#🏃┃animation

1 messages · Page 36 of 1

agile solstice
#

I think the "offset" is baked into the pivot, so the sprite is not functionally different even if the redundant space is removed, but I'm not 100% sure

wanton siren
agile solstice
#

If it's not animation frames but a sprite sheet, Aseprite can convert between them interchangeably

wanton siren
#

so i was trying to fix the removal of redundant space

#

so i exported as a png instead of an aesprite file

#

which fixed it

ocean wing
#

👋 I've got an NVIDIA Gpu and I'm looking for a software I can use to make hand & body animations for my unity game, does anyone have recommendations? Ex. Inputting images / videos and producing bones, I had a look at open pose but it's having some download issues and appears outdated.

wide citrus
#

What's the default way and proper way to flip a sprite for animation and make the hitbox follow it?

#

So it's a spinning animation and I want to reuse the same sprite and spin it during the animation

#

The hitbox follows the animation.

#

At the moment when character moves left and right I set the character rotation using transform.right, so there's also this but I don't think it's appropriate to do it from code for this

#

A few solutions I see to this:

  1. Copy paste the mirrored sprite in the image and use that. That definitely works, I might use it. I like DRY, though.
  2. Animate the sprite renderer flip X property. That looks like it will work well, too. What about the hitbox here? I have to animate the hitbox manually here, too, then. It's OK, that's what I was doing for all the frames, anyway.
sterile vine
#

you could scale the object by -1 on x

wide citrus
#

Thanks, that sounds even better, so the hitboxes follow

shut night
#

i have a problem with an animation and dont know where it is so here is a video to it

shut night
#

!code

dusk valeBOT
shut night
#

/afk

agile solstice
shut night
#

ok

#

attack code:

//using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Attack : MonoBehaviour
{
    public Transform attackPos;
    public LayerMask enemies;
    public float attackrange;
    public int damage;
    private Animator anim;
    private int wechsel;
    // Start is called before the first frame update
    void Start()
    {
        anim = GetComponent<Animator>();
        wechsel = PlayerPrefs.GetInt("wechsel", 0);
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
                anim.SetBool("isAttacking", true);

            FindObjectOfType<AudioManager>().Play("Sword");
            Collider2D[] enemiesToDamage = Physics2D.OverlapCircleAll(attackPos.position, attackrange, enemies);
            for (int i = 0; i < enemiesToDamage.Length; i++)
            {
                enemiesToDamage[i].GetComponent<Enemy>().health -= damage;
            }
        }
    }
    private void OnDrawGizmosSelected()
    {
        Gizmos.color = Color.red;
        Gizmos.DrawWireSphere(attackPos.position, attackrange);
    }
}
agile solstice
shut night
#

oh so when i trie to attack it shows the animation but then is stuck there for the rest of the game until i stop

agile solstice
shut night
#

yeah for that i have another script

#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class aufhoren : StateMachineBehaviour
{
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}

// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//    
//}

// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
    animator.SetBool("isAttacking", false);
}

// OnStateMove is called right after Animator.OnAnimatorMove()
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//    // Implement code that processes and affects root motion
//}

// OnStateIK is called right after Animator.OnAnimatorIK()
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//    // Implement code that sets up animation IK (inverse kinematics)
//}

}

agile solstice
shut night
#

what do you mean?

agile solstice
#

You formatted the code earlier but not this one, it's much harder to read

shut night
#

oh

#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class aufhoren : StateMachineBehaviour
{
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //    
    //}

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //    
    //}

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        animator.SetBool("isAttacking", false);
    }

    // OnStateMove is called right after Animator.OnAnimatorMove()
    //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //    // Implement code that processes and affects root motion
    //}

    // OnStateIK is called right after Animator.OnAnimatorIK()
    //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //    // Implement code that sets up animation IK (inverse kinematics)
    //}
}
#

like this?

agile solstice
#

almost

#

I'd debug.log something in the method where you set isAttacking to false so you can verify that method is being called
And as I mentioned previously view the Animator with the Game window side by side in playmode so you can see what the animator is actually doing

#

with the animated gameobject selected so the Animator shows correctly

shut night
#

ok

#

it still hangs

agile solstice
# shut night it still hangs

What I mentioned aren't solutions but troubleshooting steps that could help us and you to understand where the problem is

#

Right now we're seeing only a limited glimpse of what's happening in your end

shut night
agile solstice
shut night
#

oh ok

agile solstice
# shut night

That's correct but your isAttacking is stuck on true
That's why I suggested you debug.log the part where it gets set to false

shut night
#

where is it?

agile solstice
shut night
#

oh ok

#

so debug.log("...")?

agile solstice
shut night
#

oh ok

#

@agile solstice The Debug.Log method is in the script aufhoren.cs but it doesnt show in the console

agile solstice
shut night
shut night
#

@agile solstice so what now?

agile solstice
shut night
#

oh

#

its the attacking animation

agile solstice
#

In your video you selected the attacking state and there were no StateMachineBehaviours on it

shut night
#

yeah but now it is

#

and still doesnt function

agile solstice
#

As far as I know OnStateExit refers to the current state exiting, which will never happen unless you transition out of it
Which won't happen until your method runs, which is to say never

#

You could instead swap the parameter to false in your initial script and not mix things up with StateMachineBehaviours at all

shut night
#

ok

compact creek
#

You can visualize most animation key frame data as a spline or unity gizmos. Easy to debug if working on rail shooter like game but without splines

slate ocean
#

some test sprites ive made quickly, opinions?

quiet gorge
#

I’m importing 170 humanoid animations from UE5 to Unity. The bone assignments are generally correct except the hands. I have to remove the metacarpals and move the the fingers for each hand.

Is there a way to copy the bone assignments or do I really have to do this 170 times?

faint arch
#

Any idea why I get a microstutter when my root motion walk animation loops? It loops perfectly in the animation preview. Things I've tried: checking Loop Pose, checking/unchecking Bake Into Pose for rotation/position, disabling anim compression, shortening animation by 1 frame, padding animation with 1 extra frame at end

gray bronze
shut night
#

i got an error again

shut night
#

Anyone Help please

agile solstice
spark delta
#

hello, i dont know where ask this so ill try here.

i was working on a rig for an avatar and while everything else seemingly works the hands are just broken.

the fingers seem to bend in impossible or odd ways, the rig in blender seems fine but as soon as i import it breaks.

any help?(should specify the rig is made to be compatible with VRC)

twin musk
#

Guyzzz

#

I need help with 2d drawing

#

Is krita a good software

pulsar tundra
#

yes

uncut salmon
#

!collab

dusk valeBOT
#

:loudspeaker: Collaborating and Job Posting

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

vague zinc
#

is there a way to have no layer default state? im making a golf game and want to trigger an animation that only occurs when it'sin the hole successfully and no where else but it automatically makes it the layer default state.

agile solstice
red bramble
#

Is this causing a problem?

noble pebble
#

when i start my anim anything higher than 128 it doesnt work properly ,does anyone know why?

tranquil quail
#

Ok, so let's see if we can get this working once and for all.
I have a Humanoid Rig Avatar. Call it Bob. I have a Humanoid 2 Avatar, Call her Sue. Since they are both Humanoid, i have no issue making Bobs animations work with Sue, due to live retargeting.
I want to Export an Animation from Sue that has come from Bob.
If i attempt to Export Sue as FBX, all it includes is the Root Motion from the Bob Animation.
How can i make it so the translated/retargetted animation can be exported with Sue?

warm orbit
warm orbit
#

how do i make it so the shooting animation is higher up, basically if the walking animation is playing and i shoot, the shooting animation should override and start playing

snow skiff
#

Somebody can help me?
My character have an animator
If I run the animation slowly, works perfectly
But if I run the animatin faster and repetedly times, the character bones don't return to the original position, and stop in a position that I never set

What are happening and how can I solve it? :/

frank grove
#

Why do animations appear to rotate my character 180 degrees along the vertical axis (turning him around)?

I exported my character from Blender using Y axis up and -Z forward as usual (image 1), and his avatar and rig appear good in unity (image 2), I am adding a screenshot of his position in the gamespace before animating, for reference (image 3), but when I add an animation to him (downloaded animation from asset store), the animations seem to rotate him 180 degrees along the vertical axis (picture 4), Please observe the axes in all photos and his position/rotation in the space.

Does anyone know the cause of this and how to solve?

tranquil quail
# tranquil quail Ok, so let's see if we can get this working once and for all. I have a Humanoid...

I ended up prompting CGPT to make a script for me that bakes Humanoid to the Skeleton of what ever model i choose. So, now, i can Bake Humanoid to 'native'. it includes Root Motion, and i am able to export and edit the animations in Blender, or edit them directly in Unity. i also included a way to change the framerate it bakes to.
Initially, I tried using 'Transfer Animation' in the FBX Exporter, hoping it was a shortcut to transfer using Humanoid, but it gives me this message

#

I will most likely either post this on my Git, or in the Asset Store (free). Or maybe i'll charge a million dollars muahahaha!

vocal hearth
#

I gotta be honest, why is the animation selector trash

red rose
#

In games should animation drive rigidbody positions or should you do it in code, or is there no 100% right answer and it's usually a mixture of both?

#

My current theory is that codel ogic triggers animation and hands over controls until the animatino is interrupted or done before the script drives the rigidbody positions again for things like these(the melee stuff): https://www.youtube.com/watch?v=0AAtMPt1l-A

As one could expect, poor range with agile movement options and strong melee. Pressing back while using dagger throw makes you descend faster. The alternate n combo endings can also be canceled into from other melees. Melees can also cancel into dagger throw and sp melee.

Music used: Gundam EXVS: TRANS AM RAISER

▶ Play video
cedar ruin
#

If it's some kind of animation sequence or a cutscene, it's normal to disable physics entirely for the duration.

red rose
sharp shale
#

Hello. I have a question about Unity Timeline. Using this system, we can create custom tracks and custom playable assets on these tracks.

Is there a possibility to create custom track/playable asset that does not have time frame but is a single event? Basically, to replicate SignalEmitter using custom track.

#

And by "custom track" I mean new C# track asset, that does custom things.

shell obsidian
#

I was just wondering if any of you guys knew how to fix this error Im getting. Im new to Unity and trying to make a simple animation where my character moves down. When I drag the character into the animation window, it gives me the option for spriteRenderer or playerControl. When I click on one of those, it gives me a null pointer exception. Im dragging the hero_1.png image into the animator cause I want to create key frames of the character walking. Is it because of the file format being png? I dont know why I cant drag it and why im getting a null pointer exception. Dont know whats null.

crimson wing
#

I dont understand how come i can disable gamebojects on the animation tab on certain key frames and when i try to do it with another gameobject nothing happens.

