#šŸƒā”ƒanimation

1 messages Ā· Page 41 of 1

ivory star
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In order to do some changes

agile solstice
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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

gusty garnet
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some code would be helpful and the animator state machine

robust perch
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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)

lean root
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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?

naive hamlet
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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).

lavish marsh
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My animations are not playing on the model now, i don't know what's wrong.

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though i don't think they worked, but the animations work in the inspector

lavish marsh
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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

fervent timber
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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?

lavish marsh
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how do i get an idle animation working? It plays the full animation, but i want movement ans jumps to interrupt the idle animation

lean root
gusty narwhal
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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?

agile solstice
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That allows you to very easily control the rotation speed as well

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Animation clips are designed for motion that has a definite start and an end, which axial rotation motion rarely does

gusty narwhal
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should i dm you so you can help me

robust perch
gusty narwhal
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i get it thank you

robust perch
agile solstice
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There are some techniques to wrap fingers around colliders joint by joint, often used for VR hands

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Could be viable to drive the palm by physics, but maybe not the whole arm

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But even then, perfection become progressively harder to reach as with your current method

robust perch
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Yeah I might look into the wrapping fingers technique

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Another problem is that I align the hand to the normals but the normals might be completely different at the fingerd

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Not normals, elevation. So even if the raycast hits above, the fingers can't reach that elevation according to ik contrasints

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I could then rotate the hand again, but then that might clip

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Idk it sounds arduous and it is

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Driving the hand by physics is what I have been thinking about.

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But in that case I would have problems with fingers unless they too are ragdolling

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I don't know

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@agile solstice forgot to tag reply

vestal cipher
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Hi, I have a question or I mean, I have a problem with animation

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I have animation of push, in Blender, the head the my character is thus

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But in Unity, the animation is rare, the head is tumble to side

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I don't understand the why of error

honest rose
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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?

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or what's the simplier way?

i use play() on my scripts btw

zealous fog
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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.

gusty garnet
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did you use an animaiton form mixamo?

zealous fog
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yes

gusty garnet
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just check "inPlace" on your animation in mixamo

zealous fog
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okay

zealous fog
gusty garnet
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if you check inplace , there is no way your transform would move forward

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unless you are doing it via some code

zealous fog
zealous fog
zinc grail
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I gave the speed value -2 but my animation still doesnt reverse play
why is this happening

honest pebble
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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?

agile solstice
# robust perch <@166982635950702592> forgot to tag reply

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

blazing stirrup
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i already removed the keys

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and why the rigs is not showing on my screen, just on hierarchy

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now the rigs are gone

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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.

robust perch
blazing stirrup
# zealous fog

in mixamo before you download the animation you need to press (in place)

zealous fog
blazing stirrup
supple ridge
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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

gray bronze
charred belfry
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Cinemachine also integrates with Timeline so you can get the best of both

visual rain
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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

somber coral
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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?

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Oh I should add, these clips that Timeline generates are also messed up, missing most of the keyframes

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I really hope that somebody can help, losing my mind šŸ˜…

worldly vector
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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)

serene igloo
reef laurel
serene igloo
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Its practice for my game. Thats just a place holder character

zealous fog
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why my character gets this big when i play the scene

agile solstice
trim marsh
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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.

quasi obsidian
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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 ?

karmic verge
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Pls help Im gonna die in here

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Why is this transform trolling me and teleporting even tho I added keyframe

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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

karmic verge
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Ok I had root motion on

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stupid shi

forest meteor
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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

south violet
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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

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i dont even know if this is a bug or just me being clueless

agile solstice
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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)

south violet
agile solstice
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Clips made with the animation window, or from Unity's official examples

south violet
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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

agile solstice
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Selecting the gameobject with the animator will reveal in Animation window what the animated paths are, and if they're missing or not

south violet
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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

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but if i play it from there it doesnt play it in the game scene either

austere ether
finite tiger
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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 ?

wild wing
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What is better for a character? Rigidbody or character controller?

wheat vessel
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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.

quasi fable
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"procedural spider animation" kind of search will get you there

wheat vessel
untold bramble
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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.

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the hips are the only thing moving so my guy just wiggles when he runs and goes ideal

buoyant cobalt
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My animation is stuck in 1 frame of the running animation. I already set the Speed value to max

fresh cypress
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Hey guys does anybody know how to properly import animation clips from blender to unity?

