#šāanimation
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It logically can't be both
It's read only because the animations exist in the imported asset, and can only be modified by changing the mesh's animation import settings
You can create a fully modifiable copy by duplicating the animation clip from inside the imported asset
some code would be helpful and the animator state machine
Guys, I'm going through absolute hell trying to create and IK system for my fingers for grabbing terrain. It's all kinds of uneven and I've tried different methods but they all have cases where they don't work perfectly
would a finger ragdoll system be a stupid idea in this case?
but I guess I would need gravity to be applied in self space of the hand (due to rotations)
Hey everyone, i got some issues with animations
I'm trying to glue together FPS weapon and hands together. In model inspector this looks just fine, but in scene... it's a mess.
Model was "done" in blender by joining two meshes (weapon and hands) and armatures, than applying bone constraints so each arm bone mimics corresponding weapon bone's position (simple parenting turned out to be too tricky). Then it was exported as fbx to unity. Bone constraints were not applied, doing so disables arms animation (they won't move), but the gun looks properly. So, uh, any ideas how to fix that?
Hey, can anyone tell me why the animation is stuttering? The start is an animation but the end is a rigidbody. My player is using character controller with manual physics (i got the preset online).
My animations are not playing on the model now, i don't know what's wrong.
though i don't think they worked, but the animations work in the inspector
ok i fixed the no movement thing but the animations, even though they are set and play in the animator window, are not playing in the game window
Used Blender to AccuRig to Blender to Auto Rig Pro to Unity... But, the Character is a bit too high and I can't seem to scale it after the AccuRig import. Any advice?
how do i get an idle animation working? It plays the full animation, but i want movement ans jumps to interrupt the idle animation
turned out to be version control issues) silly me
i want all of the four rotors to rotate. could someone please help with this. because of the default state only one always rotates. How could i rotate them all at the same time?
It would be better in this kind of use case to make a component that rotates its transform, or an array of transforms and rotate the rotors with that
That allows you to very easily control the rotation speed as well
Animation clips are designed for motion that has a definite start and an end, which axial rotation motion rarely does
how could i do that?
should i dm you so you can help me
Just rotate them via code
i get it thank you
Anyone have an idea about this?
Unless you're okay with floppy hands I wouldn't much consider it
There are some techniques to wrap fingers around colliders joint by joint, often used for VR hands
Could be viable to drive the palm by physics, but maybe not the whole arm
But even then, perfection become progressively harder to reach as with your current method
Yeah I might look into the wrapping fingers technique
Another problem is that I align the hand to the normals but the normals might be completely different at the fingerd
Not normals, elevation. So even if the raycast hits above, the fingers can't reach that elevation according to ik contrasints
I could then rotate the hand again, but then that might clip
Idk it sounds arduous and it is
Driving the hand by physics is what I have been thinking about.
But in that case I would have problems with fingers unless they too are ragdolling
I don't know
@agile solstice forgot to tag reply
Hi, I have a question or I mean, I have a problem with animation
I have animation of push, in Blender, the head the my character is thus
But in Unity, the animation is rare, the head is tumble to side
I don't understand the why of error
Hey, how i can change the whole set of animations of an object mid game? I mean for example
Mario grabs tanooki suit, becomes tanooki mario
maybe with AnimatorOverrideController?
or what's the simplier way?
i use play() on my scripts btw
can someone tell me why when i import a character with animation from blender to unity it walks forward. i want it to walk on one place.
did you use an animaiton form mixamo?
yes
just check "inPlace" on your animation in mixamo
why does my character get that massive and slim. also it moves forward even when i checked the "in Place"
if you check inplace , there is no way your transform would move forward
unless you are doing it via some code
well this is the anim in bledner
no im not
I gave the speed value -2 but my animation still doesnt reverse play
why is this happening
I am trying to set up an Aim Constraint for the character (Using the Animation Rig,giing Package), so her hand can point to the target direction, but for some reason the hand pointed to the side. Does anyone know why and how I can fix this?
If you were grabbing arbitrary shaped walls with real hands in the real world, the best way to grab wouldn't still be obvious
There could be multiple entirely different valid ways that are only valid between certain distance or angle ranges, or there could be no valid ways to grab given a situation
So you'll probably want to lean away from realism and accuracy so you can fake more of it
i already removed the keys
and why the rigs is not showing on my screen, just on hierarchy
now the rigs are gone
Can someone help me? I also wanted to know if there is another way to add the rigs without doing it one by one in the animator, and I also wanted to know if it's better to use Blender for animation or Unity.
so what you're recommending is sticking with IK and good design?
in mixamo before you download the animation you need to press (in place)
yeah i did that
and why does my character get slim?
Idk, add the animation again doing what i have telled you to do
Guys, to create cutscenes, should I use the Unity Timeline tool or create one myself? because I want the cutscene to be relative to the player's position: when opening a door for example, I want the camera to zoom in on the lock, the player to do his animation, then the door to open. In addition, the system must be able to work with all doors
You could just use Cinemachine. The package also comes with a custom script for OnTrigger events to transition cameras, etc
Cinemachine also integrates with Timeline so you can get the best of both
hey i tried looking around online but i can figure out why i cant animate my stuff because im making a horror game and i need a idle lantern animation but i cant animate my hand and lantern but i put them together but it won't go into the one animation
Hey guys, I hope I'm using the correct channel for this
5 days ago I created a cutscene inside Unity's Timeline, I recorded animation clips directly inside the timeline and I got it all done. Today I returned to do some polishing but most of the keyframes are just GONE.
Everything else seems to be intact but the keyframes simply disappeared.
Anyone else had a similar issue and is there any hope for recovering my work?
Oh I should add, these clips that Timeline generates are also messed up, missing most of the keyframes
I really hope that somebody can help, losing my mind š
Hey, guys. I have a variable that I'm setting a new value in Start(), but if the Animator component on the same gameObject is on, it resets to the initial value. What should I do? (the animator doesn't play any animation that sets this variable to some value, it just has one)
What could I possibly do to make the animatronics movement more ābouncyā
What should i do
im not an animator and honestly i have no idea but that looks amazing
Oh, thanks!!
Its practice for my game. Thats just a place holder character
Likely exported with unapplied transforms or wrong unit scalings, or both
I'm trying to use animations from mixamo, but the two character I applied the animations to are not the animations I saw on the site.
How do I make my downloaded pose from Mixamo apply directly to my character in editor and not in game please instead of this T-Pose ?
Pls help Im gonna die in here
Why is this transform trolling me and teleporting even tho I added keyframe
also hes moving like his transform is scalled or smth bc if I move him like to Y 10, he only moves to Y 1.5 or smth like that
I found this reply when looking for a way to combine my procedural recoil and sway because I can't seem to get them to work together. I've never used IK and I don't really see how I could use IK to do what I'm trying to achieve. I've never actually used IK either, so some help with that would be appreciated
is anyone else experiencing unity just adding a 2nd animation to your .fbx export from blender that isn't even there in the blender model itself? like I would have 1 NLA strip in the blender file, and when I import that fbx model in unity, theres suddenly 2 NLA strips, 1 that is the one I made and the other one is a random one that is completely broken and that created itself xd
i dont even know if this is a bug or just me being clueless
If you animate more than one object in an action that has to make multiple actions in the fbx
But could be something else, the NLA animator is a bit weird
If you're using 4.4 the UX to associate actions with objects is different and supposedly more clear and controllable
That could help (or it could be the problem)
yeah I switched to the animator controller instead of the animation component, my animation state is firing correctly and it has the animation assigned, but i cant see the animation in the game / scene view š rip
Animation is the legacy system and requires legacy flag on the clips, but other than that they treat clips just the same so that's not the core of the issue
You have to know whether your issue is with importing clips, playing them through components or both
Can't solve it if it's unclear where the issue is so I'd try to get animation clips from confirmed sources to play to begin with
Clips made with the animation window, or from Unity's official examples
i mean the animation is correctly playing in the preview, i have generic enabled and the animation state is triggered correctly in the animation controller, the only issue is that it's not actually displaying the animation in the scene
If that's all true then the issue typically is that the animator is in the wrong gameobject in the hierarchy, or the gameobject hierarchy is missing the gameobjects the animator is trying to control
Selecting the gameobject with the animator will reveal in Animation window what the animated paths are, and if they're missing or not
i have the animator controller on the same gameobject that is affected by the animation, if i select that object it shows the animation in the animation window
but if i play it from there it doesnt play it in the game scene either
Question, I want to add "Events" to my animations but issue I get it some animations I have dont have "Edit" it says open instead and then I cant preview the animation like normal just see timeline how to actually see where the event is without the Edit button or make the animation have that edit button ?
What is better for a character? Rigidbody or character controller?
Hey there, I am working on animation rigging for my enemy, but I want it to crawl. Does anyone know how to do that? This is what I have right now.
procedural animation with inverse kinematics. There are tutorials
"procedural spider animation" kind of search will get you there
ya I searched that but all I get is a no code tutorial or a tutorial I have to pay for
can anyone help me with my rigged player not being manipulated by the animations in-game but in the inspector. I have all the right setting for a fact, i have everything set to humanoid and i downloaded the model off of mixamo with the correct settings. I can see the model being manipulated correctly in the inspector but not the game and they also seem to be working fine in the animator states and transitions too.
the hips are the only thing moving so my guy just wiggles when he runs and goes ideal
My animation is stuck in 1 frame of the running animation. I already set the Speed value to max
Hey guys does anybody know how to properly import animation clips from blender to unity?
i have this NLA strip right here that i exported to unity
here it is in UNITY, the only clips showing are the baked clips seen int he previous picture
however they are unusable as when i play the anims they're empty
here are the export FBX settings
What do you mean by "they're empty"
What kind of keyframes do they have when viewed with the Animation window
And what are the full file names
You can set zoom to minimum in Project window to see more than a bit of the file names
i get duplicate clips and only the "BAKED" clips get imported
this is what i mean by they're empty
I was following a simple third-person movement tutorial and wanted to implement a walking and idle animation. But I couldn't find any tutorial for that, so I tried to figure it out by researching. This is what I managed to do, but it keeps giving me this error.
Controller 'PlayerAnimationNew': Transition '' in state 'New State' uses parameter 'Speed' which is not compatible with condition type.