#

fuck it we ball we do it in code.

fresh crescent
#
    {
        float moveX = Input.GetAxis("Horizontal");
        float moveZ = Input.GetAxis("Vertical");

        bool isMoving = moveX != 0 || moveZ != 0;
        animator.SetBool("isMoving", isMoving);

        if (isMoving && Input.GetKey(KeyCode.LeftShift))
        {
            currentSpeed = sprintSpeed; // Sprinting
            animator.SetBool("isRunning", true);
        }
        else
        {
            currentSpeed = walkSpeed; // Walking
            animator.SetBool("isRunning", false);
        }```
#

why isnt my player doing any animations

tranquil quail
#

Ok, i just want to make sure there is no built in way to do this, before i submit my solution as a resource to the Asset Store.

Bake Humanoid Animation from a Humanoid Source to the original Skeleton/Armature of any Humanoid compatible Skinned Mesh Target.

In the end, it is a Generic Animation '.anim', with Keyframes named for the Target Skinned Meshes Armature/Skeleton.

torpid leaf
#

hey guys, anyone here would be able to help me with a thing? I'm quite the newbie in Unity and I am tryin gto export a PNG sequence of a camera animation I made

#

I am using the Animation component and the Unity Recorder. Quite stuck

terse gust
#

hello everyone!, in mecanim every state has a foot ik check box, when enabled i can't use animation rigging's two bone ik constraint on the foot, now i want to enable foot ik inside the state because that helps fix the animation foot height issues, but i want to use animation rigging for foot placement to add an offset to the feet to align with the surface, unfortunately i can't enable foot ik in the state otherwise the animation only runs while the constraints of the feet are of no use.

#

anyone knows a work around?

limpid epoch
#

Just asking if anyone has an idea of how to fix this. I used animation rigging to constrain the left hand to hold the gun during the ads animation but it doesnt aim in the right direction? even though it should be looking towards the center of the screen. I tried checking the ads animation and changing the offset but that does nothing

terse gust
terse gust
#

you can either constraint the spine

#

using multi rotation/aim constraint

limpid epoch
terse gust
limpid epoch
#

but idk if the way i did it is accurate cuz the animations arer a bit fked

terse gust
#

so what you can do, here are your options, use multi rotation constraint and set the target rotation via script

#

or use a multi aim constraint and set the target position via script

#

then the spine won't rotate as it wishes, it will rotate based on the target

#

the issue you are facing usually happens with multi layering

#

possibly you are having an upper body layer...?

limpid epoch
terse gust
limpid epoch
terse gust
#

which uses an avatar mask?

limpid epoch
#

yeah

terse gust
# limpid epoch oh yeah

So it can't maintain the rotation, probably the animation rotates the hips but as the upper body layer can't override that and your locomotion animations will have control over that it left the turn effect on the upper body

#

so add rotation constraint or aim constraint and set the constraint object to the 3rd spine/upperchest

limpid epoch
#

where am i adding the aim constraint to tho

terse gust
limpid epoch
#

oh it did something

#

i think the rotation is still a bit off though cuz this is how he aims at the center

drifting plank
#

any ideas why the pre dash animation loops multiple times before switching back to idle?

#

all i have is a trigger activating it

#

these are the inspector windows for each animation state

drifting plank
#

tysm

robust basalt
#

what the best constraint for holding large gun am using two bone ik but it can't hold large gun

robust basalt
#

the left hand can't reach the wood place

stuck timber
#

thats how I usually do it

#

areyou sure you configured the two bone ik correct?

robust basalt
#

yes it is correct

#

let me show u what will happen when i move the target to the wood

#

looks like the hand reached her full length or something

stuck timber
#

the elbow thing is easy to fix with the Hint

robust basalt
#

yes the elbow wouldn't be a problem

#

looks like it need to make shoulder go back a little bit

stuck timber
#

hard to see it but you see shoulder

robust basalt
#

yeah but two bone ik don't use shoulder

#

maybe i need another constraint

stuck timber
#

you dont need constraint to rotate the parent bone do you

#

its been a while

#

might be able to do rotate maybe chest a bit

robust basalt
#

chest is good idea yes since it allow me to rotate both shoulders all together

#

yeah with chest it work well

#

Thank you navarone

worldly basin
#

hello, i'm trying to do an animation transition with 2d sprites but for some reason it's very delayed, above 500ms

#

has exit time is disabled, transition duration and offset are both set to 0

#

have also tried with animator.Update, changes nothing

#

no empty frames at the beginning of the animation, starts at 00:00 in the timeline

#

don't really know what else to try

bold gate
#

hi, is anywhere i can find the detailed explanation about these 4 markers meaning at the animation preview window?

#

ok i got it, big axis: pivot, small axis: body, large circle: root, large red: root pos + body rotation

finite basalt
#

Hello I am trying to make this animation work on my model but nothing is happening. THe model did not come with any animations so I took another Animation controller and assigned it to the model but none of the animations are working.

#

When i preview the animation, nothing happens and my character is stuck in the ground. Can i not use any animation for a model or am i doing something wrong here

terse gust
bold gate
# finite basalt When i preview the animation, nothing happens and my character is stuck in the g...

the way fbx formats store animation is that they store the keyframe data which describes how your every bone moves with the exact full-name path to navigate to them from the root. it will be like "hey root/bip001, its time to move this way move that way etc etc". so if your animation is just randomly grabbed there is no way to magically work on a different model because the animation file just fails to find the desired bones by the paths within. however you may think if i know this is hand, that is leg, why a computer cant know that and run some program help me to assign a similar animation since they all "look" the same? actually they can, such technique usually called animation retargeting, unity gives this solution by humanoid animation system, you provide the animation and its original rig, unity can help you translate this so called "generic animation" using their "muscle language". and you can use the final product onto any humanoid characters as you wish. the result might not perfect since loss can occur during this procedure and your character size varies and some may even has wings. fine-tuning is required but no need worry you have the access to it in unity.

bold gate
#

how this running animation has -2.4 y speed....

#

just

#

how

bold gate
#

i think they asked the questions all i need, but no further response ;-;

terse gust
#

i know that Unity's foot ik option fixes the feet of a retargeted character, so i have enabled it, but i want to do foot placement using animation rigging, now when i do that it doesn't work unless i uncheck foot ik option in the animator movement states, this isn't ideal i need both for the best results, anyone knows a workaround to this?

brave storm
#

That would help with the reach of the left hand

brave storm
terse gust
#

really..??, no one knows ?

#

please someone?

snow skiff
#

Somebody can help me?
My character 2D have an animator and bones
If I run the animation slowly, works perfectly
But if I run the animatin faster and repetedly times, the character bones don't return to the original position, and stop in a position that I never set

What are happening and how can I solve it? :/

I'm trying to solve it since 3 months

terse gust
snow skiff
terse gust
#

send a pic of the animation settings

snow skiff
# terse gust then your animations

When I run slowly (once time each second,a s example), the animation works perfectly
But only get this issue when I run the animation faster (3 times per second, as example)

terse gust
#

can you send a screen shot?

#

of the animation settings

snow skiff
terse gust
#

select in from this graph the animation that is causing the issue

#

and in the inspector click on the reference in the motion field, then select the animation file and send a screen shot of the inspector

snow skiff
terse gust
#

click on the tsuki_b

snow skiff
terse gust
#

i guess this isn't a humanoid animation

snow skiff
#

Yeah, isn't a humanoid

#

Is a generic

terse gust
#

then just edit it and preview to see what is moving and simply remove that or set it back, hope you know how to edit animations

snow skiff
#

Not make sense :/

terse gust
#

is there any script for movement, and what moves?, some bone of the character or what?

snow skiff
#

The animation runs even fast, but when ends the animation, the bones go to another position that I not set before

#

I'm freaking out with this problema because not make sense works slow, but not fast

terse gust
snow skiff
terse gust
#

yourself.

snow skiff
#

Thank you by nothing ¬¬

terse gust
#

no one here even knows about my problem!, i asked earlier, i want to use animation rigging for foot placement but i also want to enable the foot ik option in the state which fixes my animations that are retargeted, but when i enable it, animation rigging ik constraint loses all control over the feet and that is frustrating.

#

i want to somehow fix the animation and use animation rigging for foot placement.

limpid epoch
terse gust
limpid epoch
#

how would i go about lerping

terse gust
# limpid epoch how would i go about lerping

define two positions and rotations for the weapon, as serialize fields, and set those from the editor, in the script if you aren't aiming just lerp from the current to the normal position and rotation using vector3.lerp and quaternion.slerp similarly when aiming just set the value to the other position and rotation

red bramble
cloud kernel
#

Hii! I'm doing a videogame project for university and is style Doom. Does anyone know how to make 2D animations affected by the light and shadows of the 3D world?

