#🏃┃animation

1 messages · Page 38 of 1

woven spire
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your player is bouncing
the "Y" position is going up and down

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and your camera is following the player

stable storm
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Hey guys I need help setting up animations on unity , for some reason when I try to put it the models won't move at all , I thought it was because of the models I'm using but no it won't work with a mixamo model I got

clear gorge
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what's the best practice for handling the "middle state" of a blend tree for movement? going from walking forward to walking backward, there's this awkward jitter when the blend tree passes through the idle animation between the two.

agile solstice
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You can smooth the blend value, rather than using speed directly for it, for example
But depending on the cause of the jitter there could be many ways about it

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Blend tree animations should have the same frequency of steps so the pace matches
The idle state doesn't necessarily have to be in the same blend tree, if you blend to/from it separately, instead using a more neutral pose between the movement directions

clear gorge
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It’s a directional blend tree, so I have four directions. But there’s a center value at 0,0 that either needs an idle animation or no animation at all

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With no animation it causes issues, with an idle animation its still a visible transition

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Because in order to go from walking forward to back or left to right it has to pass through the center

clear gorge
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If that makes sense

woven spire
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AddComponent > Animator

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then you need to create an animator controller...

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Let's learn how to create an animator controller in Unity! Animator controllers control the logic behind how animations work and bridge the gap between player input and code. This is a Unity tutorial for beginners, so no worries if you're new to the game.

FREE Character Assets:
Low Poly Chicken: http://bit.ly/3k3Y3oY
Lovely Animals Pack: http:/...

▶ Play video
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look, she's hot and it's only 5 minutes

slow marsh
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Im trying to activate this function in a animation events, but even though its printing correctly the object is not moving. When calling through the update it works fine

    {
        print($"calling movement {x}");
        Vector3 pos = gameObject.transform.position;
        pos.x += x;
        gameObject.transform.position = pos;
    }
    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Tab))
        {
            RootMovement(2f);
        }
    }```
glass storm
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Am I crazy or was there some talk of an animation controller "prefab" for unity 6, that supposedly let you template anim controllers? I can't find any details on this anywhere now

agile solstice
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Though I don't know if that workflow has all the functionality that you have in mind

glass storm
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Oh I see, thanks I'll take a look

modern crane
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hey i need help with something simple
so i got some animation parameters that is Set to true in the script

but they only work whenever they're in the Loop state
is there any way i can go around this?
i feel like its easy but i can't find it

sterile vine
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how exactly do they "not work" in other states?

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also, are you aware of trigger type parameters

modern crane
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i got a script in the OnTriggerEnter2D

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they need to set the Bool to true whenever the bullet hits the specific part of the body

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so they play a specific animation

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if i shoot the Torso it plays the animation

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but if i shoot the head it won't play the OnHeadHit

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only if its on loop

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which is not what i want

sterile vine
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well, do you have the proper transitions to allow that?

modern crane
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yes

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i think so atleast

sterile vine
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show your animator?

modern crane
modern crane
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the thing is

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its not even called if its not on Loop

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so if i hit the head after the torso

sterile vine
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you sure it's not just pingponging back and forth between torso and head hit animations?

modern crane
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the OnTriggerEnter won't execute

sterile vine
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the print("head"), you mean?

modern crane
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yeah

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it prints if the torso is on loop tho

sterile vine
modern crane
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the problem is in the animation

sterile vine
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they don't actually check what got hit

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you just said the code doesn't work, lol

modern crane
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sorry

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it does work

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they can both be checked individually

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but once the animation change

sterile vine
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but you aren't getting the print("head") log when the head is hit?

modern crane
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i am

sterile vine
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and if it isn't, you aren't?

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so the code doesn't work

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read the code again, what does it actually say

modern crane
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the code does print the head and the torso

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but once he plays the animation

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it only identifies the torso code

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if its not on Loop ^

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so i think it has something to do with something in the animator

sterile vine
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dude, read your code

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what does the condition say

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it doesn't actually check for any info about the collision

modern crane
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if (the collider got a specific name)

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execute the print and animation

sterile vine
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yeah but it's not asking about the collider that got hit

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it's just asking about a random collider

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one that's presumably statically set

red bramble
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this is roughly equivalent to if (true)

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or if (false), if those objects have the wrong names

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public bool IsNegative(int number) {
  return unrelatedVariable < 0;
}

same premise

modern crane
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its asking if the collider has that specific name

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full code

sterile vine
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ok so headCollider and torsoCollider will be the same one

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and also, each head and torso has its own animator?

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what is your setup here?

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it sounded like you had a single central animator before

modern crane
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you want me to record what's happening?

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i think im not being clear

sterile vine
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no, i want you to describe your setup right now

modern crane
sterile vine
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how many animators, colliders, and gameobjects do you have, and how are they linked

modern crane
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ok

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each body part has its own collisions

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right now i only got the HeadCollider and the TorsoCollider

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right now i'm trying to get the animations to work

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the bullet identifies the torso and the head as their own collision

sterile vine
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and what objects have CowboyControl?

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and what objects have Animators

modern crane
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TorsoCollider and the HeadCollider

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both of them too

sterile vine
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do the 2 Animators have their own AnimatorControllers?

modern crane
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no

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i can record if you want

sterile vine
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so the head collider also has the torso animator controller?

modern crane
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the "torso" animator controller controls all the animations

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its just a dumb name

sterile vine
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so you have 2 of them, that both control all the animations?

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yeah that doesn't particularly make sense...

modern crane
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no

modern crane
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one control

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and the animations

sterile vine
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sorry, phrased that poorly

modern crane
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no worries

sterile vine
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you have 2 instances of the same animatorcontroller

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one in the torso, that controls everything
one in the head, that.. also controls everything?

modern crane
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nope

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the controller

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is only in the torso

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which is the father of all the other limbs

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the script only gets the Animator

sterile vine
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so the HeadCollider, has a CowboyControl, but not an Animator?

modern crane
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the script has a public Animator anim;

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the HeadCollider does have the anim;

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every script that is attached to the CowboyControl

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has the anim;

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which is the "torso" (animator controller)

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i really need to change the name

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lol

sterile vine
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ok you're just not making sense now

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every script that is attached to the CowboyControl
this is not a thing

modern crane
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sorry

sterile vine
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does the actual object HeadCollider have a component Animator

modern crane
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every game Object that the CowboyControll is attached

sterile vine
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has an animator?

modern crane
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he does get the animation parameters

sterile vine
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ok, you're overriding that to null in Start for most of them though

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if they don't have their own Animators

modern crane
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ill record

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and show whats happening

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i might be too dumb to describe

sterile vine
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ok put the prints before the setbools and see if there's a difference there

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and make sure to save and recompile first

modern crane
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right

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i made 2 vids

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this one is to show that the OnTriggerEnter2D is working

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woops

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welp

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give me a minute

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now when i add the bool

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@sterile vine

modern crane
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he left 😭 😭 😭 😭

alpine dew
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is it not possible to use a single animator for all my enemies if they have animations embedded in them with the same names? is there not a way to have animator states that just pull a model animation?

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is that just what override controllers are for?

agile solstice
# alpine dew is it not possible to use a single animator for all my enemies if they have anim...

An animator is the state machine that runs animation clips
Animation clips modify properties of components in the gameobject hierarchy, by explicit name path
So as long as there is an exact match, the same clip can be used by any kind of character
If the hierarchy, gameobject names, components or intended animated values are different, you can make new clips but re-use the animator state machine using the override controller component

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If they are Humanoid avatars, they can have different shapes but share the animation clips using "retargeting"

alpine dew
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one is the unity animated version, one is the clip thats on the fbx

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under "motion" it seems like i have to differentiate between them though.

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unless i use an override controller

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although all of the models that derive off "grunt.fbx" can obviously use the same clips, i'd just have to use an override for a different enmy model with different armature?

agile solstice
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I don't think you can call animation clips
You can call animation states of the animator directly, or play them via parameters

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Override controller component lets you swap the clips/motions in the states

alpine dew
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yeah, and those are linked to a motion thats a specific clip right

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i meant to circle the motion field in the top right of the first image

alpine dew
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but if thats not how it works i may as well name them with the enemy base name instead so its easier to find

agile solstice
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So the code doesn't have to know about the animation clips at all

alpine dew
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yeah, so i need an override controller is what i was asking from the start lol

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but good, thanks!

agile solstice
alpine dew
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i'm relatively new to unity in general so i'm still getting my head around a lot of it. more like i just dont know what all the tools are available

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

grave cosmos
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can i use mixamo with a generic charachter or what do i need to make a charachter humanoid?

agile solstice
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That particular issue won't be fixed because they're focusing on the new animation system now

crisp oak
agile solstice
# crisp oak oh alright, how can i make my own damping script? im kinda new to this

There's a few parts to it that you do need to know

  1. How to make scripts that manipulate gameobject transforms in general
  2. The math of smoothly manipulating a position over time to decide what kind of damping behaviour you want exactly, SmoothDamp and MoveTowards methods could do a lot of the work here but they produce different results
  3. How to apply that damping in a way that doesn't conflict with your animator or animation rigging constraints. At minimum that means running your methods after those components (in either LateUpdate or later in script execution order whichever works), but if they also cause accumulative changes to the transforms then your damping script may work on unexpected values and/or they may end up in a feedback loop between each other
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Depending on how unfamiliar you are with these things, it could be a difficult task, but only because of foundational knowledge requirements rather than complexity of the task itself

crisp oak
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Alr tyyy

tender tusk
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I have a 20 frame character animation. If I export the animation and play it in Unity using Humanoid, the keys for the animations are off (hands not in the right positions, etc.). If I export only the last frame and drag that into my scene, everything is positioned correctly.

I'm using an animation controller to play the animation. Is there something in the controller that I need to setup to get it to play the animation in its entirety, or maybe on the animation itself? On the animation I tried checking the boxes for 'Bake into Pose' on Root Transformation Rotation and Positions, it helped but wasn't exact.

In the image you can see where the hand should be vs. where the hand is after the animation plays the 20 frames.

