#🏃┃animation

1 messages · Page 40 of 1

frozen hearth
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Hello, Unity !

I wasn't sure where to ask, but I've run into a problem with my 2D Unity Project, which is an example scene. I uploaded my character from the Spine and added some of my design. My animation itself isn't the problem. It's something that's happening in the program, and I'm not sure how to fix it. The player keeps teleporting back to the start, and the animation(from the animator) isn't doing what it is supposed to be doing. The error of Parameter 'grounded', 'vertical', 'speed', 'measuredVelocity', and 'dead' does not exist. This is my first time using Unity, so I've been doing my best and looking around. I don't want to mess with the coding because i'm not much of a coder. This is the only issue I had. I do want to say that when I downloaded this example scene didn't download everything. So I had to register the input and 2D palette. Everything else works just fine

Also, when I pressed play, the game had DoTween.(is that normal?)
Something is wrong with my settings, I'm not sure what it is.
I have a video attached. Thank you. (dm or here is fine)

low dust
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Setting up avatar for a character and I finally got all the red highlights to go away in the inspector, but I get this error:

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EndLayoutGroup: BeginLayoutGroup must be called first.

kind patrol
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Hi guys, want to share with my bug

terse timber
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Hi, i'm working on a 2.5d game. I used a preset character with animations at the start but made my own now. I tried swapping the model and changing the animation tree to include the animations I made for this model. I copied the scripts off off the orignal character and changed the avatar to be the one included in my model. Anybody know why it doesn't play the animations when actually playing the game? Thanks already

cyan flower
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I was wondering if I'm missing an easy way to do this

I've got a bool getting turned on, the animator goes into a looping state while this bool is on and when the bool gets turned off it plays an exit animation before returning to idle
(thats all fine)

but if I want to have an entry state, the bool being makes it repeatidly re start the entry state

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the only way I know how to do it is keep track of 2 bools (or a trigger)

cyan flower
agile solstice
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Don't use Any State unless you really mean any state

cyan flower
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yeah its a jump anim I think any state is ok

agile solstice
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I would not recommend it

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But if you do you'd use a trigger or otherwise ensure the any state condition is true for only for the instant it needs to be true

cyan flower
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what would you do for a jump then?

agile solstice
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Because Any State is a highest priority override to the whole state machine
The more you use it, the more you move away from your animator being a "state machine" and you need constantly more conditions to keep it doing what it's supposed to

agile solstice
cyan flower
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ah

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it is

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maybe I'm doing the layer thing wrong

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but all the layers I have setup are fed in by any state

agile solstice
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Then do transitions to Jumping takeoff from the states that need to transition to it
And transitions away to on condition "jumping->false"

agile solstice
cyan flower
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with new state being an empty action

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argh I need to go AFK, thank you for the help though

agile solstice
# cyan flower with new state being an empty action

I don't think the empty state is necessary at all
When jumping is done you set the weight of the jump layer to 0 so it doesn't matter where it lingers
The most important question is when exactly do you want it to be possible for player to start TakeOff, and then building the state machine around that criteria

cold copper
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I exported my game too android and now half of the animations dont even work or only have 1 frame and on some devices they dont even work

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2D sprites by the way

crimson oasis
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hello, i have a 3d humanoid character that i made 2 characters out of by editing its colors and clothes and stuff, but because both of them share the same avatar only the character above the other one in the hierarchy works and the others animations don't work. i am using the unity starter assets third person controller and put both the character in the geometry part to use the movement animations.

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are there any solutions for this ?

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they are using the animator in the player armeture that is using the starterassetthirdperson animator controller

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i tried duplicating the character in the assets and having 2 avatars but unity still treats them as a single avatar and only the one on top in the hierarchy works

little ice
wintry blade
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Hey all! I am trying to import a horse from blender, but my issue is the armature is getting offset by 89 degrees rotation or for some bones even greater than that.

can someone PLEASE help me here, i am actually about to go crazy! I cant seem to find anything that is helpful and im honestly about to say fuck blender and go subscribe to a paid 3d modelling software because this is ridiculous that the transforms are THIS HARD to get right

little fulcrum
vernal bronze
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Hello! Anyone know what the best practices are for importing a model with animations from blender to unity. i can see the actions in unity but they are split into a couple of different animations that neither do what i want them to.

dusk folio
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Hi everyone, I'm trying to make a cutscene in my 1v1 fighting game for the ultimate move, how should I do it? should I attatch the timeline with the character prefab or what exactly?

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any help would be appreciated

unreal fiber
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I have a question about UI Animation and how one uses Layers.

I have some text that I'd like to animate scrolling in from offscreen, doing a scale, and during that scale, also change to one of five colors, and activate one of five particlesystems for a duration and then change back and turn off the systems.

I thought what I could do was in my main animator controller, have an animation state that does the translate and sale on the text (since it's the same across all 5), and then make 5 small layer animations that tween to the correct color, and activate and deactive the relevant particle system.
However, it seems like if i use override mode on the color layer, it fights with the translation effect in the main animator (despite not modifying the position in the layer animations), or if i try changing the color layer to additive instead, it does some bizarre scaling effects to objects that are not even part of the layer animaions at all.

Am I fundamentally misunderstanding how layering works for UI, and just need to make 5 different versions of the main animation instead?

vernal bronze
unreal fiber
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well i'm already doing an animation on it alongside some other things, so the mechanim will just revert the changes next frame unless i stripped it out and used animation events/redid things majorly

vernal bronze
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so the piece of text coming in the screen needs to be on the exact frames on the animation

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because if you ignored it in the animation and coded it in at the right time ig that could work

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im also unsure about that maybe im guiding u in the wrong direction

drifting coral
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I've been looking for months and months now and I still can't find if there's any sort of shortcut to specifically the "Create New Clip" option. Everything else I've tried to add new animation clips to an existing animator have been very clunky to both add and edit. It's going to get very annoying to slowly scroll all the way down to the bottom of a dropdown menu just to add new 2D animations

drifting coral
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Or even if there's a shortcut or way to go to the bottom of the list immediately

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IF YOU PRESS C IN THE MENU IT MAKES A NEW CLIP

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discovered completely by accident

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Holding S also scrolls the menu very quickly

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what a relief

terse timber
agile solstice
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Usually that reveals the problem to you already

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I don't much like to guess

proper tapir
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I have a technical question, I want to make a "censorship" style shader, do you know any tutorial?

echo tapir
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so, i'm importing an animated model as a tabletop figurine to Tabletop Sim. i'm trying to figure out how to import animations but the root motion is moving around the figurine base when it should remain in place. the only thing that seemed to work was making the Root Motion node the "Hip" node of the Armature (the node directly parented to Armature) but that ruins all the Hip poses of the animations.

do i need to make the figurine base a separate Skinned Mesh Renderer? how do i remove the figurine base from the Root Motion's influence? or can i remove the Root Motion entirely or something?

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any help appreciated!

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this is the GameObject breakdown. Base is not actually weighted to anything and doesn't have any changes in poses from animation

swift swallow
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hi everyone are there any blender to unity experts here? I'd love to ask some questions and get some help on troubleshooting some issues that I have been having. If you have minute, please send me a message 🙂

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Might be best if I explain a voicecall and screen share

normal viper
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Help guys why does this happens 😞

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Can someone help me on this

woeful wyvern
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Hi all,

Can someone please help me figure out what in the dickens is going on here? This seems to be a constant problem I have with IK with Animation Rigging.

From what I can tell I have everything set up correctly. (First Image).

But when I press play the IK is all messed up and I really don't understand why.

agile solstice
woeful wyvern
agile solstice
woeful wyvern
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I can't do it any simpler tbh. I've followed the exact steps in about 30 tutorials at this point, which are pretty much identical.

agile solstice
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Either you are making some misstep in the process, or those samples would start out broken as well

woeful wyvern
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Okay, so, turns out, you can't move the character using the hip bone(s) without it breaking the IK. That's so daft. 😕

terse salmon
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thanks all. I'm gonna change my thing

woeful wyvern
# terse salmon thanks all. I'm gonna change my thing

I tend to have issues figuring out the animator if honest, especially when using triggers. I was looking around for a solution/tutorial on how to overcome the issues when I found this, and tbh I love the approach. It may help with your issues maybe? (Mileage may vary)

https://www.youtube.com/watch?v=nBkiSJ5z-hE

► ​Easily make Platformers using my Unity Asset - http://u3d.as/2eYe
➤ Ultimate 2D CarGame Kit [ON SALE] - http://u3d.as/1HFX
➤ Wishlist my game - https://store.steampowered.com/app/1081830/Blood_And_Mead/
➤ Join the community - https://discord.gg/yeTuU53
➤ Support on Patreon - https://www.patreon.com/lostrelicgames

0:00 Escape Uni...

▶ Play video
agile solstice
# terse salmon thanks all. I'm gonna change my thing

ChatGPT is a terrible way to learn a new thing because its answers aren't just wrong, but misleading
If your chart is correct it's obvious that the dances can't continue because Any State is trying to start all three equally
You'll probably want the corresponding trigger as a second condition for those transitions
Remember that you can't ensure an Any State transition does not occur by selectively creating transitions, so it skips the whole state machine and should be used sparingly and with care
May be less effort to record a video where you click through all the transitions to show their settings, and show the animator in action side by side with the game window in play mode with the character selected when the issue happens

agile solstice
# woeful wyvern I tend to have issues figuring out the animator if honest, especially when using...

This is not a good tutorial to using the Animator because it's not a tutorial how to use it at all
It instructs you to code your own animator state machine to control the Animator, which is redundant because the Animator is already a state machine
Inventing the wheel again in your own way can have value, but it's a poor crutch when it's used as a substitute to learning how the Animator should be used as it's used here

woeful wyvern
agile solstice
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Hard to make a good alternative tool without knowing what you're even replacing exactly

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Unity's Animator by all means should be less confusing, it has a way to funnel people into wrong workflows

woeful wyvern
agile solstice
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And coders typically hate it when they're used to solving problems like these with code rather than graphical interfaces

woeful wyvern
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One thing that I'm still completely baffled by is the issue I was having with IK. I've figured out what the problem is, but it absolutely baffles the living p*ss out of me as to why it's an issue.