#

and also, if you know how to make animations with gifs or videos, thank you very much!

robust basalt
# brave storm Ah seems like you figured it out

yes i did but still facing some problems i have two rigs one for (spine + chest + head ) this for aiming and the second rig is for hands (chest + right hand + left hand)
the problem the aiming rig (chest) will alter hands rig (chest)

am not sure how others do it

brave storm
robust basalt
#

am using Animation Rigging

brave storm
#

Sounds like the issue is that the hand IK isn't calculated last, which it should be

brave storm
robust basalt
#

if i calculate hands last the chest will not aim

#

The aiming rig should add rotation on top of the chest's existing pose instead of overwriting it.
am not sure how that will be done

snow skiff
#

this PoseB is an Idle to PoseC
So, when PoseC ends, should enter in PoseB to start the Idle animation

The issue is when I active the PoseC many time in a very short time, the model brokes and PoseB do the character stay in a different postion that I alocate before

If I run slow, the animations works, but when active faster always happens this bug

Someone have idea what are happening or about how to solve it? :/

agile solstice
#

Could be that, or could also be Any State transitions fighting over priority

#

Or both

obsidian flame
#

is there a plugin that's a better version of the animation curve editor? Something with snapping at least that doesn't close every time you click off it

tranquil quail
#

There is a popular Animation Asset called UMotion. I am not familiar with it to explain, but perhaps it will help you. there is a Free version, and a Paid version. I am sure there are limitations on the free version.

snow skiff
agile oyster
#

Hey, im not sure if this is where im supposed to ask this but i have been having this issue on this game and the previous project i was working on and cant figure it out, as you can see in the attached video when im animating the gun it seems to be fine but when its actually playing in game the animation is very bouncy, im not sure how to fix this whatsoever as i am new to animating and using unity in general. if anybody knows how to fix this please let me know.

agile solstice
agile solstice
#

Since you're recording a video it's easy and crucially helpful to click through the states, conditions and tabs of the relevant animator controller

agile oyster
peak pebble
#

what is the scale of the timeline for the animation window?
this isnt seconds, is it? when I set up an animation that goes to, say, 0:08 and then add it to an animation state with speed set to 1.0 it flickers rapidly several times a second

agile solstice
peak pebble
#

oh so 0:08 is 8/60th of a second?

agile solstice
#

Yes

peak pebble
#

damn, ty. talk about unintuitive

agile solstice
#

8 * 1/60 of a second to be precise

peak pebble
#

I felt like I was going insane not seeing it mentioned on the wiki site

peak pebble
#

Im struggling a bit with the Animation component; I thought I could just assign it one animation clip and tick "Play Automatically" for it to permanently loop that one animation but that doesnt seem to work. do I HAVE to activate it via script?

agile solstice
#

Supposedly Play Automatically works without any scripts

peak pebble
#

this is my set up, and the animation itself I confirmed to work via an Animator component but that seems unnecesarily convoluted if there's only ever one animation state

agile solstice
#

The animation clips must be legacy compatible to work with the Animation component at all, however

peak pebble
#

how do I know if it is?

agile solstice
#

Does the clip asset have a checkbox for that?

peak pebble
#

nope

agile solstice
# peak pebble nope

Try setting the Inspector into Debug mode from the three dots in the window top bar

peak pebble
#

yeah that did let me tick the Legacy box but it still wont play :/

agile solstice
#

This doesn't seem animation related

vocal iron
#

wrong one ;-;

peak pebble
#

it did automatically mark the clip as legacy making it this way at least

agile solstice
peak pebble
#

the sprite of the sprite renderer

#

I should maybe just write a script myself that cycles through a given array of sprites if all I want is an object that has just a single sprite looping through a single animation

#

might be easier and faster than trying to make Unity's crap work

#

like, making an Animator each time worked but is also so unnecessarily complicated if there's only one single animation state?

agile solstice
#

But then again so should Animation

agile solstice
peak pebble
peak pebble
#

I end up with so much unnecessary bloat that way

agile solstice
#

Equally redundant in that way

#

Animators are more expensive to run since they're made for layering and blend trees and masking and whatnot

#

But unless you have hundreds of them or are building your application for a weak mobile device that performance impact probably won't come up

peak pebble
#

having an animation AND an animator for every single looping animation does

agile solstice
#

You can move the animators into their own folder if they look bothersome

#

Their presence alone doesn't really have an effect on anything

peak pebble
#

still, I wish there was a simple way to tell an object "just loop this one animation forever", creating an animator that doesnt do anything but sit in one single state just gets bothersome when having to do it for every single animation of that nature

snow skiff
#

I "SetTrigger" before the first animation ends
So when ends, the idle get this bug when transition happens

agile solstice
peak pebble
#

If I knew how to make the Animation component approach work I'd happily use it, but alas

agile solstice
peak pebble
#

Yeah I settled for the latter for now

#

It just rubs up poorly against my obsessive need for minimalist folder structures 😅

agile solstice
agile solstice
# snow skiff Nahh Triggers aren't getting stucked

Then it likely is something else, but there's no clues for us to see
Usually what helps find issues in the Animator is to look at (and record) the animator running in play mode so you can see exactly what it's doing

snow skiff
agile solstice
#

In some cases it's simpler to call the animation directly from code rather than using Any State since they're tricky to get right

#

Any State is powerful for its features like transition interruptions but they're easy to get wrong if you're not paying particular attention to those and understand them fully

agile solstice
#

A solution to what?

#

I cannot tell what frantic mouse waving is meant to communicate

#

Which one of the errors? Do they seem to break any functionality?

#

Why not use your words to describe the issue to begin with

#

I doubt those events are related

#

Whether the character is active as a ragdoll and controlled by physics, or kinematic and controlled by animations and IK is something your scripts are responsible for

#

IK cannot spontaneously make that happen I'm quite sure

#

If there's a mistake in your script it likely would not produce any errors in console

twin musk
#

ok thanks @agile solstice

snow skiff
#

Oh, how upload vídeo here?

#

I'll get another video format to upload

agile solstice
snow skiff
#

15 sec is when I execute the animation faster

agile solstice
agile solstice
agile solstice
# snow skiff

This could cause an issue, the transition to B is set to happen automatically at the very first frame of C which would suggest C can't get a change to play properly at all

#

You should be able to move the blue playhead looking thing to the end of pose_c, or reasonable amount of distance ot the right

#

So that it stays on C for some time before it starts the automatic transition to B

agile solstice
#

To offset the transition you need to click and drag the blue handles on the timeline

snow skiff
#

And isn't possible to drag to the right
Only to the left

agile solstice
#

It's possible you're only managing to grab the blend start handle

snow skiff
#

Hm... Right, so, have some way to solve this?

agile solstice
#

First drag one then the other

#

Until you can get both all the way to the right of pose_c

snow skiff
#

Is impossible to drag pose_c
And pose_b only can drag to the left

agile solstice
agile solstice
#

That looks good

snow skiff
#

The issue happens yet :/

agile solstice
#

Then I'm a bit out of ideas
I'd double check that the method in your script to set the trigger aren't occurring more than they need to, even if problematic triggers didn't show up in the video

snow skiff
snow skiff
snow skiff
#

Is possible to call this method even if the animation is running already to restart the animation

agile solstice
snow skiff
#

But after just call once by click

snow skiff
agile solstice
#

Maybe it's a clue
Better than nothing

snow skiff
#

I was thinking to call "ResetTrigger", instead "SetTrigger" when the animation isRunning, but I don't know if is possible to do this

#

Or if will make some difference

agile solstice
#

With booleans you could try ruling out trigger parameter weirdness

snow skiff
#

The blue fill don't fill when true

#

I'll try another way

long falcon
#

Hello i have a question, is there a way to make this Animation clip to be Write / able to edit it? (in screenshots it says ReadOnly), i tried to open this on Blender and have no clue. i want to remove the Event on Animation.

snow skiff
agile solstice
#

You can also duplicate an asset like the animation so the copy pops out from inside the asset it's contained in
But there's generally no need to do that if you can do the edits you need from the import settings of the parent asset

long falcon
snow skiff
#

I tried this, but "if" are resulting ever "false" even the animation bool be true

if (animator.GetCurrentAnimatorStateInfo(0).IsName(animationTrigger) == true)
{
animator.SetBool(animationTrigger, false);
}
#

I'm doing wrong?

#

Wait, maybe I need to call in the Update

#

Well... Solve the animation to run
But the first issue continues happening
I want to die :/

#

I'm stucked on this issue by months already

#

I don't know how to solve it
I tried everything that I found in the internet

agile solstice
snow skiff
agile solstice
brave storm
snow skiff
snow skiff
agile solstice
snow skiff
#

This issue would be easy to solve
But nothing works

#

Am I so dumb?

long falcon
# snow skiff Am I so dumb?

you can play the animation directly from code without worry about frame.
or you can make blend tree. and play around with the float. to fix the animation.
good luck!

agile solstice
# snow skiff Well... I'm out of ideas now ;-;

In that kind of situation my first option is a kind of a sanity check to make a new project and recreate the simplest possible setup that gets the same result
That helps rule out bugs and weirdness in the project

#

Yes trying a different method for a change is another good option

snow skiff
long falcon
snow skiff
long falcon
snow skiff
#

Pose_C is the animation
Pose_B is the idle

When runs Pose_C faster like the video, Pose_B go to a different position that are not set in the animation

#

But if I run the animation slow (10 seconds), the issue not happens

long falcon
#

cant really tell what's really your problem (not fully understand tbh), but it seems that you have problem with the frame when animation start right?
where Pose_C and Pose_B is connected to each-other. you can use the Blend Tree for this problem and check the float. if float > 1 do Pose_C Animation if float == 0 do Pose_B idle etc

#

or if your game is 2D you can also do this, one thing i dont like doint this is to set conditions one by one sadok
the animation is being called via code. on update function so you dont have to worry about time.

long falcon
# snow skiff Is 2D

well if you want to do that all you need is animation.play("animationName") on the update

#

just set the conditions accordingly on the Animator and on the code. like below (just for example)

late lotus
#

My animator is no longer displaying the grid and transition arrows and cant be moved around. Any idea what happened and how I can undo it?

snow skiff
late lotus
near rivet
#

Does anyone know the best approach for creating death animations that also react with physics? I tried blending death animations into a ragdoll but it isn't really what I'm looking for because I would like to have animations for the characters suffering on the ground. I have dipped my toes into active ragdolls but I know how difficult those can be which is why I am asking for other alternatives or tips for it.

vocal iron
#

Any free platforms I can use to create and animate sprites?

celest crag
vale patrol
#

Hi, so I have a problem where my player won't move, and it was apparently because I animated the root object, how do I fix this?

agile solstice
#

That way if you override the character transform in the animations, it will be relative to the player's "physical" root object rather than relative to the scene

#

But worth to note that if Root Motion is used, it can be more practical to have everything on the same object as an animator will by default try to apply the root motion to its own transform

sharp shale
next patrol
agile solstice
next patrol
agile solstice
next patrol
#

Thank you!

vague bay
#

Hello everyone! I seem to have an animation issue I can't remember how to resolve.
I have made an animation in Blender, and now when I export it in Unity, the object that I animated does not follow the hand correctly.
In this case, a man is eating some soup with a spoon. The spoon has a "Child-Of" rig, and the animation is baked.
But, as you can see here, the spoon seems to move to a different location for some reason.
Why is this happening? And how can I fix it? Here are some screenshots.

glass cairn
#

Hi,
i have a generell question to animation of cloaks and capes. Is it better to use the real time cloth animation from unity or should it be baked into the animation? I feel like the real time simulation is not very performant but on the other hand if i bake it into the aniamtion it cant interact with the environment and will clip through walls.
Does anyone know best practice here?

