bool that determines whether or not the character is on the ground
or have a trigger set off when the character leaves the ground and one when he touches it

agile solstice
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Animator takes some trying to learn, but I recommend it over using the programmed transitions in code
Otherwise you might just end up coding in the same kind of state machine the Animator already is

shrewd parcel
hasty drift
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the delay would come from the transition not from it being a bool

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you can set a transition time in the inspector when selecting it

agile solstice
shrewd parcel
shrewd parcel
agile solstice
hasty drift
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so its constantly retransitioning to the same state

shrewd parcel
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or does it choose which one it wants

hasty drift
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only one state is active at once, transitions based on the conditions met

agile solstice
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If you want good results with the Animator, avoid Any State when starting out since it's easy to get confused and tangled up with it
It's important to learn all about transitions and parameters, and then how to use animation layers and sub state machines for more powerful Animators

shrewd parcel
shrewd parcel
stray pewter
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how do i edit the way the mesh actually is? i want to make it look more like this, vertical white lines instead of the horizontal ones

agile solstice
# shrewd parcel whats wrong with any state?? i thought its just like when i want to play an anim...

The issue is twofold
It acts as an absolute highest level priority override to your state machine, interrupting it, so it can be hard to figure out during gameplay when they're the cause for strange transitions before you know how to look for them, and you may end up creating a lot of parameters and code to prevent them from taking effect too often which is unnecessary work
The other part is that they're tend to mislead you away from making logical state machines, since you could potentially use them in any situation before you know if it makes sense to do so or not

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They're overzealous and teach bad habits, in other words

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There are other ways to avoid spider webs, like layers and blend trees, and to some extent sub state machines

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A good Animator state machine is all about strategy
You want it to be a system that automates as much of the animations as possible, so that parameters point more to intent than to individual states

shrewd parcel
agile solstice
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If you have a parameter for every state, and transitions to and from every state, or all transitions out of Any State, then you're not really "using" the Animator and would be better off calling the states directly from code instead

agile solstice
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Transitions won't let you do partial blending
Useful especially for movement that the player can control with analog input

agile solstice
stray pewter
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yea; that only lets me drag the outer points though, unless im missing a button or feature that lets me connect any 2 points together

shrewd parcel
valid tree
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Hello
I make an animation and I will repeat the same modification of component in almost every single scenes. But, when I applicate the animator in an other scene, I have the error that it doesn't found the good component, like in the picture. How can I change the component that I missing in each scenes ? Sorry if it's not very understanding, I'm not very good in english ^^'

fringe robin
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is it possible to rig a pixel art sprite? as Single Sprite mode
How?

hasty drift
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if you're talking about "bending" the sprite you can do that, though then it won't look right anymore as the pixels wont line up

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could use a pixel perfect camera but it wont give you great results i dont think

fringe robin
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but how do I create more vertex clumps?

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it is just a single jumble of vertex

fringe robin
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it's not a HD sprite with pixel shader also

fringe robin
agile solstice
zealous valley
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Hey, I'm using an animator and animator controller where I simply input what State to execute using Animator.Play(""), but it seems like after a white, my character starts getting offset , as if the animations were not properly, how can I fix this ?
-Nevermind, I needed to check the "Bake into pose" settings of my animations and now it works fine

void matrix
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please help. i have the animation tab open in unity. i have recording and keyframes added. when i try to change the rotation for arms and legs, the changes will never save but when i rotate the entire humanoid, the changes save. Why is this happening?

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the first image is the result (arm rotation not saving) and the second image is the attempt (arm rotation)

void matrix
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the values for the rotation and position is grayed out while the animator values can be changed. why am I being gatekept from manipulating the arms?

gilded basin
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Trying to import a maximo model/animation for class and having an issue for this one moddel/animation. Not sure why. It's a generic skeleton based on the import.

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I have it setup like my other character.

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The animator isn't even running.

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I can manually hit play on the animation and it runs fine

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but for some reason the dang state wont run lol

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Im ijit

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figured it out

deft grotto
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Hey anyone who knows a little bit about 2D animation that could help me out with something?

modest latch
agile solstice
boreal sparrow
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Good day everybody! heaving a problem in unity 6, not sure if it is a problem with me, the rig or unity, got 3 different animations, mine, mixamo´s and another animator´s animation, all humanoid, using 2 different rigging systems, all have shown so far the same issue, wrist/hand bone and finger´s bones with weird rotations or orientation, looks like the hands are "constrained" or limited in movement, tried out the muscle system and it was not it, trying to figure out if it is my export settings for secondary bones or something, did a ton of test with different specs in fbx, so far nothing fixed the issue, re-set rotation or other parameters for the hand bones also did nothing, eating the guide "Animation in unity" from 2022 ( the definitive guide to animation in Unity), had similar issues before, but, I was able to fix them, this is different some how, anyone has any ideas on how to approach this? or a path to other guide? or similar issues? on the images we have the same animation in the same frame, the gray ones are in blender, working just fine, the other ones are in the engine and, in the FBX visualisation thingy:

boreal sparrow
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somehow, looks like hierarchy in the bone structure was messing up the avatars in unity, problems fix 🥲

void matrix
agile solstice
steel crater
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Guys, I have a few problems with my running and idle animation. Like when the player moves, the idle animation won't smoothly transition to the running animation. If anyone would help me I'm very much appreciated.

weak sand
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Hello everyone, Is someone available to have a call with me just to quickly help me with root motion? I'm really unsure with the assets that I bought and I'm fairly a beginner in Unity.

sterile vine
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just ask here please

weak sand
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Okay, so in the assets I purchased, there's an FBX file named "AA_Basic_Basketball_Movement" that contains all the animations. However, in the Model FBX, when I checked the "Animation" settings in its FBX import settings, it says "No animation data available in this model."

This is confusing because I thought the model itself needed to have animation data to properly apply the animations (especially with root motion) to the model. Or am I misunderstanding something? Can anyone clarify how this works or if I might be missing a step?

sterile vine
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have you checked the warnings that were apparently triggered by importing?

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and checked this?

weak sand
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its this warning

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Do I need to rename a transform?

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OHHH How do I edit avatar hierarchy in Unity?

sterile vine
# weak sand

🤔 you sure? usually those aren't propagated to the console, in my experience
was the same message logged when you clicked the "Print to console" button?

weak sand
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It's just directing me to another panel

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Oh there it is

pastel chasm
sterile vine
sterile vine
pastel chasm
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im super new to this lmao

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sorry

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fixed it tho

sterile vine
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so is it working now

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also did you fix the SetFloat("Velocity") in your code?

pastel chasm
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sorry i should have clarified

sterile vine
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what's your run -> idle transition condition

sterile vine
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well, that seems correct. have you tried checking this tab while playing (move it over the console or something so you can see both) and see if it's transitioning and playing correctly?

weak sand
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Cause I have a model from Mixamo. I was able to use the animation of it, but it is just not doing the root motion properly

sterile vine
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you'd either have to fix the model as the warning mentions, or set it as generic instead of humanoid (as the forum mentions)

weak sand
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The issue is where the animation is not moving the transform of the object itself

pastel chasm
sterile vine
pastel chasm
sterile vine
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by "doesn't move", do you mean the bar under the animation state? as in, it's not playing

pastel chasm
sterile vine
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well the animation is playing so it's probably not set correctly then

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make sure run has the right animation set

pastel chasm
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alright i'll give it a look

weak sand
sterile vine
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so is that after setting it to generic, or...what exactly

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you aren't really providing much info there

weak sand
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What does this mean? I've already set the fbxfile with the animations to Humanoid and Copy from other avatar, and this error pops up.

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Nope, this after setting the Animations fbx's source to the Model avatar.

sterile vine
pastel chasm
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tysm i have no idea how i screwed that up

sterile vine
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probably hit enter with autocomplete without checking or copied the wrong thing/didn't copy successfully

pastel chasm
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alright we got that problem solved

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now i just need to figure out movement

sterile vine
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so have you checked that run was set to the right animation

sterile vine
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can you show how run is set up

pastel chasm
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like the animation itself?