Based on what I was doing last night, if you set up IK, as soon as you rotate any other bone in the hierarchy (for example to pose a character), it completely breaks the IK targetting. It's so weird.

agile solstice
woeful wyvern
agile solstice
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No, that usually just prevents people from running into this issue

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If you want to move a bone of the armature, you'd create a multi-parent constraint or any other relevant constraint in the Rig hierarchy and move the target / Source transform to make the bone move
And make sure the hierarchy order makes sense as evaluation order, so you won't for example set hip position after you've set feet positions via IK, unless you intend to

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If you want to transform Rig constraints by parenting, such as having a common parent for feet IK targets, the parent needs the Rig Transform component
An empty Transform won't do

woeful wyvern
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Right okay I think I get it. So for example, I just want the guy sitting down in a peddle powered go-kart and use IK to control the legs (pedalling) and Arms (steering wheel). But I need to 'pose' the characters spine so that it looks like he's sitting, so I'd need another constraint (with target etc) on his spine to do that?

agile solstice
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In essence:
-Rig components only in Rig hierarchy
-Only move character bones via Rig Sources (or by Animation keyframes)
-Use Rig Transforms to allow Rig Sources inherit Transforms hierarchically

woeful wyvern
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Looks like it's been my rotating bones 'directly' that has been the issue I've been having.

agile solstice
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You're not allowed to make animation clips for Humanoid rigs in editor, but since you're not using animation clips and you're supplementing your IK I don't see any reason to use Humanoid over Generic avatar

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Except maybe retargeting

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Though I wonder if retargeting even works properly with a custom IK rig on top

woeful wyvern
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The idea was to simple parent the targets to the pedals and the steering wheel and let IK deal with it all. And Retargetting isn't an issue. It's a 'standard' mixamo rig, so it works fine as is. It was just me wanting to manipulate certain bones directly that was causing the issue. Was really confusing cause I work with rigging and IK literally every day for work outside of Unity, so just very different 'thinking' if that makes sense.

agile solstice
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I guess the reasons are technical why it works the way it does as an extension to Animator
If the bone and rig source transforms were interspersed in the same transform hierarchy moved by both systems and by you manually on top of it, it'd be a nightmare of transform inheritance

woeful wyvern
knotty hamlet
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Is there any way to swap between sprite skeletons during runtime in 2D?

dusk folio
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I have 4 selectable character that are being spawned dynamically in the scene, and I wanna make a timeline for each one of them, how can I do that?

honest rose
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hi, im aware i can't modify animation propeties in code or i think so, but well anyways

what i wanted to ask was, like in Super Mario Bros franchise games for example, how i can make the player appereance change via a power up?

i know the power up part, but the player appereance part dont.....

agile solstice
honest rose
agile solstice
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So you could do it by making new animations and manually replacing every sprite of every keyframe

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I guess the alternative to speed that up would be to make a component that holds an array of sprites as the "sprite sheet" and assigns the sprite to Sprite Renderer by "index"
Then rather than your animations controlling the Sprite Renderer's sprite reference, they control the custom component's index variable

honest rose
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o h

honest rose
agile solstice
honest rose
agile solstice
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You can drag and drop animation clips into the animator to make them usable states

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The animation window also lets you edit animations that the selected animator has as states

honest rose
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i didnt knew that, thanks a lot!

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hey, now thinking, i think i have an idea

how i can use the SPRITE sheet of the Sprite Renderer of a propety inside animation? i only have the Sprite_Actor child just for calculate size more easily and display sprites actually, it doesnt use the sprite that is set, i think it doesnt have one im not sure

i use the sprite renderer for display any sprite i want, but not the SPRITE from the specific renderer

agile solstice
honest rose
# agile solstice Could you rephrase that or provide an example "sprite sheet of the sprite render...

ok

what i normally do for animate is use the sprites inside a sprite sheet to wich the sprite_renderer will display

But, the sprite_Renderer has an option for have an sprite/sprite_sheet set on it, to wich i dont use for the way i animate

what im asking is, if i can use that sprite_sheet that will be set inside Sprite_Renderer, and the animation just decide wich sprite inside of it to use, instead of use a complete new sprite

honest rose
agile solstice
honest rose
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no i mean, use the selected sprite as a sprite sheet

agile solstice
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I don't know what that even means

honest rose
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;-;

an sprite sheet under my understandment is the same as a sprite, just that has a lot of sprite insides, like the images in Sprite Resource

so i would set an image like that inside the Sprite sector of the propety

and my plan was that the animation clip would just decide wich "sprite_piece" inside that would be displayed

agile solstice
honest rose
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oh.....

well, thanks

agile solstice
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Like I mentioned the alternative is to add a custom component between them to introduce the concept of a "sprite sheet" via an array

honest rose
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noted

agile solstice
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Or the only alternative I can think of anyway

honest rose
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mmm, interesting

well, i guess i will just go with that or the duplicated animations for now

thanks

thorn wedge
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this is starting be unreadable.. is there any way to cleanup my nodes?

agile solstice
agile solstice
# thorn wedge group them up logically?

If they are organized into animation layers, blend trees and sub-state machines in a way that makes sense it can cut down the number of transitions a lot and make the animator more effective at following the parameters
Entry and Exit states are also useful
Any State if used sparingly, as it interrupts the whole state machine

thorn wedge
agile solstice
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The documentation does tell you what you need to know about how those features work

thorn wedge
agile solstice
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But the trick is to use them as tools to solve problems
The problem usually being that all the animation states are in one pile, with one parameter per state and transitions back and forth between all of them

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Transition conditions, exit time and interruptions are also useful tools for doing a lot of things

agile solstice
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If I could see what states you have I could suggest a setup

thorn wedge
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oooh, hold on where can I find the documentation?

thorn wedge
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Thank you so much brother!

agile solstice
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It's not very in-depth but it is also not very sprawling or long

gleaming topaz
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Quick question, when I animate in Maya do I need to export every animation individually and have like a folder of run cycle/ jump/ dash etc?

agile solstice
gleaming topaz
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Thank you, and since I am new to dev, maybe this is a stupid question, but for a jump animation, does my model have to actually jump in Maya or the movement of jumping in one place, that the model doesn’t move from its origin?

agile solstice
# gleaming topaz Thank you, and since I am new to dev, maybe this is a stupid question, but for a...

It depends
The simple way is to not move the character when animating, so the movement scripts in unity will have full control over the jump force and height
But there's also the "root motion" workflow, in which the animation determines the movement of the character relative to its root bone
In that system the engine calculates the vector of movement of the character relative to its root, and translates it into force or velocity

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If a character's movement is difficult to represent in code, like very nonlinear, and must be tightly synced with the animation, then root motion workflow is preferred
But it is less flexible to change later as the animations must be changed to alter the speed

magic venture
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im wondering if the animator run the various available transitions conditions to check if it can transitions on each parameter update ?

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even if the changed param didnt changed value

dull pendant
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I have a dodge roll animation setup for my player that uses root motion.

  1. The roll animation does not seem to finish fully when pressing the roll key
  2. the player returns to the starting roll position when the dodge roll ends
tawdry valley
solar galleon
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hey guys I have an issue with unity animation

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In Unity Animation... Im trying to move from rotation 55 to 360... on X axis... and I'm expecting it to go... 55... 75... 100.. then 200.. 250... up to 360.

But instead it's jumping: 55 to 80, then back down to 50 and then jumps to 380 and drop to 330 and finally to 360

agile solstice
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Could be as simple as adding more inbetween keyframes

brave storm
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IIRC you can also change the interpolation mode if you right click the rotation property in that window

agile solstice
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Typically yes, but if it's a Humanoid animation like it looks to be it's probably not allowed to be modified in that way
And since it's a full rotation motion, interrupting the animation to blend to a different rotation will be very erratic if euler rotation is in use

bold dome
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i kinda need some help my entity is moving around and etc like shown in this video: but for some reason its not using the animations i gave it from mixamo theres an animator set up also speaking of which theres a seprate animator but for some unknown reason it only lets me select the model of the entity as its animator not the actual animator i have the transitions and parameters setted up but it wont use them and just t poses around like its in titanic i can provide code if u want 😄

agile solstice
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It will would show the list of bone transforms it's trying to animate, and which their expected paths are

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Judging from the hierarchy there are no bones to animate at all

bold dome
agile solstice
agile solstice
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Yes

bold dome
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i cant bc unity decided to put me into this view and i cant figure out how to get otu

agile solstice
bold dome
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Oh thx

bold dome
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The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

Reduced additional punctual light shadows resolution by 4 to make 30 shadow maps fit in the 2048x2048 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Reduced additional punctual light shadows resolution by 4 to make 30 shadow maps fit in the 2048x2048 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Reduced additional punctual light shadows resolution by 4 to make 24 shadow maps fit in the 2048x2048 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Reduced additional punctual light shadows resolution by 4 to make 30 shadow maps fit in the 2048x2048 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

console only provides this

agile solstice
bold dome
bold dome
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tons of key frames

agile solstice
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Animation is for animation clips
Animator is for animator state machine made of animation states containing animation clips

agile solstice
# bold dome tons of key frames

The missing warnings are the key here
It expects a hierarchy of bone transforms by the names listed
But as I mentioned you have no transforms parented under your gameobject at all

bold dome
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I have to gtg for a bit

dull pendant
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            Debug.Log("OnAnimatorMove called");
            Vector3 deltaPosition = animator.deltaPosition;
            deltaPosition.y += ySpeed * Time.deltaTime * rollSpeed; // Optional: gravity blending
            charController.Move(deltaPosition);

For some reason, my delta position returns (0,0,0), does that mean theres something wrong with my dodge roll?

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This causes my character controller not to move

agile solstice
bold dome
agile solstice
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That could happen if you assign components manually rather than using the imported mesh

bold dome
agile solstice
dull pendant
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Why is my root animation animation deformed? but all my other animations fine?

agile solstice
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I doubt anyone here has the reason for that

nimble rivet
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Hi, i got this ballista off the asset store. Anyone got any suggestions how I could start animating it? I imagine thru blender and then brining it to unity?

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btw im a complete noob when it comes to animating if anyone got learning reccomendations

primal jolt
# bold dome Also i found this when i went to the location where the thing was

if u got the bones name right, u can just add prefix of where u store the bones in the gameObject like for example it searching for hips, yet u actualy put all the skeleton under a parentobject called steve, so u need to change the name to steve/hips, u can add these prefix through f2 each of the bones, or just go to vscode open the file and replace all path with steve/*

primal jolt
bold dome
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it does attack and etc once its near my player model and those animations work okay

primal jolt
bold dome
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like i tried to add an end time to the attack animation but '='

primal jolt
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u need to add the condition in code too

bold dome
bold dome
primal jolt
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yes

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and tbh i would refrain from using anystate transition cuz it usually creates loop bugs

digital current
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Hi lads ! Im a newbie doing this as a hobby. Im using Mixamo animations, but due to my character having cartoony proportions, it doesnt look quite well.

Id like to edit the animation to do some minor tweaks (move the arms a little bit)

Should i do this in Blender ? Any tutorials, tips ? I did play around keyframes. Do i have to do it for each and every keyframe to fix it ? Cheers

lunar bronze
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interesting bug in unity's mecanim that causes a crash (and crash dump).
mecanim::animation::BlendArray(void):
mecanim::animation::PrepareBlendValues(void):
mecanim::animation::EvaluateCaches(void):
mecanim::animation::SeekClip+0B4h (6E9D2E94h)
What's funny is it consistently takes about 18 hours for it to occur.

bold dome
south wigeon
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Is this bad practice? Do you always want to have your animations linked up?

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My door is working but this animator controller looks weird

spiral relic
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So I purchased a character mesh asset from the Unity Store. When using a Two Bone IK Constraint the shoulder and elbow are waaaaay outta whack. Can someone set me on the right track in fixing this? Is it likely related to weight painting? Or is there some other feature I can use to adjust the awkward angle of the joints?