agile solstice
#

Simplest fix potentially could be to parent (or attach with constraints) the spoone back to the hand in unity and correct its offset while at it

#

But if it isn't possible to place it back into a position where the animations look right, that suggests the drift is happening for other bones too which is much more convoluted to try to solve

agile solstice
vague bay
agile solstice
#

Tough because separate objects would get entirely separate animations that you'd have to sync

#

Runtime constraints are a good option, and so are character item bones
Both can be used together

near rivet
#

I've been considering getting an asset from the store. Its called ragdoll animator 2. I was thinking Maybe it would just be easier to use a ragdoll for the entire life of the character rather than just at death

agile solstice
#

For active ragdolls you'll surely have to fix the jerking issue anyway

#

Since that suggests there's a mismatch between the starting pose and the ragdoll's joint limits or viable collider positions, it'll be the same issue if it's the active target pose instead of starting pose

vague bay
#

Also, thanks for the support. I just never really imported animations in a game engine beforehand!

gray bronze
vague bay
merry hornet
#

Hi guys! I'm new here and new to using Unity. Im trying to make an animation for when my character is walking Left/right (my idle / default image will also be my jump image) but lately i've been having probelms trying to implement stuff. This is what I got thus far, i already have my assets in place

#

I already tried to drag my walkright gif, not sure if its supposed to look like this though I remember i was able to see the picture when i dragged it

white snow
#

Does anyone one possibly know why my rig weight is unchangeable in play mode? I cant move them at all.

terse gust
#

if it doesn't then there is some script setting it...

white snow
terse gust
white snow
terse gust
#

i also noticed you have added rig and constraint, can you show your setup in the hierarchy also?

white snow
#

It locks it all in place

terse gust
#

usually the rig component is on a object childed to the model, then the constraints are children of that.

#

not on the same object

white snow
terse gust
#

Hierarchy>

white snow
#

I had it childed earlier and the same object persisted

#

Sorry misread

#

The IK works correctly, the only problem is I cant move it

terse gust
#

ok so which object here has these two components?

white snow
#

Chrarcter rig

terse gust
#

Hahahha, remove the two bone Ik constraint please

#

create an empty object as a child of the character rig and add it back there

#

Let me know if it works now.

white snow
#

Nope, I had it like that before. Still cannot adjust the weight, nor move the object.

#

The IK worked with it both ways, but unfortunately the transform and the weight is locked out

terse gust
white snow
terse gust
#

do you have a rig builder?

white snow
terse gust
#

did you use the animation rigging > rig setup ?

white snow
#

Yes

terse gust
#

add a new rig and see if you can change the weight

white snow
#

Okay

terse gust
#

add it to the rig layers as well

white snow
#

Even after adding a new rig

terse gust
#

did you add it to the layers of the rig builder

white snow
#

Yeah, its strange. Still the same, it was added to the rig builder.

If I pause it, I can adjust it. And then when playing it sets it back, which would usually be a sign of it being set in code or else where. But its a fresh install and I havent used the package in 2 years, so its just strange.

terse gust
#

try removing from the rig builder

white snow
#

Yep no problem

#

can remove it no problem

terse gust
#

i have no idea, i never experienced anything as such.

tranquil quail
#

@minor lagoon if you still need help, i will show you some screenshots here

minor lagoon
#

yes please.

tranquil quail
#

Does this screen look familiar? I mean, can you navigate your way to here?

minor lagoon
#

yes i can.

#

and yes it does.

tranquil quail
#

Ok, click the Configure button there, under Avatar Definition

minor lagoon
#

Alright.

tranquil quail
#

and once again, configure avatar. you should see this now

minor lagoon
#

i have this

tranquil quail
#

and if you click Head, or Left Hand, or Right Hand, are they also mapped?

minor lagoon
#

yes they are.

tranquil quail
#

then either that is not the rig the errors are talking about, or you've done something strange somewhere else 🙂
What specifically lead to the errors?

minor lagoon
#

I do not know, sorry.

tranquil quail
#

ok, your best bet (and kind of required) is to spend the time to go through the Essentials, Creative Core, and, Junior Programmer Pathways on the learning site

dusk valeBOT
#

:teacher: Unity Learn ↗

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

tranquil quail
#

wait a minute.. are you trying to do VRChat?

minor lagoon
#

Im trying to put it on vrchat if that answers your question.

tranquil quail
#

ok, the VRChat SDK changes many things. you'll need to talk to them, and things should go much faster for you. VRChat is really not supported here

dusk valeBOT
minor lagoon
#

ah, sorry.

tranquil quail
#

no worries. good luck!

minor lagoon
#

thanks.

wise fern
#
 {
     if (Input.GetKey(KeyCode.RightControl) && timer > attackCooldown && playerController.canAttack())
     {
         Attack();
         timer += Time.deltaTime;
     }
 }

 private void Attack()
 {
     anim.SetTrigger("attack");
     timer = 0;
 }```
hello guys how can i implement shooting when running and also shooting when idle beacuse now when i press ctrl  and run my animation i stucked at and shooting animation so my run animation doesnt trigger
round garnet
# wise fern

Hey :)
Try selecting the transition link back to Idle and unticking "Has Exit Time", and see if that helps.

wise fern
#

no doesnt help

#

i separated legs and chest when running how can i trigger both of them when i running beacuse currently only run triggers

round garnet
#

Ah, it sounds like you want to use an Avatar Mask to make the animation only affect eg the upper torso part of the character, so it continues running whilst playing the attack animation?
Am I getting that right?

round garnet
wise fern
round garnet
# wise fern cant find any video i am new to unity

This one should cover what you want to do :)
https://www.youtube.com/watch?v=W0eRZGS6dhQ

Learn the fundamentals of animating characters with Unity's animation layers, and understand how & why it all works!

This beginner-friendly tutorial is a thorough break down of Animation Layers in Unity 3D and explains how each of the layer's properties work and are useful. By the end of the video, our character is able to walk and aim simultan...

▶ Play video
wise fern
#

this is 3d i get lost

agile solstice
dusk valeBOT
#

:teacher: Unity Learn ↗

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

agile solstice
#

Animators are finite state machines, you cannot run two states at the same time in one state machine

#

Except via animation layers as explained by the video

glass cairn
near rivet
#

And you turned on ik for the animator?

devout ember
#

i have an IK rig, and when my animations transition into each other the IK positions transition in a really ugly way (feet and hands), as they are not parented to the forearms. how can i fix this / mitigate this effect?https://i.imgur.com/qg3ULFG.gif

next patrol
#

How do i fix this issue? My Animator Entry, Exit and any state also got removed

vague bay
white snow
agile solstice
#

Nothing complex going on here fundamentally just swapping which the transform's effective parent

alpine dew
#

i'm banging my head on my desk trying to figure out why it wont stop jiggling. the animation appears to stop in the animator inspector but it keeps wiggling at the end of the animation. they're just simple rotations, any idea what i'm missing here?

#

the untilts are just duplicates with speed = -1

alpine dew
#

ah nvm figured it out. apparently its cuz of that "any state". it was continuously running the transition for some reason

red bramble
#

"Can Transition To Self" (or something like that)

#

Annoyingly, even if you copy and paste the transition settings, that doesn't get included

white snow
split sedge
#

just wonder if somone could help me with a lil problem i try to convert a vmd to fbx never had problems before but these motions just kinda dont work idk what to do to fix it - when i have made it to a fbx and try to see if it work the dance just dances in place it does not move when she walk to left or right what do i do ?

robust basalt
#

am not sure what mistake i did yesterday at late night but now the rig stuck at center of the map and each time i jump the character return to center

white snow
robust basalt
#

no i don't have root motion enabled my game doesn't use it att all

kindred crater
#

hi guys ive made a walk animation with a tail wiggling using a damped track. So far everything worked good and the animation was also playing perfectly in unity but now i dont know why this happens. Now the first frame of the animation resets the damped track of the tail and in unity you can clearly see it. What could've happened?

robust basalt
#

i found the problem finally when i used auto record accidently i recorded the root

paper crow
#

I assume this belongs here, but i'm wondering if anyone would be able to help me with parent constraints, i sorta get the gist of it, however, the item i want to be able to grab is clothing/weight painted stuff which complicates things a bit, also when i tried to do it, it rotated the shoes with the bone so i was also wondering if there is a good way around that as well

agile solstice
#

This is an issue of the way the animation is baked / exported rather than how unity imports it, as when the procedural motion is turned into a keyframe there's ambiguity about where the transforms are at the moment of export
It might work if you export when the dynamic bones are precisely at the start position of the looping motion
But if not, you should be able to export multiple loops and use Unity's animation import settings to cut a single segment from the middle or end where the procedural motion has already stabilized into a solid loop

paper crow
agile solstice
#

Which guideline reasons?

#

Anyway, if the shoes are parented to the bone that you're moving they don't seem to have any choice but to move with the bone

#

Not entirely understanding what the intended effect is

paper crow
paper crow
#

this is the issue

#

I don't think that's the position i want the shoe in when it's on the foot, i know i can move, rotate, and scale it, however, i was just wondering if there was a way where i could snap the parent constrained version to the normal, weight painted, bone following version of theshoe so that I don't have to fiddle around getting the shoe to be in the perfect position

agile solstice
# paper crow

Where is the PropPos L with weight 1 in this particular situation

#

As far as I know zeroing should put the shoe right where the target parent transform is

paper crow
#

I temporarily have an older save of the file loaded at the moment, but in the up-to-date version it's just under the selected character in the hiearchy

modern sparrow
#

Hey Im trying to set the transform of my playermodels hand bones to that of the weapons during runtime, and nothing is being affected, why might this be?

agile solstice
#

If you want to override the Animator, your script needs to execute after it or your methods in LateUpdate
If your character is using the Humanoid avatar, that system has its own arm IK you could also use I believe
The Animation Rigging package is an extension of the Animator that allows you to modify bone positions in many ways in conjunction with it

finite void
#

hi i have a querstion how would i animate a characater with multiple changable meshes for hands arms head .... do i need to place the bones and weight paint them all in blender or can i do it somehow else ?

vale patrol
#

its not meant to do that

#

i think its the code, but idk which is wrong

vale patrol
#

AHA, nvm its fixed

devout ember
#

trying to use the animator is literally like a minefield for me right now

#

if i click anything wrong, unity crashes lmao

sharp oriole
#

So, my bro @tidal lance and I are having a bit of trouble making an animator for Unity's Kinematic Character Controller asset.