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or the tree?

sterile vine
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the animation state, not the clip

pastel chasm
sterile vine
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the run state specifically

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though actually it's playing so probably not that thonk
have you actually verified that the animation clip itself is correct?

pastel chasm
pastel chasm
# pastel chasm

alright up until this point i feel like i've done a pretty good job at understanding things but THIS is beyond me 😭🙏

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i swear it was all good a second ago

sterile vine
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seems like maybe some links got broken

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try remaking it, i guess

pastel chasm
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ok

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brb

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got the animation working

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brb ima try and figure out if theres any typos in my script

weak sand
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Why is that my root animation is not working? Already enabled the "Apply root motion"

pastel chasm
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welp i legit cant figure this out for the life of me

graceful girder
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I'm looking to have a tree with game objects running up from its trunk to its ends, all the objects need to spawn, travel (differenet paths for each one) arrive, ripen and be picked. Travelling is meant to be unique / varied but everything else would work the exact same way.

  • I have used synced layers to swap the animation for each variant
  • But now I'm not too sure how to first off activate these different layers and if it's at all possible to use this logic simultaneously for multiple objects that are running up different unique paths
    • With or without sharing some of the travel sections, since for now each section is done as a whole but I hope to break it down into smaller chunks, and one branch can lead down to several forks

Any thoughts?

graceful girder
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I'm looking to have a tree with game

dusk folio
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I'm currently working on a game for my graduation project and I'm using machine state for it and I have to walk - walking - break walk animation, and I have a exit time on the break animation so it plays fully when the player stops moving, but the problem is, because of the exit time I'm dealing with this problem that doesn't let the player switch to animation needed, I tried to turn off the exit time but the break walk animation is not working at all. how can I fix it?

ionic scaffold
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ive been trying to figure this out for the last 40 minutes and it looks so simple. what am i missing???

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is it a bug or something?

ionic scaffold
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fixed

jovial seal
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working with 2D; I have an animator setup for 8D directional movement based on X/Y movement, and it all works. except for one thing; when I execute for the entity to start walking/running via code they'll activate the up walking/running animation for 1-5 seconds before actually starting to move properly and it looks really weird, this is the code I use to trigger it

    // run from the player, triggered when the player gets too close
    private void RunAwayFromPlayer()
    {

        Vector3 runToPosition;

        // if the prey is not a bird, either run to the end of the map or a random nearby spot to disappear before being caught by the player
        if (preyID < 6)
        {
            if (Random.value > 0.5f)
            {
                runToPosition = _playerStats.at.EntryPoint;
            } else 
            {
                runToPosition = _navmeshManager.GetRandomPointInScene(_playerStats.at.Name);
            }
        }
        else 
        {
            transform.parent.gameObject.layer = LayerMask.NameToLayer("UI");
            agent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance;
            agent.enabled = false;
            escaping = true;
            _preyAnimator.SetBool("isWalking", false);
            _preyAnimator.SetBool("isRunning", true);
            _sortingGroup.sortingLayerName = "UI";
            float randomChance = Random.value;
            isFlyingWest = randomChance > 0.5f ? true : false;
            speed = Random.Range(100,200);
            return;
        }   

        agent.SetDestination(runToPosition);
        escaping = true;
        agent.speed = 90;
        agent.acceleration = 100;
        agent.angularSpeed = 100;
        _isPathFinding = true;
        _preyAnimator.SetBool("isWalking", false);
        _preyAnimator.SetBool("isRunning", true);

        StartCoroutine(WaitForPathfinding());
    }```
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you can see this weird bug in this video

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noticable at 0:23

jovial seal
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ok so apparently the agent just takes a few seconds to calculate so my animals are just idling so i fixed it by waiting until a calculation before moving by using agent.pathpending, BUT still plays the up animation for like 0.1 second before really moving, which is weird

scarlet umbra
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any idea why the middle 2 are higher numbers despite their next key frame being set to lower than the top and bottom parameter?

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i assumed it would do it as a percentage (so they should always be lower) rather than whatever is happening

robust perch
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I have a system where my player grabs the wall to the right if he is near it, grabs left wall if near and grabs floor if neara

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(ignore the jank, that's fixable)

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I rotate the hand accordingly based on which raycast hits (ray to the right gives an opposite rotation from the ray to the left)

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however, if you look at the last grab in the clip, it hits with the down raycast and therefore the hand is rotated downward

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however, this is just a slope and realistically it should be rotated to the right (or ideally, diagonally)

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I've been trying to compare and measure angles, this and that, but I haven't come up with a solution

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is this realistically solvable?

agile solstice
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But then it might become an issue that the surface normal doesn't always make sense or tries to bend the arm in a way it cannot or should not
Good IK animation is all about anticipating and hammering out edge cases like these

robust perch
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just probably less isues than now

agile solstice
robust perch
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cause that is one

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although maybe not cause I use tessellation displacement

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that would probably cause all kinds of problems

agile solstice
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Usually you end up needing many
Since there often are many unexcted situations

agile solstice
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If surfaces to grab are expected to be very pointy, or have small holes that could cause the raycast to miss, sometimes multiple spread out raycasts are used

robust perch
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ok

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so do you think I should direct my attention to surface normals then

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or at least start there

agile solstice
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That'd be my first idea

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One option is to check for surface normal, and if it would bend the arm in a weird way such as when hitting at a very shallow angle, it may be better to fall back to the simple orientation instead
But there's almost limitless options how to go about it

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IK can work like magic in uncomplicated situations, but end up requiring all kinds of checks and fallbacks if the environment can change unexpectedly

robust perch
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ok thanks, you've been helpful as always

topaz fractal
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Hello, I start working again on my FPS, and I tried to export some more animation, but I don't know why, but each time I export my animation from blender, my gun just completly broke, and I try like 15 time, and it broke each time. What's really strange is that I'm 100% sure that this bug never append to me before. Do you have any idea of what could cause such a problem ?

honest surge
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I'm not sure I understand triggers for this footplant/sharp turn animation. like why can it transition from any state but not transition back into default or somehing. how do i setup conditions to make go back to the other states

candid siren
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Hi, this has been driving me crazy for about a month. When the animator makes a transition from an animation that moves the legs forward or backward, the legs always automatically stay backwards at the time of the transition from idle, when the character is supposed to be just standing. As you can see in the video, when the character crouches, the legs go backwards on their own, and on top of that, when he makes the transition back to the normal position, he gets stuck crouching and the animator recognizes it as idle.

robust perch
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not that I can't solve this technically, but what is the deal conceptually

agile solstice
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What direction is that?

robust perch
agile solstice
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Even if you fix it at the source you usually end up needing some check to make sure the arm isn't facing or bending the wrong way

robust perch
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yea I will need to clamp angles

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I understand that

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if it helps

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when it's perfect in one direction

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I turn the player around 180 and it's now the hand is inverted by 180

candid siren
agile solstice
candid siren
agile solstice
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My stab in the dark is that perhaps some of your animations have write defaults on and some don't

candid siren
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what is write defaults?

agile solstice
robust perch
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OK I solved my problem by first aligning the IK tip with the player, rotating so that the hand is facing down and only down aligning with normal direction

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seems to be working

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yep, seems to work every time an all raycast directions!

candid siren
agile solstice
candid siren
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and its supossed that when you press c (button for crounching) again the character have to transition into idle but. the problem is that the character keeps crounched like the video shows

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the same problem with legs happen with the character when is jumping

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i tought that was character mask

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but the animator dont use avatars or mask and dont use layer masks

gray bronze
agile solstice
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It doesn't really look like you're using animator transitions or parameters to begin with

candid siren
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but code dosent have the fault because code is using transitions

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unity automatically make the transitions like that

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its werid because

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i check animations a lot of times and nothing see wrong

weak sand
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Hello
Is there a tip on using Crossfade on Root motion animations?

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Is this the right settings for root motion crossfade?

severe fox
topaz fractal
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Do I have to delet my constraint in blender, when I have bake my aniamtion and Constraint and when I want to export my animation ?

gray bronze
topaz fractal
topaz fractal
twin musk
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Im not sure what it means exactly but is it normal that unity animations are by default 30 FPS? I mean animation packs, mixamo, etc.
I created an animation thats 60FPS and i wonder if that unneccessarily wastes performance

topaz fractal
# twin musk Im not sure what it means exactly but is it normal that unity animations are by ...

to be honest, Yes it an unneccessarly wastes of performance, if animation are at 30 FPS, it's because, it's the right speed to get anought detail while keep it light and easy to make/animate. 30FPS doesn't mean that your animation will always run at 30FPS even if your monitor show 60, 100 or even more FPS. Basically if you have a 30FPS animation but your game/screen render 60 FPS, each 2 frame Unity will interpolate the animation to make the animation smoother and make the animation match the number of FPS your game is running at.

covert hull
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has anyone used Blender 4.3? new Asset Pose Library and just exported a bunch of individual poses for a mesh and then made their own Animation Controller in Unity and used the individual pose assets as blends for layers?