Edit: Fixed! It was to add an object representing a Hint for the TBIKC

agile solstice
#

!collab

dusk valeBOT
#

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nimble rivet
#

Anyone know why the animation under clips from the important fbx shows correct, but when i select from under the actual fbx to remove, it looks off?

mystic river
#

Is there a trivial way to apply a limit per individual axis in Multi-Aim Constraint (Animation Rigging)? It seems Min and Max Limits are applied uniformly across all constrained axis.

earnest kestrel
#

hello, I have the following sliding animation. How can I fix it so that the character is sliding towards the forward direction and not 90 degrees to the side?

  • I've tried changing Root Transform Rotation to body orientation / original to no help
raw whale
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where can I get my player's current view?

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or do I really need to align my cam on the scene and roughly do it?

ornate dirge
#

why my animations stay stuck at 5 speed

ornate dirge
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i have a parameter speed it stays stuck at 5

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so my animation never transitions back

terse salmon
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How would you create an animator for a scene where user presses a trigger like spacebar to make character in stage perform dances(chooses a random one, and that's in the logic in the script) that last full song length like 2 or 3 minutes. At begin character is in idle animation, after dance it should bo back to dance animation. I asked chatgpt but what it gave me didn't quite work it was1. the idle animations state, then the 3 dance animations states with the dance animation states having transitions to the idle. Has exit time ON, Exit time 1.0 , Conditions none. Transition from ANYSTATE to each DanceState. Has exit time OFF, Transition Duration 0.05, Condition is isDancing == true This is what ChatGPT told me to make as the animator and it doesn't work, it plays about 1 frame of the dance animation after pressing Space bar, then it goes back to the Idle animation. ANy tips of what is wrong with it?

spiral relic
#

I downloaded Kevin Iglesias' Human Animations from the Asset Store, and their character model doesn't have bones unlike other meshes I've seen in the past. Still, all of the animations in the pack work normally on the model. Bone Renderer shows no bones. My intent (and maybe it's impossible) was to apply the animations from this pack on the Asset store to my existing character mesh that has bones. Can someone point me in the direction to know whether this is possible and how to accomplish it? Also, are there fundamentally two different types of character mesh? (Bones and no bones?) This is my first time seeing the difference between the two, and I'm not sure exactly what I'm seeing.

#

It feels like the Rig portion of the HumanF_Model defines different pieces of the body, but they're all connected to one another. If I rotate the hips, the entire body rotates. And I don't understand why.

#

Edit: Ok, I'm starting to understand I think - the Rig is actually the independent parts of the body. I need to create a Bone Renderer structure for this object, which I haven't had to do in the past.

south wigeon
tawdry valley
#

Here, my trigger for this animation is let to LMB, the console tells me I'm pressing LMB (you can see in the code it is set to when Input.GetMouseButtonDown(0)), I can see the trigger being set off in the animator, yet still no animation plays?

gusty garnet
gusty garnet
#

show players inspector (animator component)

tawdry valley
#

sorry for my beginnerness lmao

gusty garnet
#

yeah that is why i asked for the component. glad you fixed it.

tawdry valley
#

let me record a video

gusty garnet
#

fine

tawdry valley
#

Ok, I've assigned the player the animator controller (seen in the inspector at the beginning), yet now he does this pose (which I have not created or seen before) and the trigger no longer works?

gusty garnet
#

it is playing the animation with the blue bar moving left right in the state mashine, cant read it from here. you can set another animations as default or set transitions between them. as for the pivot point it seems like the transform of one of your objects is not set corectly or the position is wrong , check the transform component of player and child objects in the hierarchy

#

make sure to import the player model correctly, pivot point has to be on the feet.

#

other than that it is really difficult to figure out what the problem could be

lavish jolt
#

holy moly the non-linear animator is awesome

#

how did i never learn this?!!?!?

ocean minnow
#

oops

tender pollen
#

why does my animation enlarge the model like that

slate wharf
#

Hi there, so idk if this is done with code or not
But i got a issue with a animation
So i got smt where i place down smt a animation starts
But how would i make them sycronised?
Should i ask this in #💻┃code-beginner or is this correct channel?

#

im new to animations so yeah

slate wharf
#

nvm got it

sacred temple
#

How should I setup my animations so I can have them temporarily control the root position?
Im prototyping so just moving a capsule with a rigidbody, then I want to lunge forward using an animation. When the animation controlled the position and rotation, my rigidbody wouldnt move at all, even if the animator wasn't on that animation state. Infact it never even entered the relevant state. Just the state existing in the animator caused it to stop the rigidbody movement. Im struggling to find relevant tutorials on this

#

I do see that the animator says "Root position or rotation are controlled by curves" but I also don't have Apply Root Motion on. My goal is to move via rigidbody, then temporarily by animation during attacks, so I was assuming I would temporarily toggle Apply Root Motion during the animation.

foggy oasis
#

hi! I have this two legged creature here and id like to implement foot ik. Is there any way to do this easily? Or does the ik only work for humanoid models still in unity 6?

#

what would the easiest way to implement foot ik be

foggy oasis
#

I guess I can add phantom bones to make it humanoid?

foggy oasis
#

what

#

ok I did that and now its doing this?? I reimported with humanoid and its all missing

pulsar crypt
#

Oh this isn't 2d animations

foggy oasis
#

why would you think that

#

no offense

pulsar crypt
#

Saw animation

foggy oasis
#

oh this channel

#

I thought u were responding to my thing

#

this channel can be for 2d animation but I dont think posting ur work is allowed

pulsar crypt
#

Oh thanks

foggy oasis
#

esp if its not unity related

pulsar crypt
#

Ok I'll keep that somewhere else

foggy oasis
sacred temple
blazing hawk
#

are there any good guides on attack animations? ive spent 2 days watching like 15 different videos and followed their steps exactly and cant get it to work. soon as I press the attack button i get no animation and playerobject is stuck in idle 😦

dusky granite
#

After importing my model from blender to unity it seems like the animation that was in the fbx isnt starting at frame 0 or 1. none of the objects are supposed to move until frame 3, what is happening here?

#

Hold on, the issue is still there even if I remove all animation data, the model doesnt do that if I look at it in a fbx file viewer, only when I import it to unity

#

I hate this program so much

blazing hawk
#

^ lmao i been fighting with it for days haha

foggy oasis
#

for some reason when I transition from wak to idle my model moves upwards permanently? I have "apply root motion" on because otherwise the walk animation doesn't look right

#

anybody know how to either make this stop happening (idk why it wouldn't just set the root position to how its animated) or make the animation so that its not using root motion

#

idk how to move it bop up and down without moving the root bone

#

and you can't have an extra root bone

#

using blender btw

#

both animations individually loop to the same spot

#

loop match is green

blazing hawk
#

finally got the attack animation to work but using the same attack animation for both attack1 and attack2 D:

#

got the 2nd animation thank god

scenic girder
#

Howdy! first time working with animations in unity, trying to add a bad guy but

#

at the end of each animation (looping animation) he kinda glitches out

#

You can also see it on the raw animation on the bottom right

#

This is how it's setup

#

If I disable the 'looping animation' and apply it like this, it doesnt happen so I'm confused

violet yarrow
#

Guys, does anyone know how to solve this problem?
The animation is not working well in some places. I have a character. This happens with all the animations I have, all on the humaniod rig.

broken quest
gusty garnet
#

so what exactly is the issue

#

you have to be clear

broken quest
#

lemme explain

#

After jumping while running, the land animation is triggering without touching the ground.

gusty garnet
#

well it is transitioning from running jumping immeditely to landing, what is the transition between these 2 states

broken quest
#

then should I use HasExitTime so that it's not instantaneous?

#

between 2 states

gusty garnet
#

you need a condition for it

#

as soon as your player hits the ground you trigger that condition. rn it is just switching directly

#

i suggest you turn of the ai and learn some unity (animations)

broken quest
#

I'll try my best! Thanks for the answer <3

gusty garnet
#

should help you out a little bit

rare meteor
#

Anyone had some performance issue with Unity Spline? When I use SplineAnimate my application drop framerate to 10 fps.
I notice if is already present in scene it works fine but if it's in an object instantiated in runtime it affect performance very bad.

Anyone had same issue?

junior silo
#

So...what do you guys use for rigging? i'm most familiar with rigify, but ive had tons of issues exporting to unity.

agile solstice
compact trench
#

I'm trying to change my character's walk animation using a third person controller and in the blend tree of the idle/walk/run blend I've dragged a mixamo animation that I've taken using my character's rig correctly but I don't know why it deforms when I press play.

With the default walk animation of the third person controller, the character moved perfectly

#

Maybe it has to do with the fact that the default animation of the third person controller is using copy from the model with the armature avatar, but if I use a mixamo animation with my model it should work the same

sacred rover
#

HEY All!
I've got a problematic issue with mecanim that I'd love to hear opinions on.
At the moment, I use Animators to control enemy AI behaviors. I alternate from movement behaviors (here, follow player) to attack behaviors, depending on conditions in the transition (player distance, angle, cooldowns...) (screenshot 1)

The issue comes up when I need to have multiple states that need to be able to go to attack states. (screenshot 2) because instantly I have to duplicate conditions (problematic to maintain).

My first instinct was to use a sub state machine that would then be linked to the other states (screenshot 3), but then the issue becomes that under the hood it still does the same (screenshot 4). If I could connect the any state node of the sub SM to (Up) AI, it would all be fine but it's not letting me do that.

Any thoughts on how I should achieve this?

agile solstice
#

You also can put multiple alternative animations inside a 1D blend tree even though they don't need to blend, but it's a bit of a hack

#

In that case you'd snap the weight in code to fractions representing each motion, and re-trigger the attack with a transition from the state back into itself

#

But probably best to use Entry and Exit

sacred rover
sacred rover
sterile vine
#

oh i did not read thoroughly the first time
couldn't you use a more dedicated system like behavior?

sacred rover
#

(I understand that said use case might be a bit scuffed to be honest)

agile solstice
#

I'm probably misunderstanding your use case though

sterile vine
sacred rover
#

oh wait OK no I thought you mean mecanim state behaviours, the custom scripts you attach to mecanim states. This is a whole different thing! I need to look into it, although I'm a bit wary of changing the way i'm working with those cause I've already got 10hrs worth of game built using this system and it would mean a lot of refactoring/ redoing

sterile vine
#

yeah it definitely would be a lot of work..

sterile vine
#

how exactly are you doing the state-specific behavior anyways?

compact trench
#

My rig and skinning its good I think

sacred rover
sterile vine
#

oh wait i misremembered how blendtrees work, mb

sacred rover
#

anyway thanks for the tips ill look up unity behavior

scenic girder
#

https://streamable.com/e7w6uv (horror warning)

Howdy! Looking for a little bit of help with this. The model i'm using has walking animations and such but it didn't come with the thing that lets it move in world space (I cant remember the wording sorry)

I'm however, tweening it to move but obviously it's very hard to time that with the footsteps animation so it has this kind of 'moonwalking' vibe, I'm wondering if there is any simple solutions to this.

Thanks!

Watch "Desktop 2025.06.10 - 17.45.49.15" on Streamable.