Im trying to put my arm's hands on the trigger with IK but I can't get it to look good at all. It always twists like this
and the left arm always goes through the gun
when using the animation rigging packages, is there a way to limit specific bones to a certain axis with a set limti?
also something to note im using an IK bone made in unity then using a copy constraint to the base bone when animating
Need help figuring out a solution to an issue I've dealing with
For this object I have I want to do an animation which flashes between two sprites in a specific circumstance
But when animation clip of that exists it causes issue with a separate script on the object which sets a sprite to the object, preventing the script from setting a sprite even when the animation clip does not play or is included in the animator
you could just have an animation clip for that flashing instead of fighting with the animator for control over the spriterenderer
The script randomly sets the sprite it from a large pool of em so I can't have it as a single animation
I tried attaching to the default animation an animation event for the function which sets the sprite but that didn't work
Is there a way to making the flashing animation work still or would it just be easier to make a loop which just switches between the two sprites in the script which sets the sprites?
you could disable the animator for the duration of the flash i suppose
im not sure what you're talking in comparison to
im kinda confused what you currently have
So I'm trying to set up a humanoid avatar for this character model I'm working on and when I import it initially as a generic, everything looks fine, but the second I convert it to humanoid, all the animations get messed up like shown in the clip and I get these import messages. I've tried going into the avatar config and messing with it which seems to help a little bit? But the legs are still spazzing out. from the research I've done it seems like there are bones in my hierarchy that are 'in the way' of the bone order than mecanim expects, but does this mean that I'll have to go back into blender, delete those bones, then remake all my animations to account for it? Or is it something I can fix within unity?
I also have this import message in my rig rab
Is there a way to make an animation consistantly check for something via an event function, for specific amount of frames?
Like, a check function running until this animation ends from that frame, as exemplified by the image below
You can use events for that as they can call any kind of method and pass various data to the method
However since they can be skipped due to transitions and other reasons, state machine behaviours are a more robust alternative
Then is it still possible to limit the frames of a specific function to be running at, with StateMachineBehaviour?
I considered using coroutine too, but I just feel it is messed up to setup, unless it's the only way
StateMachineBehaviour's advantage is that it gives you callbacks to state entry and exit, which events might miss
Neither have any information about frames because frames don't really exist in animation clips
Events are located at a specific time in the clip, which you alternatively would have to work out by checking the time / normalized time of the clip
So I'm using a mixamo model and I want to add an empty collider object on my character so that it moves while they are doing animations, is it possible to have this be done by creating an empty object as a child of one of the bones?
Pretty much I'm implementing eye tracing within my game so was just going to have a box collider around an area of where the character's eyes would be.
Bumping this question
how does one animation
Showcasing Unity work goes in #1180170818983051344 or #šādaily-win, these channels are for questions/discussions only
Hi, how i can make an animation state play for an amount of time, no matter what other animation tries to play, it wouldn't, until this state ends?
You'd make all transitions out of the state conditional on a parameter which is controlled by your code
Or use an animation layer, which allows state changes on other layers but overrides the animation with its own states
im still confused what differences that has with just play
With what?
Do you mean using Play() method directly, as an alternative to transitions with parameter conditions
I'm trying to play two animations on different body parts at the same time. Is this the right place to ask about it? And should I show everything I've done so far?
hasExitTime should do it
yes this channel is about animation, as the channel title says
Iām having trouble exporting my animations from Blender to UnityāIām still learning this process, so Iām probably doing something wrong. Hereās what Iāve set up:
- I modeled a pistol and rigged it.
- I also created an arm rig, and used a Child Of constraint to parent the hands to the pistol, so when I move the gun, the hands follow.
- I made four separate animations: Idle, Walk, Shot, and Reload.
My goal is to export both the arms and the pistol, each with all four animations, so I can use them in my FPS game in Unity. But right now, Unity only imports the arm mesh with its rig and a single animation. When I try to bring in the others, sometimes Unity shows zero frames, or it imports the correct frame ranges but repeats the same animation for every clip. The only workaround Iāve found is to import the mesh four timesāeach time paired with one animationāwhich feels wildly inefficient.
Can anyone help me export my models so that each imports once, with all four distinct animation clips correctly attached? Or show me the best method to do that?
I have a post with a good amount of pictures. Should I just do it here, or use some pasting platform?
I'm trying to play two animations on different body parts at the same time.
There, that should work.
I want to make my 2D animation behave like, if my character walks and then stopped, the animation stops at that frame ie: left leg forward.
my way to solve it is to make a state for each frame, connect them one by one with isMoving == true condition
is there built-in control for this in animator ?
You can tie the animation speed or motion time to a parameter in state settings
nice, ty
good day everyone i was wondering if anybody know about importing animation clips from blender
i would like to import my character animations to unity,
i have these animation strip in blender that i would like to export (picture1 and picture2),
CHARACTER SETUP:
i have a duplicated rig bone and placed in a new layer that acts as an IK for that character,
PROBLEM:
the clips get imported to UNITY however the key data themselves are empty (picture3)
thank you in advance
EXPORT SETTINGS
with using play method and using parameters, i still...dont fully understand how that can actually help me
mmm, interesting, but this would only work if i do it the normal way instead of the play way, yet anyways this seems usefull, thanks :3
Play() plays animation clips and that's all it does
In your case you want to not play other animations until a particular one has been playing for a specific time
In that case you could code a check for that time in every method where you play the other animations
And code another check when you need another condition for animation playback, and another
Now every method in your code that wants to play animation has to run multiple manually coded checks, which may conflict with each other and you have no good way of knowing where the issue is occurring
That's when you learn you should have been using the finite state machine programming pattern to begin with
And if you're fortunate before you code your FSM to solve the problem you may learn that the Animator is an FSM with all the animation features you are likely to need
In principle it splits animation playback into discreet states and lets you define arbitrary rules for allowing and automating transitions between them
makes sense, but i still get confused abt to wich i have to conect wich, if it were written it wouldn't be that complex... atleast thats how i see it....;-;
"Written" how?
i mean, like code?
idk why, but there's something i can't see in the diagram system that i can on the state one, i know this is dumb, but i just dont
;-;
i mean, im trying
I can't speak for differences in perceiving a node graph versus code system, but a node editor has some advantages in this task
Mainly that each state displays both incoming and outgoing transitions, which code would not
yeah that is it
make use of the state machine, use transitions, you will have full control, do not use Play() if you don“t have to for whatever reason.
Would anyone be able to help me with this?
https://discord.com/channels/489222168727519232/1395359100325597226
hi, how i can add sound to an animation?
the issue i have is...how
also, my npcs animations also works as the timers for them, do using the statemachine of the animator puts that on danger or not?
btw, i can modify animator values inside animation clips?
i mean, if on the animator i have a bool for make an animator play, i can put an animator event on that same animator that deactivates it despite not being on the script?
what i see complex is, with who each one must be tied ;-;
Is it possible to clone an animation and have the cloned animation be rotated by a certain amount?
Sidenote: I can't add a property to my animation and I don't know why. I assume the animation is read only.
hi, i wanna ask how to make avatar from existing 3d model?
so i grabbed a 3d model online but i cant grab its humanoid avatar since it required 15 bones iirc, and im not familiar with blender and stuff but is there anyone know how to make avatar?
Not exactly, but you can parent it under a transform that's rotated
The animation says (read only) in animation window if it is read only
Is it possible to get rid off the read only for full access?
You should be able to duplicate the asset with ctrl+d in Project window
I did that, but I still can't add a property to the duplicate animation
What seems to be preventing you
The button to add a property in the animation window is greyed out and disabled
You need to select a gameobject with the animation first, not the asset itself
Because the list of properties that can be animated must be get from the gameobject hierarchy
Just wanna make sure, if my thought process is correct. Instead of rotating the animation, I rotate the whole object, that contains the animation. The rotation will be done in the script for that object then, right?
I guess, depends what kind of rotation you have in mind or why
If you only want an animation to occur in a place but at a different angle, no scripts would be required
Assuming they'd be two gameobject instances sharing the animation
I have a rocket engine gameobject with a sprite and an animation for the effects. It is just one turbine so I wanna turn it left/right, when the user does the relevant input. I wanna turn it by 50° either left or right.
Yes, you can rotate the object but only if the animation doesn't override its own rotation / transform
If it does, (and even if it doesn't) you can rotate its parent object and the animation is fully contained under it and can't interfere
So i made a simple model and bones in Blender, can I use animations from mixamo or won't they work?
you can let mixamo rig it
I tried that, but it went crazy, I think maybe its the mini chibi style
and yeah you got a humanoid rig, it should work
maybe your model is too small then no idea. just make it bigger in blender
thanks :3
hey,
what values one must have in mind for make the values for the transitions? and to wich to wich connect each state to
its a bad idea to make all states conect to the "all states" state?
i suggest you watch some videos on how the state machine on animator works. in this case it really makes sense to watch a video.
you can make as many transitions as you want, depending on your requirement. we don“t know why you want to connect all the animations to "all states"
easiness
i dont know is just, i feel like it should be another system for frame based stuff or smt, that doesnt need to connect states to others
cuz that would be knowing wich to wich connect, and configurate, every single one of them
i mean, in a nutshell, my plan was to make the graph easier, cuz honestly i dont exactly know how to conect each one, and that i would have to conect for example melee, two transitions on idle, walk, jump, that would make it, 6 transitions to make, and some animations i dont know exactly where to conect them
what diferences have SubStateMachines with BleendTrees?
atleast for what i saw are the same
just that blend..blend..but i think that can be skipped
i mean, for check the fall value, i should use a substatemachine, or a blendtree?
They have nothing in common really
Blend trees blend between simultaneous animations
Sub state machines group up states
Which does not change how the states or transitions work, except that a transition from the sub state to another state can transition from any state within it that transitions to Exit
Maybe works the same way with Entry the other way around
but i mean
i have that when the player is in air enters this duo
and inside must check if the rbvelocity is higher or lower than zero
"Duo"?
i mean, jump and fall animations
i already made it using blendtrees now, but i wanted to check if this was the best aproach or not
Like I said, a blend tree blends between simultaneous animations
You can't transition from Jump at its end to the start of Fall using a blend tree, they'd run in parallel so if you blend from Jump at 50% time, Fall is already at 50% time as well
Which can work but it's up to you
Usually such animations are designed to be sequential, not parallel
Yes, it is
Any State overrides all other transitions at highest priority, so it interrupts the state machine
You end up in a situation where transition conditions are constantly ignored, and you have to again write checks in code because now most of your parameters functionally are explicit calls to play an animation
So effectively it undoes having a state machine at all
oh, ok
so i should use a substatemachine instead?
That depends if the animations are designed to be sequential, or parallel and blended
Leveraging blending in that situation when animating would be beneficial, but I haven't seen any jump/fall animations that actually would take advantage of blending in that way
Also, how triggers works?
i want my shoot and sword anims to interrupt everything, yet to be called just when it enters that method
how i can do so?
i mean, i could use bools, but that would require to set them off once the attack is done and i feel like that would be an extra method that could be skipped, what triggers do?
Triggers are bools that are immediately set to false
(Except when they get stuck on in some situations and you have to call ResetTrigger)
and how that would work? i mean, wouldn't that finish the animation instantly?
Why would it
also how i can return to the state i came from?
i mean, cuz the reason it first started, would be over
If you look into how transitions and transition conditions work, that should become clear
Both questions
oh, so it stays till is over
how the second tho?
i mean, how that awnsers the second question?
Transitions into a state don't have any effect on transitions out of a state
That's what transitions out of a state are for
so thats the big difference with play
it doesnt go till is over
but what i dont understand, is how i can return to any state
i mean, if an state is supossed to interrupt
What would that even mean in practice
shooting, or swingSword for example, is supossed to interrupt idle, walk, and jump/fall, so in theory should spawn from AnyState, maybe via a trigger
how i can make it return to it once is finished?