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I am trying, its working, but i noticed the pose in blender is 0 frames, so i had to tweak that, not sure if anyones done this before and maybe has a better workflow?

boreal sparrow
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Good day guys! I got a problem, might be easy to fix but, still heaving issues, trying to "zero-out" a custom bone I added in the hand of my rig in the character, all that I have tried so far has not worked, in unity it still shows information for position, rotation and scale different then zero, this is a bone for items, like guns and cups, idle pose and animations the bone still shows values, not zero in any situation so far, I did the edit of this rig and animations in blender 4.2, what usually you guys do as a solution for "item Bones"

opal garden
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has anyone used procreate to make characters for unity?

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When I select my MC parent , it says scripts not found so I can't edit it. I can only add bones if I select each parts separately but then it doesnt create any bones bc it's just 1 part???

spark hemlock
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Using the “Animation Rigging” package, is there an option to do stretching when also doing a twist relaxer? My end goal is to have stretchy arms for torso of VR avatar.

candid siren
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sometimes in preview seems like normally will work

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and later no

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i get noticed that error happens when a character animation legs

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rotation

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is more bigger that 90 or -90

wide citrus
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Is there a separate editor for 2D animations?

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Right now I have to have a whole scene with a character in it

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And then the icons get in front of the character

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Like how am I cupposed to work with animations in this window

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When there is a big lightning icon on top of the character whatever that is

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How do I remove it?

agile solstice
weak sand
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Hello everyone,
I have a custom animation that I've made for my player here where it just dribbles. So, I added an extra properties from the dribblling motion of the player. So the property was just an empty gameobject called "Dribble Hand Transform".
Now, when testing it in the editor it's working. But in-game, the properties are not moving 😦

I'm so confused now with how Unity Animations works

gilded marten
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hello, i am trying to make a simple door open/close mechanic, everything is connected, animations and animator are all done and connected, but when i interact, the animation doesnt play

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can anyone help>

limber pike
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Hi, Im relatively new to animations in unity and I've been following a tutorial to figure things out. I tried creating an animation by dragging a spliced sprite onto the scene, and it did create an animation. However, when i click on the animator controller, nothing shows up

crude dragon
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hello, soo, how i can make animation like this, as i know it's imposible to do this with only unity animation and animator controller, do i need to make it as a gif?

waxen cove
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guys where can i find the animator? I want to edit the frames for a sprite but idk where to look

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like this window

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nvm found it

wintry sonnet
#

Is it intended behavior that a playable director set to none wrap mode won’t “let go” of the object once the timeline finishes?

I have a timeline to change an object’s color. Once that’s done I want to update its color by code, but I cannot until I enable/disable the object.

The timeline looks fine without the code, and the code works perfectly without the timeline, so it must be the interaction of these two things that’s the problem.

wintry sonnet
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It actually looks like a problem with the animator and not the playable director. Even when i completely remove the component disable the component it’s locked into whatever state it was on the last frame until i enable/disable the object. Is there any way to get around this?

north sandal
#

Hi, guys. I want to correct my melee sword animation a little bit making it more sweeping. What constrain should I use?

wide citrus
shrewd spoke
#

Why does animation rigging feel the need to contort my character's arm in unimaginable ways the more it extends towards the target

#

Didn't really know what to share to help here so let me know if there's anything I can share

#

(Completely fine without a hint and when the arm is fully extended btw)

agile solstice
agile solstice
verbal plover
#

I put way too much effort to make this zombie look decent, can someone help me with the animation of it?

wide citrus
# agile solstice Probably doesn't exist anymore What mecanim features is the first article purpot...

Using the animator state machine for other purposes:
For sound and even UI states.
Here's one of the quotes on the forums that's supposed to be from the article:

StateMachines everywhere
A nice thing with StateMachineBehaviours is that you can use StateMachines without animations. So anything in your game that requires some kind of StateMachine-esque logic can use our nice visual editor live feedback.

For example, a music StateMachine…

soft zealot
#

i have a 3d model with several clothing peices to choose from do i have to animate and rig each single variation of cloth and person or can i just animate the clth seperately and attach it to the player

honest rose
#

Hi, what do you do for transitions when you have a lot of animations?

#

i mean, i have to set every transtion time delay to zero and turn off it exit time, when are a few animations its easy...but what i do when are a lot?

#

and also when i have a lot of bools, ;-;

unborn zephyr
#

When I make an animation that’s 4 key frames long that equal to one second

When I play it it plays then goes on for another 13 seconds

How do I trim it so it loops

honest surge
#

why is add property greyed out for my animation

#

im trying to add a curve and nothing gives

royal cloak
#

Hello, I need some help here because Im at a dead end

#

I have an animation exported with this model that should allow the cube around the center to rotate continously, but it's saying that in order for the animation to play I first need to mark it as Legacy. The thing is, I can't mark it as Legacy because for some reason my debug window is greyed out?

#

Is there another way that I can go about getting this animation to play while my scene runs, or can someone point out what the issue may be?

#

All I am being told is that I need to "Mark it as Legacy"

gilded basin
#

How can you offset an animation? My animation is working butttt player legs are in wall lol

inner quiver
#

How do you put a fla fille into unity and make it work?

robust perch
#

so if I have an IK chain where the tip is the hand, I still need to do more IK constraints for fingers, even if they are not affected by said IK chain?

#

do I then need 5 (10) more IK chains for each finger?

#

it's a pity you can't animate fingers as long as a parent bone is affected by IK constraints

red bramble
#

Animations that are produced by an importer cannot be directly edited.

#

this one is coming from an FBX you imported. it'll be a sub-asset of the model asset

#

What are you trying to do here?

red bramble
#

that sounds double-plus impossible

red bramble
#

I don't know much about that package. I really need to learn it..

mystic river
#

Is there a conventional way of keeping a LookAt IK (Multi-Aim Constraint) target stay in line with a character head upon entering a crouch/prone pose?

honest surge
#

i was able to duplicate it to where i could add properties and edit curves but it gets confusing after that

paper cedar
#

hey, quick question, in animation transitions, in that time line on the right, what are the units of the numbers bc i thought it would be seconds but the go: 0:10 - 0:20 - 1:00

wide citrus
#

Is there a way to subscribe to animation clip finished playing event in C#?

honest surge
red bramble
honest rose
#

Hey, what's the best way to call an animation?

#

I been taught to use Booleans, but honestly, it made some glitches and its pretty unorganized and weird in my opinion, i wanted to use Ints for acomplish a more eficient way, each number for each states, like if i were plain calling them

#

But now im wondering, is there a way to plain call an animation?

#

or i just use the ints idea?

red bramble
#

You can directly tell an animator controller to move into a given state.

#

This is useful if you just have a bunch of states and can reasonably transition between any of them

#

You're skipping most of the animator controller here, since you aren't using transitions

honest rose
#

this is gold

#

thank you so much

honest rose
#

i mean, its just frame 1

#

this is the code

red bramble
#

You set a time offset of 2. It's going to try to start 200% through the target state's animation

#

If it has a looping motion, then that should still be ok

honest rose
#

it not...

#

then what i should have to do?

#

wait, how do i set looping? it needs looping

red bramble
#

Where is the animation clip from? If it's from an FBX, click on the model asset and set Loop Time

#

If it's an asset by itself (not part of a model asset), click on it and check Loop Time

honest rose
#

the animations "overlaps" each other

#

i mean, when it runs, the animation is playing running and idle and walking all at once

#

how i can fix this?

