#šŸƒā”ƒanimation

1 messages Ā· Page 37 of 1

sharp oriole
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My game already uses the Animator Component, so I don't think switching to Animation Rigging will work very well.

agile solstice
distant cobalt
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Hey all, I have a .anim file in Unity and want to export it to other formats for use in other programs like Blender, is there an easy way of going about this?

brave storm
distant cobalt
# brave storm Check out the FBX exporter package

I had a look at that, I'm not sure if I did something wrong as importing the FBX into Blender creates an empty object with the animation seemingly attached, trying to transfer or link the animation to another mesh object or armature wasn't working

uneven nexus
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Hey everyone, hope you're all okay. Im kind of new to unity and am trying to use the animation system, I was just wondering why my idle animations aren't playing when standing still

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the blend tree is working as I have tested that and it updates with the players direction

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it just doesn't play the animation, the inspector says the character is on the 2nd animation frame and then stops

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any help is appreciated, cheers

uneven nexus
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nvm I got it

pulsar ice
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is there any easy way to make 2d player sprite facing left or right, the moving just doesnt look good/right

agile solstice
pulsar ice
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no because its hard to get legs and arms right

agile solstice
pulsar ice
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i hate the side lmao

hearty phoenix
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What is the best way to rig/animate FPS hands that switch objects from hand to hand?

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For example, lets say I want to animate a gun that normally is held by the right hand, however when I want to reload, the gun has to be held by the left hand while the right hand inserts the bullets. What is the best way I can do this?

uncut salmon
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Make the animation in Blender (or some modeling program), and import it with your FBX.

hearty phoenix
uncut salmon
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That's not at all what you asked.

In your animations, have an empty target object which is the container for your weapon. You can move that as part of the key framing.

Or if it's easier, use the actual gun and turn it on and off during the animations ( temporarily hiding the one the player is holding)

hearty phoenix
lilac stone
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can anyone please send me tutorial how to make jump animation for 3rd person game

torpid edge
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I'm having some serious trouble with animation. It seems like my animations are overlapping and interrupting each other.

devout ember
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How can i get the length of an animation in frames?

sterile vine
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just sounds like it's an off-by-one error

devout ember
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if i was missing any steps in my calculation

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but you're probably right

sterile vine
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@devout ember considering the animation window, perhaps the last frame isn't counted for time

devout ember
sterile vine
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i think it would be the last frame

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because the length would be to the time of the last keyframe

agile solstice
mortal bridge
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I’m using Unity 2019 and was working on an animation with Timeline. I’m not sure if it’s my mistake or a bug, but sometimes it glitches. For example, if I leave the timeline playhead near the end and then deactivate the object with the Timeline component, the parameters set in that specific frame seem to "stick." To explain better: imagine a transition that fades the screen to black and then back to opacity 0. The issue is that, occasionally, it stays stuck at whatever point I left the timeline playhead. This happens sometimes but not always.

stable skiff
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Seeking Tips: Am I Approaching Animation Reuse in Unity Incorrectly?
I'm seeking help on Animation Best Practices in Unity, especially considering that I want to be able to make a simulation where I can try out various HUDs for a smart glasses based experience.

My challenge so far is: Reusing Animations and Animation Controllers seems surprisingly clunky. Is that "just the way it is" with Unity's animation systems or can anyone out there help me to think more correctly about the approach?

Example:

  • I have HUD_A and HUD_B. Each will also have child HUD elements, some of which will be in both HUDs and others only one HUD.
  • Most of the HUD elements will only have fade in and fade out animations, but I might want different curves for fading.
  • I want to prioritize being able to: add new HUDs, add new HUD elements, reuse animations.
stable skiff
# stable skiff **Seeking Tips: Am I Approaching Animation Reuse in Unity Incorrectly?** I'm see...

Some Approaches I've Tried

  • Parent HUD Animation Controllers: I thought the best approach would be to have something like HUD_A as the parent to many HUD elements. HUD_A would then also have an animation controller to call animations on the child components. That worked for HUD_A, but then seemed basically unusable for unique elements on HUD_B. It seems that animations are based on relative paths, so HUD_A and HUD_B could only share animations for the elements that had the exact same names and hierarchy structures.

  • Animators and Animations on HUD Elements: Now I just tried to push each element to have its own Controller and Animations. That actually does work, but doesn't feel very scalable because it feels like I'll need to create controllers for every HUD element.

  • Alternatives: I don't really like either of the above, so I'm starting to consider alternatives such as using DOTween or just running animations via scripting.

agile solstice
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Animator is intended to be best with static hierarchies and complex animations with blending and masking

sleek mango
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Hi guys do you know a software that takes 3d animations and makes a sprite sheet with it?

agile solstice
sleek mango
stable skiff
# agile solstice Animator is mostly designed for character animations For UI DOTween is probably ...

Follow Up: Am I Approaching Animation Reuse in Unity Incorrectly? (Link: #šŸƒā”ƒanimation message)

šŸ‘ Thanks @agile solstice - my recent learning aligns with that too. It seems like the Unity default animation system is pretty tightly coupled with the hierarchy and that's sensible for characters and some simulations as you mentioned.

🧐 Learning: I did some chatting with Claude to quickly explore other animation systems on Unity and across web platforms too. It seems that other web animation systems (Native CSS or JS, GSAP, Motion One, etc) are less coupled than Unity's default (which is more like After Effects in terms of tight coupling). That's not immediately relevant to Unity, but helped me to understand Unity animations more via comparison.

šŸ› ļø Unity Solutions: In terms of Unity solutions, I'm now going to investigate DOTween with CanvasGroups since I mostly want to be able to tweak UI elements such as on a HUD. It's still not clear to me how Unity would handle reuse even for character animations BUT I can save that for another time. For now, I'm focused on seeing if and how I can use DOTween with CanvasGroups for my goals.

agile solstice
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Well, Animators / Animation can also do anything but with less freedom

stable skiff
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I've got a follow up to your previous set of comments too.

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You said: "Or the Animation component, which is much lighter than Animator at least"

agile solstice
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You could for example have your script detect a canvas object's children and animate them all in a particular way at a specific moment, regardless of the exact hierarchy

stable skiff
agile solstice
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It's similarly also best suited for predetermined fixed hierarchy characters or mechanisms, but with less features dragging the performance down

stable skiff
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Ugh, the hierarchy coupling is feeling tough to decipher to me. BUT thank you for such thorough engagement and help.

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I think the root cause of my confusion is: I've never fully understood how Animation Clips, Animators, and Animator Controllers should or MUST play together; I think I often want to use them in situations (such as this HUD) where they're not actually ideal.

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It might be naive, but I feel like the ideal system is: I want an Animation Clip to represent a transformation on something and I want to be able to arbitrarily apply those.

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But I think the world of character animation and motion design are different: They're often creating component-specific animations. And it seems Unity takes that default approach too.

agile solstice
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Animation clips contain explicit paths to override component properties of specific gameobjects in the Animator's hierarchy, it does nothing else
Animator Controller is the finite state machine that selects between animation clips to play
Animator component enacts the changes on the gameobjects and runs the Controller

stable skiff
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^ This description should be the front page of all Unity animation docs haha

agile solstice
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The biggest limitation regarding UI is that the data of the animation clips is fixed, both the path to the component and the values to override

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And that the animation can't happen progressively

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By that I mean you can't transform something a certain amount in a unit of time, the clip is all you have to work with
So MoveTowards type of motion is not possible for animation clips

stable skiff
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Got it and thanks for the help!

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Now I'm off to see what I can figure out with DOTween and CanvasGroups.

agile solstice
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Also if you want two images or frames to "blow up" into different aspect ratios, it'd not be possible with just one clip as the clip can't have two different end values contextually

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It'd require doing a generic blow up scaling on a parent transform and that can get tedious to manage

stable skiff
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Yes, I think I've gotten stuck on something like that before.

agile solstice
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Technically it works and you can use it, the more advanced Animator features too, but I think you've intuited right that it's really a limiting framework in that environment

stable skiff
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Thanks Spazi!

unkempt ruin
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My animations are snappy, they aren’t smooth as desired, i’m using all mixamo animations. I don’t make PC projects often so I kinda have no clue how to fix these issues

earnest blade
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im in playmode but there isnt the blue bar under the idle animation

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but the animation is running

brave storm
brave storm
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So it knows which animator you want to visualize

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(Also your gameview is at a weird scale)

earnest blade
earnest blade
grave cosmos
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whats the difference between generic and humanoid animations because when i import my model it says i cant make it humanoid because there is no left foot is there a list of bones i need for humanoid charachter

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and can I use a generic charachter for animating or do i need humanoid

agile solstice
grave cosmos
agile solstice
muted palm
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Does anyone know how to save a blendtree and connect it to a player?

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I have my blendtree setup, but its not connected to my player, my player has a diffrent animator component and i dont know how to change it

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this pic might be a little confusing, but the inspector tab on the right is my setup blendtree, and the animator tab on the left is the one my player is connected to

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https://www.youtube.com/watch?v=gKauseRHFRg&list=PLLtCXwcEVtulmgxqM_cA8hjIWkSNMWuie&index=4 im watching this tutorial and its a little old so im kinda confused

Check out my latest video! : "Topdown 2D RPG In Unity - 22 Player Stats"
https://www.youtube.com/watch?v=9eh41WPlD_g --~--
In this video, we will be creating some walk animations for our player, and hooking up those animations using the animator and a C# script.

ā–¶ Play video
twin musk
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hey

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what transition i need to do to make my character isRunning set to true if it both click W and CTRL?

sterile vine
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you would do the detection in code and then from code tell the animator what's going on

twin musk
sterile vine
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what if you press ctrl then w?

twin musk
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ah so idle > running then

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yo it doesnt stop

sterile vine
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look at your conditions, see if they're right

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the parameters on the left of the animator tab

twin musk
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here

twin musk
calm ingot
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Hi, I am trying to implement animations that I made in blender into unity with my character and everything was going fine until I reached the jumping animation. I just want the animation to play whenever SPACE is pressed, however, something is not going all right. I have attached the animation original and how it plays in unity. I have tried troubleshooting with chatGTP for days now and I can't make it work. I will be very thankful if anyone manages to help me

sterile vine
calm ingot
sterile vine
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do you have any jump code? any physics attached to this object?

honest rose
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for an strange reason the animations of my 2D player are wrong

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like, the animations doesnt play, its just glitchting between idle and walking i think, idk, looks like is glitched

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it has something to do with the scripts or?...