Any State is not a state, so there's no returning into it
It's for transitions to be evaluated when in any state
so, what i should do then
As Murado said you really need to get more familiar with how the animator state machine works, and what all these things mean
Or even with state machines as a general concept
ok
but in theory in this case, i should just conect them to everybody, isnt?
You can use Any State when you really need a transition from any state, but with understanding that its overuse has dangers
Or alternatively a layer that temporarily overrides all animation from base layer with the one
Designing good animator state machines is all about planning ahead for everything you want to be able to do with it efficiently, so the best solution always looks different and requires the big picture
Also important to understand the main benefit of a state machine is to specifically limit when a state can be active, solving the problem of methods fighting each other when they try to call animations to play in a free-for-all way
If your code has room for little or no conflicts like that, a state machine is not necessarily the best option
It's a tool to solve a problem so it's important you understand the advantages and disadvantages
oh
By extension that limiting behaviour allows for different state transitions by context
E.g. the code might only send the animator vertical velocity and grounded state
The animator can choose between upward and downward mid-air animations by direction of velocity, and when becoming grounded choose between multiple landing animations whether the current state is upward or downward mid-air, and even by magnitude of velocity
Doing that in code, especially without a state machine pattern would be a very tedious mess of if elses
makes sense
Hi, I'm trying to figure out animation, is there no way to automatically generate IK constraints for a model that already has a humanoid rig?
hey! trying to animate the position of my camera by recording two positions (basically a zoom in/zoom out) but when editing the xyz curves independently is a bit difficult and it quickly gets out of sync. is there a way to have a single curve driving the position change?
essentially a lerp
Retargeting my riggify hybrid rig so I can have separate control and game rig, so that I can work with layers and masks in unity and also import the optimized rig only... I broke the head tracker bone so I have to redo it (luckily it's easy), but it added this very funny head bob/physics effect, that I can possibly work into hair physics bones.
Then I have to retarget all the drivers for the facial rig š©
Blender's NLA editor is in a dire need of collections addition
Does anybody here know how to get a clothing rig to move the same and use the same animator as the main character rig? I can't find any solid answer online, and I'm just trying to export the clothing + rig as a separate prefab that I can turn on and off when equipping or unequipping
How could I use IK to make procedural recoil?
Hey, is possible to make a mixed system? I mean, for most stuff i find using the animatorGraph over the crossFade pretty...useless...for stuff like when i use bools or triggers(like, why use bools and not just...this?)
but, i also came to realize there are some parts that might need it like you say like the landing stuff, so
is possible to use the animator and the scripts, together?
Yes
You can play/crossfade states in the Animator from code, which interrupts the state machine and jumps to that state
It can be useful, but easy to confuse yourself with when there's two separate systems responsible for switching states which you can't see at the same time
@honest rose
if(clicked){
isAttacking = true;
playMeleeAnimation();
}
...
// then something like
....
else
{
if(!isAttacking){
playIdleAnimation();
}
}
Animation Event at end of swing : "EndAttack"
public void EndAttack(){
isAttacking = false;
}```
gotta be careful on transitions though cause it might not run an event if its too late in the melee animation.
why don't you just use the animator graphs though
I tried using graphs, but then i stumbled i didnt knew how to make the swing and shoot part
Nor how to conect each state
And were becoming a spiderweb
Ooooh! Makes a lot of sense!
Thanks
Tho, what User Experience issues might occur if i use a script homemade state/method instead of the animator graph, more resources needed?
wouldn't be at a scale that matters
I am stuck on some animations. I made some rigged arms and a gun, and then set the hands as children of the gun, so when moving it, the arms move accordingly. I created 4 animations: Idle, Walk, Fire, and Reload. However, for Idle, Walk, and Fire, I only moved the gun, so the arms now have no keyframes. I would like to know how to export the arms (mesh + armature) along with the 4 animations to Unity. I have tried everything; I have been stuck for 2 weeks. If I bake the action, the other animations get messed up because the gun's constraint is active, but in baking, I have to enable clear constraints, otherwise the animation breaks. Please help me; I donāt know what else to do.
Hi
my boss gave me a car axis system that is looking like this but in 3d. ( I am not allowed to show picutures bc of customer reasons)
And I have to rig it now in unity. Physics and scripting stuff is the part of someone else.
I am more or less a beginner.
Any suggestions where and how to start?
Are there any expensive plugins that can help?
My animation parameters are not updating and I don't know why. Anyone have any ideas? These are my scripts: https://gist.github.com/DylanDevelops/01380c6218bd55edc5048a72516398cd
This post is pretty old, but is it still accurate? https://www.reddit.com/r/Unity3D/comments/da3mbr/importing_blender_ik_rig_animations/f1xhnvc/
If I'm using IK in Blender to animate a model, should my rig not end up in the .fbx that I then export to Unity?
Hi, back again, looking for some more help. I'm trying to rig a model in Blender for use as a Humanoid model in Unity, following this tutorial (admittedly skipping the section on skinning):
https://docs.unity3d.com/550/Documentation/Manual/BlenderAndRigify.html
I use the Humanoid rig provided by rigify (the non-simple one, because the simple one doesn't seem compatible with unity), but after rerigging my model half a dozen times, I'm still getting the errors described in this forum post:
https://discussions.unity.com/t/what-do-these-import-warnings-mean/818080
what's causing this "in-between bone" situation? I don't understand how this could be happening if I'm using the rig described in the documentation - is there some sort of mismatch between the hierarchy of bones in the rig vs what Unity is expecting?
This isnt anything special, i just wanna show someone wtf im doing
Ahhh thank u
I exported a fbx file from blender and I want it to look something like this when its imported into unity but it doesnt have the animation file
when I do it
how do I do it correctly?
all it gives me is this
so maybe I exported it from blender wrong?
hmm I think it is a blender problem after all, ig im exporting it wrong
Seems likely
I have two armatures, one for the gun and one for the arms. I would like to export to Unity the mesh and armature together for the arms and gun, and then in a separate file the FPS_Fire animation, which has the animation of arms and gun together. However, when I export to Unity, I find that one of the two armatures is exported, and the animations are two separate ones, one FPS_Fire linked to the gun and the other FPS_Fire linked to the arms, so I can either animate only the arms or only the gun... can someone help me export it correctly? (My intention was to keep the meshes of the arms and the gun separate, but when I animate the gun, for example the slide or the mag and need to export the animation only for the gun, I can't as it does not load the animation. So I opted to export everything together as if the arms and the gun were a single object, since I don't need physics for the gun or to drop it, subject it to forces, etc. but it just needs to be visual.)
I need help to exporting multiple animation from blender to unity, can someone Help maybie in voc with my screenShare so i can explain better my problem?
we don't really do VC/DM support here
Is it possible to use humanoid rig type for animations that don't have all bones? for example if I have first person arms rig but I want to play the same animations on my full body humanoid character, how do I do that?
When I try to change it to humanoid it complains about hips, spine, legs, head missing, but I plan to use an avatar mask anyway so I don't need these bones.
Has anyone run into this issue and how did you resolve it? do I have to go through and add fake bones to all my first person animation fbxs?
I'm working on a DOTS-based Unity project, and I'm looking for an animation system that supports mesh swapping and falling body parts - mainly to create gore effects where character limbs or sections can be swapped and animated when hit or killed.
I found the Rukhanka animation system, which looks ideal for this, but the price is a bit high for me to commit to without trying it first.
new to unity here
is there a way to set custom sample rate? i can only find these ones
nvm figured it out lol
is it okay to have varying sample rates for different animations?
this is for a 2d pixel art game btw
can I export an animation of an object that was created in blender using the AnimAll addon?
I did animation of vertexes
FBX only supports animation of object/bone transforms and shape keys as far as I know
Your best bet is to check if AnimAll lets you export into alembic format, as that supports vertex animation and unity can import it using the alembic package
Why if i try to move the arm on the z axes it creates a keframe at the x axes?
we don“t asnwer blender questions
Thanks, I will try
Blender has their own discord with dedicated help channels
is this not related to animation?
!blender
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
this channel is more for the animation system within unity
you'll be able to get much better help with folks who know about blender specifically
When my animation is playing it raises the GameObject, which I don't want.
So is there an up to date go to tutorial about exporting and importing blender animations and to get them working using the best practices?
anyone kow some animation curve ease template to copy from ?
i cant manually add each keys in
nvm found a repo auto hook everything frfr
how come my particles are black when i put a sprite on a material
it's supposed to be orange-yellow
in a particle system
can two seperate animation be triggered at the same time on the animator when both conditions are true?
Does anyone know if there's a Mixamo equivalent for quadrupeds (4-legged) and other animals? Also, I know evolutionarily many animals have similar skeletons to humans just arranged differently; but I don't know how that translates to character armatures.
For rigging, how difficult would it be to have a character that goes back and forth between two-legged and four-legged? I'd like to be able to use pre-made humanoid animations or pre-made animal animations, but I don't know how well they'd play together on the same character switching between the two, particularly given IK constraints.
im not completely sure how to ask it because idk what's broken but i think im trying to understand how to connect two substate machines, because currently everyhting inside Locomotion works but it doesnt go to anything else so no other animations play
do you connect anything from inside locomotion to exit?
There's no transition conditions or parameters visible to us so hard to say anything
If I wanna use a blend tree for animations, but only on the y axis, would I still need to do it 2D or is 1D enough? And also, which of the 2D should I use?
if you only need 1 axis then you would use 1 axis
Thanks
Oh my godš I need to connect it to exit?? Even in the main animation sub state too?
Iām sorry š completely new to this so I wasnāt sure what to she
I need to connect it to exit
yeah, otherwise it just stays in that state machine, it can't transition out of it
Even in the main animation sub state too?
not sure what you mean. if you mean the top level, well.. that's not a submachine
you don't have to use exit at the top level
im not sure what it does exactly
Goes directly to entry or evaluates entry transitions in other words
States within sub state machines can have transitions into specific states outside the sub state machine "(Up)", or transition to Exit which will then evaluate transitions from the sub state machine itself to other states
I've never really animated before but now it's the time. What's the best setup for character animation. creating a character with a rig in blender then animate in unity or animate in blender. Then How would I implement it. Is the unity animating state machine good? Should I worry about procedural animations and if yes is the unity statemachine compatible with procedural animations?
humanoid or what kind of rig
I have no idea but yeah i think so
so before you dive into animating everything from scratch i would recommend you also look into mixamo, it rigs and gives you tons of free animations.
and you already mentioned the rest
you can animate in unity or in blender , or you can edit animations that you import from mixamo
animation in unity is a whole seperate areal, you will have to watch a few videos and read some docs to learn basics
What would you suggest me? Animating in unity or in blender with a blender made humanoid character
you would have to find out which you like more both are fine
Ok thank you
The main one as in the one that comes from entry on the main main tree like the most top tree
Like I thought that for the one it defaults to you donāt have to exit because I put condition arrows
But that makes sense that Iād have to now that I think about it cuz otherwise itās stuck there
Is there somewhere I can see it visualizedš„²
I'm really struggling here and any help would be AMAZING. I've got a fully rigged model and I'm trying to port it into VRChat. Problem is, when I import the "chest" bone, and enforce the T-Pose in Unity's Avatar Configuration, it completely breaks the model. Not only does no other bone do this, but the Chest bone seems to be working fine in Blender, where I've imported it from. Can someone with more knowledge than me please tell me what might be causing this and how I can fix it?