#
        {
            transform.position = Vector2.MoveTowards(transform.position, objetivo.position, runSpeed * Time.deltaTime);
            animator.Play("Base Layer.tuetue_run");
        }

   if (esDerecha == true && debePerseguir == false)
   {
       transform.position += Vector3.right * speed * Time.deltaTime;
       transform.localScale = new Vector3(-1,1,1);
       animator.Play("Base Layer.tuetue_walk");

   }

   if (esDerecha == false && debePerseguir == false)
   {
       transform.position += Vector3.left * speed * Time.deltaTime;
       transform.localScale = new Vector3(1, 1, 1);
       animator.Play("Base Layer.tuetue_walk");
   }```
sour talon
#

can someone help explain to me why my character starts off like this first screen shot and stays like that instead of the idle animation in the second screen shot?

#

its causing them to be stuck in the floor

red bramble
#

what are you transitioning into?

#

The first pose is the default pose of a humanoid avatar

red bramble
sour talon
#

It says that the transition is the same as screenshot 1 but I don’t know how to fix it

clever glen
#

Pls can someone help me with how to make my a animation rigging without animation rigging package am using unity version 5

#

I mean procedural animation without any package

robust perch
#

Rotations and calculations and stuff

#

But why? Using animation rigging is just easier

red bramble
#

What?

dim cloak
#

hi guys

primal acorn
#

hey, is there a way to "return" to an idle state somehow? I imported for templating a 2D controller with a charakter.
It has the animation "attack()". Additionally, it has 2 functions:

attack() and attackOff()
Both functions simply set a bool (Attacking true or false).

If I press space, I want the animation to only play once and then return to idle.
The only solution I found was to check how long the animation lasts, wait this time in ms and then set another state, but that doesn't seem smart

red bramble
#

if you want the animator to move from one state to another, you need to add transitions between your states

rocky mason
#

hello, i want create a procedural animation, but, i've little probleme (i don't know how explain this)...

#

my bones are not good, and my rig don't function

magic basin
rocky mason
#

(i don't know where's the problem 😅 🫠 )

#

i think, the bones are not good

magic basin
#

you have it like this

rocky mason
#

mmmh ok

rocky mason
magic basin
# rocky mason

kinda looks like you have two hierarchies here, disable the 'rig' one if you're just testing on boxes

rocky mason
#

i thik i've understand where's a problem

magic basin
#

looking a lot better

rocky mason
#

yes but how to do now ?

magic basin
#

Do you have a rig and the ik component?

rocky mason
magic basin
rocky mason
#

rig yes

magic basin
#

These are the parts you need

#

here is the configuration of the ik setup

#

the target is just a transform called target

rocky mason
magic basin
#

then select the target in play mode and move it around

rocky mason
magic basin
#

the target is where you want the foot to be, the hint you can use later, just make sure the knee is bent a little the way you want it to go

rocky mason
magic basin
#

you have the rig builder somewhere with your rig referenced, yes?

magic basin
rocky mason
#

yeh

rocky mason
#

(no resolve, but i just confirm)

spiral gust
#

When im animating in blender and have a number of shapes that i want to turn on and off and i want that to carry over to unity how do others do that?

I'd like to be able to animate values that make their way over to unity that i could have turn on and off bones/objects.

#

in blender i attach custom properties to the bones that i use to drive visibility just as something for me in blender but i'd like something like that to carry over into the engine

honest surge
#

ayyy i got foot ik working... none of the 4 or so videos on youtube actually explained you have to setup a rig

errant shard
#

ive never seen a rig disappear a model tho..

snow gorge
#

hey so i got a project file which converts 3d model/animtion into pixel art sprite sheet
here is the link:-https://www.youtube.com/watch?v=kALXAWSDYEo&t=5s

but i need to use legacy rig for this to work and when i convert my fbx into legacy rig it becomes invisble like shown in the images but is visible in any other rig mode
how can i fix this please?

errant shard
#

most times it just sinks it into the ground

errant shard
snow gorge
errant shard
#

ya, its possible just no one really knows..

#

are these warnings relevant?

snow gorge
#

yeah understandable its a really old feature from unity

snow gorge
errant shard
#

if you can't find an answer here on the discord i would suggest typing out a well, explained question w/ ur examples and images and post to
https://discussions.unity.com/

#

double up ur chances of getting an answer

snow gorge
#

is that web even active? i never use it before

errant shard
#

its very active.. its Unity's official forums

snow gorge
#

okay i will try to post there once

#

thanks!

errant shard
#

plus lots of Unity Employee's lurk it

#

more-so than here i believe

snow gorge
#

hmm yeah makes sense tbh

small sentinel
#

Im trying to record an animation clip, Seems to be working fine for shoulder, but when i try to change the child of shoulder, the shoulder moves back to original position

unborn zephyr
#

How do I use the animation window I hit record position it and then add keyframe and then type in 1 into the window that says 0 and then position it and hit keyframe then when I play it does nothing is my Unity broken?

wide citrus
#

Is there a way to open and work with animations and prefabs in their own scene?
Similar to how we double click on the text files in Visual Studio, they open in their own separate editor for that file. Or in Unreal Engine when I double click on an asset, it's opened into their own separate tab.
Usually in all the programs when we go on and edit an asset, they're opened in their own asset-editing scene.

For example, even in Unity when we edit Sprites in the Sprite Editor, it's a separate tab for that.
I want to see something like that for the Animation and editing Prefab assets.

Can I do that?

magic basin
#

What are you trying to achieve?

wide citrus
# magic basin What are you trying to achieve?

Just a more fluid workflow. For example, to create and edit the animations in the Animation tab I have to:

  1. Open a scene.
  2. Put a character in it.
  3. Click on the character.
  4. Have an Animator component on the character.
  5. Have an Animator Controller class on the Animator component.

Only then it allows me to create and edit animations in the Animation tab and then I have to have that Animation tab in the same view as the Scene tab to adequately work with it.

magic basin
#

If you have a character prefab already you can double click that character prefab and open them in the prefab editing scene, where you can make animations without having to create a temporary scene.

wide citrus
#

Thanks, that works.

late cairn
#

Anyone know where to learn step by step how to do procedural animation? Like form the very start of making a model then adding the bones correctly so they work in unity with inverse kinematics and then setting up the code in unity. Everything I seem to find assumes I already have a correctly rigged character imported to Unity

robust perch
#

so I set up some custom render passes to render my character over the terrain. He needs to grab the terrain and rotate and all that, so I wanted to make sure his fingers and hand don't clip through the terrain

#

but there are some issues with that setup

#

namely, the hands rendered after everything. If he is grabbing something a little bit behind a wall, the hand will be shown through the wall. Also, it's rendered after all other objects that I'm grabbing so I would need to dynamically turn the custom passes on and off

#

should I do something different? Is it worth it to raycast everything to mechanically make sure the hand isn't penetrating where it shouldn't be

#

but I'm concerned about the performance costs of all that

clever glen
#

Please where can I find a tutorial on how to learn procedural animation without animation rigging package

twin musk
#

i made animations in blender and imported them to unity but they started moving in unwanted axis how do i fix it??

#

it should slash and return back to original position everytime but it isnt and keeps going in circles

red bramble
#

you should record an mp4 so that it embeds in discord

twin musk
#

oh

#

idk

#

wait

#

here

ruby citrus
#

Hi guys, I had a question. Is there an easy way or a tool that can fix animations breaking when their hierarchy is moved?

lunar bronze
#

why is unity's animation API just absolute garbage?

uncut vortex
woven spire
#

hey guys
sometimes, my character will hold a weapon with both hands

do I have to recreate all animations for it to hold it with both hands?
or I can make something that only influences where the arms are

lunar bronze
#

Oh man where to start.
No support really for animation start or finished callbacks.
You wanna do something after an animation is done? Gotta do a coroutine. How long does the coroutine run for?
Who f'n knows because to find how long an animation takes you have to dig waay tf into the Animator class and iterate every single animation to find by STRING NAME the f'ing animation--which could differ from the state it's in!
You could try adding an animation event but that only works with scripts that are children of the animator--which the solution for that is...don't use Animator at all! Use Timeline! How creative a solution Unity!!

Oh and you can't really do shit with the gameobject while the animator is controlling it, and animation events aren't even guaranteed to be hit if they're near the end of an animation.

Oh also the obvious animation memory leak which Unity has known about for YEARS and they have yet to patch it.

woven spire
#

so I'm messed up?

lunar bronze
woven spire
#

oh

#

like a new ik system inside of unity

#

okay, sounds good to me and something that should work, do you have any good video about it?

lunar bronze
#

In this tutorial, I show you how to attach a weapon to your character, using Unitys Animation Rigging package and the two bone IK constraint with no coding.