According to him, there are no exposed values for him to work with.

sharp oriole
#

Is anybody here?

finite void
vale patrol
agile solstice
#

If you can get by changing the material or texture, that's much simpler

lost epoch
#

It looks like my looping state (ac_charger_move) can't transition to my idle state (Anim_Charger_Idle), even though the condition is true.
Any idea why?

agile solstice
lost epoch
agile solstice
# lost epoch Int

Then that should not be the issue
I'd test temporarily by having only the move and idle states and see if it's possible to transition between just the two of them

#

There's a little bit of delay before the transition is supposed to occur (because the blue range is not totally on the left) so make sure to give it a bit of time to remain in 0 movement

lost epoch
#

I did, it never transitioned. I actually stopped it when the blue was around half way, then kept going until it came back to the screenyou I posted above

#

@agile solstice ok don't know why, but deleting everything and recreating it exactly the same way worked

Thanks!

agile solstice
finite void
agile solstice
#

Solid pieces can be parented onto the bones

modern sparrow
# agile solstice If you want to override the Animator, your script needs to execute after it or y...

I’m using my own avatar I created in blender, but it’s very close to the humanoid one in unity, I think I could fill in its body parts so I could use unitys rigging, but I also want to learn how to do this for non humanoid, so I know what to do for enemies that have weird shapes. Also I tried updating transforms in late update and it did nothing still, it seems the animator still overrides it. I think what I will have to do is use the animation rigging extension, Thankyou sir.

silent abyss
#

Is there any tool like spine but for pixel animation or something that makes pixel animation a lot easier. Because now i m creating a frame by frame animation where I mostly have to redraw it every time in aseprite. Is there an alternative for pixel art?

agile solstice
lost epoch
#

I have 3 states in my animation controller: idle, move, move reverse. There is an int param that control the transitions, which can be from any of them to any other of them (attached screen)

I now want to add a 4th state - "charge".
There is a new bool param, "IsCharging", and when true should lead to the charge node. When false - should go back to either of these 3 (based on the int param from before).

Is there a good way of doing it, other than connecting 6 more lines? (from each of those 3 to charge, and then back)

maiden dagger
#

Hi can anybody please help me why could my animations keep looping? I m doing remake of first mortal kombat, and I already turned off loop time on the animation inspector. Doing the animation through anystate and bools

#

Equals (number depends on script) yk

vale patrol
# vale patrol every single time, there always seems to be a problem My Wall Climb animation wo...
       anim.SetBool("RUN", horizontalInput != 0);
       anim.SetBool("GROUNDED", isGrounded());
       anim.SetBool("CLIMB", onWall());

       if (onWall() && ((Input.GetKey(KeyCode.Space)) || ((Input.GetKey(KeyCode.LeftArrow)) && (horizontalInput < 1f)) || ((Input.GetKey(KeyCode.RightArrow)) && (horizontalInput > 1f))))
       {
           anim.SetTrigger("jump"); ;
       }
       if (Input.GetKey(KeyCode.Space) && !onWall())
       {
           anim.SetTrigger("jump");
       }
       
   }

   private void OnCollisionEnter2D(Collision2D collision)
   {
   }

   private bool isGrounded()
   {
       RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, Vector2.down, 0.1f, groundLayer);
       return raycastHit.collider != null;
   }
   private bool onWall()
   {
       RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, new Vector2(transform.localScale.x, 0), 0.1f, wallLayer);
       return raycastHit.collider != null;
   }
}
#

this is the code im using, i think the problem is with the onWall boolean raycaster, but im not sure

proper glade
#

Hi, I use a Mixamo rig, but as soon as I put the rig in Blender and export it to Unity (even without modifying any animation , just by exporting it) it gets into this weird position and doesn't move like it's sitting in Unity

#

I tried to swap a little bit all the parameters but nothing helps.

naive seal
naive seal
agile solstice
agile solstice
proper glade
agile solstice
proper glade
#

mh

agile solstice
#

Humanoid avatar with a capital H, I mean

proper glade
#

However, even with any Mixamo animation that works in unity, if I re-export it it doesn't work

#

I think it's from Blender, but I don't really understand why

agile solstice
#

Are you familiar with Humanoids?

proper glade
#

Fr I'm familiar with little about rigs

#

It's the first time I've used animations in Unity other than to rotate a mesh etc

#

Especially with a rig

agile solstice
#

Mixamo uses the Humanoid avatar system so you must also make sure everything's in order there

proper glade
#

I think the problem comes from when I export from Blender, maybe Blender doesn't use the right avatar by default

#

because even with an animation downloaded from Mixamo and not modified, the problem is there

#

While it works perfectly on unity

#

Ty for documentation

agile solstice
#

Blender has no concept of Unity's Avatars
The avatar configuration has to be correct and the armature can't be too different

proper glade
#

I see, thank you I just read the documentation

near rivet
proper glade
#

Because I want to create custom animations in the end

#

but so for debugging I tested with basic Mixamo animations

#

to check if it wasn't just from my animations

keen cloud
#

so im using inverse kinematics with the animation rigging package how can i make it so the hands always reach my weapon some positions throw it off which makes sense as the hands cant reach but is there a way to have the gun be held and match the hands rather than the hands matching the gun

#

i tried using a rigidbody and fixed joints so each hand could hold it that works for one hand but using two makes the contraints conflict it seems

paper crow
#

Hey all, please do bare with me here as my problems with animation and animator tabs is quite a long one. Long story short, the end goal is to have my avatar remove a shoe with her hands instead of having it be a toggle on and off, which I did successfully accomplish with some help from the vrchat community, however when I went to make an animation for the hands to properly pose their fingers around the shoe properly, things started to break, you can see it quickly flashing between the proper grab animation and the default grab animation in the video I attached. In the first image, both of the animation controllers that are being used are highlighted, the second image being the VelleR18_FX, and the third image being the Velle_Gesture. The fourth image shows all of the animations that I have made for this whole thing. the first animation is the left shoe being worn on the foot, the next one is the left shoe being attached to the hand, the third animation is the right shoe being worn, the fourth animation having the right shoe attached to the hand, and the last animation being the posing for the fingers to hold the shoe properly, or without the default grip position of the hand that would normally clip into the shoe. I would like to note that for all of these animations, "Loop Time" is unchecked and when they appear in the Animator on the grid or in transitions, "Can Transition To Self, and "Write Defaults" are also unchecked. As of now, I really only believe that I'm using two things which would be foreign to people who don't do VRChat stuff in unity which is shown in the fifth image along with some links that describe these custom behaviors here: https://creators.vrchat.com/avatars/state-behaviors/#animator-tracking-control (Animator Tracking Control) and here: https://creators.vrchat.com/avatars/state-behaviors/#set (Avatar Parameter Driver). Other than that, i'll leave some other useful images attached to the end

This document is written with the assumption that you know a bit about /Documentation/Manual/class-AnimatorController.html">Unity Animators.

#

If you need any other screenshots i'd be more than happy to provide them, as of now, i'm really determined to get this working correctly and any help would be greatly appreciated

agile solstice
#

So one of the hands' target should be the "authoritative" origin for the gun's transform, though you can swap which one that is using the multi-parent constraint

#

I don't recommend mixing rigidbodies or joints into this

tawny hound
#

Hi does anyone know how to fix my character teleporting during the attack animation(i know why it is but have no idea how to fix it) basically when it attacks the sprite suddently becomes bigger so the character goes back a bit

silent abyss
#

what is the most used method to create pixel art which companies are using. Do they use the method dead cells uses the one with 3d to 2d. Do they create 2d frame by frame animation and characters whats the most common methods game devs use?

coral sedge
#

I'm having a little trouble importing animations accurately into unity from blender, using unitys .blend importer not a blender fbx export.
As seen in the picture the positions are ever so slightly off, the example frame and object/bone has a position deviation of (0.0, 0.0051, 0.0002). It may seem minor but adds up on complex mechanisms where multiple rather long levers have to align properly.
I've tried multiple things, but it happens even if I turn animation compression and curve resampling off in the import settings.
Any advice, anyone?

agile solstice
agile solstice
agile solstice
#

With a flat hierarchy the transform inaccuracy could not get multiplied for each child, but you'd then still get some inaccuracy at the connection points of the bones

coral sedge
# agile solstice With a flat hierarchy the transform inaccuracy could not get multiplied for each...

Yes, this is the case. The hierarchy is flat, and there's no armature either. It's the transforms that are animated, which makes more sense given the circumstances of the scenario.
I'm just a bit confused where the inaccuracy is coming from, if it would just take the raw keyframe transforms it would match perfectly (it does in blender). It does not seem possible to access raw data through a CustomAssetImporter either, there's no field in the ModelImporter that gives access to raw data.
Here's a vid of the extent of the inaccuracy:

agile solstice
coral sedge
#

Exporting as .fbx manually sadly doesn't give more settings regarding accuracy. The .blend importer in unity is just using blenders own fbx exporter (reason for necessity of a blender install on the machine that shall import .blend files into unity), so I have doubts that it would make a big difference.
Constraints are sadly not an option, that would be way to much calculation and there's no chance to keep performance especially since the whole mechanism would end up in a cyclic constraint scenario. Solving constraints at proper driving speeds would probably be a bit much as well, as you can see in the video below (which is just half of top speed of the locomotive). 🤔

agile solstice
coral sedge
agile solstice
#

Constraints may even be more performant than animations, and if each part has its own Animator the gain could even be significant

#

There's a hefty amount of keyframe data to process, especially since it seems you can't allow it to be compressed or otherwise optimized for the accuracy you need

coral sedge
#

There's only one Animator, not multiples. You can think of it as being a skeleton, but instead of mesh deformation it's just applying the bones transforms directly to the objects. There's no real skeleton/armature imported though. That's the most performant way to do this that I could think of.
The problem with constraints is that I'd need at leas 50 iterations to get to accuracy. Lever A is affecting the position of lever B which is affecting the position of lever C which in turn is affecting the position of lever A again, so it's a cyclic mess and there's no way around it. It's the nature of this mechanism.
I do compress the keyframe data, disabling keyframe reduction or optimization does not improve accuracy. One reason why I do think that the problem does not stem from there, but rather from inaccurate importing of transform values.
The average animations keyframes are not even that wild tbh, I have player animations that go far beyond animations on this Walschaerts mechanism. Here an example:

#

Maybe I'll just have to live with it for now until I get to writing a custom tool that creates those clips from within unity, doing the actual trigonometry to solve it and thus circumventing the whole import process?
I've just been wondering if someone knows something about the inaccurately imported values, since I'm rather confident that the problem stems from there...