The chest seems to be rotated upside down, but it also seems to have impacted the Neck and Arms which are both children of the Chest bone. I've also attached the view in Blender so anyone can see if there's an issue on that end.
I've been dealing with this for almost 24 hours now and it's driving me crazy
Animation is not working for Player object but its working fine for RunningWithModel object when I click Playmode:
I have created a test dummy in Blockbench, exported it as glTF and imported it to Unity (with the help of a plugin). I would like to rig it, but the bones are not correct. Can i fix that somehow?
Unity version 2022.3.62f1
Animator has me so lost oh my god..
I have to sub state machiens, one for movement(walking running idle jumping) and one for crouching(chrouch down chrouch walk and chrouch up) how can i start at movement which handles idle which should be the base state and then exit when i wanna crouch but not be dependent on being inside movement to be able to crouch
because right now it only does that while i move, but i wanna do it from any point without having to move, i tried using the any state thing but it wont do anything and inside movement i drew an arrow to exit but it also wont do anything
this is inside movement
everything in there works perfectly and nothing outside of it works
also idle lives here
I still don't know what I'm doing wrong with the animations- someone help please
how did you get your character to move? I can't move with the animation at all. I'm still stuck in a T-Pose lol
It depends on a few things like if it has an animator component if you drew that condition arrow if it meets that condition if you configured the actual animation file correctly based on the rig itās a whole thing took me 10+ hours to learn and set it up two days agoš
Mannn
The animations are fbx that I converted from hkx.anim.
you don't seem to have any transitions out of crouch
the Entry -> Crouching also probably isn't doing anything given that you don't have any transitions to Exit at top level
A question... I'm making something that requires a LOT of animations... like a lot a lot of unique animations that will be used in a custom scripting setting powered by unity... is it smart to use MULTIPLE animation controllers to represent different animations and load them separately into the script, or should I use ONE animation controller and then just pass the animations I need, to the controller, based on the script? š¤ Is passing animations to animations states in the animaton controller even possible?
hey so i have an animator controller and a weapon as a child that is spawned at runtime, the aniamtor controller seems to only realise the parts of the animation that are in this weapon exist when i turn preview on and off, is there a way to do that programatically
nvm looks like toggling apply root motion (or like anything i presume) does it, a bit strange but makese sense i guess
nvm again it only works if i toggle it in inspector
Wait I need to use the exit at top layer too?
This is the base layer
It has 2 sub state machines movement and crouching
And it should be able to enter both depending on what the user clicks
you can either:
- not have any transitions to exit and not have any from start (other than the default)
- have transitions to exit and have transitions from start (not sure how default affects it)
right now you have a transition from start, but no transition to exit, so that transition from start won't be used afaik
if you don't want transitions to end, then make your states transition from each other or any state instead of from Start
(all this applies to the top layer though)
well it wont enter in the first place but i connected it to exit inside the sub state machine and it wont exit
this whole thing is just not workingš
niceeee
well then the transition conditions aren't being met
but the condition is super simple, isCrouching, and i make it true when the user holds left control
i console logged it too and i get true
and if i do this it does work
if you check this window while the game is running and the player is selected, do you see the parameter update, and do you see the transition fire (even for a fraction of second)
i dont, but i dont for the movement either even tho it works idk why;-;
did you select the gameobject with the animator
What do you have now
yes it's all on player
ill try to make a video and explain it hold on haha
When you transition to Exit in the Base Layer, meaning outside of a Sub-State machine, transitions from Entry will be evaluated
You can make transitions into specific states of a sub state machine, or into the sub state machine itself, which evaluates transitions from Entry within the sub state machine
You can also make transitions from the sub state machine without specifying a state within it, which will be evaluated when a state within the sub state machine transitions to Exit
When transitioning to Exit within a sub state machine and no other transition conditions outside of it are met, transitions from the Base Layer's Entry will be evaluated
Base Layer's Entry can be directly transitioned to from within a sub state machine as well, by choosing it like any other destination state in the "(Up)" node
If there's a reason to skip transitions from the sub state machine to base layer states when transitioning to Exit within it
What I described here is the only advantage of sub state machines
Besides this unique behaviour with Entry and Exit nodes, sub state machines are only a visual grouping and states within and outside of it will have to explicitly transition to each other as if the sub state machine wasn't there, if Entry and Exit aren't used
so you don't have anything going to exit inside of movement
so it will never leave that submachine
oh god please just use text for your questions
why? haha
it's much easier to explain while showing it
it's much easier for us to actually see what's going on
i'm not gonna scroll through the same bit of audio 5 times to figure out what you're referring to
well i explained it with pictures before
lemme send again
base layer
entry has an arrow to movement which has the idle state
default state
and an arrow to crouching state
with crouch condition being true
inside movement sub state machine
it goes to standing blend tree
which has these animations based on speed
then it goes to exit
if the player presses crouch
here it also jumps if the jump trigger is activated
oh and this is inside the crouching sub state machine
what's the question/issue again?
well crouching doesnt work haha
nothing outside of the movement substate works
everything inside does
have you checked to make sure the crouch parameter is being set when it should be
have the animator window open while in play mode and the gameobject with the animator is selected
i tried a different appraoch and it's working but only when i hold it for like 3-4 seconds and then he clips into the ground
but also the parameter is ever shown to be true
so im not sure how it even works
and this is the approach i tried
(Look at the shadows) How do i prevent the jerky spine movements when strafing? It seems that when the blend tree transitions from one side strafe to another, it passes the idle pose in which the spine is in a much different pose but I can't think of a good way to solve it
Do i have to find animations where the player stays at roughly the same height and/or upper body pose or is there an easier way?
trying to export from blender to Unity tried fbx and blend file itself, animations are fine in blender but once exported it does weird things with eyelids whenever they close
does anyone have a solution
What you're showing here does work exactly as you assume, but you don't clearly see it happening
Firstly because your transtions have long delays and exit time enabled, as is by default
this means the transition does not happen until the first animation has been running for a considerable while after the transition occurs
Also, if you select your Animator gameobject when in Play mode, with the Animator window visible, you will see exactly how the transitions are occurring
I do prefer videos because there's just too many things to show otherwise, and it shows the animations happening
The use of sub state machines seems a bit unnecessary and needlessly confusing in this case
Why would jumping be a part of "movement" but crouching would not be? Additionally this removes the ability for your character to get in/out of crouch while moving
Since standing and crouching are both blend trees, you only have to blend between the two for the character to automatically duck and stand up in the blend
Could even have a 1D blend tree that contains the crouchend and standing blend trees
Or animation layers to blend between standing and crouched, especially if you have more animations that could be performed both standing or crouched
Hello can someone help me with my 3D Model animator?
what is the problem?
Ideally you wouldn't have the relaxed idle pose in the middle of the blend tree, since the posture is so different, but a neutral walking pose
Either one walking in place or just a pose that has the same posture at least
Then blend into the relaxed idle pose with a bit more delay when the player has stopped strafing
You may be able to create a new clip like that from one of the existing walking animations
If they're not read only, you can copy the keyframes into a new animation
If they're read only, you can add a new clip to the animation list in mesh import settings and specify its motion as the walking animation and length as one frame
It does not function through a script C #.
I tried to skip the Animation basics.
By having the inspector enabled to drag and drop the animations to the given names.
What do you mean exactly
What's the thing that needs to be rippling and how? What components is it made of and what perspective does it need to be seen from?
Why no texture sheets, shaders or particle systems?
Texture sheets, shaders and particle effects are all good methods to do that, and they all can be used in very performant ways
Avoiding them on the other hand locks you out of options, both artistically and for optimization
I guess the only option there is left is to use the animator to animate multiple ring shaped meshes to expand and fade out
Or maybe one disk shaped mesh that's UV mapped so that a line texture can move from the center to the edge by animating the material's tiling/offset properties
Particle Systems are generally cheaper than Animators though, I believe
Shaders also, if using URP or HDRP
the model animation manager is a c# script
how to add non linear transition between animation clips?
Hey! I'm using unity's animation rigging package in combination with normal animations. Since im using the rig building I can no more rotate the whole armature in the players local space, how would I go abound replicating the same effect?
Why do you need to, in this case
Typically the "player" would rotate, and the animator and other components would be on a child gameobject so they rotate with it
Or rotate a child transform of the player, with the animator related objects parented under that to get separate rotation from player and its visual
Or, if you mean you want to move the root of the armature independent of player as part of your animations, rather than scripts or other sources independent of animations, then it will have to be constrained by Animation Rigging's constraints, such as multi-parent constraint
Its for directional movement, I want the player to visually move in the direction the player is moving, even if the camera of the player is facing forwards
I messed around with the has exit time and the transition times tooš„² it works now finally after I added an empty game object as the default animation and set transitions from it after 0 delay
Exactly šš videos are so much better than 15 pictures and text explanations in between, I could literally show whatās happening while talking over it too
Because crouching has a different walk speed
I wanted to combine it but didnāt know how
Cuz inside movement I have a blend tree of idle+walk+run
But for crouch I have a blend tree of crouch idle+crouch walk
Ohhh so basically I just take the blend tree and move it to movement and connect it with the other blend tree?
But I also have the crouch down crouch up so wouldnāt that become a mess of arrows
I think they are unnecessary
Well, like that but I don't get what's the benefit of having the movement sub state machine at all
Just for two states
That's not related to whether they should be in separate sub state machines
Or to really anything else either
Because then Iād have to make so many transitions from idle to crouch walk to crouch walk to run idle to run idle to jump walk to jump run to jump run to crouch etc
How many different animations do you actually have?
Standing idle
Standing Walk
Standing run
Jump
Crouch down
Crouch idle(while down)
Crouch up
Crouch walk(while down)
Slash
But isnāt using the sub states good in general in case you expand?
Only if you have a reason to
design first, then implement
Like if I add one animation instead of connecting 20 arrows to it I just slap it inside its designated state machine
Thatās true haha but I usually stray from my designs when I come up with new ideas
Effective Animators are all about strategy, in my opinion
It doesnāt help that there are barely any videos about itš„² all the Unity animation videos I find are about creating the actual animations rather than implementing them in the animator
Like, whether it makes more sense to separate crouching onto another layer, or to have both crouch movement and standing movement inside a 1D blend tree, or to keep them as separate states
I can try that but I think Iād be breaking everything if I touched that nowš„²
I mean itās working now after adding the empty game object haha
You really don't have much to break at this point
Where would you even add an empty gameobject?