►Next Video: https://youtu.be/ajmp3J7N3Ow
►Previous Video: https://youtu.be/_I8HsTfKep8

Assets and packages used in this video:
► Synty POLYGON - Starter Pack: https://assetstore.unity.co...

▶ Play video
woven spire
#

lovely! thanks a bunch

woven spire
#

hmm okay, I'll watch the whole video

#

so far I'm kinda confused with

#

how I will make different animations for multiple weapons and how to make them work

#

fe~ a Katana, a short sword and a giant one, I want them to have different attack animations

twin musk
#

Instead of having every single armor constantly stored as a deactivated object under character mesh, Can i remove it, and add it on equip?
I tried doing it, But after adding the item, It wasnt "connected" to the animation/rig

For example:

  1. I removed a skirt
  2. player equips skirt.
  3. Skirt spawns parented to player
  4. I select hips root bone in skinnedmeshrenderer
  5. Skirt still doesnt move like it originally would. Its not attached to the rig/animation.

Any way i can do this?

woven spire
#

that is kinda complex but

#

can't really help you much, but model stitching is the way

woven spire
mellow zealot
#

My animation window is reporting that the entire hierachy is invalid, like this, while clicking those """missing bones""" selects the correct bone in the hierarchy window.
The animations no longer play, and github isn't telling me that I've modified the character model, the animator, the avatar or even anything on this prefab.
This is in Unity 6000.0.24f1
The animations in the animation source file ALSO no longer play on the character's model.
Since it worked, I have imported a couple of unrelated models, and made some changes to scripts.
Has anyone come across this before?

#

I understand this might either be a beginner question and therefore might not need help, or that this ISNT a beginner question, and therefore might be ignored, but its kind of halted development and is kind of urgent

#

okay so, it only happens when there's an animator present in the hierarchy

#

or, it happens when there's another animator present in the prefab at all

#

or not?

#

Okay, figured it out
Two animators existing in the same prefab causes them to not work

#

It should fix itself once i've figued out my loadout stuff

green urchin
#

Why is this child object (the gun) moving so much more than the parent (small sphere)? It's not being animated, just the sphere is

tired gulch
#

i have this one little problem for some reason my animation does not transfer to what it should when the condition is met in unity if someon can help me fix ?

sonic flower
#

There is a bomb attached to my character's left hand, but I want this bomb to be attached to both hands of the character. When it is attached to a single hand, it can cause problems in character movements and animations. How can I solve this problem?

woven spire
#

hello chat

#

I'm using two bone constraint

#

but my elbow isn't working properly, it goes through my character

#

I thought "hint" would do the work

#

that little cube, is the hint "ElbowIKTarget_L"

#

the elbowtarget reference is positioned properly, however how do I apply that weight to my rig for it to bend right

red bramble
#

The animator does not play animation clips. It plays animation states.

An animation state contains a Motion, which could be an animation clip, or could be an entire blend tree.

light swan
#

Any ideas why as to my player stops being able to move etc while the PlayerDeath is in the controller?

#

even if there are no transitions player doesnt work with the PlayerDeath in it

viral tangle
#

Honestly, you should probably just ditch the unity animation tree.

graceful girder
#

Animancer question... Given plain clips without FSM integration, can a single animancer component play multiple clips at once or would I need a dedicated component for each clip I'd like to play / control in parallel?

pure haven
#

Could anybody help me with this animation? Inside Blender, picture the armature climbing on top of a cube, and it looks as you'd expect. Here, it seemas as if the armature can't move at all. Even when I use root node animation, it kinda bugs out. The animation drops way down

#

Here's what it looks like altogether. (Yes I know i have some code work to do, only making sure the climbing bool gets set RIGHT when we're about to climb, for example)

graceful girder
# pure haven

I know this is no help and I have no idea what I expected but I busted out laughing. I hope you get it sorted 🤞🙏

pure haven
#

😂 I appreciate it

#

Elevator down to hell or something lol

graceful girder
#

Yeah I was on the brink there, when he slotted himself in though, couldn't hold on 🙌

pure haven
#

I'm closer...Any ideas how to import an anim so he won't fall back down after this

green urchin
#

Anyone know why my animation rigging rig isnt being updated? If I disable and enable the rig builder it updates but just for a frame. I'm just using a rig with 2 two bone IK constraints for my FPS arms.

green urchin
pure haven
#

Also when I set root motion in code, you get what you see. When I set a root node in import settings he falls to througu the floor at the start of the anim

bold gate
#

hi ppl,I had a problem which is strange to me ._. I import some stripped animation with root motion and configure them as humanoid, and the problem is that the preview window shows the 180° rotation ones are actually giving like ~145° . How could I debug this or fix it? I don't even know how to google this.... But I checked the raw animation files in maya and their root rotations looks fine tho

rose crown
#

Can someone tell me why the transition between any state and jump is getting triggered once more even though its only condition (isJumping) is already to set to false when it triggers the transition for no reason

#

as you can see this in this screenshot the condition is off, but the transition is getting triggered

gusty garnet
#

also it seems like something is triggering the transition because you dont have a transition that goes back to it. do you have code to share

rose crown
gusty garnet
#

hasExitTime simply means play until end of animation.

#

can you show how your are triggering the jump animation

#

but we would see how you are triggering

#

also i am not sure if the checkbox you showd above really shows the state if changed by code.

#

would not rely on it too much

#

also keep in mind you could simply use animator.Play() if you want to brutfoce the animation to play. i would not recommend it tbh, never had a situtation where i had to use it.

#

hope that helped you.

viscid patrol
#

unity peoples i have hte most weirdestest of a bug and i need the assist

#

does DOTween only work on objects with a rigidbody

#

or is this a weird interaction between DOTween and probuilder objs

#

nvm fixed

small sentinel
#

ah yes, the yeet function

#

lmao

#

"thing"

red bramble
#

I haven't done the former "by hand" before

brittle storm
#

hey guys

#

basically i made this animation of a gun shooting and now i wanna export the animation to use it in blender. what do i do?

#

is it possible?

wide citrus
#

Is there a way to get notified in C# when animation clip ends? As in I'm OK to subscribing to Animator or AnimatorController event from the component as long as I get an animation clip ended event no matter what animation clip finished.

I have my own state machine running in C# and what I did so far is on each animation clip I create a custom animation event and I call a function AnimationTriggerEvent on my Character component:

#

Then in my Character component I call one on the current state in the state machine:

    [UsedImplicitly]
    public virtual void AnimationTriggerEvent(AnimationEvent AnimationEvent) {
        StateMachine.CurrentState.AnimationTriggerEvent(AnimationEvent);
    }

This works, but the problem is that I have to create a custom animation event on each animation clip.

desert ermine
#

How can I make the character stand upright? There seems to be something on their back that is making them look strange.

gray bronze
potent copper
wide citrus
potent copper
untold coyote
#

don t know how i can fix the animations doesn t seem to get triggered has the single attack for charcters with one and 4 for charcters who have all (tower defense)

soft zealot
#

I have a 3d model with interchangeable clothes. I wanto animate the player but want the clothes tk folow the player. It easy for small accessories like hat and glasses because j can jest make them a child of the bones but if I want to add a t shirt that spans across several bones I can't do that. Any ideas kn how to do that

empty lynx
#

Animations process through mixamo, try to run them in unity nothing happens

empty lynx
#

nvm fixed

marsh kindle
#

i set its root bone to base model, but it still seem to be bound with their own bone

vernal maple
#

might be annoying but would someone mind breifly explaining to me how I can add colliders to an animation thats already setup in unity? I am unsure if I can just add the mesh collider and have its transform position set to the same during each animation or if there is a way I can do this in blender by exporting the fbx? I have 0 animation experience and google hasnt been helpful with any explenations of what I am specifically trying to do

tranquil quail
# vernal maple might be annoying but would someone mind breifly explaining to me how I can add ...