▶ Play video
#

I think 'root motion' was the word I was looking for

scenic girder
#

I was thinking there miught be a way to jerry rig this by attaching a cube to the lifted foot, and when it touches the floor, 'move' forward

#

It's got a mesh collider on it now, So in theory couldn't I apply some form of friction to it steps forward?

scenic girder
#

Anybody got any ideas? Been stuck on this for a while now.

tawdry valley
#

Is there a way to have a humanoid animation type rig that uses a weapon? Since my sword socket bone (used to animate the sword) is not part of the base humanoid rig set, it does not move. Switching to generic fixed this however I plan to use things like avatar masks, foot IK and animation layers.

blazing hawk
#

cant frickin get a basic combat system working smh

devout crater
#

is it possible to attach separate parts of 3D objects in unity it triggers animation? Example i made a script of attaching parts for a robot. I just need to make it trigger a custom animation when all parts are attached. But my parts are mix and match basically variations of different parts can trigger the animation

agile solstice
#

I may not understand what it means for a "part to trigger an animation"

devout crater
#

Not sure what you mean by that but its just 3d objects scattered around and all i do is pickup and attached in a highlighted area

#

once formed it does an animation preferably just move front and just fall. spwaning another empty model

agile solstice
#

Okay I really don't understand UnityChanBugged
Animations override component properties, like transform positions and rotations to move them
The animation does not care about what's parented or otherwise attached to the animated gameobjects

#

So I guess you could have a skeleton of empties with whatever animations you need
Then parent the objects to whichever bone when you attach them
Then play the animation so it does whatever motion needed
I may be off track though

devout crater
#

I mean Is it possible to trigger a custom animation when all robot parts are attached, even if the parts are mix-and-match variations?"
And How can I make the animation work with different part combinations? Like if someone attach LeftArm_Variant1 + RightArm_Variant2 + Head_Variant3?

devout crater
agile solstice
grand yew
#

Not sure if this belongs here, but would love some insight as I have hit a wall

In short - i want to use a state machine to control the cinematics of my game (I have a row of sequences strung together, some needs to loop until the player reacts etc., others need to autoplay into the next loopable bit etc.)

https://www.youtube.com/watch?v=zjeBIqryMCM
This video also briefly discusses it

However, when using the timeline, I am unable to progress in the animator states using signals when auto-advancing to the next state when the current timeline / state has run its course

only if i stop() the timeline itself I get control and can jump to the next bit, but then we lose the transitions for animations that the animator states provides

It is a big issue, especially because doing the stop() there is like 1 frame where everything jumps and it is jarring for the eyes

The player can manually press the 'continue button' in order to advance, but trying to do it via code just doesn't hold up, since the timeline is in full control of everything when it runs it seems

If anybody have any experience with timelines and state machines playing together I'd love to hear your insights - kind regards

Thanks for watching!

Support me on Patreon:
https://www.patreon.com/aarthificial

Timestamps:
0:00 Intro
1:10 How a cutscene works
2:30 Utilizing timelines
3:42 Summary

▶ Play video
sturdy flicker
#

Hello guys! So I think anybody who made a TPS character before is aware that we have to use animation rigging to get the player's upper body and it's gun to point where the aim transform is, but I ran into one problem where setting the aim forward and aim up and down in the aim constraints part, thing is it seems my player's bone body parts are not straight forward on any axis, it is like weird like -60 or 40 or something and never 90 so idk how can I fix this issue?

#

So I cannot put z or -z or anything on the aim axis or up axis , since the local rotation of the bones are just all over the place

red walrus
#

Does anyone know what should I do? cus in this tutorial https://www.youtube.com/watch?v=giJKCl-GVrU&t=403s
On how to make sword slash system in 2d top down He makes so Some random New state is Main/deafult state and I have already animations and idle thing for my character, when I do that what he says it makes my animations not work.

Learn how to create 2D Top down Melee in Unity easily with a cool sword!

// JOIN THE COMMUNITY DISCORD!
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// PLAY MY DAMN GAME ALREADY?
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// WEB DEV CHANNEL
https://youtube.com/tylerpotts

▶ Play video
stray steppe
#

hey everyone! I recently just finished animation but one of my animation has a weird bug(I think its a bug), for some reason even though I drew the art greatly, it just goes and teleports randomly as shown here

#

this is how my sprite is setup

#

id appreciate any help!

void sigil
stray steppe
void sigil
void sigil
#

i guess its cuz of collider offset change

stray steppe
stray steppe
void sigil
stray steppe
void sigil
# stray steppe

5th frame sprite looks like bit above than others im not sure if its cause of that

stray steppe
#

on aseprite it animates fine, but on unity it doesn't

runic isle
#

i think the avatar is this but it won't let me drag/select it for the animator. i made the model with ai and it had different prefabs for different animations but i can't find how to play the animation

sterile vine
# stray steppe

you need to make sure the pivot stays consistent. it seems like your spritesheet is already on a grid, in which case you should slice by something other than the autoslice

sterile vine
stray steppe
sterile vine
sterile vine
stray steppe
red walrus
#

Hi there, I need help with my animation, so I have animations for walking and idle state, whenever I walk up and stop it makes character look in down dirrection. Could any1 help?

#

But only for like walking UP

#

It works fine for going down,left,right.

#

This is idle tree

#

This is walk tree

#

I have no idea what is problem...

halcyon bloom
#

that sounds like the avatar and the animation are not playing nice with eachother
try disabling the head and neck in the avatar and give it a check

red walrus
halcyon bloom
#

ohhhh could it be the animation itself?

#

send us some pic or vid

sharp knot
#

Is there a way to get the animation curve of an animation clip at runtime?

red walrus
halcyon bloom
#

cool looking forward to it

red walrus
amber bane
#

hello guys

#

so im trying to play an animation on a bool

#

(transition into a walking from an idle)

#

but even when i just insert my idle, the whole model disappears ingame

amber bane
#

in scene view the model is there but when i click play its gone

#

if i remove the idle animation from the controller the model spawns

cedar ruin
amber bane
#

above the void

cedar ruin
amber bane
#

the models?

#

wym what it says

cedar ruin
#

The whatever moved

#

What numbers does it show for position

amber bane
#

Vector3(-1.78999996,-0.139776722,-0.156873941)

#

these

cedar ruin
#

Take screenshots of your scene if you're not sure what could be relevant

amber bane
#

well

#

any other model works fie

cedar ruin
#

Take a screenshot of your whole editor window.

amber bane
#

i think the animation itself has a transform issue

cedar ruin
#

Change this to pivot and take a screenshot again

amber bane
#

same thing on pivot just a lil off

#

like by 2 units

#

u can barely tell

cedar ruin
#

What position does it have before being moved there?

amber bane
#

monsters position before going there is this

#

or somewhere around that

cedar ruin
#

You're selecting the main monster though. Are you sure that log is about the selected object?

#

Exit the playmode and take a screenshot of the whole editor again with the object selected.

uncut salmon
#

If your idle animation has a position property, it's going to override where your object is going to be in the world, of course.

amber bane
#

sorry power went out

amber bane
#

omg bro i lost it all

#

the whole ai i just made got deleted cuz of my power

#

🥀

#

my god bro

shell pilot
#

hey im having issues exporting my blender rigged model with animations into unity

#

the character seems to work fine but the sword i have attached to the player is not

#

any ideas why that is ?

#

these are the export properties if that helps

red walrus
#

@halcyon bloom Alright I am home.

#

How do I show you things?

#

I have this and Idk what is it

red walrus
#

Fixed it but still wont work

tawdry valley
halcyon bloom
#

Assuming you fixed the missing Parameters and it still not working, then high chance it's either the Avatar or the Animation itself is influencing the bone

#

which kinda loopped us back to the Avatar

#

try disablling the neck and head in the Avatar first and see if anything change

#

this one

#

not this cuz it's a avatar mask, but disable the head and neck in that one too if you hav any, just in case

red walrus
#

@halcyon bloom @tawdry valley OH MY.....
Do you know what was problem?
I have just opened Unity and randomly checked animations because why not and you know what I saw?
In Idle UP there was nothing, which was reason for player to always look down....

#

😭 I feel so stupid, but also so happy that found what was it...

halcyon bloom
#

very nice congrats my dude

brave wave
#

Does anyone know of an asset / project that can do procedural humanoid animations? Walking, talking, bumping into things, stuff like that. Does that exist?

fresh cypress
#

Good Day everyone!
i have a character in unity complete with a rig and an animation clip made using RIGIFY IN BLENDER, i would like to know how do one make the head and the upper body of the character to follow the movement of the camera.

i tried to target the bones of the rigify but there were only DEF, ORG and MCH bones which are not CTRL bones used to control the character in blender, thus resulting in weird deformations.

if anyone can propose an idea please dont hesitate to reply to my message
thanks in advance:

jagged ruin
# fresh cypress **Good Day everyone!** i have a character in unity complete with a rig and an an...

DEF bones are the bones that deform the character.. these are the skinned bones themselves.
...You dont export (or you dont need to) CTRL bones to unity to use it...

If you are using a rig setup which uses the humanoid system, you tick on ik-pass on the mecanim / controller layer and then you put a script alongside the animator.. which hooks into the ik pass.

Animator.SetLookAtPosition

https://docs.unity3d.com/ScriptReference/Animator.SetLookAtPosition.html

(if you're not using humanoid, do the same thing with the ik-rigging package)

fresh cypress
jagged ruin
#

Try making a script that does it.. and tie it to a bunch of sliders in the inspector, and you will be able to preview the result 'live'

fresh cypress
#

I see so the method of targetting singular bones which what i was trying to do before, is the wrong method

jagged ruin
#

wat?

jagged ruin
#

each eye is a seperate bone...

#

as is the head, typically.. on rigify rigs.

#

...but you can write all the bespoke code you want, i wouldn't though.. if the functionality already exists.

fresh cypress
jagged ruin
#

Also, im not sure about the method you were using previously, so i cant say what you did 'wrong'
--but this is a misconception you made:

" ```
#

like i said before, you would not typically desire to export the control rig.. you would only want to export the deform bone heirarchy to unity... as this is the only pertinent bones to the rigging mechanism... (the only bones weighted to deform the meshes)

...Therefore moving and rotating these bones, is the correct method (that is all the ctrl bones do inside blender)
So, that would not produce 'weird deformations'

example: If you have exported your character correctly for unity, from blender... and in unity you rotate the 'DEF-head' bone... it should rotate the characters head mesh.... without any weird effects / deformations...
(because that's whats actually happening 'under the hood' inside blender, when you animate and key the 'head' bone... it moves around that DEF bone)

fresh cypress
#

Since when i moved the ctrl bones in blender it works fine, until i move the DEf bones

jagged ruin
fresh cypress
#

I see

jagged ruin
#

That's my point... you are doing, in unity.. what the control bones do in blender...
So it should act the same.

fresh cypress
#

Yea im aware that its controlled by the CTRL bones, hence why i thought i shoudlnt touch it in unity

jagged ruin
#

But you wouldn't typically export all the MCH / ORG / CTRL bones because then you'd have hundreds of unneeded bones complicating the rig...
and none of the bone constraints (which affect how the rig works in blender) transfer out into unity..

fresh cypress
#

Then it might be a weight painting issue, the character just deforms weirdly whenever the individual def bones are moved

jagged ruin
#

Could be weight painting... it could also be that stuff is weirdly scaled, you should not scale bones (or the rig/meshes really) either...

jagged ruin
fresh cypress
#

i tried to reexport my animation from blender to unity using NLA strip but it exported 90% of the strip i did not want and the strip that are invisible in the nonlineareditor, do you happen to know what might caused it

jagged ruin
# fresh cypress i tried to reexport my animation from blender to unity using NLA strip but it ex...

when exporting -dont solo or mute any tracks in NLA.. don't be tabbed into the strip ( it shouldn't be green on the track display)
clips with invalid keys, like you have keyed a bone and then deleted it.. wont export
-oh and the global/scene timeline should be at least as long as the clip.