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it should display idle, walking, shooting, jumping, hurt

vale patrol
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The trigger wont, well, trigger for some reason

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 public void TakeDamage(float _damage)
 {
     currentHealth = Mathf.Clamp(currentHealth - _damage, 0, startingHealth);

     
     if (currentHealth > 0)
     {
         anim.SetTrigger("hurted");
         Debug.Log($"Damaging anim running");
     }
     else
     {
         if (!dead)
         {
             anim.SetTrigger("died");
             GetComponent<PlayerMove>().enabled = false;
             dead = true;
         }
     }
 }
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this is the method im using, the if statement works but it wont trigger the parameters

grave cosmos
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anyone has some tutorials on how to use inverse kinematics to hold guns i cant find any

brave storm
devout ember
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does root motion get applied on a per clip basis?

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or is that an animator wide thing

spark snow
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hi, i have an issue with the animation rigging package. for context, im using two bone ik constraints for a spider's legs, this works really well for moving them forward for me. now, i also want to move the root bone whenever the legs move so the rest of the body doesnt drag behind, but im struggling with this. i have tried just adjusting the bone's transform via script, but this doesnt seem to work, i think it might be because the animator controls the bone's transform. i have also tried to use a multi position constraint, but this just moves the whole body with legs, rather than just a single bone. any suggestions here?

velvet forum
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can someone tell me how to add movement animations to this guy so like when i press w it animates a walking forward animation?

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i need some kind of tutorial tho

spark snow
# velvet forum can someone tell me how to add movement animations to this guy so like when i pr...

since it looks like you got your model from mixamo, this should work https://www.youtube.com/watch?v=Vsj_UpnLFF8

BMo

Mixamo Animations: https://www.mixamo.com/
Banana Man: https://assetstore.unity.com/packages/3d/characters/humanoids/banana-man-196830

3D in general can be really overwhelming for new developers which is why most end up starting with 2d games. 3D Animation can be its own deep skillset that many people steer clear from.

Fortunately there are r...

ā–¶ Play video
velvet forum
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thanks

devout ember
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my root motion appears to be on the XZ axis when i imported it from blender. How can I make it so its XY and rotated properly?

calm ingot
sterile vine
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so do you have jump code or not

devout ember
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is there a way to cast this root motion to X and Y?

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applying root motion vs not applying seems to have different results for some reason

gray bronze
# spark snow hi, i have an issue with the animation rigging package. for context, im using tw...

I know it doesn’t really address your question but thought you should know Unity’s $1 Quick Start Bundle includes this package.

https://assetstore.unity.com/packages/tools/animation/procedural-walk-animation-244662

the main demo is a procedurally animated spider.

Use the Procedural Walk Animation tool from Lolopupka Games on your next project. Find this & more animation tools on the Unity Asset Store.

grave cosmos
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when using inverse kinematics for your gun holding is it best to also create an animator controller?

earnest blade
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why doesnt it let me change the end

grave cosmos
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is it possible to make an avatar of just the arms of a generic model

bronze rampart
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when using an animator... it locks everything else down. in this video i have an idle animation that overrides the code that rotates the players arm. is there any way to fix this???

late lotus
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So i created a text getting written in animation in aftereffects, exported it as a PNG sequence, and it seems to play fine when im testing the animation, but then when trying to display it in-game it seems to just flicker in and out like shown in the second gif. Any ideas why this is occurring?

fallow needle
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the controller attached to both of them is from another asset

tranquil quail
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there should be no controller attached to them. that will cause that. i thought you said there was no controller.. Ok, remove the controller from the odd posed one, and see if it goes to normal t-pose

fallow needle
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itll stay like that no matter what i just put the controllers on both to see if i could replicate it somehoww

tranquil quail
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Ok, there should be one fbx dude in a t-pose that you use all the time.
Then, there should be other models that have animations that you want to use, from any source.
You set all of these to Humanoid Avatar. have you done this?
I am trying to figure out why you even Have a second bananaman

fallow needle
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if i had known of this when i was making the game i would have realized this sooner but im still learning lol

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so if its really a bug i can just make new animations properly

late canyon
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Hey guys, I'm having an issue where the transforms are missing, how do I fix this?

tranquil quail
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Ok, those are two separate things. the Second 'arms only' model should start in t-pose too.
The issue seems to stem from thinking that you are supposed to Use the FBX with an animation on it. you don't.. that Animation, gets 'automagically' retargeted to your main character, through the Humanoid System.
So, if you have an FBX, with an Animation attached to it, it may very well Always use the first frame as its pose. this is fine, since that is not how you use it anyways.
There is a !learning site. i think Creative Core Pathway covers some animation stuff, and there is also an official E-Book
https://unity.com/resources/definitive-guide-animation-unity-2022-lts-ebook
@fallow needle

Unity

Learn how to use the dedicated animation tools, methods, and techniques available in Unity. This e-book is suitable for both new and experienced animators.

dusk valeBOT
#

:teacher: Unity Learn ↗

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

late canyon
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I was able to fix the first two and then couldn't fix the other ones

tranquil quail
late canyon
tranquil quail
fallow needle
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this would be the correct structure then? animator on 'ourGuy'

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instead of banana man

tranquil quail
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@late canyon

late canyon
tranquil quail
late canyon
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Thanks for the help

tranquil quail
fallow needle
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thats a relief i was probably going to try and fix it by doing the exact same structure and chalk it up to a random bug šŸ˜‚

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thanks tho idk what i would have done without u

tranquil quail
twin musk
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Hello everyone. I need help. my characters use an animation and when it plays because it is an idle animation they should be standing still but their legs are flying

tranquil quail
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videos are helpful so people can see for themselves

fiery axle
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Hi, I recorded the animatin of lipsynch as transformation, but it doesn't much the speed of the original. Does someone know the reason?

twin musk
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Hello guys, I imported a rigged model but the animations I put on my model doesen't work I'm new to all this so could I have help please.

barren yarrow
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I have 4 animation states of a UI window, closed->open->opened->close->closed. I have 2 triggers named "Open" and "Close" to change states. The triggers are set by some buttons.
The issue is when i click the close button (which sets the trigger to close) multiple times, somehow the triggers get queued up and when I open the Ui, it closes automatically due to previous multiple clicks.
How can I prevent it.

red bramble
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Perhaps you should just have an "Open" bool parameter.

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Rapidly clicking the close button causes the trigger to be set again (set -> consume -> set)

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it will sit there until a transition can consume it

west estuary
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why is my greyed out the play button

sullen bear
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Im trying to make a shooting animation for a gun. do I make the animation a trigger or a bool in the animator?

twin musk
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Hello everyone. I need help. my characters use an animation and when it plays because it is an idle animation they should be standing still but their legs are flying

humble hemlock
flint olive
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for 3D rigs/animations, it is possible to merge animations together

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but for 2D, also having experience with this problem, you'd have to create separate anims. *(if you want a single animator; if not, see below)

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that being said, you could implement a system of "lowerBody" and "upperBody" masks, to congeal together making a full body, that's similar to what i did

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also a life-changing tip: stray away from Unity's transition system and just create your own animator system paired w/ a state machine

sterile vine
devout ember
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is there no way to add root motion after an animation clip has been imported?

flint olive
sterile vine
devout ember
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is the only way to get root motion in imported animations?

flint olive
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just layer them on top of one another, and sprite mask the lower or upper body depending on ur needs

grave cosmos
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why cant i use mixamo animations with generic model

spark snow
gray bronze
frank grove
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Can anybody make any reccomendations for free video motion capture software that will work well with Unity?

I would like to be able to record footage and then make an animation from that. I see several options but any that are known to work nicely with Unity?

Thank you!

undone bronze
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I keep getting these errors when I import basic motion’s free package. If I remove the script it breaks any other script that handles animation, anyone know what I can do?

agile solstice
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Otherwise the screen recorders you get with Nvidia and AMD drivers and OBS work just as well with Unity

stiff verge
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Hi guys got a problem with my door animation. I created 2 door animations (one for open and one for close). when turning the loop off, the door is constantly open and i cant interact with the door. If the loop is on, the door is constantly opening and closing. If possible, could i lend a hand from someone?

tranquil quail
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there should not be a loop for that. you play the open, based on a condition, then you can play the close based on a condition

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if you cannot interact with the door when in Open state, then that is a code issue, most likely

stiff verge
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okay, thanks for the help

agile solstice
stiff verge
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ill send a video over, because I think im now at a worse state than i was previous

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created a small video to showcase the problems, only around 50 seconds long. again if anyone could lend a hand it would be much appreciated (:

agile solstice
# stiff verge

It's not quite what I asked for
"Show the problem occurring in play mode with the gameobject selected with Animator window open so it can be seen in operation" means you have the Animator side by side with scene or game window during play mode so when the animator attempts to change state it visually shows what it's doing
You did not click through the states and transitions so we cannot see if there's problems there
The video has about 1 fps so I anticipate it might not be practically possible to spot problems or see what's going on at all even if you showed the correct things
But nonetheless the process I'm describing helps you as well as us to see what's exactly occurring

ornate jasper
grave cosmos
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hey guys i have a question so i am using IK and want to add an animation to that IK. I just have the arms that are connected to the gun and would like to at start just equip the gun and then use IK to hold the gun anyone who can tell me how this works currently my game looks like this. currenttly i am applying rootmotion on the gun model but i dont know if this is the right solution.

uncut salmon
sudden locust
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Hi everyone! I always have this problem when I use the animation rigging package: when I move the hint of an object with a Two Bone IK Constraint, the constrained object doesn't move with it.

I have a pretty simple scene, with only two models imported: a gun and an arm.
I've made them both a child of the camera.
I clicked on Rig Setup and Bone Renderer Setup for the arm, added Two Bone IK Constraints for the left and right arm, wich was auto generated from the Tip.
The gun has two children wich are supossed to be the target for the right and left hand.
I'm then using a script to fetch it.

When I press play, everything setup is working, with the exception of the left hint.

thorn mango
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Hey, so I have a simple animator controller, with one 2D blend tree with animations for my 3d human.