Thanks.

tender tusk
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If I convert the animation to legacy and play the clip, it matches correctly. For whatever reason changing the fbx to Humanoid is causing my issues. I do not see any import warnings under Animation > Import messages either.

plain sentinel
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I'm having a left and right directional animations based on a direction vector and for some reason even when the blend state is mostly on the "left" its flipping the sprite. It might be an issue with how the animator stores bools as ints/floats and rounds them? idk. Really annoying, wish there was a way to just make it select the closest animation in a blend state

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solutions that would technically "work" but I would consider workarounds

  • animation overrides. This is fine for this example maybe but it doesn't really solve my problem, as I'd rather have different states switch between animations differently (you'd have to commit to left/right or all 4 cardinal directions) It also now makes me have to manage more than just the animator parameters
  • snapping the values of the floats. again this would technically work for this example but id then have to snap the floats differently depending on what kind of animation is going on at a given time. I can't just pass in the values and let the animator figure it out (like it should work)
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I guess I could set the thresholds really small

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a workaround but without a ton of side effects

ancient shell
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does the 'samples' box mean frames/sec or something else? i just know it affects speed

weak sand
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Hello has anyone been able to download or buy basketball animations in Unity or Fab store? Recently bought one but don't know how to incorporate the ball animation in these animations. I already have the ball object model, I just need on how to do the ball animation.
I'm willing to pay who can help me with this. Thank you!

sour shell
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Hello! I changed Unity in my project from 2018 to 2021 and my animations are sometimes broken. Pivots are messed up or something. :/ Does anyone know why that is and how to solve it? Old vs new in screenshots:

worldly sand
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also should i even use this legacy component, my object is a chest that just wait for a open animation only

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nvm "Legacy is still available because it is easier to use and provides better performance for simpler animations." got this from unity doc

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but does the legacy animation component not allow play animation preview on the animation window?

worldly sand
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oh sprite does not work with the legacy animation

barren mortar
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After changing animation rigs, I now have an unacceptably large CPU spike every time a character is activated. It's this + another 14ms for another thing that calls SetupAvatarDataSet

hybrid ocean
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Guys I have a simple quick question, when using the timeline, I want to be able to apply an easing function to one keyframe, like those we have on presets, is there any way to do that without I haveing to manually tweak the curve shape myself?

barren mortar
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Animation performance also seems degraded

frail grove
plain sentinel
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how could we know from the information you've given us

barren mortar
sweet harbor
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Hello, is it possible to swap the model of an animator keeping the same bones transforms?
Like, dynamically from code changing the Animator avatar, skinned mesh renderer and the bones transforms values so they suit the new model values?

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or is just now how that works

feral owl
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whats the best file option to export a 2D animation

agile solstice
feral owl
agile solstice
agile solstice
# sweet harbor Hello, is it possible to swap the model of an animator keeping the same bones tr...

Yes, I believe a skinned mesh renderer can swap the mesh it uses if the vertex groups match
Animators work with any gameobject hierarchy as long as the names and paths to components match exactly
But if the proportions of the characters are different, it won't look right
If they use the Humanoid avatar configuration, "retargeting" can be used to adjust the proportions so the animations work across all characters

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If the proportions are different but not humanoid, you may be looking at coding your own retargeting system

sweet harbor
# agile solstice Yes, I believe a skinned mesh renderer can swap the mesh it uses if the vertex g...

They are both humanoid and have the same animator controller which looks as it should be. I have this code to preform the job but it doesnt seem to work, the model breask totally, is there something i am missing? How do I implement that retargeting logic u mentioned?

public void SwapModel(GameObject newModelPrefab, GameObject oldModel)
    {
        GameObject newModel = Instantiate(newModelPrefab);
        newModel.SetActive(false);

        SkinnedMeshRenderer oldRenderer = oldModel.GetComponentInChildren<SkinnedMeshRenderer>();
        SkinnedMeshRenderer newRenderer = newModel.GetComponentInChildren<SkinnedMeshRenderer>();

        oldRenderer.sharedMesh = newRenderer.sharedMesh;
        oldRenderer.materials = newRenderer.materials;

        Animator oldAnimator = oldModel.GetComponent<Animator>();
        Animator newAnimator = newModel.GetComponent<Animator>();

        oldAnimator.avatar = newAnimator.avatar;
        foreach (HumanBodyBones bone in Enum.GetValues(typeof(HumanBodyBones)))
        {
            if (bone == HumanBodyBones.LastBone) { continue; }

            Transform oldBone = oldAnimator.GetBoneTransform(bone);
            Transform newBone = newAnimator.GetBoneTransform(bone);

            if (oldBone != null && newBone != null)
            {
                oldBone.localPosition = newBone.localPosition;
                oldBone.localRotation = newBone.localRotation;
                oldBone.localScale = newBone.localScale;
            }
        }

        Destroy(newModel);
    }
agile solstice
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I'd avoid doing it at all if possible
Rather instantiate or disable+enable a new skinned mesh renderer and animator avatar combo, matching the animation state and IK instead

sweet harbor
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Wdym by "animator avatar combo", the model prefab itself?

sweet harbor
agile solstice
agile solstice
sweet harbor
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I have a ragdoll inside the model which has custom scripts and stuff that needs to be left where it is

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Its like wanting to change the visual mesh model, but not the logical hitbox model

agile solstice
sweet harbor
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The mesh has indeed different proportions, thats the reason behind wanting to adjust the bones transform values

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However im currently trying another solution based on moving the components from the old model to the new one but is way harder

agile solstice
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Since it's a ragdoll I'm not sure the retargeting stuff even applies here

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It's for animations

sweet harbor
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I mean "ragdoll" is just a group of rigidbodies, colliders and joints, with a custom script to allow subscribing to collision events in order to handle body part damage

agile solstice
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Assuming you want to preserve the pose the ragdoll is in, I don't expect it's a simple task to change the proportions at runtime
Also assuming you don't want to freak out the physics when doing so

sweet harbor
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Oh, the ragdoll is usually disabled, the animator controls the movements of the character until it dies, thats when the animator gets disabled and the rigidbodies stop being kinematic so the guy falls to the ground

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its not an active ragdoll, just a gimmick for the dead state and handling body part damage

supple belfry
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hey guys, i need some help, i have a 2d game and i need 2 animations:
1: flaming animation
2: freezing animation
if someone can help me i would be really happy🙂

red bramble
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for false and true

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Any value above 0 becomes "true" when animating a boolean

red bramble
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You can get around this by blending between -1 and 1

plain sentinel
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ohhh

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weird! but if it works it works no weird side effects

plain sentinel
red bramble
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select the animation clip directly in the project window

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that will let you edit it without the context of an animator, so you'll just see the raw values

plain sentinel
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oh no

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side effects

red bramble
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although, i haven't actually thought about what happens if you animate a bool with a negative value; i'm almost always doing 0-1

plain sentinel
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yeah this solution has issues too

red bramble
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what is it doing?

plain sentinel
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you can't animate in context

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and if you try to touch the parameter it snaps everything to 0 or 1

red bramble
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ah, yeah, that'll make it too cumbersome

plain sentinel
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animator freaks out

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is it really so hard to just

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not blend

red bramble
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well, you're using a blend tree

plain sentinel
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im using the only tools the animator has

red bramble
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it linearly blends between several motions

plain sentinel
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2D unity devs are the most oppressed class

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seems like im fucked

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I either make all my own tools and systems or use workarounds that have issues

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is there any sort of middle path where I can add the functionality I want to mechanim without killing myself as the solo engineer on this project

runic orchid
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Hey everyone I am new to unity (completely new) and have to do an art test for a company with 2D animation. I am a maya animator so I know how rigs work but I am just confused how to move the characters and use key frames. are there any rigs that I can use as a beginner? If anyone can explain it to me that would be a huge help. Thanks!

hidden mulch
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I managed to convert the idle animation from Sekiro into an FBX and tried to import it into Unity for retargeting for humanoid rigs. While I think the rigging DOES at least work, the animation definitely does not play properly and the only reason I can think of is that the rig on the animation I imported isn't quite humanoid despite most definitely coming from a humanoid character. Is this a thing that can happen? And, if so, how would I go about modifying the animation's rig to more accurately register as properly humanoid?

dull hatch
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what is the best startup to learn animations for mobile game? (i mean optimized and efficiently)

twin musk
tardy lagoon
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I want to export them out at fbx files

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So each animation exported separately as fbx

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@twin musk

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I tried exporting the model using fbx exporter with the animations but for some reason the anims breaks

split nimbus
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Does Unity 6000.0.39f1 have an issue with unskinned rigs and animation? If I import a humanoid animation with a mesh on it, it works fine, but if I import the exact same one minus a mesh, bones seem to get all messed up. (images are with mesh/without mesh respectively)

feral owl
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why is this triggering the animation in the beginning instaed when the player dies/takes damage
1st image is the enemy
2nd image is the player
3rd image is the code

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this is all we are missing to finish this project and i got no idea on whats wrong

sterile vine
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check your transitions

signal brook
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I'm really confused and can't find anything about this, so I'm here to see if anyone has ever seen this or can shed a light...:

I'm using Timeline to make an intro cutscene to my game. Everything is going really well and I pause the cutscene occasionally to show dialogues or whatever needed as well and there is no issue there, except closer to the end of the Timeline.
For some reason, when I call playableDirector.Pause() near the end, one of the controlled objects gets its position changed to the parents position with no command to do so, and is moved back when Resume is called.
If I remove the Pause, the position never changes and if I call the Pause later, the position is changed later, which shows me it's not something in the object's animation track...
The script that pauses it is literally just a playableDirector.Pause(), there is no other instruction on it, and the object that is being moved does not have a script or anything else controlling it.