-also blender has, in the most recent version, redone parts of the NLA editor and how action clips are handled.. if you are on the latest build, you'd be better asking in the blender discord to check to see if its a known issue.

agile solstice
fresh cypress
agile solstice
# fresh cypress I see

There are some plugins for rigify for making it game ready
But the ones I know are either not updated to modern blender versions, or they're proprietary (Arminando's GameRig, and CGDive's Game Rig Tools, respectively)

fresh cypress
#

I tried that and the import looks better than before but all the animation clips did not get imported

agile solstice
#

But I haven't confirmed if that method helps with the bone hierarchy issues or not

lime pebble
#
{
    canMove = false;
    _horizontalMove = 0f;
    if (rb != null)
    {
        rb.linearVelocity = Vector2.zero;
        rb.isKinematic = true;
    }
    if (controller != null)
    {
        controller.Move(0, false, false);
    }

    if (animator != null)
    {
        Debug.Log($"Animator is valid for {gameObject.name}. Setting 'IsDead' to true.");
        animator.SetBool("IsDead", true);
        Debug.Log($"'IsDead' parameter set. Current 'IsDead' value: {animator.GetBool("IsDead")}");


        animator.SetFloat("Speed", 0f);
        animator.SetBool("IsJumping", false);

        StartCoroutine(WaitForDeathAnimationAndHandleGameOver());
    }
}```


```private IEnumerator WaitForDeathAnimationAndHandleGameOver()
{
    // Get the length of the death animation clip.
    float deathAnimationLength = 0f;
    if (animator != null)
    {
        foreach (AnimationClip clip in animator.runtimeAnimatorController.animationClips)
        {
            if (clip.name == "Player_Death") 
            {
                deathAnimationLength = clip.length;
                Debug.Log($"Found 'Player_Death' animation clip length: {deathAnimationLength}s.");
                break;
            }
        }
        yield return new WaitForSeconds(deathAnimationLength);
    }
}`````

A problem I am facing: My Player_Death animation doesnt really trigger correctly, it gets stuck at the first few ms of playing the animation...
Thats my code, I dont see an issue, I let gemini look over the code, it says its fine... And it tells me theres a problem in the animator, but I couldnt spot where.

The transition condition is fine, I honestly dont know what the issue is
sterile vine
lime pebble
#

I hate my life, thanks

lime pebble
sterile vine
#

nothing currently

lime pebble
#

did you study? Or what was ur last job?

sterile vine
#

i graduated high school a few months ago

lime pebble
sterile vine
#

are you trying to hire me or smth lol

#

not really the space to discuss this

lime pebble
compact trench
#

I don't know if anyone here knows about Maya, but I have a problem when doing skinning and I don't know why it happens

I don't know why the left leg doesn't animate properly, I've tried doing the skinning in all the ways, I've tried everything but it doesn't work properly at all, when I put the animation in unity my foot gets deformed, I don't know how I could do the skinning on the leg and foot so that it works properly

#

The leg and foot make a strange turn that it shouldn't, it should go straight

robust perch
#

Alright so I am using animation rigging for hand grabbing terrain.

Terrain is uneven. Hand samples a raycast hit and orients itself to the surface normal. That's all great.

However, fingers can be off. if the terrain just a bit ahead isn't the same orientation, fingers can either clip or levitate

#

the natural solution would be to add an ik constraint to each of the fingers, raycast down and place the fingertips on the new normals

#

but I am afraid to do that as I'm sure the optimizers here would shake their head

#

any alternatives? The only one I can think if is place an empty object at, say, the middle finger, raycast down from that position and then rotate the hand ik target enough that the fingers roughly hit the ground and hope the hand part doesn't clip through anything

#

it would likely look better than what I have now but potentially also problematic and certainly worse than the individual finger IK

#

what do?

lavish marsh
#

I have exported animations from blender, but somehow i have this error and i don't know ow to fix as I don't know how to animate on blender, and the animations for this model is already done

UnityEngine.GUIUtility:ProcessEvent (int,intptr)```
ivory valve
#

hey guys, hope all is good for you. I'm a beginner here, i'm trying to make a FPS, but i have big problems with animations. I need help please.

dusk valeBOT
sterile vine
#

you gotta actually say what the issue is

#

i don't do 3d, i was lost after the first sentence lmao

honest rose
#

hey, a good idea for implement the code of the animations, is to basically redo the If requeriments in the Animator?

#

like, if the block is
(pseudocode) if x distance = low
the animator parameters must be the same of this

#

i mean cuz i been just using animator.plays until now

agile solstice
#

The advantage an Animator controller can provide is that code doesn't really need to know what the controller is doing, as long as the code informs the controller what the character is doing

#

The controller in turn can transition between more than one animation state contextually in a natural way without the need to play each animation state from code

#

For example a character may have a jumping animation, mid-air upward animation, mid-air downward animation and a landing animation
The transition from jumping to mid-air could happen automatically, while a velocity parameter could decide whether to transition from upward to downard
Additionally then it can be used to choose whether to skip landing animation at very low velocities, or to choose between multiple upward/downward animations in a blend tree based on velocity

#

And if the parameters from the code are generic enough, you can use the generic animation code for a different character variant that has different animation states and transitions

worldly sand
#

is it better to change the sample rate or keys length?
how different are these two

green urchin
#

anyone know why i cant set the avatar mask like this?

honest rose
#

i mean

#

my atleast current issue is that they overlap

#

idk if im explaining myself well...

agile solstice
honest rose
#

the clips

#

all of my objects currently only use the animator.play, But i been told thats an awfull idea

#

if they are complex, and they are

#

so i need to turn it into the normal way people do animations for prevent the overlapping

#

i mean, the actor doesnt know what animation to do, cuz two Ifs are being played at the same time, wich in the logic is fine, in the animation isnt

honest rose
uncut vortex
green urchin
old bronze
#

Hey, im not seeing a clear way to sequence material parameters via timeline? Is this not a thing?

hasty loom
#

I'm trying to set up a look at IK with rigging package. I have a multi aim constraint that constrains a proxy head, and then I have a damped transform constraint that should dampen the actual head to the proxy. I've tried switching hierarchy order, multiple rigs - but it seems that whenever I add the damped transform the angle limitations of the multi aim constraint stops working. Anyone know what quirk I'm missing?

robust perch
#

My finger IK is not working. The code is not relevant for now as the important thing is that the tips are not following the targets

#

I don't understand why as my other IK chains works without problems. Weights are all 1, offsets are good, I think everything is set up as it should be.

In the photo, highlighted sphere is the tip and the transform gizmo is the target.

Doesn't matter if it's within reach or not for now, the important thing is it's not following the target

buoyant veldt
#

help, I'm using a animation event to trigger a method on my script but I'm getting this error

which is something I'm familiar with, except this time I set it up perfectly, the animator is in the same GO as the script, and method is public and the method even appears as an option when i setup the animation event, so idk what am i doing wrong

#

nvm I figured out

vital aspen
#

can somone explain how does animator and animation basically works

vital aspen
#

how it basically works

#

u write a code to trigger these animation

#

what does that flow chart indicaties

#

or how u setup

#

is there any guid i can see or somone explaoin me in simple words

lime pebble
#

Text me dms

sterile vine
#

just discuss here
private discussion negates the point of having a community server

sterile vine
vital aspen
#

no

sterile vine
#

you should start there

robust perch
hasty loom
#

What is the correct way to retrieve pre-constrainted bones when using rigging package with generic rigs? I'm trying to set up some foot IK but I can't find a callback post animation, pre rig constraints - like "OnAnimatorIK".

polar gust
#

I haven't been able to figure out how to word what I'm trying to do in google/chatgpt so maybe someone in here can help. The clip is what I'm trying to do by having the character blink, but the animation of blinking is supposed to be quicker. And here's the sprites.

Do I need to split and layer this some how or what?

sterile vine
agile solstice
#

Can't speed up the blink without speeding up the idle when they're on the same sprites

#

I'd make the eyes into a separate sprite that tracks the head
Or get creative with shaders

honest rose
#

hey, correct me if im wrong but, i have an idea cuz i need to make a lot of actors change apperance like the mario fire power up and stuff

what if i use the layers, i mean, i make all normal animations in a layer, and copy and paste those clips in another one but modified them for the special state, and on code put a string where the layer should be, and a boolean would determinate if that string is default or the other

this is factible or is a bad idea?

chilly pelican
#

Does anyone know how to fix this issue? Player idle and run animation not fit to block actually

buoyant veldt
random zenith
#

Is there any purpose of making a transition from a substate machine? Wanted to see if I could use it but it just never runs even if the condition is met and the current animation is inside, as well as its a different color. So why can we even make it?

agile solstice
hasty loom
agile solstice
agile solstice
#

If your "Main Transition" state has no motion and is only used to funnel transitions, it seems like you want to use Exit and Entry instead

#

They would do the same thing but skipping the middleman and not interrupting blending

scarlet umbra
#

could someone help me out with my animations here - something has gone terribly amiss and I've been struggling to make sense of it 😭

#

to clarify - when "Jobs" is pressed, it triggers MenuOpen. When the X is pressed, it triggers MenuClose

#

it is also not playing the MenuClose animation for some reason

agile solstice
#

Now it's not visible if there's any reason MenuClose should play at all

#

Still, if you expect a transition from MenuOpen to MenuClosed I expect you want a transition there

scarlet umbra
#

turns out i had to trigger twice due to how i set it up, and that was causing issues

#

trigger -> empty -> trigger -> other state

agile solstice
#

Why not directly between them

scarlet umbra
#

honestly could not tell you, but i had it like that before

#

probably just a byproduct of trying to fix it

agile solstice
#

The point of transitions between states is so that you can transition between states

mellow zealot
#

using an animator override controller, there seems to be a freeze, almost, when I update the animations in it, meaning my two animated objects desync every time I switch animations

mellow zealot
#

even if I call Play, Update, anything
I cannot find a solution to this issue

chilly pelican
chilly pelican
#

also its in one png

chilly pelican
#

fixed by chaning pivot center to bottom center

honest rose
buoyant veldt
clear mortar
#

yoo i really have this annoying problem. I'm rigging a sword to hand, i create empty sword holder under hand, transform is 0 0 0 attached to hand cleanly. drag my sword under holder, and the whole shoulder and upper arm pivots now attached to the sword. anybody know what to do?

clear mortar
#

ah yess I havefound the answer. U have to create all your own rigs, and animations outside of unity, and never plan to use any Unity free or paid assets for quality rigged animations unless they have the source files. 👍

young mulch
#

Hi team - dumb question from a dumb person. I have animations - idle, aim, walk, shoot etc, all with holding a rifle in mind. I need to adjust the animation to properly hold my own rifle asset - adjust the hand spacing, etc. What's the best practice to adjust the animation? Am I editing the animation directly, hooking up IK? Just need direction before I go down a path that's... wrong

limpid snow
#

Does anyone know how much of a performance hit is it to use animations with 'baked' frames vs animations with keyframes+curves?

I understand that of course 'baked frames' option is less performant because there is still interpolation between those frames, there is more data saved in the animation, hence it will be 'heavier' to play, but I wanna know how much?

Like if you had 100 units active with baked animation vs 100 unites with unbaked animation (only keyframes) - how much of a difference would that cause?

reef finch
#

Hi. How do I fix the animations in runtime being not the same as in preview?

#

I'm completely lost

#

Never mind. I figured it out. It was the exit time

vital aspen
#

is anyone online right now ?

sterile vine
#

!ask

dusk valeBOT
sterile vine
vital aspen
#

mb

#

ok so i was trying to make player animations

#

according to movemen

#

and i add jump to the animation

#

but after triggernig jump

#

it dont go back to normal

#

i cant understand what mistake i am making

#

i will send code one sec

#

idk what mistake i am doing

#

and force is also not applied on character so no jump is shown

#

nvm found the issue

obsidian solstice
#

hi, i have an animator controller, and when i select the animations on the controller none of the keyframes or properties show, but when i select the same animation under "allparts" it's fine? but ofc i can't animate under this menu because the animation isn't attatched to the object here (record and add property greyed out)

agile solstice
agile solstice
limpid snow
agile solstice
limpid snow
#

OH lol!

agile solstice
#

Not sure if there's some technical reason it has to be that way or if I was missing something but I didn't find a way to only export discrete keyframes

floral hill
#

Guys There is a button animation which is at a button and whenever the player hover the button an animation plays but when the player clicks to the button before the buttonhover animation is finished stays the button big cuz the anim couldnt finish itself. What should i do?

gusty garnet
floral hill
gusty garnet
#

yeah but you still have that thing on your animation right

honest rose
gusty garnet
#

so no transitions in short

agile solstice
#

If that's what you mean

honest rose
#

o h, makes sense, thanks

#

buuut, how i change the layer's weight?

void sigil
#

its easier

floral hill
#

from the script its way way better

#

i searched it on yt

agile solstice
floral hill
#

the problem is that it doesnt go to the normal size which it supposed to be

void sigil
#

i suspect of keyframes

#

like changing size in highlights animation but no size changes in normal animation

vital aspen
#

how do u make jump in a top down game can somone explain me
how can i implement in my game
i couldnt find a good enough tutorial on it

#

my character gets stuck in jump animation

#

and his jump are way bad for some reason

#
using System.Collections;

public class PlayerController : MonoBehaviour
{
    [Header("Movement Settings")]
    [SerializeField] private Rigidbody2D rb;
    [SerializeField] private float moveSpeed = 5f;
    private Vector2 moveDirection;

    [Header("Time Settings")]
    [SerializeField] private float timeDrainPerSecond = 2f;

    [Header("Animation")]
    [SerializeField] private Animator animator;

    [Header("Jump Settings")]
    [SerializeField] private float jumpHeight = 0.5f;
    [SerializeField] private float jumpSpeed = 4f;
    private bool isJumping = false;
    private float baseY;

    private void Start()
    {
        baseY = transform.position.y;
    }

    private void Update()
    {
        if (!isJumping)
        {
            float inputX = Input.GetAxis("Horizontal");
            float inputY = Input.GetAxis("Vertical");
            moveDirection = new Vector2(inputX, inputY).normalized;

            animator.SetFloat("moveX", inputX);
            animator.SetFloat("moveY", inputY);
            animator.SetBool("moving", moveDirection != Vector2.zero);

            // Handle time drain
            if (moveDirection.magnitude > 0.1f)
            {
                GameManager.Instance.ReduceTime(timeDrainPerSecond * Time.deltaTime);
            }

            // Trigger jump on space
            if (Input.GetKeyDown(KeyCode.Space))
            {
                StartCoroutine(JumpRoutine());
            }
        }
    }

    private void FixedUpdate()
    {
        if (!isJumping)
        {
            // Apply continuous movement only if not jumping
            rb.linearVelocity = moveDirection * moveSpeed;
        }
    }```
#
    private IEnumerator JumpRoutine()
    {
        isJumping = true;
        animator.SetTrigger("jump");

        Vector2 savedVelocity = rb.linearVelocity;
        rb.linearVelocity = Vector2.zero;
        rb.isKinematic = true; // Turn off physics temporarily

        float t = 0f;
        while (t < 1f)
        {
            t += Time.deltaTime * jumpSpeed;
            float yOffset = Mathf.Sin(t * Mathf.PI) * jumpHeight;
            transform.position = new Vector3(transform.position.x, baseY + yOffset, transform.position.z);
            yield return null;
        }

        transform.position = new Vector3(transform.position.x, baseY, transform.position.z);
        rb.isKinematic = false;
        rb.linearVelocity = savedVelocity;

        isJumping = false;
    }

}```
code i am using
#

can anyone check and help me

floral hill
#

ur code looks so messy

vital aspen
#

like my apprach is wrong

#

or what

#

like i made like when jump is happening stop all other things and do the jump animation

floral hill
vital aspen
#

update is basically normal movement and made coroutine for for jump animation

#

and stoped the normal movement

#

i thought doing both together might bug it

floral hill
#

u know u could do CheckIfJumping()

#

or something like that

vital aspen
#

let me show u video how my jump looks right now

floral hill
#

ok send it

vital aspen
vital aspen
#

it should be very less mb

#

can u come vc

floral hill
#

What does the func in Update

floral hill
#

btw im not a pro programmer but maybe i can help

vital aspen
#

it alright i also just started game dev

#

i am just all the things ik

#

when i cant get it right

keen trail
#

hello can you guys help me how to move the character so that it can go around the map because my character is still walking in place like the screenshot video above

#

and this is the animator

#

I need help fix my animation in my Game

agile solstice
# keen trail hello can you guys help me how to move the character so that it can go around th...

This video doesn't show where the issue could be, and the image is too small to even tell what the state names are
You will want to select your object with Animator while the game is in Play mode with the game window and Animator window visible at the same time
This will show you what the Animator is doing for that character
Then you'll want to record a video of that, with the Parameters tab visible, and also with the Inspector visible click through all the animation transitions with their Settings visible

oak ether
#

hey guys i have a weird issue with my animation when im trying to set the object as a child of a empty so i can move the object around the scene to have it animate everywhere, no matter what i do the animation plays not where the parent is and is offset

i have reset both transforms and it still glitches out

#

never mind it was the keyframs

honest rose
#

hi, is there other way for syncronize animations with scripts, or just event animation?

honest rose
#

like, when it visually shoots, it fires a proyectile, for example

agile solstice
#

Why not do it the straightforward way like that?

honest rose
#

cuz it fires the animation, but the proyectile arent syncronized, i mean

the animation is a chaingun or rifle for example, yet when the sprite muzzle is shining, the proyectiles arent strictly shoot

is not too big of a deal, yet it would be good to know how to do so

#

i know the animation event method but it needs strictly a function

#

also, if my enemy uses statemachines, how this would be done?

agile solstice
honest rose
#

oh well, thanks

agile solstice
#

Oh well?

honest rose
#

the issue is now realized..how i can do it if it has enum states... i mean, if i try to access to the other functions, i would get glitched or smt?

#

idk

#

or has no issue?

agile solstice
#

State machine behaviours as mentioned also have useful methods like callback for exiting the state, but usually the code is aware of when the shooting should stop and signals the animator that

honest rose
#

oh

agile solstice
#

You can pass all kinds of data via animation events if needed

#

Enums also can be cast to int if needed

honest rose
#

holup, animations can control ints?

agile solstice
# honest rose holup, animations can control ints?

https://docs.unity3d.com/6000.1/Documentation/Manual/script-AnimationWindowEvent.html

to call a function at a specific point in time. This function can be in any script attached to the GameObject
but must only accept a single parameter of type float, int, string, an object reference, or an AnimationEvent object.```
```...you can use an AnimationEvent object to pass many parameters at the same time. An AnimationEvent object accepts a float, an int, a string, and an object reference as member values. The AnimationEvent object also provides information about the Animation Event that calls the function.```
#