#

It's 5mm here, another 2mm there and another 3mm somewhere. Et voila: it's off by a centimeter and looks broken. XD

gray bronze
coral sedge
gray bronze
#

Or maybe nvidia’s usd viewer, if you export it to usd

agile solstice
coral sedge
# gray bronze Or maybe nvidia’s usd viewer, if you export it to usd

Just out of curiosity I'll do that, not that it would help much since the game will be in unity anyway. It Would be interesting to know what the differences are though, if any. May take me till tomorrow to get to it though, but I'll keep you posted if you're interested in the result.

gray bronze
coral sedge
# agile solstice Perhaps I'm not braining it correctly but I don't see the need for the 50 iterat...

In terms of it being logical, yes it is. The part that makes it very complicated is that the whole mechanism is dynamic at multiple points. It's complicated to explain if someone isn't familiar with how this mechanism works and what it does. I could write a wall of text here attempting to explain the complications, or alternatively we could hop in a voice chat somewhere which would make it way faster, if you want?

agile solstice
#

I'll take your word for it

coral sedge
agile solstice
#

Alternatively USD is the newfangled format for exporting and importing meshes between programs and it might do things better, but I don't know if both unity and blender support animations in USDs

coral sedge
#

The only one thing that is actually consistent and not cyclic in it's dependency is the wheel rotation.

#

Anyway, the main problem is still that Unity isn't having accurate values in its transform fields from imported animations. That's observable and kinda the main problem to which I need to find a solution for.

agile solstice
#

Still curious why the same methods wouldn't work in unity

#

If you're curious about the inaccuracy you could try to pinpoint it by exporting a test animation purely designed to measure the coordinate drift so you can more clearly determine if it's the format, the import settings or even the way the animation is baked at export in blender

coral sedge
# agile solstice How'd you get it to work right in blender in this case?

In blender the animation when playing live is highly inaccurate, it is only accurate if the animation is stopped and the current frame has been set/refreshed at least 2 times. In blender I use at least two dozen of helper bones and objects (planes and curves to wrap bones to using constraints limiting motion). You can see the inaccuracy in blender at multiple points, probably best between the Piston Rod (the one with the orange square on it) and the Union Link (the bottom most with the green line connected to the Piston Rod).

You're not wrong in thinking the same methods would work in unity as well, I think you are wrong though when it comes to performance using constraints to solve this problem. As example have a look at the before mentioned Union Link and how it wiggles, it's highly inconsistent. This affects the whole upper part that then again is non linear because the Radius Link (the non linear one marked in red) is as such. So, in a nutshell; if I've set the position of one thing using a constraint it will be pushed out of its position again further down the chain.
There fore the solving of this mechanism becomes cyclic. Comparing all of that to simple linear interpolation between animation keyframes, well...

The only way I see to solve this mechanism in one step accurately is through trigonometry, which is something I will most likely do at some point but I have currently so namy things on my plate that this is not planned to have highest priority.

#

But even done trigonometrically there are multiple cycles to it, actually. The problem is that the chain has two beginnings so to say, and not a beginning and an end. The chains "end" is in the middle.

gray bronze
coral sedge
# gray bronze Something I’ve learned on my very brief game dev journey is that you never try t...

This is exactly the reason why I bake animations and do not use constraints, a fraction of computational cost. How can I fake something that's already fake? XD

One thing I need to stress in this context is that the customer base for train simulators highly values such things, I can not ignore this unless I am willing to disappoint the core audience that I do target. Yes, it's true that I may go a step further than comparable products, but that's one thing that will make me stand out a bit. People really like to see machinery move realistically.

gray bronze
#

Fair enough. If you’ve committed to delivering a precise simulator then I guess that’s that.

coral sedge
#

I have to, the alternative is to fail. It's basically as simple as that. Believe me, what you have seen here is just the tip of the iceberg. 😄

agile solstice
#

That'd mayhaps be even a deeper level of "fake"

coral sedge
#

I'll explain what I did, give me a second to type it out pls.

#

So, the .blend to unity pipeline is triggering a python script which in turn triggers the fbx exporter in blender itself.
There are some changes that I make to this file on every new unity version install to make unitys bake axis conversion actually do what it should, namely convert forward and up axis so rotations are zeroed on import and the annoying 90 degree rotation on models is gone.
So I though let's have a look in the blender python api what else can be changed there, and so be it: there's a parameter to specify bake_anim_simplify_factor. This value is 1.0 by default, changing it to 0.0 and there we go. Perfection!
One thing that is not optimal is that constant scales are still keymapped, but keyframe reduction and/or optimisation still works as expected. Shape keys show up in the animation clips as well, which could be problematic. I'll fiddle around with this value, it probably doesn't have to be zero. There most likely is some sort of sweet spot to make it all work as intended.

The file is located in:
Program Files\Unity\Hub\Editor\*UnityVersion*\Editor\Data\Tools
This is the file as I have it now:

#

The function that's being used is the one in if blender280:.
Don't ask me why it's still saying blender version 2.80, it's been saying that for years. LOL

agile solstice
#

Isn't simplify factor one of the variables you have control over when exporting an fbx manually

coral sedge
#

Yes, you're absolutely right.

#

I haven't exported any .fbx files manually for years at this point. Why do it manually if one can just save the .blend file in the assets folder, automating the process...

agile solstice
#

.blend importing in unity has been deprecated for a couple of years and never seemed like a complete feature anyway

#

Although it'd have been nice

coral sedge
#

Has it? Isn't it still in the documentation though?

#

It's supporting newer and newer versions of blender as time goes on as well...

#

I've never had an issue with the automated import process (except that the file has to be modified slightly) XD

agile solstice
coral sedge
#

very bottom

#

So this is still oficially supported

#

Blender 4 to unity 6 isn't working though as of yet, I tested it. Sometimes it takes a while. XD

agile solstice
#

Perhaps I imagined it

#

The biggest issue with the workflow is that blender has to be installed for every contributor of the project, and there's no absolute way to guarantee nobody gets a newer version and modifies a model with that

coral sedge
#

Yes, true. Files can break between blender versions, which is annoying. Since I'm a one man army though... 😉

#

Anyway, 1am means finally bedtime for me. Thanks a lot you guys for your input and suggestions.

elfin sigil
#

Anyone able to help me out? I have no idea why my character isnt playing his animation when I press play

-I DO have an animator component that says it SHOULD be going, the animation DOES work in the preview window, they ARE the same scale, the correct animator is hooked up

I dont know why its being mean to me nooooooooooooLULW

coral sedge
# elfin sigil Anyone able to help me out? I have no idea why my character isnt playing his ani...

The orange state is the default/main state that will play on entry. Normally that is an idle or empty animation, additional animations are controlled when to be played through transitions and parameters.
I'd suggest you read the Unity Manual page about Animations and the Animator, plus watch a couple of beginner tutorials that explain those. There's plenty available on YouTube about that.

elfin sigil
# coral sedge The orange state is the default/main state that will play on entry. Normally tha...

I know, I want the dance animation to play on entry as im just green screening it with the shader to export to Premiere. I have other animations in the game that play on entry that work just fine; its just this one thats fucked up

I ended up just using the other model I had with the dance which ended up working, so the problem mustve been with the a-pose FBX rather than the animation itself

coral sedge
#

Ah, I think I misinterpreted the question. Sorry.

timber geyser
#

If take Mixamo fbx, import it into the blender and add or delete objects to Armature, then after importing from the blender into fbx, and then into Unity, the animation no longer works.Previously it was working when using directly from mixamo , any help?

next patrol
#

Whenever a certain animation is played, my oject changes its position, size and rotation to a fixed point before playing the animation. How can i fix this, so that the Animation is played right on the spot?

agile solstice
flint olive
#

Switching between two of my 3D animations has a large difference in position, so is there any way to offset the entire position of a 3D animation within the editor?

#

I'm quite unfamiliar with 3D anim. transitioning from 2D, so there's most likely a cleaner solution than what I proposed, any help is appreciated!

silent abyss
#

how can i create a dashing animation similair to this like i mean does it have to move in the animation or am i doing the moving through code?

agile solstice
#

Then also you won't need to do extra work to keep the collider following the animation

potent thicket
#

Anyone used the animation rigging package? I need to adjust the position and rotatation of the hand bone and am trying to use it but only am able to get the rotation working. What is the correct component from that package to use to say place a hand on the grip of a gun

#

I have this attached to a gameobject thats the child of the "Rig 1" child the system made. hand_l is left hand bone from the rig. LeftHandIK is the transform I am trying to place my hand at

#

hand follows the objects rotation

#

but not the position

coral skiff
#

Having issues with a humnoid avi stuck with generic aniamtions

bold stone
agile solstice
#

It's a bit like asking how do you draw an owl

tranquil stream
#

hey a quick question do you think this can work? or is this just absolutly a failure?

near rivet
#

For gripping use a two bone ik constraint

tranquil stream
#

oke

next patrol
#

Is there a way to play animations directly in game view from something like the animation tab? I want to do this to find out if the animations play properly before always having to jump into the game directly again

potent thicket
agile solstice
next patrol
agile solstice
#

You're looking at the inspector for a transition

next patrol
#

I see now that it says Missing, why is this?

agile solstice
#

But it might still be able to play the clip, if it's the right hierarchy but not not the right object

next patrol
#

Thank you! This was it, i renamed them a while ago thinking it wasnt a big deal

potent thicket
#
 var target = weaponInventory[newSlot].instance.transform.Find("LeftHandle");
 leftHandIK.data.target = target;
 
 leftHandIK.weight = 1.0f;
 rigBuilder.Build();

This is what i''ve tried

#

and the transform shows up in the inspector

#

but the ik doesnt work

#

it works if i assign it manually before pressing play tho

noble marsh
#

Hi, is anybody here has experience working with Unity Timeline? I'm working on a feature by extending Unity's Timeline and found an issue on the scrubber;
when I jump the scrubber to previous time, it won't evaluate the PlayableAssets within the range of the scrubber's traversal. Is there a workaround for this?

thin ginkgo
#

guys i have an animation in unity which i need to have reversed. whats best way to make it as new animation?