I want to "task" animations (like sawing, throwing, fishing) etc to that, and I want to either play them by name or by id or something else. How can this be done? After the task is finished I want to go back to original blend tree

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I have a bunch of tasks so I would like to avoid setting it all up manually, if possible

ornate jasper
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because I cant think of any other category it would fit in if not coding or animation

uncut salmon
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It is animation related, you posted it in 4 other channels. Just keep it to one, thanks.

rough pilot
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My code

lilac stone
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disable it

rough pilot
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This is what happens

lilac stone
unique forge
#

Why in game it's so high, but in blender it's normal

agile solstice
unique forge
agile solstice
agile solstice
# unique forge no, pos set to 0

When you drag something into the scene it goes whenever you drag it to, and if you drag it to the hierarchy it goes whenever your scene view is focused on
Reset the transform component and see if it's still "high"

dusk lodge
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in unity how do I transition after a animation is finish back to a idle animation?

uncut salmon
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Assuming you're using an Animator, create a transition linke from the animation to the idle animation with no conditions, and it'll transition to it.

dusk lodge
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perfect thanks

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that works but it constantly plays the animation repeatedly because the condition to get to the animation is true

agile solstice
dusk lodge
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yeah i figured it out

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I was just wonmdering hhow

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becuase I cant just wait(animationLenght)

dusk lodge
sand fern
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what is a good procedural animation for human characters tutorial for Unity for beginners?

near rivet
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hey i recently created a system for my characters to use rootmotion for all of their animations. works pretty good but all the run animations i've tried seem to do this wierd zigzag. I'm assuming its because the motion driving the animation is not perfectly straight (it sways since the animation is a fast run) and the navmesh agent overcorrects for the sway. Here is a video. Maybe someone has had a similar problem.

patent frigate
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hey everyone. i'm making Aiming with Inverse Kinematics (IK) and Animation Rigging in my game. i have issue like this when my character change idle state to locomotion state. Could anyone can tell me what happen and how to fix this little bug ? thanks.

sage yarrow
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Hey yall, kind of a vague question but I'm not exactly sure where to start. Made a model and got the bones set up in Blender -> Works when I apply animations to it on the Mixamo website, but when I load the same model into Unity, no animations are working on it. Is there some obvious step that I can look into that I may be missing? Sorry, it's an awful question, but hoping maybe there's a simple starting point to try figure it out.

languid wolf
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guys help. I am new in unity why this is happen. When i put animation or animation rigging the model is start to "Bike pose" like in the video. Any solution? I use unity 6000.0.33f1 HDRP. 100% I'm follow the tutorial for rigging and animation they're not like this.

rustic trail
languid wolf
rustic trail
gray bronze
patent frigate
gray bronze
gray bronze
# patent frigate I cant do that rn. Do you have free time in 2 hour later ?

No. I’m not offering to provide one on one support. Like others here, I’ll do my best to make suggestions if I think I know what might be wrong or what you should try. The more context you can provide, the better chance someone will spot what’s going wrong or give you good follow-up steps.

shrewd marsh
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Hello there, need some help! For some reason my idle animation isn't playing when I run the game, it only shows when I play the animation in the animation window. I've got the animation attached to the character and everything, not sure what I'm doing wrong. Any help would be greatly appreciated :)

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Also the animation does seem to play, but there's no changes to the sprite (they remain stuck on the first frame)

edgy edge
shrewd marsh
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Ohh are you not supposed to

edgy edge
shrewd marsh
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Got it

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Deleting Animation doesn't seem to do anything though

edgy edge
shrewd marsh
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How do I set it?

edgy edge
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You can try drag your animation clip to it

shrewd marsh
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holy shit I was about to go insane it works thank you so SO much šŸ™šŸ™šŸ˜­

spare agate
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Hey, I am working on a game with a system that requires inputs from the player in order to do an attack (Left arrow, right arrow, up arrow, down arrow like Friday Night Funkin or Dance Dance Revolution) and I am working implementing attack animations to each arrow input. Any idea on how I would set the animation to only play the last input pressed?

#

I am using animator in Unity for the animations

oblique linden
#

Heey! I have made a mesh for my project in Unity. I am using the Rigify rig for this, it even has face animations.

I am just wondering if it is compatible with Unity. On the internet I see mixed reviews. There are some tutorials but they show the human rig without face animations so I am growing very concerned.

Is it compatible or not? If not, which rig should I use and would you recommend I just use shapekeys for different face animations instead??

vagrant turtle
#

hello I followed a tutorial on the movement of the player so that he advances and as a result he advances on the spot as in the mixamo.com demo how to solve this problem?

agile solstice
oblique linden
agile solstice
#

I don't know about different rig generators

#

Simpler rigs won't have those potential issues

#

Rigify's metarig for example can be used just fine, though it has no IK or controls of any kind

oblique linden
agile solstice
#

You can add any IK and bone controls you want of course, but the important part is that constraints cannot be exported

oblique linden
agile solstice
oblique linden
#

Awesome! Thanks!! Much appreciated! šŸ˜ŠšŸ™

valid reef
#

guys, I'm trying to slice a sprite sheet to animate it, but it's not showing the subassets from it, and it seems the problem is this, but when I click in Unlock, it auto-blocks again, idk what to do

hybrid tinsel
hybrid tinsel
valid reef
#

but its locked and it doesnt unlock

#

i was attempting to remove and reinstall

hybrid tinsel
fresh crescent
#

How would I set up all these animations to my player?

honest rose
#

Hi, is possible to Animate 3D models using multiples?. I mean, that we have different models with different poses, we can use that for "sprite animating" 3D objects, or is a bad idea?

red bramble
#

I do believe this is a thing that's done seriously, too

#

notably, baking skinned meshes into a bunch of models and then just swapping out models

#

now you can display 1,000 actors without doing 1,000 sets of skinning calculations

#

much like showing a series of sprites instead of doing 2D skeleton animation

bitter ether
#

how come my animation works in the import window when i play the clip but when i select it inside the prefab or export it it doesnt do anything

outer scroll
#

hi guys, Why can't I edit animations? I'm using override

hazy urchin
#

Trying to do a full body IK but the camera keeps going to the legs and the fingers are getting messed up. Anyone know a fix?

gray bronze
bitter ether
slender aspen
#

having some trouble figuring out why my air actions are retriggering once i land. any major pitfalls where this could happen that i should check?

frail ravine
#

Hey guys, why is it when I jump while running/walking it has a jump animation, but if I'm not moving and jump, there's no jump animation

calm geyser
#

Hello everyone, I am making a game, and I'm making an AI for it, I have mixamo animations, but I'm trying to make it so the animations are in place and don't actually move while the AI moves, does anyone know how to resolve this issue?

amber rock
agile solstice
dusk valeBOT
fallen arch
oblique linden
#

Anybody here got experience with rendering 2D sprite sheets from Blender / other 3D software? I would love to have some advice.

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Or 2D animation in general.

agile solstice
oblique linden
# agile solstice It's hard to give generic advice but you at least want to be familiar with Blend...

Thanks! I'll investigate that and check that. I was more keen on asking advice for characters for that method.

I've got two stylized low poly body shapes for both male and female I have the intention to make my body template. They both will have shapekeys too for body shape, so male and female can change body shape. I am just wondering about face details at this point.. how much will you see of facial details after rendering it as a sprite sheet? Is it better to leave the face blank and paint it on with photoshop/clip studio / aseprite?

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These are them for reference.

agile solstice
#

Much the same if they were 3D characters in the game with a fixed camera, only a limited amount of detail is possible to see

oblique linden
agile solstice
oblique linden
#

But perhaps I'll make the characters 3D in the end. It isn't set in stone. But my initial go-to was to go 2D route, because it is easier to give a cozy vibe.

#

A pixelated shader in unity might also solve that though

agile solstice
#

Baking to 2D is a complicated extra process, so you should do it only if it provides a specific advantage

oblique linden
#

I will give it some thought, then. Thanks!

arctic umbra
#

this is the blend tree i made for it

#

im not sure what wrong am i doing so any help would be nice

harsh patrol
#

Are there any issues I should be worried about when using Generic rigs for my human characters? Besides the loss of retargeting? I always have a ton of inaccuracies when I try to import as Humanoid.

agile solstice
harsh patrol
#

Hmm, does avatar masks not work with Generics? I assumed it would since Generics also need to create avatars.

agile solstice
#

Generic avatars can be used for transform masks though the documentation refers to them as avatar masks

#

So you can have masks with specific bones, rather than generic limbs

harsh patrol
harsh patrol
#

Awesome, thank you. I just want to cross out all the edge cases I might run into before I go too far down this route.

finite finch
agile solstice
finite finch
#

can someone share a proper instruction how to import mixamo character with animations into unity? i know theres like over 20 of them out there on youtube and 99% of them are outdated

red bramble
#

the gist is that you need to import the model with a Humanoid rig

#

That will produce humanoid animation clips

red bramble
#

rather than retargeting the animation onto your own model

finite finch
red bramble
#

I doubt that any of the tutorials are "outdated"

#

humanoid animations have been around since...at least Unity 5.2

finite finch
#

i tried ~ 6-7, none of them work, until like ~ 8'th did finally work, but as we can see, its broken

red bramble
finite finch
red bramble
#

How are you playing these animations? a blend tree?

finite finch
red bramble
#

okay, so that's just going to play one animation at a time

#

also, what exactly is wrong with the animation in-game? It does look a bit "floppy", but the animation on the Mixamo site seems pretty similar to me

finite finch
#

I also thought that the animated character looks maaaaybe the same as on the website, but its definitely different from the mannequin. Feets are moving way too much on the sides and also elbows. Mannequin moves much better - just straight.

swift shale
#

how would I be able to rig this for unity? I've been trying to do this for a few days. šŸ™

sudden locust
#

When using the animation rigging to atach objects to the hand of the players, where should you parent the objects?

On the official unity tutorials I saw the objects were attached underneath the rig, however in non oficial tutorials, people usually attach it underneath the hands of the player.

I'm asking because I have a setup where there are guns underneath the player rig, those guns have targets and hints as child game objects, for a two bone ik constraint.
I also have multi aim Constraints for the hips, shoulders and arms.
However, when the hands move to follow the target of the aim constraints, the guns don't follow. It only works the other way around, with the hands following the targets underneath the guns.

So, I decided to add a multi parent constraint to the guns, wich did not work at all, since now both the weapons and hand keep infinetly following each other.