I Think the colliders would be bound to the skeleton/mesh, so they would move with it. it would most likely be a series of small Capsule colliders, and a mix of other shapes, but will not be a Mesh Collider, as they do not function with Skinned Meshes properly, AFAIK. This covers a lot about Animation: https://unity.com/resources/definitive-guide-animation-unity-2022-lts-ebook

also, probably a good idea to check out the Pathways on the !learning site, as these concepts are covered, mostly, but i forget exactly what chapters and where.

dusk valeBOT
#

:teacher: Unity Learn ↗

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

rare latch
# vernal maple

I assume you want colliders for attacking/detecting damage?

vernal maple
#

yes

rare latch
#

use box colliders

#

like around the wrist, around the leg and foot

vernal maple
#

will they move with the animation though?

rare latch
#

every part can have different colliders, and keep them turned off and only enable them when they are attacking

rare latch
#

like the arm bone

#

or fist bone

#

you downloaded the animations from mixamo or something right?

vernal maple
#

is this something I would do in blender then? cause the animation and model is from the asset store

rare latch
#

you did not make them

vernal maple
#

correct

rare latch
#

then just open the animation, it will tell you what parts are getting animated

#

wait

vernal maple
rare latch
#

💀

vernal maple
#

that might be difficult for me

rare latch
#

it would be, but there's no other choice

#

though there is

#

most of the humanoid models have a pretty standard structure

#

expand the zombie's gameobject in heirarchy and send ss

vernal maple
#

its not a prefab yet as i wanted it to be correct based on what i wanted first

#

I did have code setting the colliders to each component but that didnt work as it just made like 20 boxes around the model all in same position

rare latch
#

click on, say Z_R_ArmPalm

#

and then play the aniamtion

#

look if your moving tools (the xyz arrows) are moving with the animation

rare latch
#

colliders and their sizes are a headache if you're trying to predict them

vernal maple
#

they dont appear to move with the animation in the transform

rare latch
#

i see

#

then they are the mesh renderer

#

click on root bone in skinned mesh renderer component

#

and it'll lead you to what's moving

vernal maple
#

it brings me to base HumanRArmForearm

rare latch
#

yep

#

thats your target

#

add a box collider to it and it'll move

vernal maple
#

cant be a mesh renderer becuase of the skinned mesh renderer right?

rare latch
#

mesh collider*?

vernal maple
#

yes

#

collider

rare latch
#

you can add mesh collider to it as well then reference the arm palm mesh

#

bt

#

that's gonna be very unoptimized for not much gain

vernal maple
#

ahhh okay

rare latch
#

and as you go on, you'll realise every little performance matters

vernal maple
#

fair

rare latch
#

because it gets out of hand REALL quickly

vernal maple
#

so if that will help me with the animation then what can I do about seperating the Z_R_Arm parent prefab from the animation and creating a copy of it in its place as a detatched object with a rigidbody, simulating an arm being blown off? it works with the mesh collider you can see in another vid I posted that i can repost, except with the skinned mesh being disabled it kinda removes the texture any way around this?

rare latch
#

yeah that's going to be they way I think

#

it can work with capsule colliders too fairly similarly I think

rare latch
#

and copy the material

#

use a normal mesh renderer

vernal maple
#

trying to add a box collider messes it up a bit 😅

rare latch
#

tf lmao

#

dont know

vernal maple
#

shite

rare latch
#

need more info to make an assumption

vernal maple
#

ooh i was adjusting it using the cursor not the inspector so I was adjusting the transform not the box collider

rare latch
#

ah oka

#

there is an edit collider button in colliders

vernal maple
#

man this is going to kill me, the UpperArm both left and right are using the Ribcage transform will that still work or should I just set the Forearm L and R as one big box collider for the entire arm?

rare latch
#

yeah you can

vernal maple
#

okay that will make it easier

rare latch
#

it doesn't need to be highly accurate because even players like some wiggle room when they SLIGHTLY miss shooting the arm or whatever

vernal maple
#

okay ill do this for the next 30 minutes then be back to figure out removing the skinned for regular mesh

rare latch
#

good luck lol

vernal maple
#

HOLY FUCKING SHIT I LOVE YOU so much my god jesus 6 hours of struggling to fix this god dam with so many google searches youtube videos and chatgpt requests

#

well now to test if they work with my bullet / zombie script

#

okay so it doesnt work with the script but thats probably a coding issue so back to chatgpt for a bit

empty lynx
#

I h ave some unique issues

#

I put a rigid body on y ahand so it has hit collisions

#

but then it just flies away magically for now reason???

kind aspen
empty lynx
#

originally it was just collision boxes

#

but in order to make body based damage work i had to add rigid bodies to each part

kind aspen
#

So your code is affecting it?

empty lynx
#

sneidng screenshots

#

thats it

#

they work as decting if they were hit by a speicfic projectile

#

but they and they send the proepr value over but they just fly away

kind aspen
empty lynx
#

OH MY IT WORKS

#

SUprisignly wasnt the work to impleement just one recursive function was needed

peak pebble
#

suppose I have an entity that only ever has one animation state, cycling through maybe a handful of frames for the complete animation and never displaying any other behaviour or animation - should I be setting up a whole animation tree for that anyways or is there a simpler solution for a one state loop like that? is there merit to just writing code that cycles through the sprite frames or should I be using a function already built into the engine?

pulsar tundra
#

Animated Spline Mesh does not regenerate

next siren
#

Hey everyone! I'm a solo dev and I'm really struggling to get my blender hand/feet constraints to work in Unity. I read somewhere that creating a humanoid avatar in Unity for my rig fixes this, but I can't seem to get the armature right. Does anyone have a humanoid unity-ready armature that I can use to animate my character in Blender?

I made a post about this here:

https://www.reddit.com/r/Unity3D/s/eItM5jJT2y

Any help would really be appreciated. I've been spending entire weeks on this problem.
Thank you!!

Reddit

Explore this post and more from the Unity3D community

vernal maple
#

trying to use mixamo to create a basic animation and idk why but its not working correctly or im being dumb and not doing something right, I gave my FBX to mixamo and downloaded the animation I wanted but it doesnt work

#

cant preview the animation and it doesnt work as intended on play

ember hull
#

Yo, anyone here knows how to use the Avatar system?
I'm trying to set up avatar swapping, something is not working
My rigs/avatars both have the same rigging, same bone names
they have both a humanoid avatar set to the force T pose mode
I swap out the avatars in the animator, still no animations sync

maybe my hierarchy setup is incorrect?

ember hull
red bramble
#

It says there were errors when importing the models.

ember hull
#

once I swap avatars ofc

ember hull
red bramble
#

Okay, but that might mean that it's getting a completely bogus humanoid avatar

ember hull
red bramble
#

which would prevent it from retargeting animations

ember hull
#

true

#

how do I fix it?

red bramble
#

You could throw in some empty bones

ember hull
#

use a legacy Avatar?

red bramble
#

If the models have identical bones, just use Generic

ember hull
#

oh, alr

red bramble
#

Import one normally

ember hull
#

they do, both models are designed AROUND the same rig

red bramble
#

Then have the other one copy the avatar definition

ember hull
#

ohhh wait

#

I got a VisualPlayer and a feraMonster, ill make the MONSTER create from the Visual

red bramble
#

"Generic" has no real rules. It just doesn't support animation retargeting from one avatar to another

ember hull
#

hm wait

#

so, I CANT retarget animations?

#

like at all

red bramble
#

"Retargeting" meaning between differently-shaped armatures

ember hull
#

oh

#

nvm then

red bramble
#

If two models use the same Generic avatar, then you can play animations on both

ember hull
#

they are the same

#

alr

#

one sec

red bramble
#

(I'm not sure what'd happen if you just created both avatars from the models)

#

they WOULD match

#

I guess you'd just get a redundant avatar definition

ember hull
#

alr did it

#

lemme try again

#

well it is already stuck in a T pose

#

hold on

grave pollen
#

Hey ! Sorry for bothering but im not sure where to ask this but could someone give me a hand with one of my projects ? Nothing big but just something animation related i cant seem to figure out

dusk valeBOT
viral tangle
#

oh wait that what the wrong one

#

Don’t ask to ask. Just ask.

grave pollen
#

So my character does this when i load the game

#

Idk why tho

#

Like the animation "plays" but doesnt really play

#

and it sticks him halfway through the ground

red bramble
#

That's the default pose for a Humanoid avatar

#

nothing is animating the body

#

It looks like your animator contains Generic animation clips.

grave pollen
#

So if i change it it should work ?

red bramble
#

If you have two model assets:

  • The model, with no animations
  • Another model, with animations

then both need to imported as Humanoid

#

You'll probably then need to re-assign the animation clips in the animator controller

grave pollen
#

IT WORKS

#

THANK YOU

#

Now i just gotta prevent it from floating and acting weird

#

Thank you

red bramble
#

no prob!