Ah, empty state
That's functionally just Entry node with a pointless extra hurdle that breaks blending
When I tried making movement the entry node and transition from it to crouching it didnāt work
It got stuck in movement
but now it goes to empty every time it exits from a sub state machine and decides where to go next
based on the condition it passes
so it's not gonna do anything i dont want it to do
is anyone familiar with playables in unity, pretty much I'm using timeline to dictate my cutscenes.
My game itself is interactive cutscenes
what's your question https://dontasktoask.com
I'd rather learn why it didn't work rather than do it the wrong way
You should practice using the animator in general
There are not many video tutorials for it but the docs explain the function of everything
I triedš„² I spent two days on it and posted it here many times and even asked ChatGPT nothing fixed it. But I will try to read the documentation on it I havenāt tried that!
So in my game it's basically interactive cutscenes that uses two timelines, where if the player does a specific input, it pauses the 'main' timeline and plays the other timeline, before returning back to the main one. Is there anything that's problematic with this approach?
It seems to work up until I started adding an animated character from mixamo, although I think this might be from my laptop not being able to keep up as when I closed the project and created a new one, where it was just a cube and pressing space caused the timeline to jump to the 45 second mark, my CPU still spiked.
I'll probably have more questions once I'm able to test my scene on a more powerful PC at my uni
Well, in response to my advice you do something different or say you don't want to change it so I don't know what options are left
No I might change it if I find answers in the documentation I meant
I doubt the docs will tell you specifically what you did wrong that time, but knowing how to use each feature is crucial
Exit and Entry states in particular
And transition settings, I don't think I've seen them opened in any of your footage?
If you want my advice, skip the crouch up and down animations, as they functionally aren't better from blending into and out of crouch blend tree
Rather they're worse when they replace movement during their runtime
Then you won't need any sub state machines and don't have to deal with nearly as much confusion
Either make transitions between all states, or from all states to Exit and from Entry to all states
Iāll try thatš„² this part of Unity is very confusing haha
Iāll start at re learning the basics and try to implement what you suggested!
Thank youā¤ļø
You are right about that
A lot of details are easy to glance past both in UX and in documentation, and the best practices are not explained
But on the bright side none of your problems are usual for Animator beginners ^^
Haha! so i'm dipping my foot in advanced stuff you are saying XD
Yes though not clear if it's feet first or ass first
Either way props for looking for helpful tools from inside the animator, as that's where its power lies as long as you figure out the best use case for each feature
The more typical beginner errors are to take shortcuts to avoid fully utilizing them, and avoid learning them by extension
It can be tempting to use Any State for everything, or calling animations directly from code, both which avoid it functioning as a real "state machine"
wait, i couldve just called it from code-
but wait you say tempting, why would that be a bad thing haha
i fixed it
all in base layer
but im not sure how to connect attack and death
to i make arrows from everythingš„²
cuz you can die from any state and it should iterrupt all other animations
and you should be able to attack from any state
this is hellš
and i need to create all the outgoing arrows from slash to everything
this can not be the way to do it
it all works but at what costš¤£
I'm having some trouble with using Avatar Masks. I made an animation for mouth flaps during dialogue scenes that I want to enable/disable using an override layer. I've masked all the bones in the face, but I'm having issues with the lower jaw. The jaw does not seem to get masked unless I enable the head in the Humanoid mask settings. But enabling the head overrides the entire head animation. I just want to override the jaw and lip bones.
I'm really struggling with Unity playables, is it true that you can't mute/unmute tracks at runtime, if so why?
My game's really short, only 20 minutes, so I'm thinking of just working around it with a small list of playable directors instead.
with a single director?
No I had two separate directors, one for the 'main' timeline and one for when the player does that input.
I wanted to unmute tracks that were already muted in the main timeline, depending on what option the player selected. However I found out on the discussion forums that you can't do this at runtime, and now I'm wondering if that's what was causing synchronisation issues.
So now to help work around it, I'm now thinking of just making a list of playable directors and cycling through them depending on player choice, there's only 3 choices per scene and the game's only got 3 levels; as this is just a small dissertation project.
By list I mean one list for the dialogue options, and one list for the interruptions the player can do. So playing separate timelines without any of the muting/unmuting.
I had those signals to cycle through the NPCs dialogue, where the player's dialogue to the NPC's initial response would just be with that activation track.
muting specific tracks is more of a edit-time QoL feature i think
i feel like timelines may not be the best tool for that
Gotchu, I'll go with the list then, I mainly chose this because I wanted to use the audio tracks to sync up the dialogue audio properly with signal emitters.
I need the dialogue to be audio as it's part of the point of my project, I originally wanted to incorporate eye-tracking but because Tobii are cunts, I'm now just making a lower-fidelity prototype with mouse hover.
Playing a state directly bypasses transition rules
As soon as you have a conflict where the code calls an animation to play while another more important one is playing, or calls two to play at the same time, you have to code in conditionals
Which is exactly what transitions are supposed to do
So overusing them makes conflicts very easy to run into, and burdens your code with taking the animator state machine's responsibilities
It's also more work that way
Animator allows one parameter to do more than one thing contextually, and it can automate a whole lot
~~Hi, I'm having some issues with playing animation clips over an animator controller using the playables graph, animator controller playable, and animation layer mixer. For some reason, the first time an animation clip is played, the character "sinks into the ground" almost as if root motion was being applied based upon center of mass. Root motion is disabled everywhere I could, and this does not happen on further plays, only the first one... https://pastebin.com/2UTkBtwP~~
The character snaps into this position for the duration of the clip, and then returns back into normal pose. It doesn't sink again for some reason on further plays, only happening on the first time a clip is played.
Fixed, animator controller playable had a weight of zero initially in the layer mixer, oops
and what if i want to for example attack while running and have both animations play at the same time?
Do animations from mixamo work on humanoid rigs?
Never mind I tried a different model other then banana man and it worked.
trying to do hands animation on steering wheel cant seem to find tuto for that and im new is there anyway simple to be able to do that
inverse kinematics?
im looking for something simple like animation on the hands and animate the steering wheel and loop them but the problem idk how to make the positions how to make them move in that certain way that it feels its actully driving the wheel
and have you heard of inverse kinematics before
no im completly new
try looking that up then
ok
the inverse kinematics helped me to move the hand in the way i want but how to record it the animation while its on play
Animation states are a one at a time thing, save for blending between them
Playing states simultaneously requires animation layers
They can replace animation, replace animation partially using masks, or overlay animations
I'm still having trouble getting mouth flap override animation to work. The jaw just doesn't move even though the bone is selected in the avatar mask. I'm providing some reference of what I'm trying to get. The left the is mouth flap animation in Blender. The right is what I get in Unity when applied as an override animation.
I'm guessing my issue is a limitation of the Humanoid animation system? It seems that humanoid bones can only be affected by other mapped humanoid bones.
heyos im new to animation in unity and why does it start at the middle of my scene it used to not to
i want him here but
he goes here
im so utterly confused
Oh god that sounds like a whole new level of difficultš
Simpler than how you've been trying to do things so far
This typically happens when your animator overrides its own position in an animation
Because transforms are relative to their parent, or scene if none, it's best to have the animator gameobject parented under another gameobject that handles the character's gameplay scripts, and its world position by extension
that actually helped thx i appreciate it
I have this in an asset I downloaded from the asset store and just trying to figure out how i'd change from idle to walk? I tried Animator.Play("Walk"); and Animator.Play(Animator.StringToHash("Base Layer.Walk")); and neither seem to work
is it possibly related to the threshold?
nvm I got it sorry
Has anyone ever seen this symbol?
I dont remember adding anything i particular and it is something i have never seen before. The file attached to it is one that has the same name as one of the animation but i didnt give any specific treatment
Oh wow, then I might learn it, I made a big halt to my project to learn OOP I have to rewrite the entire thing because now I see how crappy my code isš
Anybody here who have used FinalIK know if there is a way to enable it to solve in the editor? I want to preview what I'm animating in the editor instead of constantly going into play mode.
this may or may not help but why not animate in play mode? thats how I do animations that rely on other scripts at least.
you can do that?!
When I preview animations in play mode it looks way different than what the animator actually shows in gameplay
I am working with animation rigging constraints like two bone ik and to animate with it I need to be in play mode to see what the IK looks like. works like a charm so far.
Hey! I have a character with a state machine that includes two main states: Locomotion and Combat.
In combat state, I can perform different attacks like punch, uppercut, elbow, and kick.
After an attack, if I wait without performing another one, the character stays in a combat idle animation for 2 seconds before switching back to locomotion.
During that 2 seconds delay, the character can move, but the combat idle animation doesn't include leg movement, so it looks like the character is sliding or floating.
I tried using an avatar mask to blend combat upper body with locomotion lower body, but it doesnāt look good. Also, since the kicks involve leg movement, they donāt look right when the legs are controlled by locomotion.
Do you have any suggestions on how to handle this better? I want to keep the ability to move during the 2 seconds combat idle delay without losing proper leg animation.
States are individual animations or blend trees, so it looks like you have a lot more than two, maybe you mean layers?
I would play masked attack+movement animations only if the character moves
Blending to that based on movement so you can smoothly transition between all three
That it doesn't look good is also because the movement and attack poses are so different
To improve it, it'd help to have movement animations where the character is in the combat posture, which you'd blend in with the attacks instead of blending attacks with the relaxed movement
When I said I have two states, I actually meant Iāve created a StateMachine script to manage my characterās behavior through code š
.
When my character starts attacking, it switches to the Combat state.
In the OnEnter method of that state, I set the Combat bool in the Animator to true, and in the OnExit, I set it back to false.
I also have Locomotion and Combat layers in my Animator, but when I said "states" I was referring to the states in my script, not the Animation states.
Since I couldnāt find the animations I wanted, I tried to fix the problem by blending different ones but I guess Iāll have to give up on this project now..
Thanks for your help š
Heyo, i've been at this problem for WAY too long now so figured it was time to ask.
I have a set of fps animations that ive done and im trying to set up a way to create viewsway on the weapon bone instead of the entire rig but because its a bone, i cant move it during game mode. I have a weapon bone under the root that holds the weapons and two grip bones under the wpn bone, with grip reference layers under the grip bones so ik moves with the hands properly.
Anyone know how id get the viewsway working so i can have the weapon bone rotate and the hands follow? Currently i have a viewsway script in an empty game object which houses the entire rig, but this isn't ideal as i have custom camera animation and this way sways the camera too.
You have the option to blend between all three attacking, moving and masked attacking+moving dynamically which is the next best thing to having exactly the animations you need
(Won't work with kicking though, how would strafing while kicking look like even if you could have it exactly like you imagine?)
guys, can someone help me? I am making my first game, I added a Character Selection screen, but when I load the player character into the game, while the character is walking it changes back to the default skin. How do I make the animation change according to the skin selected?