How is this usually approached?

kind aspen
#

using IK constraints, how can I fix the shoulder of a humanoid? it seems to be independent of the humanoid during rotation. for example, when I point a gun forward, if I rotate 180 degrees, the gun is pointed behind the humanoid...

kind aspen
#

nevermind, I got it fixed using targetTransform.position = target.position

obsidian hornet
#

I am looking to have a 30 2D characters, with idle/attack.
I am thinking to have Animation Override Controller so I can reuse the animation states.
Also SpriteResolver/SpriteLibrary so I can reuse the animation frames.
But this means I need create an Animation Override Controller and SpriteLibrary for each character.
Is there a better way of doing this? It would be great if I can create 30 folders each with idle/attack sprites and a script take care the rest.

agile solstice
#

If the gun's transform is not controlled by constraints, it would have to be parented under the hand or whichever part you attach it to
If it is controlled by transforms, parenting is ignored and for clarity and to avoid problems it's best to keep it (and other items) above or next to limb bones in hierarchy

#

Sounds like you want the gun and hands to be parent constrained to the same target rather than to each other

low axle
#

guys i have a question,why the bool Run doesnt become true,like sometimes works sometimes doesn't,even tho the pm.running is true that bool wont become true.

i tried with fixed update, and i tried with normal update same result

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and it enters in the if

tranquil quail
#

don't forget to remove from the other room, or you might get Mod-Smacked

low axle
#

oh sorry

sudden locust
sudden locust
low axle
#

guys how is that when its idling its still uses the run animation

#

animations are hard

#

too hard

red bramble
#

well, what animation clip is actually being played by the "Idle" state?

teal python
#

alright so i got an animation from mixamo, but it seems like in unity it keeps trying to keep the root of the character stationary, making them look awkward like this, what should i do?

stable storm
#

So I downloaded some animations for my model in mixamo and they worked well on the site but now that I send it into unity I'm having trouble setting my model , he won't do any code or play any animations , can some help?

chrome canyon
fervent osprey
#

hey , can someone help me with the animation problem i have

winter folio
#

Hey I imported a Fbx file with animations from blender into unity. most of the animations work but the walking and running animation ingame look weird. like walking isN't looping corectly and running twists one leg. if I look at them in the Inspector/ how they transition they look just right. anyone knows what might be the issue here. the rig is custom and not homanoid.

tranquil quail
dusk valeBOT
chrome canyon
#

the origin for the object i mean

teal python
#

oh

teal python
chrome canyon
#

yeah thats pivot, ok, what is the issue with your previous statement, is it that the character tps back after finishing the animation? whats going wrong besides showing where you move the object at

teal python
chrome canyon
#

try rotating the root a bit, and see if that fixes it

#

up/down*

teal python
chrome canyon
#

its not uh, a humanoid.

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i mean it is, but it isnt set as one on import

teal python
#

and im not sure if it fixes the issue im having

chrome canyon
#

well the animations arent rotating the bones right

#

thats the main issue

teal python
#

it seems so, the transform is just fixed in place at the root

fervent osprey
teal python
#

and it seems like it only happens for the animation i got from Mixamo

#

its not my settings on mixamo is it?

#

or the animation

teal python
tranquil quail
teal python
#

oh lmao

tranquil quail
tranquil quail
teal python
tranquil quail
teal python
tranquil quail
#

When using mixamo animations, unless you are using the same mixamo character too, most often the animation will not match the skeleton of your custom character. in this case, Unity offers the Humanoid system, but if you are trying to mix Humanoid and Generic, there will be issues

teal python
#

i feel the best way to fix this is to choose a different skeleton model :(

tranquil quail
#

i think that is supposed to work, as generic. first, upload your character, (skeleton) and download it With skin. then come back and download, from the same skeleton, animations Without skin, and that should work

#

so, the skeleton you upload, and then download becomes the one you use in Unity

teal python
#

oh one second lemme try that

tranquil quail
#

for reference, this is what i meant about In Place

#

that is a root motion animation

#

none of the Zombie Attack animations i see on Mixamo are root motion

#

oh wait, 'not so scary zombie pack' is

teal python
#

i have no clue why
i think ill just use a different model lmao

winter folio
fervent osprey
fervent osprey
fervent osprey
chrome canyon
#

on windows its "snipping" tool

rocky turtle
#

So I've been pulling my hair about this for a couple of hours now... My mixamo animation I imported to my Synty character has the wrong forward rotation (see image).

I've tried to change the root transform rotation of the animation with an offset, does not work. What happens is that the red arrow is the direction that I am walking, and if I rotate the aniumation root transform position, then I also rotate that direction. (see image)

#

In both cases, the result of the animation in the game is the same. What the blue arrow is I have no clue, but yeah.. I would appreciate any help

#

Solved: Duplicating the mixamo animation out of the imported FBX, and then applying the root transform position offset worked.

maiden linden
#

is there a way to delete edges in 2dRigging, without deleting the vertex points?

#

cause chatgpt says no but i cant believe that

maiden linden
#

someone please clear me in on this there is no way they didnt add that

#

you cant even disable the vetice-auto connect

#

me rebuilding 8 vertice points cause i clicked one wrong connection: notlikethis

open stratus
#

Hey can someone help im haviong an animation problem in my game where i wanted to change the animation to a more spiderverse/choppy animation style i changed the one animation to a sprite sheet animation now it jumps forward and back anyone know how to fix???

tranquil quail
obsidian hornet
#

Anyone got a guide on 2D rigging? I would like to moving away from sprites and use skeletal animation. How to have the swing effect just like the penguin?

undone frost
#

for unity animations, how to rotate object based on center instead of pivot?

obsidian hornet
agile solstice
loud bramble
agile solstice
loud bramble
#

it worked ! ty so much

torpid shuttle
#

When you create animations in a 3rd party program like Blender to be imported into Unity. Should all animations be in 1 clip that you split up in engine?

#

Or as different clips?

agile solstice
# torpid shuttle Or as different clips?

Both are acceptable workflows
Making separate clips in Blender can be a bit of a hassle due to action editor and NLA editor both being clunky
Making just one continuous clip of actions may be simpler in some cases due to that, but requires you to cut it back up in Unity after importing

torpid shuttle
#

Wouldn't making multiple clips remove that extra work?

agile solstice
#

So if you don't change the length when editing the animation, you can just hot swap it

torpid shuttle
#

If it's all on one clip?

agile solstice
#

Then you'll need to adjust the cuts

#

Conversely if your animations are actions and you add more, you'll need to define the new actions manually

torpid shuttle
#

It sounds like multiple clips is a more efficient workflow.

#

Or am I misunderstanding something?

agile solstice
fervent osprey
fervent osprey
simple siren
#

I've made some animations that cycle sprites on a UI image component. It appears to play correctly in preview, but I can't get the animations to loop at runtime. Both Loop and Loop Pose are checked on the asset.

I've tried both an Animation and an Animator component, and have confirmed that it's entering the desired states correctly, but the states aren't progressing at all. Here's what the asset looks like. What could I be missing?

twin musk
#

Some animations in Blender point to the right direction but after importing to Unity it points to the wrong direction but only when I apply the avatar.

I don't know why I tried rotating the charater in blender, applying the transforms, baking animation, trying different export settings by changing the axis values, alway the same result.

And only 1 animation while the others work normally

soft zealot
#

ive never ever encountered this issue but my animation seems to be stuttering despite my curves showing it should be smooth and it being on over 700fps and the start and end being the same. here a video of issue

#

i think its its an issue with the looping despite the first and last frame being identical

#

figuered it out

vale lance
#

hey guys, so I am importing a fbx file from Blockbench, and in the fbx import inspector, it shows the extra end frames, however, after dragging the model into the scene, the animation applied to it has these duplicate frames completely deleted resulting in keyframe loss, any way to fix this?

fringe plaza
#

I'm kinda new to handling animations in Unity and I'm wondering what's the best way of making a character move forward during an attack animation (in a hack n slash game).
Using root motion seems finicky since it ignores obstacles and fixing it manually usually causes some jittering.
Using code however seems very limiting and tedious to find the right speed and duration of each movement.
Is there a guide somewhere about this?

zealous root
#

So, how do I give my animations greater priority in my animators? Like when multiple bools are true

inner flint
#

Hi, I'm new to Unity and using the Animator. I'm trying to make a menu button which changes frame when it's selected, but it doesn't seem to work, this is what I have in the editor: "Begin" is the animation containing 2 frames for selected/unselected (it didn't work so I just set the speed to 0f so it stays on the single frame), BeginSelected is an animation with 1 frame (selected) which it should transition to after I met the correct parameters

#

The only issue is, despite the menuSelection variable actually changing (I checked with debug log) it doesn't seem to do anything with the transition Begin -> BeginSelected

inner flint
#

UPDATE: It works, no idea how but I just made new animations and redid everything which made it work

random zenith
#

Been struggling to find concrete info on this and can't get it to work effectively myself. I am trying to set up an animator where I am using Sub-State Machines to have related things be in their own section, so currently I have on my layer at the base an empty state (Called Main Transition) with Sub-State Machines (like for idle vs movement vs jumping and whatnot), of which either they do a similar patten (like my idle Sub-State Machine has its own empty Idle Transition state which determines what idle gets played OR for something like jumping/falling (air) they just play the respective animations in order once the conditions are met to progress. Problem is, with this most of my transition are either to or from an empty state, and I have not been able to figure out a good general strategy to make it so
1: It blends (like it would if it was a transition from non-empty to non-empty)
2: It doesn't sometimes have a frame of no animation running

At most I think I have state w/ animation -> state w/out animation -> state w/out animation -> state w/out animation -> state w/ animation (example would be a idle -> idle transition state -> main transition state -> movement (really just walking variants) transition state -> walk), so at it's core how can I make it so that the above situation basically gets treated identically to how the idle -> movement would have been without me needing to make a transition for every possible situation. Or is the way I am going about it (first time trying to make an actually good animator, usually just brute force it since I wasn't trying to learn more about it then) just inherently flawed

ocean wing
#

I have a player controller setup to do some nice animations based on input, these are animations from mixamo. And for some reason it gets off-center quite easily even though the animations begin at 1. Does anyone perhaps know what's going on?

#

And here's the animation controller

#

Idk if maybe it has something to do with me not having a legitimate like.. t pose animation?