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It's just one object that is moved to the parent's location
There was another one that stopped being moved when I removed a collider. From my understanding, when I paused the Timeline, the Timeline would stop controlling the objects and physics would kick back in.
When I removed the collider, this second object started being moved instead.
After hours on it, my mind is just too erractic for me to try to find the cause 🥲

twin musk
prisma lynx
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hi, i have a problem where i "die" animation is mixed with other, how to stop all animations?

signal brook
signal brook
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Can you show a screenshot of the inspector for the transition "Any State -> Die"?

prisma lynx
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1sec

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its not just during attack

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its also if he walk and runing

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walk anim while dying

signal brook
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Remove the Exit Time for the transition for all Previous source states

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Sorry
Not the exit time, the other timer under Settings

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Fixed Duration/Transition duration, both under settings

prisma lynx
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ok checking

signal brook
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I usually remove the Exit Time value (set to 0) even when I uncheck Has Exit Time because I always feel like it maintains despite unchecking it. I think it was a bug in previous versions and I grew used to zeroing it

prisma lynx
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yay, he no longer mixing animation while dying 🙂

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thnx

signal brook
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Nice

prisma lynx
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i was trying to fix it for almost 2 hrs

keen hull
#

hey so i have a question about animating using bones in Unity. Ive done this before and never had any problems but suddenly somthing isnt wokring. I'm importing my file as a psd but Unity doesnt seem to be recognizing my file as having mulitple layers. and when I apply bones to it in the skinning editor, the bones dont show up in my scene (even after hitting apply). I can send pictures if my descritpion is confusing

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like the plant on the left works fine and imported correctly but the one on the right is only being registered as a flat image

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omg nevermind i was just being dumb

signal brook
prisma lynx
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thank you for helping 🙂

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btw is there a way to call a func during a specific time of the animation?

signal brook
prisma lynx
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thanks 🙂

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its gonna save me a lot of trubles

coral frigate
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I got animated sprites from aseprite, how do I manage animation changes so my characters animates correctly

alpine dew
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is it possible to flag an animator to cull animations completely but make an exception for one specific clip?

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also will leaving all the duplicate animations on my model's when import from blender be a problem in the long run? i just realized all my variants are fine using the first one's animations

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but now they all have 12 animation clips in the unity search prompt that aren't actually in use

agile solstice
gray bronze
#

I made a time machine where I could record objects as they move forward in time, then the player could pause, rewind, fast forward and scrub frame by frame through the timeline. Anytime I diverge from the live time in the game, I record the state of any rigidbodies and set them kinematic so I can mess with them. But when I eventually sync the recorded data forward back to the live time, the objects would suddenly lurch. After hours of troubleshooting the physics debugger immediately showed what was wrong. The rigidbody didn’t rewind in time and it didn’t stop even though it was set to kinematic. It would simply complete its physics and come to a rest. So when I would sync back up the visual object would snap to where the rigidbody now was - not where I left it.

barren wagon
#

Hello all, not sure if this is the right channel so sorry in advance if it isnt. Im just wondering if its possible to organise animations into categories so i can avoid this:

honest pebble
#

So... When I import my character from blender to unity,some of her parts got dislocated, anyone know what is the issues and how I can fix it? I have a feeling that is cost by the IK

clear gorge
#

Can also happen if your transforms aren't applied in blender

clear gorge
barren wagon
#

umm how do you import in multiple files? :S

hidden mulch
#

I have a rig and animation that I have saved as a .3ds file but, when I import it into Unity, I can't find the animation anywhere. Is there a reason this might be? Because when I open it up in 3ds the animation is right there and playing.

prisma lynx
#

hi, i am trying to and methods to animation but they are not called

#

the enemy(gameobject has the script)

coral frigate
#

I got 2d 3 jump sprites one for the jump one for the jump at its highest point and 1 for the fall how do I make them work together

sterile vine
#

you could set transitions that check the current y velocity, for example

mystic willow
agile solstice
#

If the turning animation rotates a root bone, that can be interpreted as persistent transform rotation if root motion is enabled

#

The setup may be different for humanoid and generic avatars, though I'm not very familiar with it

mystic willow
#

I did try with root motion ticked, it didn't make a difference

#

Maybe I need to set this?

agile solstice
#

There has to be rotation in the clip on a root bone, and that bone has to be set as the Root Node of the avatar

mystic willow
#

ah, and there's no avatar assigned

agile solstice
#

Can't tell just by looking if the turning animation also rotates a root bone, or just the character's limbs in hierarchy above it

mystic willow
#

is there an easy way for me to tell? A gameobject called Root_M has the rotations updating all the time

agile solstice
#

Sounds right

mystic willow
#

I set the root motion node as that, but it didn't make a difference - I'm assuming now because there's no avatar assigned

agile solstice
#

There probably has to be one, since avatars have their own root node settings

#

If the animator is successfully reading root motion from the clip, Apply Root Motion will then move the animator's own transform, or possibly a parent rigidbody if it finds one
That could potentially conflict with movement scripts you have

mystic willow
#

there aren't any other components on it, it's just the animator for moving it

agile solstice
#

That one could be deeper in the hierarchy
Usually it's the first parent of any limb specific bones

mystic willow
#

I'm assuming Root_M, it has changing values
DeformationSystem doesn't have any

agile solstice
#

Seems to be it

mystic willow
#

this is in the 'animation' tab, a root node is still set in 'rig'

agile solstice
#

I think those should be optional, and a lot of them specifically for Humanoids

mystic willow
#

I've unticked 'Import Animation' anyway, there aren't any included with the mode - they're all separate files

mystic willow
#

I've given up - I just won't have it turn

signal brook
prisma lynx
#

1sec

#

when the animator enabled the avatar is floating

#

he is 0.98 above ground

honest pebble
signal brook
prisma lynx
signal brook
# prisma lynx

Expand the Capsule Collider there, select the player gameobject and click to display Gizmos with the player selected and send a screenshot, please 🙂

signal brook
# prisma lynx

Center the collider so the bottom part matches the model and let me know if it worked 🙂

prisma lynx
#

ok 1 sec

signal brook
#

Does the Character Controller have an offset property of sorts?

signal brook
prisma lynx
#

i dont think so, the player still floating even if it disabled

prisma lynx
#

i've disabled it still having this problem

signal brook
#

What if you disable the capsule collider? Just for testing
Does it go through the floor? I don't see a Rigidbody applying gravity so I'm trying to figure out a bit of context

prisma lynx
#

if im not wrong character controller replace the need for rigidbody

signal brook
#

I never used it, my bad 🙂 Move the center of it to match the character

prisma lynx
#

nope, still floating

prisma lynx
#

update : its happens when i start moving, if i stand or attack im staying on the ground

signal brook
#

Hm
What is the Player movement script like? The part that moves the character

prisma lynx
#

i've removed cc.height both, didnt work

#

its seems to be working, but i dont know it its the best way

signal brook
signal brook
vast creek
#

hi, i'm trying to figure out character movement and idle/running animations with the animator transitions, I added a basic movement script to the character and when trying to add the animation states the character immediately goes through the animations to the running animation and wont go back to idle even if I don't press any of the movement keys but the animation states are working properly from what I can tell in the animator window when moving about

mystic willow
#

Is there an event (or something else) that can be put on an animation/ transition to change a parameter? Or does this need to be coded?

To go from idle to attack a bool is set true, I'd like it set to false after the attack

agile solstice
# mystic willow Is there an event (or something else) that can be put on an animation/ transitio...

An event in an animation, or a State Machine Behaviour for a specific state
Both of those require coding though, the animator itself cannot change parameters, so in many situations I think the code that sets the bool to true might as well be responsible for setting it to false unless it specifically must wait for a specific state
Trigger parameters could work here as they are functionally bools that are automatically set to false, but only if the transition is not interrupted
If the transition is interrupted it gets stuck on and must be Reset

mystic willow
#

ah, I've been using bools - triggers will probably be the better option, cheers

signal brook
keen hull
#

Hey, I just have a question about somethings that I animated using bones. So i have the asset fully animated and turned it into a prefab. I have mutiple of this same item in my scene but the only problem is that they all play the animations at the same time. Is there any way to stagger these animations so that I dont havew like 4 trees moving the exact same way???

marsh gate
steel drum
#

Hi guys, quick question, I have my character imported as generic, and to for example for aiming I use two bone Ik and multiaim constraints, with the rigging package. I´ve been looking at the humanoid option and I have tested it in different ways, but I still dont get to understand, a few things in this context, I know the advatages of it using Avatar masks for example and some others, but doesnt seem to work the same way in terms of movement. Is it the avatar explicitly made for root motion or it has nothing to do with it? I´m getting messed up with the root motion and this avatar, after watching a few tutorials I´m even more confused. Can anyone help in this? Thanks in advance.

agile solstice
#

Generic avatars can use transform masks in place of avatar masks, which work the same way but mask by transform path/name rather than limb

#

The benefit of Humanoids is basically just retargeting I think
IK too if you weren't already using animation rigging package

steel drum
#

The thing is I use Ik for a generic and its fine, like with the rotation of the hips while moving and aiming or standing still. But say I want to use root motion thats basically where the animation moves the character rather than a transform that i apply to the movement and speed of it in a script. If I activate root motion doesnt seem to work as smooth taking i nto account that is all changed by the script

agile solstice
steel drum
#

the way it would move right?

agile solstice
#

What does that mean exactly

steel drum
#

like as a i said my generic is moved by transform and the speed set by the speed of the animator blend tree. Here you would not move it the same way

#

is it?

agile solstice
#

That doesn't tell me how exactly you're moving the transform but

#

The idea of root motion is that the animation controls the movement, in that workflow whenever you change the speed of the animations, the amount of movement changes as well
You would not need to move the character separately from a script

steel drum
#

Sorry Im a bit thick at this time, I mean i usually import a character with its animations, set a blend tree, for locomotion but i still need to tweak trhough code its transform position times speed and the it would move otherwise it would move in place, like it would play the animation but not moving

#

oooh okay

agile solstice
#

With root motion the root motion would move the character
You would not need to move it manually on top of that

steel drum
#

so basically i wouldnt need to tweak between the animation and the speed until it looked realistic

agile solstice
#

Right, if the animation clip was made for root motion, the correct movement would be included in it

steel drum
#

uhm yes i see what you mean if i need root motion i would get the charachter actually moving animation and not the in place. But interesting that you said about transform masks because i was looking at all this just because of the avatar masks so i knew it needed to be humanoid

#

So there would not be really more advantages than retargeting .