near rivet
#

Although I'm thinking it could potentially be because the grip transform you are finding is not under the rig

#

It might help to just assign an empty game object under the rig as the target in the editor and then change the position of that empty object to the grip position

red bramble
thin ginkgo
#

i use playable and complex system. i need to have it as new animation

peak pebble
#

I have a sprite animation that at some point changes the scale of the gameobject the sprite is on in the x value. I set the y and z "Default value" but it still overrides the game object's local scale (set to -1 on y in some instances to mirror the sprite). any idea how to prevent this?

agile solstice
peak pebble
#

oh duh I forgot that's a thing

#

will try that

uneven coyote
#

how do I animate all of these together in unity, I heard that "bones" exist in unity's animation, I want the "bone" to go from the base, to the connector, to the cylinder
idk how any of that works tho, Ive been mosty using spritesheets

#

they attach like this

peak pebble
#

next question: is there a way I can control properties of a gameobject in the animation for another gameobject?

uneven coyote
#

basically, I want to use joints and such to acheive this (joints are the red circles)

agile solstice
#

A script's properties can also be animated, which the script can pass to any object

#

But beyond that animators by themselves can only control components at equal and below levels of gameobject hierarchy

agile solstice
#

Sprites also have a pivot point that can be set in the sprite editor which they rotate and scale around

#

Transforms function as pivots for all transforms below them when in a hierarchy

lost epoch
#

I have 3 states in my animation controller: idle, move, move reverse. There is an int param that control the transitions, which can be from any of them to any other of them (attached screen)

I now want to add a 4th state - "charge".
There is a new bool param, "IsCharging", and when true should lead to the charge node. When false - should go back to either of these 3 (based on the int param from before).

Is there a good way of doing it, other than connecting 6 more lines? (from each of those 3 to charge, and then back)

uneven coyote
#

so I need them to be objects and not sprites

agile solstice
#

If you have transforms in the position of each bullet chamber parented under the transform of the cylinder, it makes it easy to assign bullet sprites either as children or as components onto each chamber transform (or "bone")

lavish acorn
#

Hi just a quick question, does SetTrigger still work?? I have a script that's suppossed to run a little animation for some text but it's saying "Parameter 'TrStartAnim' does not exist"

agile solstice
#

@uneven coyote It's important you understand what gameobjects, transforms, sprites and sprite renderers are and what animations and scripts do exactly

agile solstice
lavish acorn
agile solstice
lavish acorn
#

I hope this is what youre talking abt idk first time touching animations

agile solstice
#

The parameter has to be used as a condition on a transition between states for it to be able to do its thing in the animator

agile solstice
lavish acorn
#

My parameter list is empty

lost epoch
#

@agile solstice 🤔 But they shouldn't run in parallel. I mean only 1 from all of the [idle, move, move-reverse, charge] state should be active at any time

#

I think?

agile solstice
agile solstice
#

Running in parallel means the base layer states don't have to be transitioned out of and then back in, which seems like a benefit for what you're asking?

lost epoch
#

setting the animation weight is something that can only be done in code though no?

agile solstice
#

Yes

#

Instead of a parameter you change layer weight

lost epoch
#

I was hoping for something more like a single node I can transition to/from, and that inside that nodes have my different logics

#

something like

"ChargingState == 0" : "movement tree"
"ChargingState != 0": "charging tree"

Movement tree: uses MovementState param(int) to decide [Idle, Move, Move Reverse]
Charging tree: uses ChargingState param(int) to decide [ChargeForward, ChargeBackward]

agile solstice
#

Given this setup there's no functional difference whether you keep movement states as they are and give the charging state its own layer
Or bundle up the movement states in a blend tree and make the charging state just a state to transition to/from

lavish acorn
#

Im a lil lost rn, how do I set up a trigger again?

agile solstice
#

Best to use both blend trees and layers whenever it makes sense to do so you get the most animation with the least transitions

uneven coyote
uneven coyote
lost epoch
uneven coyote
lost epoch
#

@agile solsticeAs far as I can tell blend tree just use a param to blend between multiple animation clips?

agile solstice
#

An animation does nothing besides overwrite component properties, which is what your own scripts can do just as well

agile solstice
dusk valeBOT
#

:teacher: Unity Learn ↗

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

uneven coyote
#

Oh, yea I know what they mean, im just condensing the question so that it is more understandable
I know a gameobject is technically something that holds properties, its own thing, but the way I am using it, I mean the gameobject is everything inside the gameobject
What I mean is I want to make it so I can animate the entire object with a script or animator, instead of changing its sprite using animator

agile solstice
#

I think this will start becoming obvious once you do some beginner tutorials for animating gameobjects as well as for controlling the properties with a script

agile solstice
# lost epoch <@166982635950702592>As far as I can tell blend tree just use a param to blend b...

The important part of blend trees is that they sync all the animations within it
For looping animations that might not matter, and for a lot of types it might even be an advantage
But for some types or mixed varieties it'd be an issue
Layers do not sync animations but run independent state machines (except with the "sync" option to copy the states of another layer but swap out the animations within)

uneven coyote
#

I dont need explanations of what all this stuff does

agile solstice
#

A possible reason might be if you've only made animations so far using the shorthand of dragging sprites onto the timeline, rather than keying any properties yourself

uneven coyote
#

Thats what Ive been doing

agile solstice
#

I would not consider that beginner level familiarity with the animation tool yet

uneven coyote
#

I use spritesheets, I do not have a beginner level with the animation window

#

but I know how the rest of unity works

agile solstice
#

It is a fair position to be in but that is expanded on by basic animation tutorials

#

Not something I would like to be explaining

uneven coyote
#

this is not a professional forum
Noone is forcing you to answer anything
This isnt a job

agile solstice
#

If there are specific points of confusion on that path, like possibly earlier transforms as pivots, then I'd be happy to shine some light

#

But I don't think you'll find anyone else either who finds it very productive to be explaining absolute beginner topics when they're already easily available online

uneven coyote
#

This is a discord server
people dont go on here to be productive
being pretentious because you know more than me is even less efficient or productive
Tutorials dont work for me, I learn hands on, that is why I am asking actual people

lost epoch
#

@agile solstice I almost found a better way:
The only issue is that When the node is set to Charge/Charge-Reverse/Move/Move-Reverse, the "Any State" transition keeps evaluating.

Perhaps you know how to fix this?

agile solstice
#

Really all you need is two blend trees, each with the three states within, and transitions back and forth between the trees

lost epoch
#

@agile solstice I tried that, but it doesn't work. I'm assuming it only works on the 1st node - so "ChargeTree" / "Movement Tree" are good, but the ones below them aren't

lost epoch
agile solstice
#

Similar to the example your move/idle/reverse are a logical fit for mapping a parameter as 1/0/-1 to decide between the three animations

#

Rather I mean "motions" when referring to animations inside a blend tree

lost epoch
#

ok I think I got it; it's a bit weird to me since I used ints, but used the same value and converted to float, and seems to work 😄

Now the charge should be simple

#

@agile solstice thank you!

#

@agile solstice Q for good practice: I'm ending up with duplicate variables with same values - one for type int and other for float.
The float is used for the blend tree (it doesn't like int)
The int is used for the transition - I'm doing != 0 and == 0, and doing it with floating point is a bad idea.

Not the worse case, but perhaps there's a better practice than that?

agile solstice
lost epoch
#

I can do that, but it feels a bit of abusing the same parameter for different usages; e.g. a correct param name for that would be "Tree Choice" or w/e xd

#

but yeah I'll just see how it evolves; if I only have those 2 trees I might end up doing that, no reason to make it complex

agile solstice
#

And list them in that order
But that only matters if you're actually blending with non-integer values

lost epoch
#

@agile solstice I was thinking on different values for different usages so that's weird, but with your logic when I'm using the same values for both actually it does make sense, that's true.
Cool, I'll go with that 🙂

#

And thanks again!

potent thicket
#

Having it as a child of the rig doesn't update it via code either. I dont think it has to be a child of rig in order to assign it as a target. At least not if you have it assigned prior to entering play mode.

My workaround was to add an empty gameobject as a child to the main prefab and just manually assign it in the inspector prior to entering play mode and then setting it as a child to the desired object at runtime. It is not ideal and I hope they will look into this bug. I wonder it has to do with using multiple layers on my AnimatorController

potent thicket
robust perch
#

when finger is on position x on keyframe 0 and I insert a position x+1 on keyframe 20, why the hell does my finger go from x to x-1 to x+1

#

why the hell would that happen

#

why would it go the opposite way before coming down?

potent thicket
#

is it interpolating the keyframes?

robust perch
potent thicket
#

turn it off and see if it still does it

#

if that fixes it you need to add some in between frames or leave it off

robust perch
#

it didn't work

#

I'll show you a quick clip

potent thicket
#

alright

robust perch
#

shouldn't have to do with the fact that my hands use animation rigging because hand is the tip and fingers are outside of the ik chain

#

omg now it works somehow

#

I don't even know how

potent thicket
robust perch
#

it also happened when I caught the thumb in the selection as I previously didn't

#

but that should have nothing to do with the animation of other fingers

potent thicket
#

did you jump through all the hoops to properly import a mixamo character?

robust perch
#

no, not really

#

I hate rigging and animation tbh

robust basalt
#

rigging package weight never reach zero if i animation it using animation clips

quasi crystal
#

Also is it possible to take for example.
An 3D model car which all parts like hood,doors and trunk are not openable.
But they are separate asset
And if we choose this asset can we animate it of opening and closing even it's wasnt in first place?

viral tangle
brave storm
#

This is why you were told to learn the engine first before making a car simulator thinksmart

viral tangle
gray bronze
#

Not sure if someone replied or not, but if you change targets or source objects at runtime you need to rebuild the graph by calling RigBuilder.Build.

austere jungle
#

I have a few questions if anyone is down to help a nobody out for a few

#

I got my simple game mechanic to work I just need to understand the 3d approach to it if possible thanks

gray bronze
quasi crystal
#

Is there any 3d modeler? I need a help from them.

dusk valeBOT
#

:loudspeaker: Collaborating and Job Posting

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

quasi crystal
celest crag
#

If you have a specific Unity workflow question just ask the question

true glen
#

Hey Im deactivating a gameObject in code, some children of that have an animator, now I have the issue that the animator resets before it deactivates the GO, making 1 frame of weird animator magic, and then when I reactivate it, it enters the animator from Entry again. How can I fix this so that it stays at the exact point of the animation and doesnt re-enter?

keen cloud
#

how do i get a skinnedmesh to attach to an existing rig for example if i wanted to add clothing every time i make it a child and assign the root it disappears (the clothing and character model were both made using the same rig in blender)

vale patrol
vale patrol
#

nvm its fixed now, theres still a problem but i think i can fix it on my own

meager smelt
#

Anybody knows how to flip an animation on the X axis in 2D?

agile solstice
#

Negating the X scale of a gameobject also flips the relative positions of all child gameobjects, but it may cause issues with colliders and collision in general

meager smelt
agile solstice
meager smelt
#

position and rotation

agile solstice
#

Then consider negating scale as mentioned

meager smelt
#

Tried, didn't work

agile solstice
#

You have to be more specific than that

boreal fractal
#

I gave the animations to "Hand" Gameobject it works now idk why tho :D

meager smelt
agile solstice
#

If you did it wrong, "didn't work" doesn't give any clues about what went wrong

#

Or how you tried to do it

meager smelt
# agile solstice Or how you tried to do it

Well right now I have an animation which rotates an object to the right side using the transform component. By 'flipping the animation' I mean that the rotation becomes negative and it rotates to the left.