#

im so confusd

ocean wing
#

TLDR my rig is drifting between animations?

alpine dew
#

When importing a rigged and animated model in blender into unity is it supposed to take every single bone in the armature and create a game object for it?

#

And second to that if that’s expected: is that something to be concerned about if I’ve got potentially 20 of those prefabs being thrown into a scene at once?

#

Like this little projectile model has a very simple shape change animation to it, but after import it’s got at least 30 game objects per instance where the bones were defined in blender, I’m concerned about that

fossil hill
#

Hey, I lost the reference to the child if I change the name after the animation clip. How can I recover it and change the name?

ocean wing
mint pebble
#

Anyone know the best way to get around the animator overriding any sprite change I wanna do through script?

tranquil quail
#

How can i move a Bone, without affecting the Mesh?
The situation is, Blendshapes move a part of the Mesh, and i want to move the Bone to better match.

stray epoch
#

hi, how does this multiplier works? i tried to set the value of movement to 0 and 1 but the animation speed doesn't change

kindred crater
#

Hi guys in the two videos i have the same animation, left is in blender right is in unity.
The problem is ofc in the tail which has a damped track but it doesnt export wellin unity.
My only way of solving this is to triplicate the number of frames and get the frames in the middle (so if the animation is 8 frames i make it a loop of 24 and get the frame from 9 to 16). Any way to fix it by other means?

near rivet
fringe plaza
red bramble
#

It's true that, if you let the Animator apply root motion, it'll just move its own transform around with zero regard for physics

#

You have handle root motion in your own component instead.

#

I use it to move a CharacterController around

fringe plaza
#

Seems interesting, not sure how to implement that though
Can you show an example?

red bramble
#

it's a Unity message, so the method doesn't have to be public

#

it's like OnTriggerEnter or Update

#

the example on that page is awful. what.

#

one minute, let me grab a script from my game

vestal iris
#

hey, I have npc's setup with animations and simple behaviour trees, I can make them look for items, press buttons. But I'd like to be able to setup specific np'c to for example just sit in a chair, look at the player, point at something, or lie down, etc. Essentially I'd like to pose them in the scene without trying to find a humanoid animation for them. Is there a way to pose a character in unity? (I remember that you can't manually animate humanoid characters, but maybe this changed in unity6?) (I'm sorry just writing this I realized I can copy a model and have a specific instance of it configures as non-humanoid (I'm clicking around unity now and can't even find what is it exactly that's configured as humanoid/generic, I don't see it neither on the animator or the skinnedmeshrenderer)

red bramble
#

Wait, you said that, oops

#

and can't even find what is it exactly that's configured as humanoid/generic

This is baked in during the import.

#

Although...

#

Try importing a copy of the model as Generic, and then plugging its Avatar into an animator that's normally used for humanoid animations

#

That should allow the animator to start playing generic animations instead

#

you also may be able to just remove the avatar from the animator

#

not sure about that one

#

for a humanoid model, the Avatar tells Unity about things like "what's the left leg bone?"

#

But there is nothing special about the model or its bones. If you throw out the humanoid avatar, you should be able to play generic animations

vestal iris
red bramble
vestal iris
#

ok, so throwing out the avatar out of the animator should do the trick, I'll experiment, thanks

red bramble
#

The first script is what receives the message. It has to be on the same object as the Animator.

#

The second script actualy uses root motion

#

You can ignore a lot of the second method. It has some logic for things like scaling entities up and down

#

(and a mechanic that I scrapped where running into a wall makes you stumble)

fringe plaza
#

thanks a ton! I'll see if I can work it out with this

red bramble
#

controller.Move(animator.deltaPosition);

that's all you'd really need

fringe plaza
#

I'm guessing deltaPosition is the delta of the root motion?

red bramble
#

It's how much the animator wants to move in world-space, yeah

#

There is also a rotation property. I think I ignore that right now..

#

If Unity sees as component with an OnAnimatorMove message, the animator stops applying root motion on its own

#

you should see a bit of text on the Animator about it being controlled by a script

fringe plaza
#

thanks

proud dune
#

Hey guys im new into Animations, my question is if writing a code for Animation good or should I use normal the Animator?
https://youtu.be/Db88Bo8sZpA?si=C5JZ5DY6euoUCHfn

Tutorial of how to manage animations entirely through script in the Unity game engine!

Tired of struggling with the Unity Animator? In this tutorial, I'll show you how to create smooth and efficient animations entirely through scripting, eliminating the need for the Unity Animator once and for all! Say goodbye to clunky animations and hello to ...

ā–¶ Play video
#

I want like that the Character is moving and attacking with the sword together when I press walking(w) and attacking(left mouseclick)

proud dune
fervent osprey
fringe plaza
# fervent osprey That looks Amazing I hope I can make something like that In the future, for now ...

Not sure what you mean by that, what issues are you having?
I recommend these 2 tutorials. They're a bit outdated but they're the best at teaching the workflow imo
https://www.youtube.com/watch?v=z3cdbYTl3Ms
https://www.youtube.com/watch?v=c84j-A7bZ8s


ā–Get all CGDive courses for just $5.99 per month!ā–
https://academy.cgdive.com/courses
Note: This is like Patreon but much better :)

In this video, we'll set up 3 different ch...

ā–¶ Play video
fervent osprey
#

thank you so much I will watch all of them, i can show you with ss

ocean wing
#

Could someone please help me with this, I'm using mixamo animations. And my character.. Drifts, over time from the animations.

#

Omg i wanna die

#

It's root motion

idle horizon
#

How would you go about making an object animated with dynamic bones line up with a part of a model that only moves via blendshape?

near rivet
#

Can someone point me in the right direction for using active ragdolls. I've spent tens of hours on trying to make one and I have nothing to show for it. The tutorials I've followed all end up like crap or are bloated with extra code that doesn't actually focus on just applying forces and rotations to a ragdoll. I've tried importing a few examples from github and they seem to work fine but I can't extract anything from them (cause they are bloated with bs). Seems like the best way is to have an animated body and a physical one that attempts to copy the first using configurable joints. Please help I can't sleep at this point.

brave storm
#

I haven't seen any good active ragdoll tutorials though. Pretty much just need to experiment yourself

dreamy snow
#

hey. A little new to unity, i've gotten a problem i dont know how to get past.

In animator there's a base layer for body movement, walking jumping idle and so on.
And then a second layer for item animations. most animations are one handed, like holding a hammer or object. then there's a few 2 handed items. And most 1 handed items, also have an animation for pushing away where both hands are used

#

I've set the propper mask for every single animation. But despite that, the item animation layer overridess the entire body

#

here is the main layer with an idle animation. And then the item layer, has a 2 handed animation (the animation is using a mask for just the arms)
despite that the entire body gets overridden

#

if i put a mask on the layer itself for just the arms. Then the 1 handed animations, still override both hands even when only 1 hand is animated

#

do i have to make a layer for every single body part for this to work?

sudden locust
dreamy snow
sudden locust
dreamy snow
#

i can maybe have a layer for 2 arm animations and one for 1 arm animations but it really complicates how they're set up /:

#

idk, waiting to see if there's other ideas

fervent osprey
#

Can somebody help me out with this please or provide me with a link that can help me out

ocean basalt
#

what website/service do people use for their unity 2d animations? i just want to be able to drag around /change parts of a preexisting sprite and have it maintain the same relative size, but the only sources ive found make the animation like blurry or with weird colors

brave storm
dusk valeBOT
glass kiln
#

Hey, this is a weird question but I was wondering if you as an Indie dev, would consider renting an affordable mocap studio for like an hour or two to make some custom animations, rather then doing it all by hand? Let's say for like 100-200 bucks per hour. Like does this make sense for you?

wise kindle
#

hi
do you guys know of any resource on how to rig humanoid hands so they work well with humanoid in unity?

#

i struggule a bit, close hand bends fingers thru the hand ect

dusk valeBOT
#

:loudspeaker: Collaborating and Job Posting

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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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glass kiln
# weary oyster !collab

I'm not promoting anything... I'm just asking if other devs would consider using it. That's all

fringe plaza
#

Does anyone have an idea why the root motion only applies to part of the model?
Also, the root motion in unity moves far less than the one in blender, the limbs seem to follow more closely to the original animation
I'm using an avatar generated from the model, and I set the root node to rig/root of my rigify rig.

stable storm
#

so i programed a zombie character to follow the player and attack him , the problem is the animations wont work

river warren
#

Okay, getting a weird problem trying to use a sprite library/resolver with animation. It seems to be failing to resolve a sprite when the animator gets a parameter changed, flickering for a frame with the default sprite. The animation plays fine when idle. When I move the object, I have it track its direction with animator.SetFloat("moveX", dx); (and Y) and a blend tree chooses the correct animation, N/S/E/W. That was fine with just animating sprites, but all I did was start using a Sprite Resolver. Worse yet, it doesn't have a problem when I step frame-by-frame. I don't even know how to debug this sort of thing.

amber bolt
#

And how you’re trying to turn on the animation.

river warren
#

Solved mine: TL;DR I think all tutorials on this are outdated, with clips having SpriteResolver Category/Label/Key properties. I followed along but Unity recorded Sprite Hash values in the clip instead. So I just set my clip to have only the Sprite Hash, and it all works. It seems the the "Category" and "label" were not actually set and were sporadically resetting the resolver to "no category"

earnest kestrel
#

hello, how do i solve the following issue i have:

i have root motion enabled on my player animator.
i am creating a mecanim animation for jumping / falling. after each jump animation, the player enters a fall animation.
the problem is that my jump animation has RM and propells the player in the air, and the fall animation has the feet at ground level, so when it transitions, it snaps down 0.5 meters.

how do i solve this issue? (the animations are an asset, editing them would be my last resort)

undone frost
#

what does animator's avatar do?

reef sierra
reef sierra
frail seal
#

Got a little bit of a problem, got some code that lets me switch between objects (gun, dagger etc), but when i switch (disable the object) mid animation, when i then switch back, it stays in the position and rotation that the animation left off at.

rigid kraken
stable storm
#

guys im trying to add this animation from mixamo to a zombie enemy in unity , but he wont play them at all , unity says i cant set it to humanoid because he is missing bones , so all the zombie does is Tpose , has anyone ever got into this issue ?

lunar bronze
#

Unity bein unity even they don't know what the long term goals are

frail seal
#

bruh, oh well you can see there.