That could mean a lot of different things depending on how your components and assets are set up so jut based on that can't really say
how do i know which sprite is used in my 2D animation ?
i can see the sprite from spirit renderer drop-down, but clicking on sprite/picture key didnt reveal the exact sprite used
i cannot determine which one from the preview alone, i need details on which sprite and "cut number"
i figure it out. click the object, play the preview and check spirit renderer on the inspector
ok so i looked into the animator window and the parameters and it looks like my damage bool isnt updating properly
this is the code for EnemyHealth.cs attached to my enemy game objects https://paste.mod.gg/egwqrujjgddb/0
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where do you set the exit parameter from damage state to exit?
do you mean in the animator?
so i should have a statement somewhere that sets the damage state to false?
ok yeah in hindsight i probably should have tried that first
oh its because i have damage set as a trigger and not as a bool
yea then you either use bool or dont use the trigger condition in the exit
this is what 2 hours of sleep gets you
yea see take care of yourself and then you'll take care of your code
Hello guys I have a quick question in regards to properly importing a rig from Blender as the humanoid rig seems to not be set to a T-Pose when being imported even after I enforced it
Quick question in timeline, if I were to change the current time of it, would I then need to rebuild the graph?
I found out I would need to do that with muting and unmuting tracks, but am unsure about setting the time value do a different value, after pausing the current playable
Like if I do something like:
playableDirector.time = x;
then wanted to play from this x value, would I need to rebuild the graph, before playing from this time?
Hey guys! I'm trying to play the jumping blend tree whenever the player jumps, but the animations cuts off and play the movement blend tree instead. This is my entire player script: https://justpaste.it/c3ezu and my animator controller
I followed Game Code Library's tutorial
Please
There's little information here when the transition settings for Jumping to Movement are not visible, and the animator cannot be seen in action
But if I had to guess, because your script is setting isJumping to false whenever ground check succeeds, that seems likely to happen after jumping as well
Lemme link a video of the animator in action and some pics of the transitions
Video: https://youtu.be/ogRjJ-anykw
It would be most helpful to show both the character moving and the Animator window's live updates with the character selected
You can have the windows side by side and it shows exactly what the parameters and transitions are doing
Sorry for the late response! Here's the video: https://youtu.be/Np-7B00evCs
As this reveals isJumping is false all the way during the jump, so the condition for Jumping to Movement transition is met all the time
Because that transition's Exit Time is enabled and the transition is delayed to the end of Jumping animation, you see the transition occur only when Jumping animation is finished
And because your ground check is the only place your code sets isJumping to false, the reason is as first speculated your ground check setting it to false immediately after jump occurred
I fixed it and now the bool is true when the player is jumping, but now the animation glitches out and here's what happens: https://youtu.be/w7EW_EVWOoo
The transition settings are minimized there so they're not visible
But I believe there is "can transition to self" enabled in there
which transition?
The one currently selected, Any State > Jumping
I'm mega late here, but you might be curious to see this, I've built a solution for opening multiple prefabs/scenes in tabs finally!
Anyone got Final IK package installed for Unity? I need help figuring this stuff out, i got a spider kinda model, with rigging and wanted to make procedural animations, the limb ik moves, but the mesh dont.
where on this would about 0.25 seconds be?
0:15
The format is seconds:samples
Sample rate defines how many samples are in a second
Has anyone in the history of the world ever got ragdoll to look good?
I can't do it even with active ragdoll (i.e. puppetmaster) It still just jitters, noodles, twists and does general fuckery
maybe it needs severe constraints
Ragdolls? Some have
Active ragdolls? I think nobody else but Euphoria engine managed that
š
I might try just adding joints to arm and move with ik as I don't believe a whole body ragdoll will ever work
I liked the movement feedback of it in theory, but yeah, it's just a mess
i am using the third person default unity asset with a custom controller to make it behave like npc. i am using script to play animations and navigate accordingly
but i am getting this error
what does it mean and how can i fix it
Animation events call methods on a script that's on the same gameobject as the Animator, so the corresponding script and method must be found there
In unity 6 i am struggling with setting two bone IK constraints correctly
no matter what i do they seem to always lag behind the weapon, doesnt matter if its within update, fixed update or late update, the result is roughly the same.
Ive tried OnAnimatorIK only to learn it doesnt even work because im using the animation rigging package.
Ive tried to rebuild and rebind animations and rigbuilder but this just breaks the entire animator and doesnt fix the issue
Ive tried to manually change the execution order of scripts (didnt change anything at all)
Does someone know how to fix this?
The tools are objects in world space and cannot be set as children to player because they have networkObjects (unity simply doesnt allow this)
How to fix ragdoll animation?
Having trouble using Final IK to work with a full skinned mesh, i got a spider model. And want to move the legs realisticly using the mech spider demo code, but whenever i try and apply it to my spider. the model either flies away or its in general not really working out. Anybody know, why the model flies away and if there is some key features im missing out on here. (procedural animations)
hey guys new to all this. wondering how to make a animation where my character can swing his hammer in a game. engine unity (character already made its a giant gorilla). now i know i have to rig it (bones) for my character but, how do i add a hammer and be able to switch to different hammer. what i think i have to do is make a animation in blender with one hammer. and than in unity i can change to different hammers? in blender i probably have to make the hammer as its own individual model. is this the correct way? are there better ways? thanks for the help not sure if my question is concrete so sorry for that. (have a little experience with states in unity made a character walk/run/crouch with different animations but not with extra holdable objects).
yeah that is the right way to do
Hello, i've been starting a 2D game in a 3D environment, and i want to add basic platforming.
However, no matter what i do, Float or Boal, my character won't move show its moving animations.
And i'm pretty convinced my script is okay?
perhaps show your transitions and states?
I've been told Float is best for the walking animation to play.
and is Speed being set to a value greater than 0.1?
Yes
can you show it
That just makes the guy play the walking animation all the time.
you don't have any transitions to Jumping or WallSliding from Walking, if that's what you're talking about
(you also haven't showed the transition from Walking to Idle)
No, the problem is that nothing works, so i really wanna just focus on the character playing the walking animation at least.
alright, so what did you mean by this then
i didn't tell you to change anything, just to confirm that the Speed was getting updated
Also, this is the transition
also this appears to not be at runtime
you need to check that Speed is getting updated properly at runtime
runtime? I'm kinda new, what's that?
in play mode, while you're simulating your game being played
Ah, got it.
I'll go check.
(basically the time when the program is running, or as a noun, the thing that makes the program run - as opposed to compiletime, the time when the program is compiling)
If i got correctly what you meant- the Idle animations plays on loop and when i make my character walk, in the "runtime" if that's what that is, the walking animation never plays.
The idle animation never stops either, the character just keeps playing the idle animation as it walks.
ok, and while in play mode, do you see the Speed changing when you walk
I've never actually checked that, i'll go check
Oh my gosh, if what you mean is the Rigibody's "velocity" it does in fact not change whatsoever. I had no idea.
i mean the Speed parameter you're actually using in the animator
That was supposed to change? Well, it does not. But it's weird, because in one of my test games the character can in fact walk with its animation but the Speed parameter doesn't change.
that's the value you're checking in order to transition into the other state, so yes, it has to change in order to transition to the other state
you mightve not selected the object with the animator in the other case
do you have any animator.SetFloat("Speed", ...) in your code?
For a second i thought i didn't, but i actually do.
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Oh my gosh you little lifesaver i wish i could hug you right now. The problem wasn't actually any of what i've shown you, but through following your instructions to try to fix this, i found the problem, and it was SO simple
Apparently the animator wasn't set as it should have, i got the wrong thing.
(you may also have other issues, if you have a rigidbody that isn't getting its velocity set)
I know, no way that after all that i don't have other issues. I'll check the rest of animations and tell you if everything is actually ok.
if what you said is true about the rigidbody you definitely have other issues
unrelated to animation
if you have a rigidbody, all movement should be done through it, since it expects to control the transform
Weird, everything seems fine (except for the wallsliding animations but that's surely unrelated), if i find something wrong i'll definitely come back, because that's really weird.
Thank you again, seriously, at least it's better now.
yeah physics desync may not be visible at first but it will be there
yo, does anyone know how you make first person with animations and you can see your character by either looking down or looking at mirrors? cause i dont wanna use a normal capsule. i tried seeing some tutorials but they were either; really confusing or outdated, so i was hoping i could get help here, basically the character im using is just basil from omori (in 3d) and i ported it over from gmod, got it into blender, then into unity and then into mixamo which finally fixed the bones in it, but im very confused about how to get the animations and all that done and I randomly get frustrated
alright
sent out of order lol
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Hi! I'm new to unity and programming generally, and I was wondering if someone could help me figure out why my turning animations aren't playing.
Basically, when the player's rotation hits a certain threshhold, (either 90 or -90 degrees depending on the direction of the turn) it's supposed to play a turning animation. However, my Animator instead skips right to the player locomotion blend tree. I set it up so that if the parameter "rotationMismatch" is either greater than or less than the threshhold, it should transition to the respective turn animation.
Oh wait! I figured it out nvm! I forgot to set the interuption source to none on the turning animations, that seems to have fixed the issue
Actually no theres a subtle issue now, the turning animation doesnt finish completely, because the locomotion blend tree is called in the middle of the turning animation
perhaps set an exit time on the turning?
so it plays out fully before transitioning
So you mean adding an exit time on the transition between any state and the turning animations? When I enable exit time the animation doesnt play at all? Adding it to the transition between the turn and locomotion doesnt do anything either.
i mean the transition out of turn, setting it to 1 should make it wait for it to complete before moving on
actually not sure what happens if the transition has conditions, not sure how that interacts (as "or" or "and")
when i set the exit time to 1 on the transition out of the turn it still is interupted by the locomotion
what if you mute the transition?
because maybe it's just taking the transition from any state
muting the transition from anystate to locomotion has the turning animation play as intended if thats what you mean
alright so i suppose it is that transition then.
can you show the transition as it was after you applied the exit time thing?
the one from turning to locomotion
so this doesn't play out fully as it should?
It doesnt play out fully when the locomotion transition is unmuted yes
when i muted the locomotion transition it played out correctly
what if you set the transition duration to 0
no that doesnt work either
I mean what I could try is making a bool called "isRotating" or smth and have the transition conditions of the locomotion transition have isRotating set to false, and then I just add that to my PlayerAnimation script
but im not sure if thats an elegant solution
i feel like this can be done with the animator... but yeah that'd probably work as well
I'd ideally like to do it in the animator
im lost as to what it could be at this point
then in that case I might just go for the isRotating bool
if it works it works
Alright I got it working, that seems to have done the trick! Thank you for your help!
i have a script attached to a parent object, can i make the child object play an animation trough that script and how?
you mean like, triggering an animation or transition in the child's animator/animation?
yeah
you would just do whatever you need to do on the animator you're targetting
turns out i just forgot the animator..
thanks man
I want to figure out how to make an animation similar to the ones in Limbus Company much like this https://youtu.be/BRCP6_aa0oc. I know they use 2d sprites on a 3d plane but I'm confused how they set up the objects and sprites to be movable and usable. I have all my assets and sprites that I need, but I do not know how to piece it all together. If someone could point me in the right direction on how to set up an animation like this, itd help a lot thanks
So i got my animation working, but a my console was flooded telling me to set the animation to legacy. i did it by turning on debug mode in the editor and setting it there after that the animation stopped working at all and i cannot get it back to its previous state no matter what. what is the problem? (if you could help please ping me)
Would anyone be able to help with this here, I got it in Configuration of rigging a humanoid.