#

But thanks for that clarification anyway

unborn cobalt
#

I've been making alot of aniamtions for a player character, and all the ones ive put into my animator controller have worked but theyre also all in place animations. if i make an animation that goes off its origin point, will it snap back to the origin point at the end of the animation or will it move with it in unity? (i tried looking it up and nothing exactly answered my question online)

unborn cobalt
agile solstice
# unborn cobalt ahh i see thank you, i will look up how to animate origin points

With moving animations there are two workflows
First is that the character is animated to run in place, and then your code in game engine moves the character forward (or in another direction) and plays the correct moving animation when doing so
Another workflow is "root motion", in which you animate your character to move along with its root bone (parent to all limb bones), then in engine you let the animator component interpret the root bone's keyframes as movement for the character object by itself

#

Root motion is a bit more complex, but it lets you author the speed and direction of the movement per-clip with perfect control
However, if your movement has predictable speed and direction, there's no benefit to using root motion

#

If that sounds unclear this is a quite good demonstration of how it work, though there probably are many others

hidden mulch
#

So if I have a rig that I can't force to become humanoid, how would I go about retargeting it to a humanoid skin in Unity?

brazen plume
#

Very basic question but how can I alter an animation to change like the rotation of the arm?

#

Got the animation off mixamo

frail tangle
#

Howdy. Our game has a bunch of humanoid actors. We want to reuse assets to make some new enemies that float around as if they are limp puppets being held by the head. Anyone got any ideas on how we could do this?
I did some testing with Boing Bones, which looks pretty fun, but due to the skeleton hierarchy I can't really 'fix' the head 🤔
We currently don't have 3D physics enabled and there's a little reluctance from the programming team to turn it on.

uncut salmon
#

But it may be similar to Boingkit in the end, not sure, so it may be hard to do without joints. Honestly, if you told me those were lifeless floating puppets, I'd have believed it. Maybe have them be "dragged" from the pelvis bone rather than the feet to really sell the illusion?

solid grove
#

Any 2D animator here ? I need help with something

sterile vine
#

!ask

dusk valeBOT
solid grove
#

see above video i rigg the 2d character but somehow it's not working

sterile vine
#

no

#

!ask

dusk valeBOT
sterile vine
#

it'll be more productive to just ask your question here and let everyone see it, than expecting one (1) person to look into your issue

frail tangle
#

But it may be similar to Boingkit in the

worthy shadow
#

if anybody could help me i'd be really happy im struggling with this for a while

dim zodiac
#

Hey there pretty people, it is possible to rig models directly on unity?

hybrid tinsel
worthy shadow
hybrid tinsel
alpine dew
#

is it possible to use the animator to fully encapsulate an invuln timer? i want the animator to play this 20 frame loop for X seconds (Invuln time / 2), then play a faster version of the loop when it's getting halfway through the invuln time.

I set it up like this but the exit time seems to override motion time, or im misunderstanding this all.

#

i can probably use a longer clip that just repeats itself for up to like 8 seconds, and then use the cycle offset as an alternative approach... but i'd rather not if possible

wary remnant
#

Hey guys. I haven't been active in this server for a bit, but i need some help. It's actually driving me crazy because my posts on the forums isn't getting any views to get attention and the reddit advice i've been getting is of no help. I've even tried going to chat gpt and it didn't help. This is an issue with interpolation

#

I’m working on a short animated film in Unity using Timeline. I have a scene where the main character is kneeling and then stands up.
The problem is that everytime I move certain limbs on the character, the limb goes in different directions before landing where the keyframe is supposed be.

#

My interpolation is linear with the property set to quaternion. I've already tried Euler angles and euler angles quaternion, all yield a similar result. I’m actually lost as to what to do now. I really want to get this project done so I can work on other things, but this issue is actually driving me crazy and I really don’t know how to fix it.
Please help?

dim zodiac
hybrid tinsel
thorny valley
#

Hello, im doing player movement in lateupdate(And i cant avoid this), and have an IK setup, is there any way of moving OnAnimatorIk to lateUpdate somehow? as it doesnt work very well when my movement is in late.

hybrid tinsel
#

Doing player movement in lateupdate is gonna cause LOTS of issues, frankly.

dim zodiac
thorny valley
#

What type of issues would i experience? without going into too much detail our game is an online fps, Players move on boats which are moved solely by the dedicated server, I need to use lateupdate to get the accurate interpolated network position of my boats to keep players movement bound within these boats, my movement is also not physical, im using a custom kinimatic character controller.

hybrid tinsel
hybrid tinsel
#

It will be running entirely after the animator

dim zodiac
indigo fog
#

If i set the speed of an animation state to -1 to play it in reverse, will the event on the motion still trigger when the scrubber passes it?

wheat root
indigo fog
indigo fog
#

If I have a previously imported FBX from blender. it seems that the asset is locked. Is there a way to add a new animation imported from blender to that asset without importing a whole new FBX?

hybrid tinsel
indigo fog
indigo fog
#

thank you

indigo fog
#

Im not sure If I should post this here or in scripting. I'm trying to set this up such that in the animator, I have many states that flow sequentially if the player clicks within a time window of the previous attack. If the window is missed, it will transition to the idle state. then jump back into the first attack animation of the sequence. Im an trying to use the same bool parameter on each transition. But im having issues that it only plays the first in the sequence or I get stuck in an infinite loop. Obviously im messing up some logic, but I cant quite see it.

signal obsidian
#

Making animations for my first game and although the player animations went well

#

For some reason the enemy animations just dont play

#

And it stays in the first frame

#

i checked the animator and all the conditions are being met

#

tried turning off transition to self and it did do the animation

#

but only once

#

and then it went back to being stuck on the last frame

brazen plume
#

Is there an easy way to take my own arm model and replace the arms in this animation? I've been manually making each bone in my arm model a child of the bones of the original arm model and then making the original arm model's mesh invisible but it takes a lot of work and isn't exactly ideal.

sonic heath
#

Is sprite system heavier than doing rigging?

grizzled pawn
#

I was in the wrong channel before vvv

Is there a better place for resources for smoother animations between my character states? All my animation fire correctly but it is really choppy. Maybe because they are just place holder animations from Mixamo but wondering if anyone has found some really good tutorials?

lavish frost
kind aspen
lavish frost
#

if I put the animator in the player I cant really move properly

kind aspen
agile solstice
kind aspen
#

You need the movement script on the parent

lavish frost
lavish frost
kind aspen
#

Otherwise your animations on the model will override any changes applied on your transform

lavish frost
#

Thank you guys its worked 😭👍

agile solstice
#

I always prefer that the animated visual representation of a character is below in hierarchy from the gameplay logic, so there can be no conflict and it's easy to make a modular swappable part for when you have many characters that might share their AI

agile solstice
#

Looks like the only difference from vid#2 is that there's no root motion

#

Root motion's point is to give the animator full control over its associated gameobject's position in the scene

lavish frost
agile solstice
lavish frost
agile solstice
#

Incidentally authoring Humanoid animations from the editor is not supported

keen hull
#

Hey so I need a bit of help with a sprite animation I’m working on. It’s for an animated background. I created the sprite sheet and sliced it but when I make it into and animation the whole thing jitters slightly. I know that the broken isn’t the sprite sheet being misaligned because I can see the entire asset physically moving. I’ve tried deleting everything and restarting a few times but nothing seems to work. Any help of tips should be so appreciated!

random tide
#

How can I do swing the hand animation (to make an IK sword swing animation after it)?
it would be idle --> trigger --> swing the hand --> idle

My current knowledge in animation is this:

slate grotto
#

Hello! Currently trying to export an asset from Unity to Blender for 3D printing, could really do with some help 😬 It has an animation attached to it, and all the bones are coming out incorrectly shaped, sized and rotated. Couldn't quite figure it out in the Blender server so I hoped I might find help here.

slate grotto
#

Actually... I can get the animations to run in the scene, is there any way to effectively pause them and export that way? All I need is a static model if so

mint pebble
#

Hey, does anyone know if it's generally better practice to put the animator component on the parent or the child object? Or maybe it doesn't really matter? Thanks in advancceee

agile solstice
agile solstice
# mint pebble Hey, does anyone know if it's generally better practice to put the animator comp...

I prefer always on child object, so that the visuals including animations of a character are an easily separable part of the hierarchy
That also allows the animator to control its own transform with no chance of it overriding the world position of the object itself
But there's no one right way about it
With root motion workflow the animator expects to be on the root gameobject so it can control its movement and does so by default, but you can also read and apply root motion from any animator to any object with script methods

mint pebble
agile solstice
#

Sounds a bit like a setup with nested animators, but maybe you mean something else

mint pebble
#

Just wanted to know if one of the two methods was generally preferred or not

agile solstice
#

If there's a conflict, it's because it's overriding a property that another script or animator is also trying to control

#

That's basically the only kind of external conflict it can cause

#

That's why I prefer and recommend to have it as a child, because then you have a hard threshold between gameobjects it can and cannot control

#

But if you need it to override a lot of values on components that can't aren't strictly visual and can't be on the visuals child object, then that is not the most convenient separation

mint pebble
#

I think I just need to make sure I'm keeping the parent and child animations seperate

#

Thanks for the help

random tide
#

How can I make transform local? Trying to simetrically place hands

brave storm
#

Local = relative to its parent

#

You probably want to invert the other hand IK's X position and also one or two of its rotation axes

#

In order to make it mirrored

random tide
brave storm
random tide
#

oh the hand IK position is incorrect

verbal estuary
#

Sry if this is more of a blender question but I'm having a lot of trouble exporting/importing this fbx correctly, and it seems like something that a unity user might know how to fix. All animation nla strips look fine in blender, but then I have two issues once it is in unity.

The character's head always gets offset from the correct position for some reason.

The bind pose does not appear in the list of clips or as a 'source take'. I always make characters' first clip to be the bind pose so they stand in the bind pose in the unity editor. So without this my character stands in an awkward position with a broken neck when it should be bind posing.