brave storm
#

Send mp4 so it embeds in discord

frail seal
#

ye, hold on.

frail seal
void sigil
frail seal
void sigil
frail seal
#

Is there an easier way? or is that the way to do it?

brave storm
frail seal
#

Now, i know for the future.

celest totem
#

hey! would anyone know how to start two animations that are always running at different times? i have this really great fish from the asset store and its animation is amazing, but i want multiple fish to have out of sync animations, so how would i do that?

brave storm
#

Or control the time/speed manually from the script

celest totem
#

ok gotcha! Thanks

stable storm
#

ok guys i think the models i made for my project arent compatible with animations in unity , what do i do ?

supple oracle
#

I made this animation in blender that uses root motion, when importing to unity, the player works fine, but the enemy animation plays with an offset (you can see it jumps and turns around). Is there a way to fix this without manually adjusting in code?

supple oracle
#

ok so player also doenst work properly

#

LOOK AT THIS

#

in preview it rotates fine, but in play mode it doesnt rotate

#

there are no scripts on it

#

wtf is going on ?

supple oracle
#

@brave storm HELP ME

thorny valley
#

Does anyone have experience with a character customization set up, and know typically how this is done considering animations? can you use the same rig, swap parts, Do the parts need to be made in a specific way (Like Head, Torso, Legs) or can i get more freedom to make Full body outfits/coats?

supple oracle
#

sorry its just this thing is driving me insane

tranquil quail
#

So, i have a female walk cycle that i would like to use for multiple characters. some characters have larger hips, so the hands/arms swing through them. what is the normal method for offsetting arms like that?

#

that literally changes nothing about the expectations to follow the rules. @ shooting star

supple oracle
#

its not right

tranquil quail
#

people have every right to ignore anyone they want.

tranquil quail
supple oracle
#

You may think my condition to be shameful, but i can assure you, if you had expressed the same stresses that i have experienced, you would have developed the same condition

tranquil quail
sterile vine
#

this space has rules; gotta follow them
just because noone's answering doesn't give you the right to pester random people

supple oracle
#

okay

little path
#

Pretty sure expecting 22,000 people to each individually reply to your question with "idk man" would probably be less conducive to your mental state

river warren
spice pilot
#

How do i export an animation from blender and import into unity without the bezier curve breaking?

#

Im using Better FBX addon.

I tried the default Blender FBX exporter but it just exports with linear interpolation

cosmic vortex
#

i have this simple setup for animating player but when i just tap a movement key it sometimes goes back and forth between move and idle for a while. and when i change directions itll go to the idle animation which makes an ugly jitter from switching animations. what is the best way to fix this? should i put a timer for if the player has been idle for multiple frames only then trigger idle? or is there something better

        Vector2 acceleration = Vector2.zero;
        if (Input.GetKey("w"))
        {
            acceleration += Vector2.up * speed;
        }
        if (Input.GetKey("s"))
        {
            acceleration += Vector2.down * speed;
        }
        if (Input.GetKey("a"))
        {
            acceleration += Vector2.left * speed;
        }
        if (Input.GetKey("d"))
        {
            acceleration += Vector2.right * speed;
        }
        if(acceleration.x != 0 && acceleration.y != 0)
        {
            acceleration *= .707106f;
        }
        gameObject.GetComponent<Rigidbody2D>().velocity = acceleration;
        if (acceleration != Vector2.zero)
        {
            animator.SetTrigger("Walk");
        }
        else 
        {
            animator.SetTrigger("Idle");
        }```
tame yew
#

How do I get Unity to set the Root Bone correctly on import? (I already tried naming my "Body" bone to "Root")
"None" kind of works but ideally the bounds would follow the main car Body (the body will rock when braking for example)
My skeleton is a bit unconventional because I use skinning to turn the wheels of a car

fallow needle
#

When I move my character with a simple KCC its not moving the target of my IK chain, no matter what the heiarchy is ive tried putting the target everywhere no matter what the target just stays in place while the rest of the character moves

sudden locust
sudden locust
#

in you case i'd use a bool

#

what i do is a blend tree, but if you never used one before maybe stick with the bool

cosmic vortex
sudden locust
cosmic vortex
#

Isn't acceleration zero when input is zero

sudden locust
#

if you switch direction you'll always be pressing a button, so the input won't be 0

sudden locust
cosmic vortex
#

Alright, thanks for the help

weak sand
#

Is there someone here who can help/guide me in doing a smooth animation using root motion and crossfade animation?
I'm willing to pay for your service, thank you!

sudden locust
#

Hi everyone! Can someone help me setup reload animations when using the animation rigging package?

I'm making an FPS with full body visuals, the gun is already attached to the character through Two Bone IK Constraints. The body also follows the camera through a Multi aim constraint.
Because of that, the multi-aim constraint, the reload animations from mixamo aren't working properly, as the position of the gun changes depending on the direction the player is looking.

So I added a some rigs to set targets for the reload animation.
This is working fine when on the prefab view, however it stops working entirelly when playing the game.

Does anyone knows what is wrong, or a better way to approach this?

#

The reload "working" when on prefab view, although is still pretty ugly

sterile vine
cosmic vortex
#

:0 I didn't know that existed ty

sterile vine
rare latch
#

A blank/empty animation clip is overriding transform.
I have 2 animators for 2 fighters. Both have an "Idle" animation. In playtime, they play exactly the same way (loopinng continously until animation is changed) and yet, for 1 of the fighter, which I coded earlier, I can change transform.rotation and it stays changed, but for the newer fighter, if I change transform.rotation, it clips back to the default

#

Disabling animator component makes the rotation changes work perfectly, so it's something in animator and not in my code

#

I've tried so many things for the past few days and it's driving me crazy

sterile vine
rare latch
#

root motion?

sterile vine
#

yeah

rare latch
#

but my first fighter doesn't need root transform

sterile vine
#

yeah i mean check if that option is different in your 2 objects

rare latch
#

and I'd like to avoid is because sometimes root transform changes resting position

rare latch
next patrol
#

Is there a way to create animations that only affect Visuals and not in World Transform? I have this problem that the Parentobject of a character had an Animation Controller where i controlled the limbs (child objects). But since it was wierdly offset i had to move it into the center but now all animations are broken, because the Transform changes. How can i avoid this?

red bramble
#

I wonder if you could get Blender to emit more frames?

#

basically, a 240 FPS animation instead of a 60 FPS animation

lime moon
#

Can i somehow connect an object to a humanoid bone joint so it would sync with it during animation?

chrome canyon
#

does anyone have sources for why retargeting two handed animations is so hard to do? i understand the stature of the person does impact the animation, but if the animation just tells the arms to move in a pattern, regardless of what happens to the other hand, it shouldnt be a problem no? just choose where the second hand's target is based on where the tool parented to the other hand is

zealous root
#

So I've set my animations for falling and jumping to not loop and they still do. I'm wondering if it has to do with how I'm calling them in my PlayerController

chrome canyon
zealous root
#

I use a float and a blendtree

elfin pine
#

Hey, so, sort of new to unity, and this is happening to my armature when going from blender to unity. the arms, legs and feet are all backwards. how do i fix this?

#

heres what the correct way around should look like

#

also i guess the hands are messed up too?

elfin pine
#

Okay, i fixed all of that, but now this is what unity will accept for a t pose. this ruins my fingers, and i need a way to fix them

boreal jungle
#

why is it that everytime I click off frames it resets to one

#

or if I press enter

tidal lance
#

So, I’m using the control track to play a nested timeline.

But in the new timeline, I want a character in the nested timeline to play an extra animation like in an override track.

Buuuut, if there are ANY animation clips in the new track, it entirely negates the track in the nested timeline. WHY?!

alpine dew
#

Using an animator controller for say, up to 100+ enemy units on screen at a time. What’s the ideal way to go about that? Would having like 6-7 common animation slots that every enemy model can have those clips called on be the way? Like every enemy model in blender is rigged up to have an ā€œidleā€, ā€œattackā€, ā€œflinchā€ etc and just have the animator call on those clips if they’re all ID’d the same?

elfin pine
#

How can i re-create this in unity?

vestal iris
#

does anyone know who decides how my animated models look in the scene view out of playmode? they used to all be in t pose, but I fiddled with something, and how all my characters seem to be in the first frame of their falling animation?

boreal jungle
#

why when I set it to anything other than one for frames does it reset to one?

#

(for the end frame)

frail grove
daring relic
#

is there any way to make humanoid avatars compatible with two handed weapons?

#

this is the setup

#

my issue is that the scythe also requires bones

#

and I usually move the scythe by itself

sudden locust
daring relic
#

would this tutorial work?

sudden locust
daring relic
#

I love how it's called "2 handed tutorial" meanwhile its just one handed but the other hand copies the weapon's pos

#

fucking hell why is it so goddamn difficult

flint rampart
#

hello! I am trying to use the FBX exporter to simply have a model doing a .anim dance be an fbx so I can convert it in blender to bvh, As you can see here the model (when played in unity) does the dance. That part is fine!! The issue comes after I export

#

and if I shove it in blender, it's a very weird distorted mess

#

My assumption is something must be going wrong in the exporting process, but I am very confused as to what that issue may be

tidal lance
#

I'm trying to make the issue I'm running into as clear and concise as possible. I'm trying to nest timelines with overlapping animators to be used as override tracks

tidal lance
#

Anyone around?

tidal lance
#

Pls...?

boreal jungle
#

(only falls over when the move script is enabled, but stays idle without falling when disabled)

boreal jungle
vagrant turtle
#

Can anyone help me make my character move? because even though I watch 20 tutorials, nothing happens, it doesn't move

azure adder
#

hey everyone, when I have an animation and I play it, if the frame rate of the GAME view is a bit slower, the animation timeline stills plays at a fixed rate.. how can I make it so that it obeys the game fps?

feral owl
#

Anyone knows how can I make a transition between canvas instead of a sharp cut? I want the image ( it's pixel art ) to be mixed before and than unmix it to the become the actual screen

tidal lance
#

Wow. All of us asked for help on different topics and nobody came

sterile vine
dusk valeBOT
#

:teacher: Unity Learn ↗

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

tidal lance
stuck timber
tidal lance
#

The only thing I can think of is just duplicating the timeline over and over, which is what is shown in the first clip, which is not how I want it to be.