#

Humanoid animations require a human-shaped body, but they let you play animations designed for any human body

#

even if the proportions aren't the same

#

Generic animations have no real rules, but they require an exact armature match

grave pollen
#

Okok

#

Is it fine if i ask some more questions ?

#

Cause some other issues came up

#

My guy is now running in front of the camera

#

Like its supposed to be first person but now he just dashes in front /

red bramble
#

Root motion makes the animator’s object move around

#

It’s useful to get accurate movement from your animation, but you probably don’t want it here

grave pollen
#

Its not checked tho

#

Also is there a way to loop animations if they are in a prefab ?

red bramble
#

Not the animator controller’s animation states

grave pollen
#

I have no access to i

red bramble
#

Oh, you mean it’s a sub asset of the model

grave pollen
#

Nevermind

red bramble
#

Select the model asset and go to the Animation tab

#

You can configure it in there

grave pollen
#

I figured out😭

#

But i still have the running in front of the cam problem

red bramble
#

Pause the game while this is happening

#

See where the different objects are located in the scene

grave pollen
#

This is what i see

#

I guess its like the skeleton that goes halfway though Narnia ?

#

Could it be a script problem ?

red bramble
# grave pollen This is what i see

Hit Z to switch from "Center" mode to "Pivot" mode (image 1). This will cause the handles (image 2) to appear at the actual position of the object

#

you'll want to look at the position of "mixamorig:Hips"

gleaming laurel
#

in a animation layer, is there a way to set the blending mode by code? i've achieved exactly what i like by setting the weight on layer one to 1 and setting the base layers blending mode to additive in the editor but i'm not seeing anything to do it codewise

#

have searched and so far nothing but will keep searching

#

appears to be set here

#

now to figure out how to get that

#

oh ffs, its a editor class

#

should've spotted that before

gleaming laurel
#

hm, don't quite have it but i think its good enough. first layer is additive with a mask on the bones i want to move for this animation while second is override with a mask having everything

#

both animations are looping

#

the bits outside are still rotating enough and the whole thing rocks back and forth, the blue thingy at the end is meant to rotate as well but don't think it'll be noticed enough

#

will need to write a coroutine for setting the weight but i saw that so should be easy

pulsar torrent
#

IDK if Unity is monitoring this place or not, if yes: https://discussions.unity.com/t/animation-status-update-q4-2024/1571106
I prefer experimental, using the things as soon as possible, giving feedback Unity can happily ignore. but maybe this time it will be different. No need to support it in prod. You can support and look for stability after beta.
I also prefer if you are hell-bent on waste your time on AI "features", then please make them optional. There are people out here who has zero inclination using any kind of generative AI solutions. I am one of them. I also pledged not to use any assets made with AI. Even if the publisher failed to disclose it and did it only after I can't get refund for those. So, do whatever you want, you will do it anyway, but please, for the love of all Viking gods, make those "features" optional and allow us to avoid them.

lean wind
#

So I'm genuinely losing my mind, I have this set of animations (idle_release_closed and idle_release_open) and they just REFUSE to work with the additive mode. They work fine only in override. All of my other animations (including the presented rotator_engage) work perfectly fine on both the first and second additive layers

#

The animations were imported from the same model, they have the exact same settings, I don't know why they're not working

lean wind
#

I figured it out. Apparently additive animations don't like being static. Jesus

snow skiff
#

My character have a SpriteSkin and an animation
When I run the animation fast, the bones not back to the original position
Someone can help me?

limber rivet
#

Is the animator built into the editor? I can't create a fork of it?

eager dirge
#

I've imported an FBX model with a rig and animations into Unity, then created a new animation in Blender and exported just the armature as an FBX. How can I retarget or add this new animation to the existing rig in Unity? I want to add the 'ARMS_Inspect' animation to the 'PSX_First_Person_Arms' rig. They have the same armature.

#

Or is there another way to create FPS animations where only the weapons and animations change, and the rig remains the same, keeping everything organized? I can't think of another way besides using IK or making each weapon have its own arm model, spawning and destroying it depending on which weapon is being used. This method seems very inefficient to me, as I want a large number of weapons in my game, or even a modular approach, with attachments, etc. Therefore, a procedural approach with IK seems to make the most sense to me, but I have no idea how to implement it. Are there any good FPS focused tutorials on the subject?

eager dirge
mystic river
#

Would it be possible to replace a number of Override Transform Constraints from Animation Rigging package with a single Job that uses AnimationHumanStream? I need to create a bi-directional bind between bones and rigidbodies for a ragdoll, but maintaining a double set of constraints is a nightmare.

red bramble
#

you can have one copy the other's Avatar definition

red bramble
#

I remember having a lot of fun with this

#

(the un-fun kind of fun)

lean wind
#

Such a headache

red bramble
#

Yeah.

verbal estuary
#

I'm struggling to import some animations from blender as an fbx and to have them appear correctly in unity.

so there is the gif of this recoil animation looking wrong in unity. it looks like the foregrip hand's ik target got baked on the ground. it is supposed to stay glued to the grip. I'm assuming this is because the gun (which has the bone that his foregrip constraint targets) and the guy are in two separate blender collections, and i am trying to export them as two separate fbx files. should i just cave in and export them both together or have any of yall done this before and could clue me in on the arcane knowledge to fix it.

the fix is probably more of a blender thing than a unity one, but i figured this is still the best place to ask.

mellow zealot
#

If I have two transitions for an animation at the same time - one with a transition parameter and one without - will either take priority, or should I offset the first one slightly?

mellow zealot
#

Im actually doing a lot with exporting weapons and their animations separetely, too

verbal estuary
#

im just answering based on how the situation smells ngl. i dont use the built in animation state machine with its GUI and stuff. i just replace it entirely with c#.

verbal estuary
#

I guess I can just go in and keyframe the positions of the hand manually.

robust perch
#

I will never understand unity's animation system

#

if I have a bone that starts at a position, then I add a keyframe that moves the position down, why the hell does it move up, then down in the animation

#

why would that happen

red bramble
#

because the animation told it to move up, then down

#

the animator does exactly what you tell it to

#

You can switch to the "Curves" view to see if there's anything funny going on

devout ember
#

I have an IK rig, and the animations work fine, but the transitions look really ugly because the hands and feet are not parented to the forearms so they don't transition well are theyre just going linearly to the transition. how can i fix this?

eager dirge
red bramble
#

ah, yeah, animation clips store a path to the target object (plus a property name)

eager dirge
#

so is this good practice? i think i can override the (arms) animations so it matches the gun i have at the moment, and then i just synchronize the gun and arms animation, right?

#

and also, I can have everything organized as every arm + gun animation "pack" will be grouped on a single light fbx with just the animation data

#

correct me if im wrong im kind of slow lol

mystic river
#

Is it possible to override a position of a bone from IWeightedAnimationJob? For some reason SetGlobalTR applies only rotation.

mystic river
#

For some reason it works with pelvis, but not with any other bone. As if Animation Rigging applies implicit constraints on the distance between bones.

red bramble
#

I need to figure that out eventually

eager dirge
#

yeah i guess thats what ill use for now

#

also dumb error but i dont know how to google it

#

i've tried with bool, trigger, int but none of them work, it keeps updating before ending the loop

red bramble
# eager dirge

You have "Can Transition To Self" set on the transition from Any State

#

Unfold the Settings in the transition's inspector

#

(or whatever the text is; i forget the exact wording)

eager dirge
#

damn it was that easy

#

tysm!

small sentinel
#

any ideas why my avatar mask isn't working? I have the bones selected, want to animate only the right arm, but the all the other bones go into t pose

shy rock
#

Hey there! I am trying to do something in unity but I am having a hard time achieving it. I am trying to play an animation when a UI button is clicked(Without any scripts), can someone help me? thanks

#

What I am trying to do is when the Left UI button is clicked it plays the animation

devout ember
outer hazel
#

I've got this character imported from mixamo where I would like to separate the head from the rest so that I can stop rendering it while keeping the shadow. How can I do this while keeping the same bone structure?

near rivet
outer hazel
#

yes

#

It's almost working actually, but I don't get how to hide the head

near rivet
#

I'm not really sure either but in project settings i belive yoou caann adjust the nnear plane clipping or something like that

#

let me see if i can find the setting

outer hazel
#

You can do that in the camera

near rivet
#

inn camera settings of you camera adjust the clippinng

outer hazel
#

good idea

#

let me see

#

worked like a charm, went from 0.1 to 0.2 and it's perfect

near rivet
#

oh sweet

#

i thinnk that is a much simpiler solution than adjusting the bone structure

outer hazel
#

Definitely

#

Is there any good guide to turn feet motion to IK?