An "object" can have any data that you define, I suppose

honest rose
#

awesome

#

thanks

pale dock
#

how to make animator not revert changes on animation end

gusty garnet
twin musk
#

When I set up my two bone ik constraint like this it doesn't work and I get loads of errors

unreal oyster
#

in scene view (before entering play mode) my character is supposed to be in t pose but its messed up any idea why

minor prism
#

does anybody now how to make simillar aiming animations like in kill the crows? I just cant seem to figure out how to do it.

gusty garnet
minor prism
gusty garnet
#

you will have to learn how to animate

#

and if you have a specific question feel free to ask

minor prism
#

that was not the question... but nevermind

gusty garnet
#

well i´m sorry but you will have to provide more infos

tawdry valley
#

I have this basic project with a character model with animations. And in Blender I am making additional animations (with the same mesh). How can I add the animations onto the existing skinned mesh in Unity or do you have to re-export into Unity? If the second option; does all of the logic in the animator controller etc still work assuming you've changed the import settings to be appropriate?

agile solstice
#

That means adding a new entry to the list, choosing motion for it and optionally setting the start and end frames

#

The animations are in the file, but unity won't import them automatically except the first time around

weary wolf
#

Hi, how are you all? (sorry for my bad english), i have a problem with the animator tool. Can someone help me with this? (i think i make a mess in my project, and yes, im new with this stuff)

In Spanish for translate:
Hola, como estan? (disculpen mi mal ingles), tengo un problema con la herramienta animator.
Puede alguien ayudarme con esto? (creo que hice un desastre en mi proyecto, y si, soy nuevo en estas cosas)

#

I have no idea how to create a animation with animator, if anyone read this, please share your smart tips with me. 🙏

In Spanish for translate:
No tengo la menor idea de como crear una animación con animator, si alguien lee esto, porfavor comparte tus conocimientos conmigo. 🙏

#

I think i should say from the start that this project is in 2D, sorry about that

peak lantern
#

Hello, I'm still trying to learn Unity Animation Events. My current situation is, I have a cup moving on a conveyor belt through animations.

On the end of an animation ("Station 2") I want to trigger an animation on a separate object (which is a rotating arm). I put an animation event on the frame I want the second animation to start. I attached a script to the cup prefab to attach the animator, then I set the trigger parameters. But I can't seem to make it work. Any Ideas?

gray surge
#

Why is it importing my blender fbx like this? Yes, it is screwing with the "forward-up" orientation. Golem is right orientation, clockwork is the f'ed one

agile solstice
silver ingot
#

Hi, I have a prefab like

Player (with CharacterController)
- Model (with animator)

I have an animation on the Model with root motion I exported from blender, and I'd like the animation to check for collision. Whats a good way to transfer the root motion from the animation to the CharacterController?