#

It makes syncing them all very cumbersome

tidal lance
tidal lance
#

Hello?

elder niche
#

I need help, im new to the animations and idk how add one, I placed a mixamo animation, I watched a couple of tutorials but still can't find whats wrong

jade stone
#

I would love someones suggestion on the type of parameter to use for an attack blend tree? My blend tree consistents of 3 animations, my enemy disappears, reappears and then attacks. Any advice would be appreciated, i dont really know if this is the best way to do this or just seperate animations with each their own triggers. (I was thinking distance or direction but im not sure)

sterile vine
#

these aren't really variants or a spectrum, are they?

#

why is this a blend tree?

jade stone
#

i thought it would be the same as like jumping

#

but it is true it would be simpler to do it by themselves each with their own trigger

sterile vine
#

a blend tree isn't for a sequence

jade stone
#

what is it used for specifically then?

#

i mainly used it for transition from jump-jumptofall-fall

sterile vine
#

i haven't used them much, but afaik, basically the 2 cases i mentioned above

#

for example, in the unity learn tutorial on blend trees, they're used for transitioning from walking to limping, literally blending the animations together

#

another usecase ive seen is for directional movement in 2d games; the entire tree is a single state, "walking", but the parameters dictate what animation to use for each direction

#

but what you have there (or with the jump case) aren't really separate states, generally that would just be a chain of states linked together with transitions

jade stone
#

or alright

#

thanks a ton for claryifing it for me

agile solstice
unborn cobalt
#

How (/is it possible?) to add animations that weren't baked into the character before i exported it from blender to Unity?
I already built my character controller with the basic animation but now I need to add certain things that I didn't have animated before I sent it to Unity, is there a way to make the animation and just send that to Unity and add it to the model without having to remake my character controller?

#

I’m kinda new to animation sorry if that’s a basic question

gray bronze
agile solstice
#

In that case the mesh import animation tab's clip list lets you add new motions with the plus button

tidal lance
tidal lance
# gray bronze Maybe I’m slow, but I have no clue what this video is trying to show. Could you ...

I'm trying to use nested timelines so I can make overrides to a base cutscene. But for some reason, the animator tracks aren't behaving like Override tracks.

Some tracks are straight up being negated with no rhyme or reason.

The characters are supposed to be doing emotes in the override [lower] timeline, and the camera is supposed to start easing to a new position as dictated by the camera track in the lower timeline

#

I hope this helps

tidal lance
#

Also, a big problem with exporting FBX files with animations from blender is that it always generates a ludicrous amount of keyframes on every bone even if there’s no keyframes.

gray bronze
boreal jungle
tidal lance
gray bronze
tidal lance
vale harness
grave cosmos
#

i have seen a lot of Final IK lately can anyone tell me what it exactly does or helps you with?

gray bronze
gray bronze
tidal lance
gray bronze
tidal lance
#

Is now a good time to mention that I'm in Unity 2021.3.39? Therefore I'm stuck with Timeline 1.6.5?

#

My only theory as to what could be happening is that it's playing the sub track last.

ruby flame
tidal lance
#

(Or was that a bug fixed in newer versions already?)

ruby flame
#

How can I prevent animator tracks from

honest rose
#

hi, well, im pretty overwhelmed trying to make my enemy's animation work.
My issue is, how i can make that the script stop until my animation ends

#

i mean cuz i have two scenarios with this.
When the enemy finds the player, first needs to make a kind of "realizing" expression for less than a sec, and then start shooting, and when the bullets get dry, it needs to make a reloading anim

#

how i can archieve that?

plain sentinel
#

what I do is control the length of the animation thru script (set the "realize" time in the inspector, where it probably should be set anyway) and then scale the animation speed using a parameter so that its the correct length

#

then just wait x time in the script using a state machine or whatever

#

the janky way is to just manually make sure the animation length is synced with the time the enemy takes to do the action

honest rose
#

oooh. so i just make the script wait the same amount of time the anim lasts, got it

for the wait coroutines might also work right?

#

im getting it right or im going missing?

plain sentinel
honest rose
#

ok

#

well thanks :3

honest rose
#

how i can make animations "keep replacing each other"
cuz for example, i made that when the enemy finds the player, it developes an animation of realizing, and then goes to the shooting state...but it doesnt display...why?

plain sentinel
#

show ur animator graph

idle lagoon
honest rose
#

originally i used just straight up calling the animations, wich didnt worked
Now i tried to use an interger, each state changes it value, didnt worked either idk why

plain sentinel
#

a few tips:

  • use triggers
  • transition from "any state" unless you need to do otherwise
honest rose
#

holup, how parameters doesnt exisr?

plain sentinel
#

its a type of parameter

honest rose
#

i just made them...

plain sentinel
#

you probably deleted it or changed the name or something

honest rose
#

nvm where just one, i change it

#

there is

plain sentinel
#

triggers are basically bools that automatically get turned off when the transition is played, so when you set a trigger itll do one transition and then deactivate it

#

I would add a transition from any state to each of them, activitated by a trigger for each animation

#

then in ur script u can just trigger each animation

honest rose
#

but its 2d, it shouldn't have transitions, or atleast thats what i been seing

honest rose
plain sentinel
plain sentinel
#

but theres still transitions

honest rose
#

i mean, i was talking about the time on them

plain sentinel
#

replace with what you have

honest rose
plain sentinel
#

it will set the trigger to "on"

honest rose
#

but...wouldnt that anule it?

plain sentinel
#

if theres a transition condition from anystate -> an animation with that trigger then it will do the transition and turn the trigger "off"

#

if ur still confused id maybe look up a basic animator tutorial

#

this kinda stuff should be covered

honest rose
#

i mean, the tutorials i see doesn't work for my thing, cuz most of them works for players.
I mean, they use the value like movement or stuff, but the enemy is more..."simple?"...i dont know how to explain it

plain sentinel
#

the concepts should be able to be generalized

#

you would at least know what a trigger is and how to use it

honest rose
#

the tutorials only used floats...

#

o-o

#

sorry...

plain sentinel
#

šŸ¤·ā€ā™€ļø

#

I can't go looking for tutorials for u rn but maybe read the manual

honest rose
#

oh nice, thanks!

#

btw, this is very necessary if the game is in 2D, right? cuz i saw some vids use the transitions for 3D animation wich obv looks well and usefull...but my thing are just straight up simple 2d animations

honest rose
plain sentinel
#

if its sprite based frame-by-frame animation then no, but if ur animating rotations and scaled and such and u want those things to blend between each other then yes

#

but either way its the same animator and such

#

just depends on whether the transitions are instant or not

honest rose
#

i still have to do the transitions?

#

or i just do them anyways but setting them to be zero?

eager garnet
#

Hello, I need help, I don't know why when I transfer my blender model to Unity and add the humanoid rig, the fingers move away from the rig of the original blender rig and it makes a smaller armature. Does anyone know what I could do?

lime helm
next patrol
#
{
    InputCheck();
    Animation();
    
    if (canMove)
    {
        rb.linearVelocity = moveInput * speed;
    }
    else
    {
        rb.linearVelocity = Vector2.zero;
    }
}

private void InputCheck()
{
    moveInput = Vector2.zero;

    if (Input.GetKey(KeyCode.W))
    {
        moveInput.y = 1;
    }
    if (Input.GetKey(KeyCode.S))
    {
        moveInput.y = -1;
    }
    if (Input.GetKey(KeyCode.A))
    {
        moveInput.x = -1;
    }
    if (Input.GetKey(KeyCode.D))
    {
        moveInput.x = 1;
    }

    if (Input.GetKeyDown(KeyCode.Space) && canDash )
    {
        rb.AddForce(moveInput * 100f);
    }

    moveInput.Normalize();

    rb.AddForce(moveInput);
    doesInput = moveInput != Vector2.zero;
}

void Animation() 
{

    
    if (doesInput)
    {

        animator.Play("move character anim");
    }
    else
    {

        animator.Play("idle character");
       
    }

}```

Why isnt my move character Animation playing? They all have the same transitions
robust perch
#

so how do I keep hand rotation static? I have an ik target which my character grabs, but when I rotate my character, the hand also rotates with him. I can't figure out what to do to prevent this and I tried various things

#

Oops, I was clamping rotation of my hand via code...solved immediately lol

elder yarrow
#

when idleRight is below idleLeft it only plays the left anim and vice versa in my 2d top down game
im new to using unity

#

also when he moves up it plays idle right

dreamy snow
#

fingers don't rotate all the way when importing animation. The thumb here doesn't go any further back on import. Why??

tender tusk
#

Anyone play around with Unity's Animation Rigging? I'm trying to use that instead of Final IK, but I can't figure out how to create a rig that will allow me to move the hips and have my characters fee stay planted.

I'm using a Two Bone IK Constraint for each leg, which allows me to move the feet with a target. Same for the arms. I just cant figure out how to do the spine.

Any thoughts would be appreciated!

plain sentinel
#

even if its instant

lime helm
tender tusk
lime helm
# tender tusk Thanks for your thoughts. Do you have a high-level idea on how to set this up th...

it's been a hot minute since I've worked with it. but iirc I had independent game objects which copied the animated position of the foot and that was solved first so it knew where the foot is "supposed" to be. I then had controls to drive the hips and foot controls to follow the initial foot controls i mentioned. under those foot controls I had an offset control that I could then pose.

I should mention this was done so the pose was adjustable at runtime for character variety, without the need to create new animation sets. the intention was that variety could be achieved with static poses in the rig

waxen gull
#

how do i fix this error?

#

[Worker0] The Animator Controller (shop) you have used is not valid. Animations will not play
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

echo dragon
#

In the Unity animator, if I move a text up it then makes that the texts position. But Im trying to spawn text on the mouses position. Is there a way to animate it so it adds to the height instead of replacing it? Or is this a method I need to script the animation for?

umbral eagle
#

is this channel only allowed to talk about unity animation or can i ask how i go about making my first animation in asprite for unity?

alpine dew
#

What would be the best way to approach this design? I’ve got a common grunt enemy that has these short tentacles all over its body (sparsely, about 15 or so in all). I want them to animate very simply - like just sort of wave a bit like a squid might look swimming but more subtle.

Do I need an armature and bones in every tentacle or is there a more optimized way to do this? There can be up to 100 enemy models on screen. It’s already low poly and using baked texture but I’m just new to animation

sterile vine
#

(though if it's about art there may be better places to ask)

umbral eagle
#

Yeah ok thanks for letting me know

honest rose
#

its a bad idea to redirect to animation clips instead of using states?