#

For beginners

near rivet
#

oh boy

#

i actually was gonna try the same thing with my characters

#

very new to ik myself

#

but based on what i have learned you nneed to have a linnecast from the feet to the floor annd use a constraint

#

let me try to remember exactly which one

outer hazel
#

But do I need to blend it with the animation?

near rivet
#

two bonne constraint

#

im not sure

#

i would try applying it at a certain point inn the annimation

#

so if the charactrer is doinng a walking animation, i would keyframe the point inn the animation where the foot should be on the ground and use that to set a bool that would determine when the ik should kick in

#

im not sure about that though

#

does anybody have any fimiliarity with active ragdolls. I set this one up with my character but he ends up twisting himself like crazy. i used configurable joints:

mystic river
near rivet
near rivet
#

I made it so that it no longer twists itself up, but every movement of the main character is seriously amplified to the point that just barely moving the animated character causes the active ragdoll one to bend that limb extremely far.

mystic river
# near rivet i made a configurable joint for all the limbs and spine objects (excluding the h...

• Try use https://docs.unity3d.com/6000.0/Documentation/Manual/class-CharacterJoint.html. For what I know, an animation-driven ragdoll doesn't need a complexity of configurable joints.
• Check in which space a rotation occurs. When I tried to bolt animated bones on rigidbodies, I learned that rotation should be relative to parents or something.
• One framework I came across uses .Sleep() on rigid-bodies to tone down physics at earlier stage of ragdoll animation.

soft zealot
#

im using configurable joints for my rope but when and object collides with it above snail speed it freaks out and starts clipping and flying any idea on how to fix this?

#

either that or it ignore collsion

mystic river
soft zealot
#

i realized that teh capsule colliders in the rope get stuck inside the box collider casuing them to extend beyond their range to try to no be within the collider

#

but i dont know how to fix it

soft zealot
#

specifically the usual anchor point. what rb should i connect it to if the rope iosnt attached

mystic river
soft zealot
#

i mean like have the rope not attched

#

so both are free

#

i figured it out now

terse salmon
#

Hi, anybody know if there are any like kneeling, crouching, squatting animations somewhere to buy for Females but that are nothing related to Females that are combat or parkour type of females but just civilians. I don't see any of them. If they are, they always seem like they are for athletes or combat characters. I'm trying to make game of real life interacting with people in town and not all of them will be enemies attacking or battling. They unity assetstore doesnt seem to have anything like this

wide citrus
#

How to disable interpolation for animated values between key frames?

red bramble
#

You'd just split the head off from the rest of the mesh in Blender or whatever

#

this would give you two skinned mesh renderers that use the same armature

#

(you could also just shrink the head bone)

near rivet
wide citrus
mystic river
near rivet
#

Oh and thanks so much for the idea of using character joints. I have the active ragdoll working much better. I told chatgpt to write the code tho cause I wanst about to deal with quaternions

mystic river
#

Do you plan to blend the character back into standing up animation?

near rivet
mystic river
#

I tried this with one armatures, and binding animated bones to rigidbodies isn't trivial. Based on your experience it should be easier with two armatures.

near rivet
#

yeah i just made a quick script to binnd the animated character to the physical oone to test it out

vague zinc
#

hi, i have an animation in an instantiated prefab that's not playing for some reason. the debug.log statement after i set the anim trigger IS actually debugging something though.

https://hastebin.skyra.pw/cacutewuxe.csharp

near rivet
#

any errorrs in the console?

near rivet
red bramble
#

You'll be able to see what's going on inside the animator

agile solstice
pearl hedge
#

Pls someone help, how do i set up this animation so i can go from any state to another without making a 6 node complete orientated graph out of my animations and transitions 😭 🙏🏻

near rivet
agile solstice
agile solstice
pearl hedge
wanton siren
#

You guys know when you import a sprite from Aesprite, and its a 64x64 frame with like empty space surrounding the sprite, but when you import it in, all of the empty space on the right gets deleted and now your sprite is at an offset? how do you prevent that

upper dove
#

does anyone know if theres a good video on getting animations from blender into unity, id like to make some somewhat cinematic things and I dont understand how id lock the player into a cutscene animation and stuff. or like if anyone knows a good video on how to do that kind of stuff without blender id like to check it out. because animations being imported seems weird to me and I hate going back and forth with my animations just for one little thing to be off, and I just dont have good workflow yet

upper dove
#

somebody suggested this and im wondering have any of yall done this? is this efficient?

viral tangle
sterile vine
pseudo seal
#

i have an animation in unity, i need to assign it to a specific gameobject without recording a new animation
(i need to copy it multiple times)

any methods?

sterile vine
#

what exactly is the issue you're having? what are you trying to do?
why would assigning an animation to a gameobject necessitate recording a new one?

pseudo seal
#

my plans were to make an animation preesets and just copy paste them for UI elements and assign what button calls what animation

#

it looks very nicely but i cant duplicate it and assign it

sterile vine
#

ah i'd guess those take references

#

perhaps make those gameobjects inherit from a prefab?

#

and then set the animation on the prefab

pseudo seal
#

all of the animations i did were procedural very complex trigonometry in 3d but this is simple 2d

sterile vine
#

i mean, internally they probably work on references, so you can't really duplicate them

#

but you could use a prefab to do so

pseudo seal
sterile vine
#

not automatically probably not

upper dove
#

I mean I can't effectively add new animations without reimporting

burnt bay
#

can someone here help me with an issue on animation layers and anim masks?

sterile vine
burnt bay
#

it's a bit complex. I have an issue where I play the same animation on different layers, but it looks different than when I play the same animation in a full body layer, and when I pause and look at the animator window they're desyncronized with their time, even with me starting them from 0 on the same frame

#

I've started them on the same frame

upper dove
#

I tried to export animations and meshes seperately from blender to unity to try and assemble them in unity but it wont work does anyone have any suggestions or a good workflow they use to add animations. the issue is, if I export it together I cant easily add new animations I make without deleting old imports

burnt bay
gray bronze
upper dove
#

this creature

#

Im not familiar with avatars or animations too much, I know how to import them and code them in and stuff but I cant add more later without redoing everything

#

someone suggested saving the blender file in the unity game asset folder but I was trying to figure out different ways

gray bronze
#

You should be able to import additional animations for an existing armature

#

Just remember that Unity/Unreal can only import basic rig constraints.

upper dove
#

well what do you mean by constraints because right now my rig is just weight painted, its not really "rigged" its just the skeleton thats it. I did import animations in seperately but I really have no idea where to add them since its all a mess. when I did add them the model just dissapears when the animations play

gray bronze
#

Sounds like you’re fine if you don’t know what constraints are

upper dove
#

just loc, rot, scale

#

I dont worry about constraints but I just cant import the animations and get them to attach

gray bronze
upper dove
#

like this works. but I cant add more to this import later

gray bronze
#

just bring it in as a new import

upper dove
#

the whole thing?

gray bronze
#

just the new animations

upper dove
#

with armature selected in the export?

gray bronze
#

not even needed

#

in the Import window for this new FBX with just animations in it, go to Rig, select Generic and Copy From Other Avatar. Then pick your existing avatar

upper dove
gray bronze
#

existing avatar on the new animations

mystic badge
gray bronze
upper dove
upper dove
#

ight

gray bronze
#

I just tested the process myself again using a non-humanoid I have just to be sure.

upper dove
#

no way it worked

#

your a life saver bro

gray bronze
#

Hey no problem.

wanton siren