I have no idea what I did to break the export/import.

Pic 1 is how my model appears in unity editor. Ignore the error, it is just some editor UI error that has probably been patched but I haven't updated my editor for a while.

Pic 2 is how blender looks when I am prepared to export, including what is/isn't selected.

Pic 3 is my blender fbx export settings.

verbal estuary
peak osprey
#

Rig is correctly imported or not

verbal estuary
# peak osprey Rig is correctly imported or not

Oh yeah, looks like I accidentally unticked 'deform' on the head bone, so it didn't make it into unity. That seems to have fixed the head problem. However the bind pose animation is still missing, and more bizarrely, there is now a giant prototype texture cube lol.

peak osprey
verbal estuary
#

I have no idea where the cube came from but I got it to go away by switching to 'export visible objects' instead of 'export active collection'. I have no idea why that fixed it because there was never a cube in my active collection.

#

Everything seems to be working now. The only fix that made sense was ticking 'deform' on the head bone. I have no idea why the other adjustments worked. So I guess I'll run into these problems again later lol.

modest magnet
#

shooting animation is collection of actions

#

that comprise of different bones connected to different parts like gun trigger and hand

#

in unity it is splitting all the animations instead of playing all at once

#

how do i fix it

crisp oak
waxen heath
waxen heath
#

Its ok it was the Particle System needed i enable Deep Texture in URP Asset Rendering
I did it but i hope that will not too affect performance particulary for mobile build

keen hull
gray bronze
lament talon
#

hi hello i have a problem
i've imported an animation from blender into unity however when i play the animation in unity on my character it collapses into a single point
has anyone had the same issue / knows how to fix this?

gray bronze
lament talon
gray bronze
#

My knowledge is a little thin here. Don't you have to specify what rig is associated with the animations by at least selecting the existing avatar?

#

Whenever I've imported animations I've always either created avatar from the file or selected an existing avatar. But none?

lament talon
#

animations can work wihout avatars as long as the nomenclature is thesame

gray bronze
lament talon
gray bronze
#

I'm not understanding. If these animations are for Rig/Avatar ABC, which you've already imported, how would that break the animations? I'm not sure I understand

lament talon
#

and putting in the avatar does not solve the issue

gray bronze
#

ok, I'll have to leave it to someone else because this makes no sense to me.

#

Best of luck though!

lament talon
gaunt berry
#

I have a problem with animation-rigging

#

It insists on putting my stomach bone at an arbitrary point in the ground. Very strange.

#

Even just adding the rig components and nothing else causes this issue

#

(original)

robust perch
#

How come you can't set rotation of an IK target in editor??? Every time I enter play mode, set it to the right position (parented to another game object so it's in local space), then I exit play mode, paste the transform values. When I enter play mode, it's in a different position with a completely different rotation every time

#

OK somethin really weird is going on

#

when I grab the Y axis for movement, it changes the Z numbers

#

it's impossible to set position and rotation, every time it's different from what I set in playmode

rose locust
#

Guys when i animate a chest it only sees the bottom part of it being moved while i have both parts selected anyone knows why

gray bronze
# gaunt berry

Maybe scaling issues in the bones? Are all bones 1,1,1?

gray bronze
# robust perch OK somethin really weird is going on

I've experienced inconsistent behaviour with Animation Rigging and rotating the target in the scene. Hit play, rotate the hand target, hit stop. Hit play again, try to do the exact same thing, target won't rotate.

robust perch
#

So the solution is to cry, I guess?

gray bronze
rocky idol
#

getting some weird spikes using the Recorder, exporting to FBX and anim give the same thing
using some mocap stuff going into unity (technical details omitted unless necessary)
I can manually edit each take but I'd rather not have to
If you know why this might be I'd appreciate it

gaunt berry
#

It didn't fix the issue

lament talon
#

this might help you too @gaunt berry
be sure to check what space(and scaling) you are exporting from if you are exporting animations from blender into unity

#

animations now don't collapse to a point

#

if your animation is controlling you rood (aka the stomach i suppose in your case) it might be scaling it down to the point where it is on the ground

gaunt berry
#

New unhinged issue that I have to figure out instead of making my game just dropped

#

It is the scaling this time

#

The bones folded in on themselves

#

But I can't find any object that change scale

#

It just folds

lament talon
#

if you are doing animations from blender

#

if they are mixamo i dont know how to fix

gaunt berry
#

Oh wow

#

Get this

#

Renaming my skeleton from "Andrew" to "Skeleton" was the fix

#

This was solved by chance. I would have been at it for hours

lament talon
gaunt berry
#
    Transform 'Skeleton' not found in HumanDescription.```
What the fuck does it want from me?
barren summit
#

I'm having issues with my animation being weird on my avatar yet in the inspector it shows the little dummy do the backflip just fine. Does anybody know what might be causing this?

#

Oh it was just that I didn't apply root motion ;) Easy fix

gray bronze
# gaunt berry

Is that supposed to be humanoid? Because those names don't match what it will be looking for. Edit: Actually, I guess the names don't matter it's really the hierarchy.

agile solstice
barren summit
#

Well what fixed it for me is that I just apply root motion on the animator, but it seems to automatically toggle itself off :( So I have to do it on the actual anim file itself, but I can't (see image)

random tide
#

I managed to get the player walking with IK and stuff.
My problem with it is that the animation transition is kinda too slow. How can I make that to look better without being sharpy when the animation is looped?

void pier
#

Curious to see if anyone might know better here for a problem I'm encountering. I posted it in #⚛️┃physics already but it kind of is an #🏃┃animation issue (so it seems) as well.

#

I've been messing around with joints (specifically spring joints) in Unity to see what kind of accessories I can get bouncing around on my mesh.

Right now I just have a rigid body in my game object hierarchy that the head joint from the armature I made in Blender is connected to via a spring joint.

Everything works all well and good... when my animator is off, but when I turn it on it seems like the animations moving the mesh take precedence. I tried making an avatar mask (and even tried turning off everything in it) but that doesn't work. Oddly, even with all the parts selected to red on the avatar mask there is still some slight movement to the model as if it's still being animated somewhat...

Any ideas on what might be going on here or how I can get the behavior I want?

void pier
#

The only way I can seem to get around it right now is using position & other constraints to make the bone follow a dumby that's connected to another object with a joint........

This isn't ideal, but it works. If anyone has any other suggestions lmk please

gray bronze
# gaunt berry Yes

How are you trying to create the avatar? From the FBX import? Rig > Avatar Definition > Create From This Model?

clear gorge
#

What's a standard amount of animation layers for a third person controller? I know it varies, but I just want a general number so I can tell if I'm headed in the right direction.

drifting coral
#

Sorry if this is a stupid or obvious question (or even the place for the quesiton), but because of how my sprite animations are set up a LOT have accumulated over time and it's really annoying to have to scroll through a big list just to get to the "Create New Clip" option. Does this specific button have a hotkey or some way I can access it quickly?

#

I've tried binding a key to Asset/Create/Animation but that comes with its own set of organizational headaches

sage thistle
#

Hello all when importing camera animations from blender I'm not noticing focal length of the camera is not being preserved is there a way to do that so it doesn't have to be done by hand?

brave talon
robust perch
#

built in unity animations stopped working completely

#

made animations with them, but now they no longer respond to anything

#

didn't click anything, didn't do anything

#

whenever I preview the animation, unity disabled my animator component, but still shows the (non-editable) animation

#

when I toggle on the animator, it instantly toggles off by itself

#

can no longer animate with the animation window

#

why is everything unity makes so trash?

gray bronze
gray bronze
gray bronze
robust perch
#

the stock

#

garbage

gray bronze
#

So the window doesn’t respond?

#

Restart the editor?

robust perch
#

yea I restarted the editor

#

the window just doesn't work anymore

#

I can't edit the finger rotations at all. I can edit hand rotations, but they are affected with OK so they just get reset instantly

#

the one thing I'm supposed to be able to edit just doesn't move

#

I rotated the thumb a bit, it worked. Rotated it a little bit more, it worked. Rotated it a little bit more, it stopped working and now the fingers just don't respond

dusky granite
#

I am having a very tough time trying to get an imported animation to work, if someone experienced could help me in VC that would be greatly appreciated

keen cargo
#

yall i need some help when it comes to animating a horse, like, how can i apply it so i can have the horse lean towards where its turning, like a more smooth turning if you get what i mean? Im just not sure how i could do this
im not sure if im explaining myself

dusky granite
#

I made an animation on a bunch of objects, how would I copy that animation and apply it to a copy of those objects without it affecting the original set

vernal kiln
#

with animation override controllers, can i not override it by animator animation name but only by clip name? if yes it's extremely stupid

agile solstice
#

Are you controlling the override component from a script or just the inspector

agile solstice
agile solstice
keen cargo
agile solstice
#

Yes

keen cargo
#

ight thanks!

agile solstice
#

Making it with a script might be generally simpler, since you need a script to calculate the tilt anyway as it's based on momentum and likely would not line up with the animator parameters of movement animations

keen cargo
#

that might be harder for me to achieve but ill try

agile solstice
#

So there might not be an advantage to doing that and also the additive layer setup and tilt animation clips on top of it, if you can get by just tilting it in a script

#

But one advantage you might get with a quadrupedal character is that your leaning animations can account for positions of both ends separately

keen cargo
#

yeah

agile solstice
#

A bipedal character might lean forward or backward just as well as sideways, but a quadruped's legs would easily float or sink

keen cargo
#

ill def give it a go, might ask my programmer friend for some friend with scripting

agile solstice
#

You'd then have a 2D vector parameters for the intended lean direction and magnitude, which would control a 2D blend tree of leaning animations (or leaning poses rather)

#

The leaning itself takes some clever scripting to calculate
The character may be in full turning animation, but the leaning amount depends on the velocity

vernal kiln
agile solstice
#

The names don't actually matter for the functionality, I believe

#

Unless you're using a script that swaps the clips in an override controller by their name, or something similar