HH
Still here.
same with the head
oh well
Wait it has to do with the fact I resized it, ok
What's the best way to deal with fps arms and weapons? I have two rigs, one for my weapon and one for my arms. My weapon is parented to the right hand of the arms using Blender's Child Of constraint. I have animations for the weapon that include the arm animations. I want to be able to easily add and remove tens if not hundreds of weapons. How can I do this in a good way? Preferably without using IK.
If you want to use hundreds of weapons I'd look into automating it somehow with IK.
Otherwise it's just manually fixing the animations for each. I don't think Unity has something like Unreal's animation curves where you can just apply an offset 
Gotta correct myself, I just saw that Unity does have animation curves.
It really depends on how dissimilar the guns and their animations need to be
One pretty simple option is to include a number of bones in the arms that each gun can use as they need
@agile badge I think Child Of constraints can't be exported, but object to bone parent relationships can
If the guns don't have skinned deformation, their parts don't need to be weighted to bones, parenting is well and good
IK works if the differences in animation between guns can be described by IK
They'd still have basically the same animations, but with offsets and constraints introduced by IK
So holding it in a different position or gripping a different part would be doable, but it would not help if one gun is pump action and the other is lever action
I just feel like IK would introduce another layer of complexity to a problem that seems basic enough. In other engines where I've implemented a viewmodel like this, I just played two animations (one for arms and one for weapon) at the same time, and they kept their baked offset from blender. But the problem with that is blending between other animations instead.
What animations do you need to blend between?
To me it sounds unnecessary complexity playing the same animation on both arms and gun and trying to make sure they sync, regardless of engine
But really the best way is always depending on unique requirements of your animations and weapon system
I guess I don't have to use blend between other animations.
It seems like most engines don't like doing it this way lol, they sometimes desync on low fps and it's a hassle. IK is probably my best option here, I just want to be able to animate my weapon and hands in blender and have them looking the same in unity. But if that isn't really possible then I have to switch to use full IK somehow.
You don't though? IK is a technique to apply offsets and other tweaks to animations at runtime
It's not related to the issue of authoring or exporting the animations to start with
No need to be so vague about what kind of animations and requirements you're working with
I want my animation system to support:
- Hands moving and interacting with items (like a gun with a magazine)
- Special items that have custom animations and work with above
- Simple items that don't have special animations, just an offset
Let's say I have a reload animation, I sometimes use dynamic parenting (in blender that is) with the left hand to grab the magazine. And the gun is always parented to the right hand,
Things to consider:
- Is the number of weapons known in advance? Or do the hands need to adapt to guns that are implemented later
- Is the number of interactable parts in each weapon known in advance
- Do the hands have their own animations they need to do while holding a gun unrelated from the gun, such as the left hand interacting with the environment
- Do the gun animations need to be blended with other animations, such as sprinting or hurt animations?
- Do the gun animations need to be contextually altered, such as varied aim height for different attached sights
- Do the hands need different animations or even rigs for different characters or suits, or any potential changes at all
Ultimately any method you come up with is solving some problem your workflow would have if every gun had its unique rig and animations, including hands
That'd be the most naive method that covers every use case, but re-uses nothing and is a nightmare to make changes to
So anything you improve on that is to make your authoring process easier or the system more flexible
Even if you don't necessarily want me really answering these considerations I will, even for my own sake
- Number of weapons is unknown.
- Number of interactable parts is unknown, most items don't even have any.
- Preferably yes
- Gun animations should preferably be able to be blended with other animations, but if it's to much of a hassle, then I won't need it.
- Preferably yes, but still not required
- Rig will be the exact same for the entire game. Other than texture changes, but that shouldn't be too big of a deal.
Also, I'm saying "weapons", but it can be any item that I wish to implement. It can be a flashlight, a baseball bat, or a teddy bear. The game isn't centered around weapons.
Most of the things in my game are pretty unknown, I just want to lay a really good foundation that I can use to make which ever items I want in the future, without having to alter my animation system.
If you've ever played Lethal Company, then I guess that game is a very good representation of the kind of item system I am making.
These questions are for you to be able to plan what scenarios your setup needs to support
So if you do need some kind of blending, you should know what kind of blending it is and how it would affect your animations
And if you don't know how your system needs to expand, that always makes it harder to plan
As said whatever you come up with is competing with "every item having its unique handcrafted animations" and solving some problem that workflow would introduce
Unless you know some more specific needs your system would have, I can't really recommend any specific solutions
As a total beginner trying to use placeholder (Mixamo) animations, any advice for adapting them for first person view? The most common issue I run into is that they all have different hips and spine rotations and while ideally I'd like to have the chest always face forward, I tried doing that with constraints but it results in the final animation looking a bit different. Am I meant to use constraints in Blender to adapt the animation, or do it in Unity instead? Is it a bad sign if you have to do a lot of modifications in the first place? Take the Mixamo Hook Punch animation for example, it has a lot of motion/rotation in the chest bones for the punch to reach its target.
I've made two animations, one idle, and one attack. The leaves on the bottom move in the idle animation, and don't move in the attack animation. The expected behavior from this was to make it so that the leaves would keep on moving the same way as if the idle animation never stopped playing. However, the transition preview shows the leaves stop moving entirely. How can I get the expected behavior to happen?
afaik you'd ideally use an empty game object instead of one of the bones
So I've been learning unity coming from godot for a bit now, and I've found making simple animations to be a lot clunkier than it feels they should be. I have a feeling I might be doing it wrong, could anyone give me a quick example of how they would implement a simple animation that shrinks and grows the sprite of an enemy when it takes damage? I'm working in 2D. (not sure if this is the right type of question to ask here ill delete if not š«” )
Or would that not even be a good application of animation and would be better handled through code? I just want to get a general idea of what workflow would look like because I'm going to want to include a lot of little anims like this
you can press the red button next to preview to automatically keyframe changes you make if that's what you mean by clunky
you can also select keyframes and right click to change the interpolation
You need them on separate layers, either as override using a transform mask, or on an additive layer
(or potentially no transform mask needed if Write Defaults is off and the attack animation has no keys for the non-moving parts)
Transitions aren't capable of overlaying clips like that
Hey guys, How do I animate a glare in the animator?
glare? like a light behind it?
probably either a shader or just scaling and swapping between the 2 sprites you already have
Are you suggesting using a shader?
if you plan for it to be used on other objects then yeah. otherwise yeah the animator is probably fine
You need something ready-made so that the animation works.
I poked around the animator for an hour and couldn't figure out how to make different sprites so as not to replace the main image.
oh you mean like a sparkle effect over the coin. you would probably use particles or have each of the sparkles be child objects
having child objects with their own image component would fix that
used mask
hm, maybe this could help
either that or just manually cut out the shape in an image editor
Are there really no other options?
not that i can think of, i haven't really worked with masks outside of the tool above.
you can try changing the graphics settings on the image and seeing if that helps. maybe someone else has a better solution though
No, I'm talking specifically about animation.
well, there's no other options that i know of. i dont see why adding children wouldn't work though. not sure if particle systems work in the UI
I'm just thinking about how to make it faster and easier. There is an option to make a shader or particles.
hi yall, i wanted to ask something, i am starting with some 2D game dev but i dont know how to start making assets for it, like backgrounds characters, animating them making sprites etc
anyone can help me out w it ?
please don't crosspost
Shaders are an option
How would I do IK with animation rigging package for finger placement on a flashlight. The TwoBoneIK doesnt seem to work since fingers are 4 joints
Do you need per-finger IK just for holdin a flashlight? That seems pretty overkill to me
Just though it would be convienient since I can just place targets for each finger on equipable items, making it more modular
Otherwise Im open to other solutions
How accurate does it need to be? And how many different item holding poses would be required
Good question, not any set amount as of right now, but in case more items would be needed it would be nice to easily add them. Possibly I also want certain items that can be found around the map to be needed to be held in the hands. It doesnt need to be too accurate, just look "good"
If every new object needs unique finger contact configuration that doesn't necessarily sound easier
I'd rather look into implementing a selection of re-useable hand poses, or re-usable item handling animations authored with placeholders of various sizes
So combining animations for the hands, blending them with animations like walk, and adding Ik for like tips of fingers placement?
Combining? Not sure what you mean
You can have totally separate hand poses on a masked animation layer to use as overrides for each item
blending
I wouldn't call override layers blending but I guess it technically is
If you really want to deal with finger IK that's up to you but I don't think there's any constraints that'd make it an easy task
Finger contact is much more complex than something like arm or leg bending which 2 bone IK is for
Thats what I figured
Ima look into layering base animations with hand animations and see what I can do
Even if modularity is good you don't want to spend time making a system that's really complex and ready for anything before you know what it really needs to do, or doesn't have to do
True, thanks for the ideas!
https://gyazo.com/508b3b85a887e909e89018ccf07dd6dd Thanks, I added an avatar, masked the hand for the layer. Made a static animation for the grip pose, and used Ik for the position of the hand, works really well!
Hello, I would like to animate but i am kinda stuck at this screen. I couldn't find any relevant info after searching google.
is it a good idea to use blend trees for a 2d pixel art game or not really?
debating if i should redo my entire animator since its getting pretty messy
When I added an avatar my prefab character got forced into this position, how do I fix it
Looks like the default pose Humanoid avatars go to when none or no Humanoid-compatible animation is playing
Yeah, but its like all messed up. I dont know why and how I could change it
In other words you don't have any animation playing at all, so it doesn't really matter what it looks like, or the animation you're playing on the animator is not made for a Humanoid
It can be convenient, though you likely will not be able to benefit from the blending
The value is being able to sync animation clips within a state and to easily swap the animation in the state
Refactoring an animator can be a good idea at the point when you know what you need it to do and what you won't need it to do
Which means you can use animator's features like blend trees, layers, sub state machines etc in a way that makes it more convenient to use
Otherwise you'll just be changing stuff around for no tangible reason or benefit
well, that pose isnt how its imported from blender
Is it playing a clip of that particular pose at the moment of the picture?
this is like, no clip playing at all
the legs are inside the body
You must have some clip, otherwise it'll try to contort to the Humanoid default pose which is not useful for any purpose
The pose you want must be playing as an animation clip
I have clips, but in the prefab mode they dont show by default
i just want a nomral tpose when entering prefab mode so I can do something lol
if i preview a clips its all good
That "something" seems like it was the key issue here
Not sure what u mean ahah
When you say "so you can do something", it's not possible to offer advice without knowing what that goal is, I mean
And it's hard to recognize this as an issue to begin with because typically what a character looks like when you're not playing any animation on it is rather inconsequential
Hello everyone, I have questions regarding Unity and characters with rigs. Is there a way to import your mesh with the armature and all its bones with 0,0,0, across all its transformations? I use Blender and I understand it uses a different axis system so it rotates the contents when imported into Unity. I have a picture of my export settings and I am displaying that the Armature and Root bone have both rotated. I have tried various methods to get it to work but to 0 success.