#

Would it be a good idea to get the animator.deltaPosition in OnAnimatorMove and call the charactercontroller move method with it?

silver ingot
# silver ingot Would it be a good idea to get the `animator.deltaPosition` in `OnAnimatorMove` ...

I've been trying to do this, but for some reason it kind of gets applied "twice": The parent empty (Player) does move forward (which shifts my camera), but the Model also visually moves forward but its transform position remains as 0. It also snaps back to its rest position after the animation finishes

I don't know why this is the case since tutorials don't have this issue, anyone have an iidea as to why this happens?

#

Nevermind, sorry
There were keyframes on the rig too on blender which is why it was happening

#

Ok wait no, I'm still facing the same problem except now its that the characterController is moving and the root bone is moving, causing the doubled motion

#

Is it naive to just reset the root bones position to 0 after moving the character controller?

silver ingot
#

I explained it kinda bad so I hope this vid helps

#

The camera is a child of the Player (clone), so the fact its moving means that the root motion is being applied to the CharacterController
However the root bone is being moved to so I'm not sure what to do

#

Should I separate the root bone as a motion bone in blender that isn't a root and export that?

nimble apex
#

Can anyone explain how you can animate a child game object through aparents animation window?

#

I click add sprite in the property section and it disappears form the property options

#

but it isin't ont he animation timeline

#

If i select the animation in the explorer it shows it

#

But if i select the parent game object where i want to tdo the animation it doesn't hsow up

#

I don't see nay clear tutorials on how this works

#

I have found unity's timeline and animation window to not be super clear for me

#

Any help would be appreciated in understanding this

cunning linden
#

Hi when i go from mapping to muscles it moves the rig down past the floor

#

Any idea why its doing this/how to fix? I cant find anything online

#

Ive already tried moving the object origin in blender and doing like anything and everything possible with applying armature and fiddling with settings

silver ingot
# hybrid tinsel

It does the opposite now where my player prefab (character controller) is stationary but my player model moves forward

marsh pelican
#

What's the best way to trigger "generic" animations across multiple different types of weapons, such as "weaponAttack", "weaponReload", but using weapon-specific animation clips?

#

I think what I've gathered, I should somehow use a "master" animation controller which plays the correct animation with StringToHash(),

#

But how should I attach the animation clips to my weapons?

#

Does every weapon need to have it's own Animator component? Don't quite understand how this works yet.

marsh pelican
#

Okay I have come up with something

 animator = GetComponent<Animator>();
 animatorOverride = new AnimatorOverrideController(animator.runtimeAnimatorController);

 animatorOverride["genericShoot"] = currentConfig.testAnimation;

 animator.runtimeAnimatorController = animatorOverride;
#

The config is a scriptable object where I can store the animation clips

#

Then I can override the dummy animation clips and play them wherever

#

This is called in a virtual function that I use to initialize all types of weapons

analog holly
#

Is this a Unity issue?
The audio sources won't play when too far at the front in an animation clip.

tough holly
#

heya, sorry for the animator spaghetti i'm sure you guys are all too familiar with

#

I have a bit of a conundrum

#

all the states on the left & etc. that lead back to walk are spell states, so when I cast a spell it returns me to my walking blendtree. not too complicated there

#

but I'd like to add flight, which works fine on its own- but as soon as you cast a spell, it ends

#

is there an easy way to put walk inside a sub state without changing the transitions? or alternatively a smarter way I can set this up

marsh pelican
#

This is why I'm building my own controller with code only

stray burrow
#

why is my m1 animation only animating the hand root and the first finger bones, but not the rest? i added keyframes for all of them.

tough holly
grave drift
#

Animator is set to a fixed update mode if that means anything.

twin musk
#

How could I make my procedural walking animation adapt to higher speeds? Currently it works well but when there's big sudden differences it starts to break

hybrid tinsel
loud dawn
agile solstice
#

E.g. Layers, Override Controllers, Entry and Exit, Sub-state machines

tough holly
#

christ bro I meant cause people post pics of their animator spaghetti all the time

agile solstice
#

And I tell them each time it's not a necessary outcome

#

The "smarter way" for flight would likely be an animation layer
They can be synced so it copies all states but lets you replace motions within

#

Which means you can blend between multiple modes of movement blend trees

#

With no changes to transitions

tough holly
#

yeah I ended up just replacing the walk blend tree with a sub state machine that contains the logic for blending to walk or flying

#

my frustration with the sub state machines is that it’s more annoying to add transitions to them because of the additional clicks

#

but I realize that’s the price of despaghettifying it

agile solstice
#

Sub-state machines are mostly a visual grouping method
Their advantage is that transition out of a sub-state without specifying entry state can transition from any state that is transitioning to Exit within the substate
Iirc works the other way too with Entry

#

There's rarely any one feature that solves spaghettification in any particular case
The only reliable way is to understand the features and use them in an efficient way to prevent it altogether

agile solstice
tough holly
#

yeah, in this case I was mainly wondering if there was a way to switch transition destinations without recreating the transition entirely to save me some time switching to sub state machines, but I figured out you can switch to debug mode to do that last night

agile solstice
#

There is a lot you can do, but the problem is the UI or docs don't make the possibilities or best practices obvious at all

#

Like copy paste transition settings
Although as a rule of thumb the less explicit transitions it seems you "have to" create, the more likely you're using the features to cut down the need

twin musk
#

How do I get my procedural walking animation to work under higher moving speeds?

agile solstice
twin musk
#

the "target" of the ik constraint just falls back

#

and when its too forward the leg does this

#

Like it bends the knee inward

#

Im using the chain ik constraint

agile solstice
#

Or if it is based on distance, the something about the high speed makes the distance check fail

#

Sometimes that can happen if the movement within just one time step, be it Update or FixedUpdate is long enough that some kind of check or detection is missed

#

Or if you're doing checks in Update and also with physics, you will get inaccurate or conflicting data

plush furnace
#

I'd like to make camera animation from weapon animation I have. There's camera_bone. This code is just locking camera and rotate it full, but I'd like that it only "affect" to main camera and player can control his camera

private void HandleCameraAnimation()
    {
        if (_holder is ICameraHolder cameraHolder)
        {
            Quaternion currentBaseRotation = cameraHolder.GetBaseCameraRotation();
            Quaternion animRotation = _cameraBoneTransform.rotation;
        
            Vector3 animEuler = Quaternion.Inverse(animRotation).eulerAngles;
        
            animEuler = new Vector3(
                NormalizeAngle(animEuler.x),
                NormalizeAngle(animEuler.y),
                NormalizeAngle(animEuler.z)
            );
        
            Quaternion effectRotation = Quaternion.Euler(animEuler);
        
            _playerCameraTransform.rotation = currentBaseRotation * effectRotation;
        }
    }
twin musk
peak lantern
#

Hello, I need a bit of guidance for this. I have a spawner which instantiate cups, which is mobilized by a conveyor belt. Each operations done within the conveyor belt has its own animation. Everything works before the red line in the picture.

The next is dependent on a button in the canvas which would decide where the cup would be bought.

At first, I tried making a timer for the "decision state" where the button should be pressed to make the cup do the pass animation. I tried an animation event (when the button is pressed, a motor arm would actuate where I pinpoint the specific frame to trigger the cup's "pass" animation). If the timer ends without pressing the button, the fail animation is called. It partially works but the pass animation always gets overshadowed by the fail animation.

Second, I tried a boolean parameter which toggle which state each clone will follow. But I haven't had any luck

Which of the two (or if there's an easier route) would you recommend more?

wind silo
#

is it possible to make animation rigging constraints not override any rotation from animations? like for example a character bobbing their head to some music. now I use a multi rotation constraint to make their head turn towards some object. this completely kills all head bobbing as its overridden by the constraint instead of it being an additional adjustment.

#

it can be done manually by just adding the desired rotation to each bone in LateUpdate but that requires much more work than using whats already built

little path
#

Getting some weird bone-itis in this mesh with a Mixamo animation. I go to Mixamo, upload this FBX as the character, pick the animation, and it looks fine (first picture).

I download the animation without skin, extract humanoid rig from it, and use the animation clip on the player. Player has humanoid rig generated from the FBX I uploaded to Mixamo (it was rigged by mixamo, and all the bones are set as expected in the avatar), and I get broken angles and wrists and the spine bending all weird (second picture). There isn't a frame in the animation that looks like this. Did I miss a step somewhere or misconfigure something in the animator?

#

Better picture of the completely borked bone positions. The front foot is completely upside-down. The Mixamo player I downloaded from had no qualms with this animation playing perfectly normally on the exact same FBX

charred belfry
little path
#

I guess I'll try downloading it with skin and see if I can use that model instead of the existing FBX?

charred belfry
#

Sounds like where I'd start

peak lantern
#

Hello again, I wanna ask if my process is skewed or if it's ok. Initially, I just made a script with 2 triggers: one for pass, and another for fail. But no matter how I tried it, it doesn't work (the fail would always play to overshadow the other branch)

What I did next (currently) is made a script that would play the animation on when the button is triggered. It only works for the original cup gameobject though. For the clones, I made a third state which would just erase it. With timing it (seen in the screen recording), it kinda blends in.

What I plan to do next is to separate the Pass and Fail State from the animator. Script another spawner to instantiate where the cup pauses before the pass and fail state, to carry over whatever button is pressed. I feel i'm missing something or making it complicated than it should be though

jagged briar
#

ok probably a dumb question, but how to you go past the 1 second / 60 frames mark in the Animation tab?

peak lantern
#

use your scroller wheel to zoom out or

jagged briar
#

ty!

marsh pelican
#

Is it possible to use the same animation clip for multiple prefabs?

#

I want just a simple set transform scale to 0 over 2 seconds, do I really need to make 10 identical clips for that?

royal olive
#

Hello, I was wondering if anyone knows of any good mixamo tutorials for unity 6?

Also is it true that with mixamo you don't have to make the characters there are already some available to grab like an asset store thing?

Pretty much for my game, I just need NPCs that at least look somewhat human, and as far as animations go, just basic idle animations like blinking or looking around and if possible lip syncing?

#

Also I assume I could play these animations separately on unity timeline to a timeline I have already sorted for dialogue?

#

I was gonna have them separately for now as Idk about putting in lip syncing yet, just making a game for my dissertation project at uni.

terse gust
#

Hello, is it possible to stop and start the animator? like i want to stop the animator through code from working and re start it

agile solstice
royal olive
terse gust
#

how do i stop it?

royal olive
#

Are you doing the animation on timeline?

terse gust
#

no

#

it's a loading screen's icon

royal olive
#

Oh sorry my b then man I don't have much experience with the animation stuff, soz.