#

Animator can have states X, Y and Z which by default have animation clips A, B and C
Animator Override Controller lets you assign any new clips to X, Y and Z so they instead play clips E, F and G or H, I or J, or any combination thereof

vernal kiln
vernal kiln
#

whatever i found a workaround

oblique linden
#

Got these animations from Mixamo and I assume I'm going to have to tweak my animations a little bit? Since they have some odd deformations xD

Can I do those tweaks in Unity or do I need to export them into Blender?

oblique linden
#

And also, how come my animations apparently move my character despite me checking on Mixamo that I don't want the animation to move my character? 😮

brave storm
oblique linden
brave storm
paper thistle
#

Hello I'm studying how to handle 2D pixel animations in Unity and ran into a problem.
So for example I have created a new Animation Clip in Unity's Animator Tab and I've added around 4 frames (sprites) to the Clip.
The problem is the animation is playing too quickly (I guess there are only 4 frames but the sample rate is 60) so I need a way to slow it down.
Now I've found a few methods to achieve the goal, but I can't decide which one is the best. So please tell me which is the best method, which is bad, or are they just the same thing:

    1. Setting sample rate to 12 (I've seen some guides like this video suggesting 12 being the "standard" number https://youtu.be/hkaysu1Z-N8?si=hzRCqlW7Q27RgX-V&t=210 personally I thought this method was straight forward until I see some posts suggesting to not change the sample rate and also tbh changing the sample for each new animation clip I create now feels like it takes a lot of time)
    1. Dragging the keyframes further apart so they "take longer to animate?" (Personally I find this way kinda weird but maybe it's just me)
    1. Set animator.speed lower, for example 12/60 is 0.2 so just set animator.speed to 0.2 results in the same speed as setting sample rate to 12 (This method is great if I want to change animation speed during runtime using script I guess. Also this speed is from the animator so I don't need to do it for each single animation)
agile solstice
#

Unity's animations don't deal with frames in the traditional sense, rather keyframed properties over time
The keyframes distance to each other is the time

#

Sample rate is the "maximum resolution" of the keyframes' positions in the timeline

paper thistle
agile solstice
#

It also lets you control the frame length precisely if needed

#

Techniques 1 and 3 might even work better but I would expect some unexpected quirks

paper thistle
agile solstice
#

So it's hard to say which is best

#

But I don't think you can slow down the speed in any animation preview playback, so you can only see the real speed during play mode which may make it hard to modify them

paper thistle
oblique linden
#

What could be causing this issue? Root motion is enabled.. when I press shift on my character, it's as if my characters axis is shifted. Or the camera is shifted, which I doubt.

#

The animations are from Mixamo and I've enabled the in place thing too.

tidal lance
#

I'm trying to figure out how to do 2D animation. I'm trying to make a "Snake" model where the orange circle is repeated many times, but how do I do that with a rigged sprite without the orange circle appearing multiple times?

hushed canyon
#

Not sure if this is the best place to ask this, but I was struggling a bit to figure this out.

On v2022.3.22f1 of Unity, if I were to try to animate something, and change the position of it. It will show the X,Y,Z keyframes in the Animation window. If I were to remove the Y, and Z keys, so that only the X has a keyframe animation, I noticed that there's suddenly something that shows: "(Default Value)"

But there's no way to remove the property entirely. Is this something with older versions of Unity or is there no way to get the Scene's position information for those keyframes using Write Defaults off or something?

#

If I were to click "Remove Properties" it removes All the properties for position information

#

I tried to search this up online and got a bit confused.

#

Please ping me if anyone has some info on this.

white crescent
#

I was trying to do an Rat Dance animation so downloaded a animation from this video.
But it doesn't work at all, it's my first step to the 3d world so I don't really know what's the problem could someone help?
(The file is the animation from the video)

This Week's Free Animation: Rat Dance
📂 Download Here: https://drive.google.com/drive/folders/1bJS0z09gqelvEppWDRslKha8FOXzge_0?usp=sharing

Checkout Dan's Work:
https://www.youtube.com/@danjara3d

✅ Formats: FBX
✅ Compatible With: Unreal Engine, Unity, Blender, Cascadeur
✅ Use for: Games, YouTube videos, memes, animations

📥 Download now and br...

▶ Play video
dark anchor
#

Hey. Where can I get 4-legged character model animations? Specifically, horse.

#

Ping me pls when answer.

white crescent
dark anchor
#

Do I have to download the model too or just the animation and rig?

#

Eh, whatever. None of it is what I'm looking for. Thanks, though.

sinful temple
#

How do I add a short delay in x number of seconds before an animtation loops? I have an aniamted beating heart and i want to add a delay before the animation loops but i cannot for the life of me figure out how to do it

#

I expected it to be simple but evidently it is not

agile solstice
agile solstice
# sinful temple ahhh thank you

For clarity transitions can define a delay for when the transition occurs after its condition is fulfilled
If it has no conditions but does have Has Exit Time, then it occurs automatically

robust perch
#

I juist have an infuriating bug where I just can't set the rotation of an IK target

#

I parented it to a flashlighht and I want to make it fit the grip on the flashlight, but rotating is in the editor doesn't show anything

#

so I rotate it how I want in playmode, copy the transform values, paste in editor

#

once I exit and hit play again, the rotation is completely wrong

#

I managed to set it via code once and it worked but somehow it doesn't work anymore

#

I tried setting it at start and invoking after 2 seconds and nothing works

#

Like, if I press play, set Z rotation to 100 degrees, it rotates correctly as per the axis orientations

#

I exit playmode, set the same Z to 100 and press play again, the rotation is completely wrong

#

how is that even possible?

agile solstice
#

IK components themselves are the main suspect of course, though I'm not sure how you'd go about tracking down something like it

robust perch
#

furthermore

#

I try to set local rotation in code, right? I manually type in values but the values it turns to are completely different than the ones I wrote in

#

this left me baffled

#

I'm working on trying to figure out if it could be gimbal lock and just now found out that you can copy quaternion values of a rotation in the inspector

#

which is neat, didn't know

agile solstice
#

I guess it could also be related to how the inspector and transform class methods treat transform inheritance in different ways in some situations

robust perch
#

People use this for guns so surely they also child the ik target to the guns

#

It would be happening to them too

agile solstice
#

If you don't have something overriding the transform that you are also trying to modify, then it should work for sure

robust perch
#

yeah

#

I'm just gonna check for gimbal lock real quick

robust perch
#

It works after I set the positios how I want them in playmode and copying the quaternion values, rather than eulers

#

I had to rotate each axis a number of times, one after another, which made me suspect this

hushed canyon
agile solstice
#

By "get the scene's position information using Write Defaults off" do you mean you want the Y and Z to keep their zero values?
From the first part I assumed you specifically do not want that

hushed canyon
#

Precisely, I don't want that, in this case. I was trying to get a fundamental understanding of how Write Defaults worked.

I was trying to figure out if Write Defaults was primarily for when you want to overwrite an animation's properties with another animation, or if it also worked with properties applied only in the scene

#

That makes a lot of sense though from what you've explained

#

I think I'm a bit confused at how Write Defaults works exactly, though.

I understand that it being off means other animations can overwrite properties that aren't specified in the animation. But does that mean that the animation with Write Defaults On uses all the property information from the scene, or is it hidden in the data of the animation when it's created or something?

#

So if I make a keyframe for let's say Position, but not one for Rotation. Then I assume Write Defaults On means that it will use the rotation information that it already had.

And Write Defaults Off means that it will allow other animations to overwrite it, if another animation happens to keyframe Rotation.

Is this understanding of it correct, or am I a bit off here?

hushed canyon
#

@agile solstice I appreciate your time. If you have any further information on the topic, please ping me again.

agile solstice
# hushed canyon So if I make a keyframe for let's say Position, but not one for Rotation. Then I...

I only generally know how Write Defaults works since I never had to use it
At most basic level I believe the animator overwrites every property it has ever touched with Write Defaults on, even if it's at zero
With the setting off, it should only overwrite properties that are being changed right now
I would guess that includes all components of vectors anyway, since a vector is just one property despite appearing as three
But whether it makes the keyframed motion apply additively to the value they had, or if it allows control to external actors for those properties I really don't know

#

It's something I've been wondering also
But never had a compelling situation to use it so I never got around to figuring it out

hushed canyon
#

Unfortunately, since some of the games I make include VRChat games and avatars, Write Defaults is something that would be helpful to properly understand in some situations.

This is also my first time diving deeply into Unity animations, as I typically had team members that would handle animation more directly, so I'm trying my best to understand the options I have to be able to create well-rounded animations.

#

Thanks for letting me know, I appreciate it.

#

I'll experiment and see if I can figure out more.

cursive verge
#

now lets say i want to make a spider and use procedural animations with it, i Do not need IK bones for this right? i can just have regular bones right? i'm having trouble finding a good tutorial for blender rigging for procedural animations in Unity

toxic haven
#

How would one make their own OnStateFixedUpdate/OnStateLateUpdate functions for StateMachineBehavior? If such a thing is even possible

long solar
#

Hey everyone,So I am trying to retarget animation from maya to unity's humanoid rig character.I have also tried blender game ready rigs and tried to export animations to unity humanoid rig character and everything things works fine but hands are little bit apart from each other of the unity's humanoid character. Everything is green in configuration panel too. Is there anything I need to do or am I missing something?

dense magnet
#

I need some guidance. I have a rig from maya and the joint axis is mirrored. This makes is super easy to mirror animations in maya.
The issue I am facing is, Any store bought animations or sourced from the internet look terrible, they are not retargeting correctly and overall having a bad time. The Rigs I have tried are : Default UE5 mannequin, HumanIK from maya and a auto rigging tool called ZooTools Hive auto rigger.

Every single one of those rigs in may have flipped axis on the arm and leg.