#

with that i mean this
animator.Play("Base Layer.enemy_run");

lime helm
# honest rose with that i mean this `animator.Play("Base Layer.enemy_run");`

IMO just "playing an animation" is pretty valid for performing one off actions. For example you want to be able to perform a wave animation on some input that the user can input at any time. It would be much less maintenance in the animator controller to simply call the animation as needed.

I've worked with systems which did just that, and had some other features like dictating the blend time as well. From what i understand you will still need these clips in the controller and just call them as needed, but you dont need to manage a bunch of transitions or build complex state machines. I also prefer it over using AnyState. I avoided AnyState so i could keep my state machines clean and tidy using a lot of nested state machines to handle the flow of the Animator Controller.

I would perhaps suggest, anything you're going to play in this way, consider whether it would be better as a state for your anim controller such as locomotion and jumping and these kinds of behaviours. Or if you're performing a one off action which you would fire and forget on some input. With that in mind i would also recommend organising your actions like this into an Override animation layer that can override most if not all of your other animation functionality in the Animator Controller, that way it overrides, plays, then stops and returns to the state machine.

I come from a primarily Unreal background and this is exactly how the Animation Montage system works. You fire off one animation which gets injected at some point in your animation graph, and when it completes it blends back to the previous state. This is pretty close to what I have been referring to, but in my experience our setup was a little more generic and data driven: https://www.youtube.com/watch?v=nBkiSJ5z-hE

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robust perch
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Is there a way to have an IK chain that you can manually rotate with code? As in, the IK chain does its thing but you can still make your own adjustments.

It can work with or without animator. Better without. Do I just need to make my own ik system?

gray bronze
robust perch
# gray bronze Wouldn't you rotate the targets with code?

Unfortunately that doesn't work fully as I can't control the parent bones at all.

For example, if my target was a little bit in front of my hand such that the hand must be bent to reach it, I'd want the elbows to bend sideways to reach that point instead of downward

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Someone told me the hint option in two bone ik constraint serves that purpose, but I need the shoulder in the equation as well

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Hmmm maybe if I actually rotate the target inward, the elbows might rotate outward instead of downward...that would make sense

gray bronze
robust perch
gray bronze
robust perch
gray bronze
robust perch
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"For example, if my target was a little bit in front of my hand such that the hand must be bent to reach it, I'd want the elbows to bend sideways to reach that point instead of downward"

gray bronze
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i'm no unity animation rigging expert, but i don't see why you'd need anything more than the two-bone ik for that

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with adjustments to the hint of course

robust perch
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I will just be in t-rex pose trying to reach the target

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imagine your arms are by your side and you can only reach somethign by moving the forearm and up hierarchy

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it might work in some cases but overall, I actually need to be able to move the arm

gray bronze
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because i'm having a hard time understanding

robust perch
gray bronze
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my point: have you tried yet, or are you speculating it won't work

robust perch
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So when I have a two bone ik, forearm is the root and hand is the tip

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You can't extend the hand if you don't include the shouldee in the ik

gray bronze
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what have you actually setup so far?

robust perch
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I did try two bone ik before but I don't need to try it to understand the problem

robust perch
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I set up the chain ik

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Previously had two bone ik

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Forearm -- hand

supple oracle
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In timeline, is there a way to change all the clips offset?

robust perch
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It worked only to control the elbow, not the entire arm

supple oracle
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Like change the position of the whole timeline?

gray bronze
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Two Bone IK constraint + Chain IK

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Hip is probably too far. Could you probably get away with further down depending on your character

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Also need to apply very little weight on the chain. like less than .1

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Chain weight: 0

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Chain weight. 0.25

robust perch
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btw

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all this time, I thought you were talking about just two bone ik

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and asking me why I don't think it would work

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ofc it wouldn't

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now I realize you were talking about the combination

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that's great to hear

gray bronze
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This was helpful for me becuase i've got a lot of interactions planned that require procedural animation. So this is perfect.

robust perch
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aha ok so we both benefit šŸ˜„

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so I don't want the hips and all

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I have 4 points in the chain ik

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3 are possible in 2 bone ik

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how do I set that up? Do I just use shoulder to arm and then arm - foream - hand for two bone? Bit confused on that

gray bronze
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experiment > thats what i did

robust perch
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true, I guess

gray bronze
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the order of the rigs will matter

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if you put two bone last, it will lock the hand where you place it.. which sounds good, but may not give the right effect on the chain.

robust perch
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well I want to lock the hand...the point is the player is grabbing onto something

gray bronze
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ok, then chain last

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sorry.. chain first

robust perch
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yea I figured

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thanks, I will experiemnt

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maybe I manage to implement this after all

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after like 1000 attempts at different methods

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btw I notice your target offset is none...for me it only works when offset is rotation

gray bronze
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i later changed mine to rotation. i tried several different things

robust perch
gray bronze
robust perch
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A nightmare

gray bronze
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i would love some no clip as well. I hate it.

lavish frost
marsh gate
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i download the block animation from mixamo but why he blocking like this?

robust perch
# gray bronze i would love some no clip as well. I hate it.

I experimented with it and the hint seems to work only some of the time. My best results were simply by doing all the raycast and placing the original target point on raycast hits, but then I actually placed an offset empty object (which is offset in Y local space) as the actual IK target in the IK chain constraint

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that seems to make the hands not clip

terse gust
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the first one shows the desired result, 2 the result when i use animation rigging with IK foot placement and the third is without rotation

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the issue that happens is when i have the body 0,0,0 then the horse looks unrealistic as you can see in the third image

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but if i rotate it to align with the surface using whatever method to get the normal then it looks like the second image

cosmic vortex
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never used animation, how do i make an animation not ease in and out? and just move linearly?

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i have this rotation animation

terse gust
cosmic vortex
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ooo thanks!

terse gust
# cosmic vortex ooo thanks!

šŸ˜Ž , yep i got quite a lot of experience with animations in unity/blender, that menu has a few more options, make sure to check them out!

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also if you want it to go back to the easing mode just use that menu again but choose "Free".

slow acorn
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hello everyone, i'm newbie in unity. i have a problem with transforming object
why does the cylinder deform when i rotate it? what did i clicked wrong?

void sigil
indigo fog
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Does anyone have experience or recommendation making goop tedrils similar to this?
I was gong to do a tendril mesh then use shaders to animate it.

However, the tendril mesh is way to hi poly, 50k tri, and I think it is too complex a mesh to get the affect I want, of it swirling stretching and oozing

This is what I've done so far
(edit - guess I forgot to actually ask a question)
Does anyone have recommendations for a better way to approach this it seems to be getting unwieldy

as well as the concept art

gray bronze
dusk folio
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is it possible to interrupt an animation with exit time? like for example i want my double jump animation to play fully except when I shoot a fireball I want it to change to the shooting state immediately

dull star
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@dusk folio I do believe you can try adding a transition from that double jump animation without an exit time from the various locations that you want to interrupt those animations and then have it on call with a trigger that's already in place so you just add that parameter inside of that animation call to the fireball so you would basically link the double jump to the fireball without an exit time

drowsy tiger
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I'm trying to repurpose the keyframes of an animation and I changed the root of the object to enemy instead of player (player/body to enemy/body), and it still says that it's missing, even though the one parent of the object is called enemy?

proud dune
honest beacon
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does Animator have any kind of built in support for toggling between sprite sheets (so I can have one for north, one for east, etc,) or should I swap animators instead

sterile vine
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kinda sounds like you want blendtrees

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(which are part of the animator)

honest beacon
sterile vine
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yes

honest beacon
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oh. i'm not sure i'm in the right place. i'm trying to use 2d sprites

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some pixel art i bought in store

sterile vine
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yeah blendtrees can work for that

honest beacon
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oh. okay. then i believe you but i don't entirely understand yet

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is there a tutorial that would show it being used that way somewhere? i don't want to waste too much of your time

sterile vine
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i vaguely remember seeing one but im not sure where it'd be...

worldly sand
honest beacon
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watching, thank you

sterile vine
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searching "blendtree unity directional" yields quite a few tutorials

honest beacon
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i'll do this if i have to but it looks very complicated. i'd be done, right now, if i had the ability to do something like animator.spritesheet = foo;

floral hill
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vfv

crisp oak
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Hi guys i got an issue with animation rigging damped transform, when i set the damp position to 0, instead of what it said in the API: " If set to 0, the Constrained Object follows the Source object's position with no damping." it still stretches the entire model out when im moving the model, found a similiar thread on the unity forum but unfortunately no solutions: https://discussions.unity.com/t/damped-transform-stretching-issues/888511

drowsy tiger
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I'm trying to repurpose the keyframes of an animation and I changed the root of the object to enemy instead of player (player/body to enemy/body), and it still says that it's missing, even though the one parent of the object is called enemy?

woven spire
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hello people
can you change textures on animations? without calling events

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I'm trying to make my multiplayer game~ characters

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change their face textures on some animations

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however would be a lot easier and less prone to errors I like to believe, if I didn't have to call an RPC function for that

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but rather have that happening inside my animations

quasi fable
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You mean changing the texture of what exactly

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A SpriteRenderer?

woven spire
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it's 3d

quasi fable
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Or a texture in a material

woven spire
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so it's a texture in a material

quasi fable
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Have you checked in the animation window whether that's available?

slow marsh
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anyone know how to get the animator animate root motion for the first frame? For this circle only the x position changes during the animation (using root motion). If I add a frame before y = 5 where y = 4 then the y changes only one unit every loop

woven spire
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I can switch the materials, I don't think the textures, I'm trying tho

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oh yeah, it seems that offset would work

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so putting all needed face textures in one image is the solution, it seems

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if anyone has a better approach please share c; ⭐

woven spire
agile solstice
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I think animating a material property modifies the asset, which wouldn't work for multiple characters
But I'm not exactly sure

woven spire
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it instantiates the material so it only affects my player

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but it is seen on everyone

agile solstice
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With a material instance I expect it could work

woven spire
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yup, and it does it automatically when I offset the texture on the animation

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so I like the solution

woven spire
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is there any way, or free asset to help me have a better view of my animation events?

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cause this is terrible lol

lavish frost
woven spire
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pause the game or close unity