#

In fact learning it today haha

terse gust
#

Lool

#

anwyays i think disabling it and enabling it seems to do what iwant

#

thanks btw

#

i know a lot about the animator XD

terse gust
royal olive
#

Dissertations are a bitch man, at least the project's cool

#

Making a game to teach about neurodiversity init

terse gust
#

oh alr

little path
covert zealot
#

how can i change the animatorController an animator uses through code?

hazy arch
#

uhh. one sec I have this somewhere

#

animator.runtimeAnimatorController = m.roleAnims[0];

#

the right side is just an array of animator controlelrs

covert zealot
#

thank you for searching that for me haha

covert zealot
#

hey does someone know how i can play an animation just once for example when hitting someone with a sword

hazy arch
#

give it an exit time and a transition back to idle

covert zealot
#

what would the exit time be equal?

hazy arch
#

this is saying it plays 95% of the animation, then blends the last 5% with the new animation

#

if fixed duration were checked, it would be the last 0.5 seconds instead of %

covert zealot
#

ah okay ty

hazy arch
#

er

#

.05 seoncds*

proper ether
#

hey, so i have a question regarding animations and ik rigging.. if any one could help me i would appreciate it.

#

currently i have a system set up with dual cameras , one isometric.. and the other is a third person shooter perspective for combat

#

i have set it up so that the cross-hair is what the player ik rigged charcter looks at, while the legs are not affect.. but the whole body (upper body).. and the hands has IK rigging so they are attached to the weapon

#

my question here is, how do i make an attack animation, that would look good? because currently the ik rigging makes the animations look weird

#

and.. bad

livid harness
#

hi, I'm pretty new to unity and I don't seem to get how animator transition works
right here, I'm trying to make it change into attack animation, and it does. But although I allocated it plenty of frames without exit time, it just goes off instantly
Is there something I'm mising?

grand marsh
#

im still pretty new, so dont be to upset at me. I have been searching and searching to no end and cant find anything to help me.... i found a garage door in sketchfab, fixed textures in blender, and put it over in to unity but i can get all my door sections to move as one with the animations any help would be appreciated!!!

mystic willow
#

What data is in an .anim file that increases the size? And how to optimise it to a smaller file size?

I've got an asset with a 20MB idle animation, and I've not touched animations before to know where to start to keep a basic idle anim and lower the file size down to like 1MB or something

grand spindle
#

Hey y'all, just curious if there are many good sources and(or) tools for the animating of non-humanoid characters in Blender for use in Unity? I'm thinking triped, quadruped, up to 8+ legs
My background is far more in environment art, shaders, VFX work, etc... I've never explored animation overly heavily other than some fairly basic IK

hasty lintel
#

Not that I personally know of a great solution to this but the biggest thing that bloats them overall is just the amount of transforms being messed with

#

since it's a fairly big sum of values being saved per, regardless of the actual difference they are experiencing

mystic willow
#

There are loads ... I duplicated the file and tried deleting stuff... the file size increased

#

So I've given up

#

The build size has only increased by ~5MB

hasty lintel
#

I don't know enough about things to really say if it should be better but the anim files just do not attempt to re-use values whatsoever which inflates them like crazy

#

eg.

m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.6666667
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 1
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334

#

ok discord

#

but yeah really the only difference here is 0.00,0.66 and 1.00 (6 chars changed) yet it goes ahead and decides its fine doing 476 of them

royal olive
#

does anyone have experience with Mixamo here?

#

Pretty much I just want my NPCs in game to have idle animations like blinking or looking away occasionally.

agile solstice
royal olive
#

Pretty much I just need to figure out how to incorporate these basic animations and then just need to put the game together, and we're done!

limber raven
#

bro ı need help

#

My walking animation won't play

slate peak
#

Hi,
I'm new to making games and I've just make my first ever character model in Blender. Now I'm thinking about the animations my model will have, but I've never animated a second in my life. I've heard both Blender and Unity have animation systems, but I don't know which one i should go for to make my first game.
Any thoughts?

twin musk
#

How do I make realistic human walking if I have a system to control foot movement? Like how should I lock the hip and limit movement until the feet move?

random urchin
#

When exporting animations in Blender, it says "no path for f-curves".
Does anyone have any idea about this?
Some animations are missing when I import them into Unity.
In the Dope Sheet editor, animations that have a red underline below them don’t work.

gusty garnet
twin musk
covert zealot
#

does someone know what can cause my animation which should only play once to not play even when the conditions are met?

grand marsh
#

so im kinda new and stuck. its kinda hard for me to explain but im not sure how to transfer constraints from blender to unity... im not sure what to do...

agile solstice
covert zealot
#

i dont know what information is important could you tell me what exactly you need? code, animator, transition screenshots?

agile solstice
#

Video can be paused so it's a good way to show everything

#

Viewing the Animator and game in play mode side by side is so helpful it may lead you to the problem by itself

covert zealot
#

my discord sadly aint letting me upload more than a micron

agile solstice
#

Youtube and streamable are good alternatives

covert zealot
#

also my animation logic is completely fucked up probably i use an animation controller for every item with different animations but the same structure in every one, and i switch through them depending which item im holding

#

it would probably be better to completely start over again but i dont know how to do it differently

agile solstice
#

Seeing everything there is and the animator in action may allow us to provide some feedback

covert zealot
#

i think ill start over again if i have the same problem afterwards ill text again

agile solstice
#

Just by that description I'd suggest animator override controllers, or synced animation layers

graceful horizon
#

is anyone able to offer some help with getting anims to work in unity? tryna use ones from mixamo on a model ive made, first time doing this stuff

covert zealot
#

hey how would you guys approach an animation system in 2d with multiple animation variants depending on which item you hold in your hand? i just cant figure out how to swap out the idle, walk etc animations when holding a sword for example

uncut salmon
#

Assuming you're using an AnimatorController, then you can look into AnimatorOverrideController, which is specifically used to keep the animator as is, but allows you to swap the animations for those states with other ones.

#

Then you'd have an override controller for each of your variants.

covert zealot
#

oh thats cool ill look into it ty!

swift sundial
#

what YouTube character control/animation tutorial is would be best to start with?

covert zealot
uncut salmon
#

Basically, yeah

royal olive
#

Quick question but with Mixamo, is it possible to edit the models in any way. For example, I was searching for how to have blinking animations on mixamo models and this came up.

Pretty much, how would you make the eyes a separate object anyway, would you have to model them yourself?

#

Having the models blink is not a big deal anyway, just would add a little bit of polish init

pure nexus
#

so i have a hair asset on my avatar its attached and uploaded but when i run around its idle and has no movement

north sphinx
worldly sand
#

i think it just auto damp itself at the start and end?
how can i turn that off

raven totem
worldly sand
#

sweet, thanks

peak bear
#

If I have a navmesh agent that jumps using root motion, how can I make it so that the distance jumped is consistent and not affected by framerate changes?

royal olive
#

Just to ask, what's up with these errors, this happened after importing animations and a character model from mixamo?

final violet
#

yall i got this problem where the animation goes but it stops at around 0.3 seconds in (its a 0.5 second animations) and it goes back to idling

#

turns out it doesnt just stop at 0.3 seconds even if i shorten the animation the animations just goes back to idle around half way no matter how long the animation clip is

austere ether
#

why is my unity animation wayy worse and disfigured than the preview shown in mixamo?

#

(red is unity)

#

(white is mixamo)

limber isle
#

Hey guys anyone here who could help me with some animation blend tree? In vc

sterile vine
#

!ask

dusk valeBOT
sterile vine
#

we don't do VC's here

#

just ask your question

limber isle
#

So this is a game it's a basic game so I just need to you know want to add jump animation where I press space bar and it jumps

sterile vine
limber isle
#

Without scripting a single code btw

#

just need a jump anim when i press spacebar and continues running

#

is it possible with only visual scripting and blend tree

sterile vine
#

yeah, visual scripting is just a different representation of code

#

you probably don't want to put everything into a single blend tree though

#

break it into steps
detect the spacebar press, make it jump, set the animation for jumping and falling, make it go back to the normal walk/idle animation appropriately

limber isle
#

thats why i am here (a total beginner)

#

i didnt get any yt vids too so i came here

sterile vine
#

which part are you stuck on specifically?

#

half of it isn't even related to animations

nova turret
#

Hi everyone, recently I started learning how to animate characters and put them to use in Unity. When creating animations I worked on a rig from Mixamo. I downloaded some model that was compatible with this rig (used same bones hierarchy) and everything looks great - my character moves!

Friend recommended me a tool called Character Creator for creating characters, I created a character, imported it into Unity and my animation works as well, - however it does not match original animation 1:1, I think it's because of the differences in bones - new character has different proportions. Character Creator uses different rig setup then Mixamo but I don't think this really matters since I'm using Humanoid avatar.

I'm attaching video where you can see two characters playing same animation but their position is not totally in sync.
Now my question is - what is the proper workflow for this situation? Do I need to ensure all bones have exactly the same length? How would I even do that, import both models to 3d software and try to match them as close as possible?
Thank you

plush cypress
#

Hi guys! I'm looking to test some models with TTS voice rigging. Does anyone have any suggestions? Preferably a 3D model. Any to start and then probably going to look into some custom ones shortly after

barren moth
#

Hi, does anyone know why it creates a selection square for me instead of moving my bones?

agile solstice
agile badge
#

Hi. I have a problem with my animations for my character. I have an fbx file with my rigged character, no animations on this file. And then I have other fbx files with the exact same rig and character that have animations. I am simply trying to load my animations from those files onto my main rig. I have my rig type set to Generic and it sort of works, but the hand doesn't animate at all. I have tried many things but cant get it right. I am using the same avatar as my main rig (the first fbx file).

TLDR; I am trying to apply animations from separate rigs (exact same bone structure) to an avatar, but it doesn't animate hands. Generic rig.

#

It's not animated at all. Almost like it's skipping the hands entirely. I can even move the bones while the animation is playing. I can't move the arm bones, that have the same animation.

agile badge
#

I found the cause of the problem, but still haven't solved it fully yet. It seems like Unity is just removing animation data that isn't moving in the animation. In this animation the fingers are just posed and keyframed like that, but they are static and don't move. If I make them move, even the slightest bit. They show up in Unity. Any solutions to this?

#

FIXED: Apparently I had to enable this setting when exporting the FBX from blender.

fervent timber
#

Could use some help... Why does the weight painting looks so different in Unity compared to Blender?

agile solstice
fervent timber
agile solstice
fervent timber
tepid laurel
#

Hello ! I'm new to unity and i just tried the timeline, so i created a simple stretch animation for a sprite, but it seems that because I also edited the position, the sprite just teleport to the coordinates.
So i would like to know how to edit the relative sprite position and not its parent game objects transform... Thanks !

pale dock
#

can you play 2 animations at once within one layer

agile solstice
pale dock
#

and running animations from different layers requires scripting already

agile solstice
tepid laurel
#

So I should put my sprite object in parent game object

agile solstice
#

That's what I'd try

tepid laurel
#

Ok thanks

dusky inlet
#

Why does the jump animation behave like that? Also, the fall animation is supposed to play when I fall, but it's not happening

twilit cradle
#

hey im trying to make a top down pixel art game and im making a walk animation using the unity animation tool but for some reason everytime it plays the walking animation the character teleports a bit down is there a fix for this?

agile solstice
#

Hopefully bigger resolution than two pixels

ivory star
#

Hey, guys! Why some animation clips are (Read-Only)?

#

I have got some animation assets externally from Unity Asset Store and it says Read-Only

#

I cant somehow change it to both write and read only?