Now, Is this the reason for unity not being able to retarget animations correctly ? Image for reference on the joint axis orientation

#

overall just having a bad time geting basic aniamtions to play nice with my rig and if I need to change the rig in any way to support bought assets , then so be it.

manic harness
#

Hello, I'm having having a problem with a transition between idle, walk to jump animation, the jump animation starts a bit delayed after jumping, any guesses or help?

agile solstice
#

Transition Offset can be used to start the destination animation later, skipping the wind up stage

manic harness
ocean scarab
#

attempting to create sprite animation, and anytime I put an animation in its invisible, has to be scaled up, and even when scaled up, is obscured behind everything else despite having a dedicated layer with higher priority. even with the background removed, the animation is still invisible while the game runs.

#

I've been trying to fix this for weeks

agile solstice
#

Canvases are specifically for UI elements and images, no other components should be parented to them

#

Canvases use their own internal sorting based on hierarchy, sprites use 2D sorting

#

Sprites are not "images", nor UI
The only thing they share is the texture import type

ocean scarab
agile solstice
#

Then you specify your canvas to render at a certain depth so it's behind other gameobjects

ocean scarab
#

do they have their own hierarchy or denomination

agile solstice
#

Canvas and UI are particular about that

ocean scarab
#

I'm pretty sure I put the canvas on a sorting layer behind the sprite... i'll go check

agile solstice
#

A screenspace overlay canvas iirc renders on top of eveverything

#

Screenspace camera canvas you can specify the depth of

ocean scarab
#

ok so now its not a child of the canvas, and on a sorting layer above it

#

still not there

#

where do I find the depth setting

#

changing the camera depth doesnt do anything it seems

#

@agile solstice

thorny valley
#

Wondering if anyone can help, im trying to understand the animation workflow, my game is an FPS game my arm rigs are seperate from my weapon rig in both unity and blender, Ive made animations for reloading a weapon, i have an action on my AssaultRifle and an action on my arms im planning on playing these both simultaneously, ive exported the entire file into an fbx and im trying to use the animations, Anims for the arms seem to work file but the gun anim doesnt seem to work at all, What am i missing? hopefully the video below shows the issue. It seems to be some kind of exporting issue, the animation is 100% being played in unity but does nothing but the arm anims are fine.

gray bronze
#

But I don't know for sure. My understanding is Blender constraints don't translate outside of Blender.

thorny valley
#

Mag is still removed from the gun

gray bronze
#

I wish I knew more, but I don't. Haven't done much in the way of imported, non-humanoid animation so far.

thorny valley
#

Whats stranger is that i do seem to get a working animation when exporting each rig& Actions seperately for(Gun only) this then seems to break the arms. This might be a non issue anyway as i can export all for arms, Get working anims for arms, Then export Gun separately and use the gun anims

#

I have another question, maybe someone can help me with, How can i remove this offset for this animation. Im manually setting the gun position to my hand in unity, Playing this animation pushes my weapon up & right, because of the transforms in blender. Ive got another vid to display issue

wide moon
#

has anyone found a useful lip syncing tool for Unity? salsa results aren't great, and don't find much competitors

digital current
#

Anyone got any tutorial recommendations for retargeting ? I got a custom rigged model, and im wondering how to use it with Mixamo

#

Im using the blender mixamo addon but without luck

dense magnet
#

is there any way to copy motion form one blendtree to another ? I am working with large blend trees and I need to rebuild the blend trees each time I need to add a new tree toward the beginning of the blend tree

#

esiecially a blend tree blending a blend tree that is blending many blend trees XD

limpid snow
#

I've been trying to combine animations of a character running and shooting with... some QUESTIONABLE RESULTS. Trying out animation layers, override and additive modes Ive run into a problem:

I can mask the lower half of the body in the shooting animation and play it as the character either runs or idles, but... well, just as you see on the gif from a video-tutorial I was referencing - when you mask hip bones in the animation layer - the small movements of this bone during run/walk affects the upper animation of aiming in such a way that it looks janky and wrong.

I presume there has to be a solution that... makes the upper layer animations unaffected by the lower layer, at least to a degree, so that rotations of the hip bones (lower layer) will not affect the direction of the spine, chest bones (upper layer). I don't know how else describe it. It seems that th upper animation is overlayed in LOCAL mode (rotations of spine and chest are added on top of the hips rotations) whereas to look good it needs to work in something closer to a GLOBAL mode.

I can see a lot of problems with that, but because I don't really know how a situation like this is handled - Ive no idea which approach would be the right one to solve this problem. Has anyone run into a task like this? I presume this should be a rather common problem that any 3rd person shooter has to solve.

dense magnet
#

While I can't give you to much info as I am trying to figure it out myself, what I can say is that you need to have the same aniamtion in both the upper and lower body layers. Both layers requrie a mask. Both layerrs need to be set to override .

#

your lower body will then not affect your upper body

#

but if that waddle is baked into the aniamtion , then you will not be getting rid of the upper body waddle

limpid snow
#

I feared as much. Thank you for confirming this. I suppose I'll either have to make a set of running animations where the spine doesnt move just for shooting... maybe then switch between regular running and shooting running...

#

Then again maybe some scripting solution will work... Oh well, the struggle continues.

dense magnet
#

OR

#

You could just take that animation into blender , user an animation laayer and flatten the transform of the aim from the first spine up

#

save and off you go

#

OR

#

Blend walking lower body with a idle upper body

#

tried sending a gif hahah

limpid snow
#

I've went back to Max Payne 2 to see how it does the animation, it seems that the entire upper body is frozen in place while the lower half is running as usual. I presume that looks silly in the hip-stomach area as well, but Payne wears a jacket that hides that stuff from the back.

Crafty bastards these rockstar

dense magnet
#

@limpid snow yup also

#

You can have an additive layer for breathing , hit damage etc.

Ik layer for just ik pass

#

That way you get the uncharted/TLOU 3rd person controller

#

Oh and basically upper body will handle aim offsets and that stuff

#

The way I see it .

Base layer = full body animations like holding weapons, crouching , prone , jump etc.

Layer 1 Upper: ADS, aimoffsets

Layer 2: lower body: locomotion in all direction

Layer 3: additive for reactions , breathing, etc

Layer4:IK pass for getting weapons I'm the hand right

#

Please take this with a pinch of salt as I'm trying to find my way on the EXACT same issue

limpid snow
#

mhm mhm, I see I see, you're working on something 3rd-personie with an over-the-shoulder view, I presume?

#

Im doing an over-the-head diablo-like with shooting so I hoped to get away with less hassle. Seems like I'll need to get involved in SOME hassle.

Come to think of it, the easiest way would be to make the shooting animation limited to only a hand-shoulder movement...

#

Something closer to this shooting guy from Darksiders Genesis

dense magnet
#

Either way thr concept should apply

weary violet
#

why does my animation rigs throw error in unity 6000.0.42f1 ?
it used to work with a prefab from unity starter assets package (the movement, input, animations and character was in the prefab but the rigs were created by me and they worked perfectly).

Now the same rig (copy-pasted from the old character) that contains 2 childs (both are two-bone constraints) doesn't work anymore. Both of the childs have a target and a hint, my player gameobject has an animator component along with a rig builder pointing to "Character Rigs". This is the structure of my project

weary violet
#

I forgot to mention the error is
System.InvalidOperationException: The PropertyStreamHandle cannot be resolved.

gray bronze
weary violet
#

or alternatively I could also move the rig into the skeleton

dense magnet
#

I really need a pro's help.
The video I sent is my charcter aiming and walking . The upper body has a static aim ready animation but notice how the entire body is still affected even with the avatar mask weight set to 1

#

Notice the uper body Does not move . Sure there might be a Teeeeny tiny movement but for the most part there is zero movmeent

#

The layer setup :

#

And finally the upper body avatar mask :

#

am I missing anything ? I am pretty sure I am

#

sooo to my mind I should have legs running around like a mad man and my upper body should be as cool and calm as a cucumber

agile solstice
#

Because transform positions and rotations are still inherited just as they were, only now an animation is filtered out from affecting the upper limbs

dense magnet
#

But I thought the whole point of masking was to have NO animations appblied to the masked areas?

#

confusion ... would I then need to have special locomotion animation made that does not affect rotaiton or transform ?

agile solstice
#

That stretching also would happen if you used an IK constraint to forcibly stabilize the bones

#

So, a better option is to have a more stable set of locomotion animations, yes

#

Which is most likely what's being used in your example as well

dense magnet
#

Welll sheeeeeet

#

that's dissapointing

dense magnet
dense magnet
agile solstice
#

Technique you can see in practice here
It can't fix the positional bobbing though ofc

dense magnet
#

Yup. Even though you won't be seeing the legs, they still look really good. This way I can still use store bought assets

dense magnet
#

It keeps the visual of actually stepping about

clever pebble
#

how to fix that

#

How to export from blender or maya while keeping the original root bone?

near oracle
#

hey is there a way to control the speed of an animation aside from making the sample rate different from the amount of frames in the animation?

#

not sure if that makes sense

#

just a simple rotation animation for a UI Image. i just realized i dont know if this is even the way to do it. i can either bring the sample rate way down or increase the frames, or both, if i want to slow down the animation but part of me feels like this isnt right

#

i guess i could just code it but figured id ask

#

maybe this speed field here

agile solstice
# near oracle maybe this speed field here

Yes, Speed is per state in the animator
If you want to change the speed of the clip at the source, you'd generally just stretch the frames out (or squish them closer together) from the blue vertical bars that appear when you select many keyframes

near oracle
#

ok but what will be smoother/better? yea i can draw out the frames but should i be using this speed field instead? sorry im not sure if thats what you mean

#

@agile solstice

agile solstice
#

I would generally not change sample rate because it's not really meant for that purpose
But if you find issues with the other two, it might not be a bad option

near oracle
#

i just figured that say, if i have a 60 frame animation and set the sample to 30 that it would just not even use half the frames

#

ohhh dont touch sample rate?

#

of course now my animation wont play at all when the game runs and i bring up the menu it exists on.....

agile solstice
#

The sample rate is the "maximum resolution" of your keyframes over time, speed is a side effect

agile solstice
#

Unity's animation doesn't really operate on frames, but keyframes over an arbitrary time

near oracle
#

true.... it slowly rotates though so while there are only 3 keyframes....