#

Is that possible?

agile solstice
#

If I understand your setup yes, by negating the scale of an axis of a parent gameobject relative to your animated gameobjects

#

It may help to look into how transform properties are inherited down the hierarchy

meager smelt
#

I tried that as well, but it doesn't give me the results I wanted, it still rotates to the right

#

I just do -x value on the parent's controller

exotic olive
#

@daring relic sorry took long i was finishing coding something

#

but no what i mean

#

is i have my player right

#

and idle forward he'll be holding a gun in a position right

#

but then when i run forward the guns just gonna be floating therew

#

so what do i need to do

clear lion
#

Hey guys pretty new to Unity but struggling with a custom character + animation controller.

So I have this simple animation controller which loops the 'Idle' anim. I generated my avatar on my model using the 'generic' animation type.

#

I've tried adding the animtor component with the selected animator controller + avatar on every part of the character's game object but can't seem to find the right place to put it

thorny badge
#

Can someone explain what causing this? The camera in blender does not match up with the camera in unity even they share the same settings: Fov 60, type - perspective, position 0,0,0 , resolution 2550x1440
im confused about this.

vale patrol
humble condor
#

hallo i am running two animation on top of eachother like this

            hatAnimator.Play("rat_jump");

with the same speed and animation frames but in some frames the animation is off by one sprite and it looks really bad is there an easy way to fix that ?

#

nvm got it figured out

agile solstice
thorny badge
# agile solstice FoV can be horizontal or vertical In Unity yours is set to vertical Blender auto...

Thanks thats correct. Is there a way to change the horizontal to vertical in blender? Because if i change it in Unity i get wierd values. Like i have a script that lerps the FoV to 60 (back to normal when exiting ADS) and i need to change that value to 35.98339f in the script to get the 60. So instead of wierd values it would be better if i can change it in Blender somehow, lol. edit: nevermind found it. 🙂

west estuary
#

im so confused on how to make a proper run, i feel like this should work but it just looks like pixels are moving

#

are these the correct contact points?

#

maybe i did too few pixels?

rocky sail
#

Hi everyone, I have a 2d character and it currently has a walk animation. But now I want it to do a firing animation when walking. Is there such thing as an avatar mask for this? I've been doing it with different layers however if I want multiple different weapons this could become inefficient. Any tips on how to combine animations?

tame briar
#

i know this is unity server but i am trying to animate all those thing (the hands,the barrel etc) for a shooting and reloading action and i need too have all the animation of those objects in one action (one for shooting and one for reloading) does anyone know how to do it?

flat oriole
#

Anyone know why this is happening to my Blendshapes?
they all are called Morpher. not what they are called in Maya.

#

think i got it working.

snow skiff
#

I don't know if is allowed ask help about it here
I hope that not ban me :/

I'm using DoTween asset to make an animation

But when I starts, my "Money Counter" starts at red
I only want to get Red when I activate (Try to buy an item without money)
This are working already

At start I want the normal color only but I don't know how to deactivate at start

near rivet
#

Also I'm not sure how your character is rigged but it it may be worth trying humanoid instead of generic

clear lion
#

I assumed it had to be a 1:1 skeleton with unity's default mannequin or requirements lol (cause of unreal engine)

reef sand
#

Im looping a rotation animation, iv set the graph to linear, but it still stops a bit before running back. What are the possible fixes?

#

It dosent show any problem when I run it seperately, in edit mode, loops smoothly

#

Just during the playtime

reef sand
#

fixed

sharp oriole
#

So, I'm having a bit of an issue.

The walking and sprinting animation in my prototype are blending, and it's causing their "footstep events" to double up instead of interpolate, causing the sound to play way more than it should.

sharp oriole
sharp oriole
#

Is anybody here?

sharp oriole
lime socket
sharp oriole
lime socket
#

Toggle it

#

and let it loop so if you invoke it again it wouldn't affect it (as it's already running)

#

plus it's crazy to make an audiosource per foot step ;p

sharp oriole
#

Well, there's only one audio source in the scene so far that's handling the footstep sounds.

#

The walk and run animations handle the footstep sounds with events.

lime socket
#

Yeah so the event should just target the footstep audio player, which should never be destroyed, and simply toggle it on

#

when you stop walking, disable the footstep audio

tidal lance
#

Actually, it uses event triggers in the animation to trigger the footstep event, and the events are often desynced, but as the blend tree interpolates between animations, events from both animations are triggered

lime socket
#

animation events are tricky. I'm currently trying to think of a system to sequence my logic but blending and interruptions can create problems for events

#

it's usually better to do a lot of toggle logic in your statemachine script side

#

and timers in that regard

#

"In essence, the Animator is not a state machine, as it’s in several states at the same time during a transition."

sharp oriole
#
Possible Solution:
Change Step sounds from OneShot to Toggle, preventing double-ups.

Implement a "Step Off" Event to deactivate toggle.

Exiting any walk animation would also clear the boolean.```
Does this look right, @lime socket ?
lime socket
#

Similarly, toggle sounds with animation

#

stuff like jump is fine for one-shots

#

public void OnStateChange() <-- should actually be private ;p

sharp oriole
#

I'll try implementing this tomorrow (today), it's 5AM over here.

#

Now, would you be interested in teaming up on this project more?
(If you're busy, it's cool.)

lime socket
#

Currently doing a Jam but always free to ask questions

sharp oriole
#

ah

paper cedar
#

hey, i made a mistake and placed my animator on a child object that now doesnt support what im trying to do, any way to transfer the animations with the animator beeing placed on the parent object?

celest crag
#

@honest prism If you have a question then post it, these's no !collab requests here.

dusk valeBOT
#

:loudspeaker: Collaborating and Job Posting

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

red bramble
#

oh, but this is a blender question lol

plucky jacinth
#

I'm trying to make an animation controller based on this tutorial https://www.youtube.com/watch?v=vApG8aYD5aI&t=133s the following problem occurred: when starting a scene, a character who has a default animation appears significantly above/below his position in the editor before starting. This happens precisely when the size of the model differs from 1, with 1 it stands on the platform.

honest rose
#

i can put different components in a single animation, right?

#

i mean, like, sprite animation along collisionbox deformation, for make a meele attack

honest rose
#

so technically making a melee attack is a piece of cake

#

good

#

thanks :3

thin oasis
#

So i noticed something really weird. My FBX file is only 11 MB in file size, despite it having an animation with a LOT of keyframes (am planning to decimate them soon). When I duplicate the animation of it - so that I can work on the animation itself - the .anim-file is 320 MB(!!!). Soooo... where did all that file size go in the original fbx file that also holds the same animation?

stuck sinew
#

I added a slide animation from mixamo but the character is slightly going to the right
I tried ticking bake into pose and changing based upon to original
It's still slightly going right

brave storm
#

You duplicated one of the anims from the FBX?

#

I'd guess that unity's animations are not nearly as compressed as FBX

#

But single anim taking 320MB vs. multiple anims in an FBX taking 18,5MB is an insane difference

#

The anim clip seems to be 100+ seconds long with lots of objects and tightly packed keyframes, so I'm not that surprised

#

Maybe the FBX is also ~300MB when imported into unity's library

rich girder
#

can someone help me with some Inverse kinematics i am trying to use IK to attach hands to my gun but the ellbow doesnt bend right is there some fix for this?

brave storm
#

And is it a humanoid or generic avatar

rich girder
#

form unity its generic

brave storm
#

A "hint" position is used to determine where the elbow should point

rich girder
tame briar
daring relic
#

usually you'd be parenting the gun to the hand

rich girder
#

anyone knows good tutorial on how to add arms to your gun

velvet forum
#

Can yall help me out im trying To make a game with first person Mode and jumping crouching walking and running and I also need help to make the character animated when I move in the game and here is the model

honest rose
#

hey, i tried to animate my player from the root, but now, when i play it has the animated sprite and the idle sprite overlaping it
its very annoying
how i can fix this?
what i did wrong?

polar lintel
#

what do you mean, if idle animation play instead your one you just need to setup the AnimatorController to play your animation

#

or you can disable animator from sprite with wrong idle animation

sick hearth
#

I have been trying to animate via visual scripting and I have the animation I just need to know how to activate it and deactivate it on command

honest rose
flint olive
#

Hey y'all, my FBX animations aren't translating correctly in Unity.
What would be a (0, 0, 0) position keyframe would translate to a slightly different position, specifically in the Y (example: (0, 0.4071, 0).
This is shown in the animation itself, and not even in the scene, any help is appreciated cause this is driving me insane

sharp oriole
#

So, I made a quick mockup here in Blender.

How do I make a character look towards points of interest, blending with an animation?

sharp oriole
agile solstice
# sharp oriole So, I made a quick mockup here in Blender. How do I make a character look towar...

Animation Rigging has functionality for this
https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.3/manual/constraints/MultiAimConstraint.html
https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.3/manual/constraints/MultiRotationConstraint.html
Humanoid Avatar system might have its own workflow for this too but I'm not familiar with it
Unity's built in constraint components probably can do this too, but they're not designed to work with Animator as well as Animation Rigging is

#

I don't see a reason why the custom script wouldn't work as well
Pick your poison