This is character's animations work in Unity despite these rotations except for when we tried to set up a standing up animation after they have ragdoll. The character snaps in a weird way and rotates 90 degrees to where they are now are idling parallel to the ground. My programmer thinks it is correlated the the armature and root bone not being 0,0,0 in its default state. I can try to get footage later but this is all I can say that I know.
I made the basic rig myself and I do not know if using something like rigify in Blender or getting a mixamo rig would solve the problem. I don't think my animations use any root motion because I never move the root bone when animating (I don't know if that is good or bad). I do know my team does not want to use root motion for animations in Unity.
I have never done animation and have never set up a rig before so any advice is greatly appreciated.
https://polynook.com/learn/lesson/how-to-export-models-from-blender-to-unity
Here's the explanation how to make all the transforms right for bones too
But I prefer scripts or plugins that automate this
Not sure if your ragdolling issue is related to this, but it could be if the animated character is blending between poses from animations that were exported with different transform axes
Rigify would certainly make it worse as it's not designed for exporting out of blender
Thank you for the link I will look into this. It hard to say regarding the ragdolling, I think it needs to be investigated more as well on our end
Generally I think it doesn't even make a difference what the axes or scales are, as long as they're consistent between all animations and between the animated rig and the ragdoll
As in, adding colliders to the prefab and such, something as in, have a proper pose and not a legbreaking pose XD
I think the animations have been made to smoothly blend from one another. Part of is going from ragdoll > to the getting up animation position in its current location > to standing up correctly oriented in its current position. Something in step 2 and 3 may be going wrong
Hello, is there a humanoid animation package on the Unity asset store that can push an object like this
search mixamo for animaitons , they are free
i couldn“t find any animations related to hand truck tho
Is there a way in unity to add leg inverse kinematics (feet stick to ground) without overwriting existing animation?
I think Humanoid avatars have that feature out of the box
With manual IK of Animation Rigging you probably have to make that from scratch, raycasting towards ground for positioning the IK target from the foot's pre-IK position, depending on whether the animation has the foot making contact with the ground or not
Might be tutorials out there for that, the theory should be the same regardless of engine
couldnt really find anything on this, my best bet was to access the predicted position of the foot in the animator directly (if possible) and then modifying the IK based on that, so it still looks animated and has this feature
https://discussions.unity.com/t/read-bones-transforms-before-ik-corrections-with-animation-rigging/773429/4 seems related to what you're doing
I might also consider storing a duplicate bone in the rig constrained to the foot but not in the leg chain to use as reference
But only because that's more intuitive to me than code, not necessarily or even likely better
OnAnimatorIk() is broken and never gets called because im using the character rigging package
it interferes with it and breaks it completely
"Character" Rigging or Animation Rigging?
The post I tried to link to, #4, doesn't use that method
But it picked #3
mb. the second one
ill check it all in a sec thx
The rest of the thread is mostly notes from users implementing #4's method which may be helpful
Alright Im back here again, is there any way to not get this goofy pose when animation isnt running.
Add a single frame animation in the pose you want, use ik to set limb poses, or disable the animator.
Might be easiest to just attach the arms with IK and just use regular walk animations.
Hi im having an issue where at the inspector, animation looks normal but when i play that animation it looks broken, i know dodge speed looks weird but i will change that later
this is what happens when i turn on root motion, and i had to change where animator is
animator was on lowpolyman, i put it in player
if its on lowpolyman and i turn on root motion, this happens
solved
I'ma look in to it, thanks!
how do i fix weird animation blending? i assume the problem is a graph issue but idk how to really fix. https://streamable.com/p4rhjg
there must be SOME way to fix it or to get around it and i dont know what it is.
That is a very common and a fix for it is to simply match initial frames of the clips: think of them as a phase and each clip has a 360 degrees, different clips has different initial offset phase shift ( basically not all clips starts from the same pose). Match them by either manually shifting frames in a clip ( rotate frames in a clip to match to the exact starting pose and for the next pose) at just change playback speed - not ideal fix, but it will mask the issue
Can you show the two clips playing alone? A bit hard to visualize what exactly they're for
I'd guess one is legs facing left and running in that direction, and the other one is legs facing right and running in backwards direction
(direction relative to legs)
If so, there isn't a "viable" blend between the two, and they'd be alternative ways to move to the same left direction
If that's what the animations are for, you'd rather have a system that picks between them depending on which is the shorter lower body rotation to reach either posture
Hey everyone, Iāve been working lately on some personal character animation in Unity. Iām still pretty new to Unity character animation (most of my past work has been on environment animation), so Iād love your critique. Please let me know whatās working and what I could improveāespecially in terms of timing, performance, or technical setup. Iām also a bit stuck on what to try next with this character, so any suggestions for new animations or directions would be super helpful.
Well, as a mechanical character abrupt motions look pretty at home. Maybe some more follow through.
yeah a bit of heft/time to decelerate would probably help sell the weight
Hi, is there a way to make Triggers get automatically consumed if unused at the end of the frame?
I find it a bit absurd that the default is that it lingers if unused, then activates instantly if it runs into a state that can use it
could probably reset them all at the start of the frame
Absurd to me that a trigger can linger at all, and only in some circumstances no less
Better treat them like boolean parameters in code and reset manually, or use boolean parameters instead
Yeah, it basically means you may as well use bool if you end up back in state-management again anyway. Defeats the purpose of it being a trigger
I mean bool as trigger, together with a method that waits one frame before un-setting it for example
Or same with triggers and resetting
Triggers alone are more situational and still useful, but not the best at being "triggers"
Thank you for your feedback.
Thank you for your feedback, will work on that.
yeah the trouble is less when working on my own projects or small projects with 1 or 2 others, and more for enterprise when we have a pipeline
any scripts we write have to be reviewed and won't necessarily be accepted for a range of reasons. It's a pain when Unity features are also fighting you on top of that
I guess if scripts can't be a crutch, the best way to go is to understand how the Animator works as well as possible
A lot of the functionality does make sense, but you wouldn't know that just by using it intuitively
Hi, i have a quick question: i have this Character which i put together in affinity photo, but when i export it as psd into unity, it just showes as a single sprite, although i have the psd importer package installed.
nvm, i forgot to select the right importer
š
uhhh what is happening to my model
ignore the fact I haven't fixed the materials
this is the first time I've encountered this problem idk what I even did to cause it
I think it's a rigging problem where I need the bells by the ankles to move with the legs up and down but I think I need to do some fancy shmancy FK/IK shennanigans or use phys bones?
these are the bells in Blender for example
As far as I know there aren't normally any ways the Animator could be responsible for those objects becoming excluded
All it does is move and scale the parent transform, so if transform inheritance fails it seems it's due to some separate reason like another component overriding the same transform properties
If you're recording a long form video, use the time to show as much as possible, including the Animator side by side with Scene/Game with the object selected so we both see what's actually happening
And maximize components and property fields so nothing can hide behind them
Video is efficient for showing things, but inefficient for conveying words
Okay. A friend of mine suggested that I stick in a bone and bolt everything to that armature instead of the mesh. So that might work if the prefab has overrides I can't see. Out of town today so I can't test it now.
Are these screen shots of the new animation system?
Start from 11s
Hey guys! Iām having a weird issue with the animator
Basically what happens is I have a key frame animation set up that affects an abject, but when the animation plays in play mode it doesnāt match up with whatās shown in the animator tools.
Iāve determined itās an issue exclusive to that one object, and happens across all animations that interact with that object
I have two objects parented under another, the parent plays the animation, just this one object has issues, the other is perfectly fine, despite sharing the same animation
This also was not an issue an two hours ago when I was initially playing around with the animator with this same object,
my current theory is that an old aniamtion i applied to it is still somehow affecting the object?
hey guys
How to extract animation from an asset file
It's an animation for a Chinese game that uses the Unity engine.
But I don't know how you're going to get it out.
Import it maybe?
Are you going to use it in untiy or another application
Blender or Unty no difference
Any one of them that works will be good just the animation extraction I want a way to extract it
I tried to modify a character inside the game using Blender but the body does not return to its correct place
So I wanted to know if it was about animation or bones
I used blender to modify the body
"Open the Animator Controller:
Double-click the controller to open the Animator window.
Drag your .asset animation clip into the Animator graph.
This creates a new state with that animation." from Mr Gpt
Check if that's it
From what I read, you just place it in the asset folder and then it should recognize it as an animation
Hey yall, so Im new to Unity Animator and it's making me tear my hair out. Can someone explain why my animations aren't working even when I am sure the animations are being called in my script?
For context my Animator has a bunch of different states with the motion field filled in, and I've tried activating the animations with and without transitions and a bunch of other things. my current theory is that it's like something to do with the Avatar field of the Animator Component but maybe not
I've left Avatar blank because I thought it was unnecessary but it seems like it is if your parent gameobject (that contains the playercontroller script colliders etc) and player model (child) are two separate objects
idk though
i tried turning the rig into humanoid to fill in the Avatar field and changing the y pos but now the character just floats ingame
"aren't working" isn't much info to go off of
what's the actual issue?
I'm not sure how to describe it other than, the animations that I'm calling arent being played. Like Ive said I've tried a lot, so it's vague because I've tried many methods of using Animator. With transitions w/parameters, w/ transitions no parameters, w/o transitions, nothing seems to work
I've had success with Enter -> Idle, but I've tried things like AnyState transition into Dash but it wont work when i move
ok so are you actually using parameters or Play
I tried both, and I'd like to stick w Play w/ no transitions bc it seems simpler
I only have about 4-6 anims for this project so it's not a lot of transitions
(imo parameters are easier to work with, just has a bit of a learning curve, but aight)
so with that, have you tried debugging where you're calling Play, to make sure it's being reached?
perhaps also check that it's not being overwritten by another call
also check for errors
I'm open to trying either tbh but i'd like to first verify that there's nothing wrong w my hierarchy setup
that's the animator window
you don't seem to have selected the object there
and is it okay to have the animator component (with no avatar field) as the child of a gameobject that a script is trying to reference?
wait so you have 2 animators, set to the same animator controller?
i don't think that really makes sense
nah i just reverted because i was making some changes that were just making it worse
this is the parent gameobject
this is the child gameobject (model w animator component). im not sure if having the animator on a separate object is okay
when i try deleting the 2nd animator component (unused) from the parent gameobject, im getting this error
code for reference
A tool for sharing your source code with the world!
that'd be because of the reference you set in the playercontroller
!code
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š I need help i can't change for "Set a layer default"
it's already default - the orange one is the default
if you add other states, they'll be white