#

ok... yea see i just dont know what im talking about

agile solstice
#

Three keyframes are interpolated into infinite frames at runtime

#

Because the animator is based on time, not frames

near oracle
#

ok i think i understand a little better

near oracle
agile solstice
# near oracle thank you!

So basically the "framerate" is the same regardless of where the keyframes are, or what the sample rate is
The animator only cares "when" the keyframes are, and interpolates any arbitrary value in between accordingly based on time
Sample rate determines how accurately it's possible to place the keyframes into the timeline

near oracle
#

ok so im just gonna start leaving sample at 60 and using as many frames as i need. sounds like youre saying the animation will be as smooth as the game's frame rate allows

near oracle
#

awesome. im so confused right now though. i have multiple UI animations, some of which have no trigger and just animate as soon as the panel pops up but this one wont play

#

ill figure it out thanks again

near oracle
#

welp.... its a pause menu.. so the game is paused.... probably why they arent playing

agile solstice
#

If you are setting timescale to 0, then naturally time for the animator isn't running

#

Animators have a setting to run independently of timescale though

near oracle
#

tried to code it but didnt seem to work

#

public Animator pauseMenuAnimator;

void Start()
{
menuPanel.SetActive(false);
pauseMenuAnimator.updateMode = AnimatorUpdateMode.UnscaledTime;
}

agile solstice
#

Why code rather than setting it via the inspector? It's just one dropdown

near oracle
#

dear god

agile solstice
near oracle
#

just found it

#

lol THANK YOU

spring hornet
#

I'm having an issue with saving the certain rotation of the game object into a keyframe in the animation window

#

talking about this

near oracle
#

Can you elaborate?

spring hornet
#

I'm new to this so I'm not even sure if I'm doing it correctly but I'm hitting the record button then I'm moving the point to half a second then I'm rotating the game object associated with this animation clip and the keyframe automatically gets added to the timeline then I hit stop record after that I hit play and nothing gets registered

#

Also I already added the clip to the controller

near oracle
spring hornet
#

In the scene view

near oracle
#

I’d click the little arrow next to right shoulder rotation in the animator window and adjust the rotation there. If that what you’re doing then try not hitting record. Just click the top of the time line to put the line where you want and then manually input the rotation

near oracle
near oracle
#

I don’t understand what I’m supposed to be watching. Stop changing the rotation in the inspector or scene view and do it in the animation window

#

You need to open the property you are trying to animate

spring hornet
near oracle
#

Yea

spring hornet
#

It doesn't let me edit it directly from here idk why

near oracle
#

…. Just type in the frame you want to set a rotation at or click on the top of the timeline

#

Then type in the rotation. No need for record button

spring hornet
#

I can change the rotation in the inspector and scene view only

near oracle
#

No idea then

spring hornet
#

Damn

near oracle
#

You can’t just type numbers into those property fields in the animation window? I don’t understand.

spring hornet
#

I wasn’t able to like it would just revert after i hit enter

#

I might create my own asset from scratch tomorrow and fri and hopefully i won’t run into that problem again

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I feel this might have something with the read only feature or something like that

near oracle
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Maybe. Never tried to animate a model. Maybe there’s info where you downloaded it

opal loom
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ahhhh is there a better way to do this?

thin smelt
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So i have a sprite sheet that plays vertically but animations read horizontally how can i fix this?

uncut salmon
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Sprite sheets don't "play" anything. When you're making an animation, you can drag the sprites in whatever order you want.

thin smelt
uncut salmon
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I don't know what you mean?

thin smelt
#

like this guy on the internet had the same issue but on a different engine
it plays left to right instead of up to down

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like i made a really scuffed version by rotating the image 90 degrees and then rotating my sprite in game but I feel like there is a better way

thin smelt
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i figured it out it was auto seperating the frames and putting them in a bs order and i had to rename each one for it to work

uncut salmon
#

You can't change the order it generates the sprites, but as I said, you have exact control which order the sprites are used in an animation.

If you want to reorganize the sprite sheet itself, you have to do that outside of Unity.

modest magnet
spiral cave
#

What are… controllers?

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I want to create vfx for my game mode, but will need to import my character model into unity to align the vfx with animations. In order to do so, I guess I need to set controllers?

oblique linden
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Can anybody direct me to any documentation or tutorial that displays the workflow of how to integrade an existing state machine into your own character controller?

daring geyser
#

Yooo I want a animated button but the animator component does not work
I clicked on the "auto generate animation" and doesn't work either
does anyone knows how to solve this?
I also have the update mode in Normal
Idk if this helps but the animation isn't just scaling the button or moving it, its another sprite
I created the anim in Adobe Animate and but it in the game as a animation with a controller but for some reason the button does not animate

jade iron
#

is there no way to have particles fade from glowing to not glowing?

molten halo
#

Is there a way to "unclock" an animation so I can edit it?

Someone told me to duplicate the animation but it doesnt work. It seems I can't edit animation if it's imported from an fbx. I remember I did this animation in 2021.

I even tried to add a completely new animation and I can't click "add property" at all.

quasi fable
#

you need some object selected don't you?

molten halo
obsidian rose
#

is it possible to keyframe post processing values and save them as animation?

brave storm
#

At least with volume-profile based post processing. I forget how the old post processing works

obsidian rose
brave storm
obsidian rose
brave storm
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Yea. Might need to pay attention to local/shared volume profiles too. Probably best to instantiate the volume profile at runtime to avoid changing the original one

obsidian rose
rancid zodiac
#

Hey everyone, I'm trying to rotate a part of a character by directly rotating the transform of a bone using a script but it's not working. I've tried using layer masks to mask out the bone I want to rotate and that also didn't work :(

Even while the game is running I'm not able to change the bones rotation, but I can do it when editing

finite rain
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Guys I am trying to make it so a character reaches an object which it is working but the character I downloaded has animations like walking, running. How do I play these animations?
I am attaching the Blend Tree and the line of code I used to call the animation.

tepid brook
#

@finite rain you need to change the “Blend” property of the animator.
So basically
animator.setFloat(“Blend”,value);

Usually you make this “value” the speed of the player or something, but you can probably even click the animation states (the nodes on the right) and go to the inspector and select the animation file and you can make a whole new animation state if you want it to be its own thing.

finite rain
tepid brook
# finite rain Yhe ty, I figure it out 20 min ago after 3 hours 😤

👍 The Unity animator is a pain. Another great tip that I wish I knew when I started was the “CrossFade” method, which is basically like the “play” method but it interpolates the values in between animations so it doesn’t look so sudden between animations, but just use whatever works better for your project 🙂

finite rain
mossy junco
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Y'all. I'm importing some 3D Blender animations into Unity, but some issues are occuring.
First, the animations are not visibly runnning (even when the animator is showing that it is). Second, when the animations are attached to the parts that had the animations in Blender, the motion is completely different (ex. when gun reloading, the objects doesn't move as intended).
To note, I followed guides on YT for 3D animations.
It'd be great if someone can tell me a fix. Thanks y'all.

heady garden
#

why when i import my character into unity the coat and body start clipping?

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it looks perfect in blender

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its not really clipping

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more like the hoodie is breaking apart

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fix: add more skin weights

lilac osprey
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why the animation is offset and how can i put it right? also why in one sprite it has the white thing in the eye and the other not(im using the same sprite template for all the animations)

junior silo
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just found out about 3D animation layers...so, if i got right, unity interpolates between two extreme animations in real time automatically without needing to create in-between animations?

mossy junco
brazen plume
#

Hey can anyone tell me how to save a pose to an animation?

short ibex
brazen plume
tranquil quail
#

@brazen plume @short ibex

ivory star
#

Hey, guys! I am not sure why but my animator doesn't work for a specific object that I have. What I do is actually activating the object and the animation should happen but it doesn't and I am not sure why. What do you think guys it could be for?

#

I see I have no coding issues for it

#

I have tested so many times the logic works as expected

hard sphinx
astral saffron
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anyone got a clue as to why it's not playing the walking left strafe animation correctly even though the walking right strafe animation is set up the same way and it works fine? i'm super new to blend trees and unity animation

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lol nvm got it, i forgot to check loop-time 🤦‍♂️

pliant falcon
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hi there, i'm using IK for the first time. followed along with this tutorial https://youtu.be/TUBHvQ2XEJs?t=73 i can move the target around and the hands follow correctly, but the entire body moves down when i play the scene

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its unfamiliar territory so I dont really know what the cause could be

#

thats what the characters inspector looks like

#

oh, nevermind! the issue was that the Avatar shouldnt have been set. setting it to none fixes it

still badge
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The engine lags when I use Animation. Specifically at the moment when i play an animation. At the same time, on hardware 100 times weaker than my PC - no problems (my laptop).

Lags - I mean that as if in the tab Scene and Game - have low fps.

Animation is 24 fps, but that's not the problem. On the laptop everything is ok.

cold jungle
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I've been having a lot of issues with animation layers in Unity 3D.

I want my character's upper body to play an attack animation when the player left clicks, and I want the leg motion from a blend tree in the base layer. Right now, The legs simply don't move while the player is attacking. Afterwards, the player then correctly returns back to the locomotion blend tree.

related code: https://justpaste.it/gl1nv

does anyone have any idea what i'm doing wrong?

spare sphinx
#

I've modified the heirachy of a game object and need to change the path on some animation properties. However, I can't double click to modify and F2 also won't let me modify them. Any thoughts?

lunar bronze
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Is there a way to get an animation that changes the color of a sprite to a target end color, but ignores what color it starts out at? So if I had the sprite color start out as blue and wanted it to turn green, it would interpolate the color from blue to green.

And if the color was black at the beginning, it would interpolate from that to green?

kind aspen
agile solstice
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I wonder why all this code for a state machine when the animator is already a state machine

agile solstice
#

MoveTowards might not consider color space, but if that seems to be a problem you can convert before and after manually

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If you need that in an animation, you can have your clip animate properties of your script such as target color, or use animation events to call methods at specific times

robust perch
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I have a problem that I'm losing my mind over