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i have this NLA strip right here that i exported to unity

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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

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here are the export FBX settings

agile solstice
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You can set zoom to minimum in Project window to see more than a bit of the file names

fresh cypress
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i get duplicate clips and only the "BAKED" clips get imported

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this is what i mean by they're empty

west scaffold
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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.

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Controller 'PlayerAnimationNew': Transition '' in state 'New State' uses parameter 'Speed' which is not compatible with condition type.

forest meteor
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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

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and the left arm always goes through the gun

grim quarry
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when using the animation rigging packages, is there a way to limit specific bones to a certain axis with a set limti?

fresh cypress
open kraken
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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

sterile vine
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you could just have an animation clip for that flashing instead of fighting with the animator for control over the spriterenderer

open kraken
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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?

sterile vine
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you could disable the animator for the duration of the flash i suppose

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im not sure what you're talking in comparison to

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im kinda confused what you currently have

low dust
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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?

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I also have this import message in my rig rab

livid harness
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Is there a way to make an animation consistantly check for something via an event function, for specific amount of frames?

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Like, a check function running until this animation ends from that frame, as exemplified by the image below

agile solstice
livid harness
agile solstice
royal olive
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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?

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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.

remote tide
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how does one animation

harsh ruin
charred belfry
honest rose
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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?

agile solstice
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Or use an animation layer, which allows state changes on other layers but overrides the animation with its own states

honest rose
agile solstice
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Do you mean using Play() method directly, as an alternative to transitions with parameter conditions

carmine flare
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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?

gusty garnet
echo ledge
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I’m having trouble exporting my animations from Blender to Unity—I’m still learning this process, so I’m probably doing something wrong. Here’s what I’ve 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 I’ve found is to import the mesh four times—each time paired with one animation—which 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?

carmine flare
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I have a post with a good amount of pictures. Should I just do it here, or use some pasting platform?

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I'm trying to play two animations on different body parts at the same time.

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There, that should work.

tawdry spindle
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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.

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my way to solve it is to make a state for each frame, connect them one by one with isMoving == true condition

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is there built-in control for this in animator ?

agile solstice
tawdry spindle
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nice, ty

fresh cypress
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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

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EXPORT SETTINGS

honest rose
honest rose
agile solstice
# honest rose with using play method and using parameters, i still...dont fully understand how...

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

honest rose
honest rose
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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

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;-;

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i mean, im trying

agile solstice
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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

honest rose
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yeah that is it

gusty garnet
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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.

torpid parcel
royal storm
carmine flare
honest rose
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hi, how i can add sound to an animation?

honest rose
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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?

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what i see complex is, with who each one must be tied ;-;

coarse oracle
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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.

twin patrol
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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?

agile solstice
coarse oracle
agile solstice
coarse oracle
agile solstice
coarse oracle
agile solstice
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Because the list of properties that can be animated must be get from the gameobject hierarchy

coarse oracle
agile solstice
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If you only want an animation to occur in a place but at a different angle, no scripts would be required

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Assuming they'd be two gameobject instances sharing the animation

coarse oracle
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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.

agile solstice
stiff portal
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So i made a simple model and bones in Blender, can I use animations from mixamo or won't they work?

stiff portal
gusty garnet
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and yeah you got a humanoid rig, it should work

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maybe your model is too small then no idea. just make it bigger in blender

honest rose
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hey,
what values one must have in mind for make the values for the transitions? and to wich to wich connect each state to

honest rose
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its a bad idea to make all states conect to the "all states" state?

gusty garnet
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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.

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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"

honest rose
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easiness

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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

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cuz that would be knowing wich to wich connect, and configurate, every single one of them

honest rose
honest rose
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what diferences have SubStateMachines with BleendTrees?

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atleast for what i saw are the same

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just that blend..blend..but i think that can be skipped

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i mean, for check the fall value, i should use a substatemachine, or a blendtree?

agile solstice
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Blend trees blend between simultaneous animations

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Sub state machines group up states

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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

honest rose
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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

honest rose
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i already made it using blendtrees now, but i wanted to check if this was the best aproach or not

agile solstice
# honest rose i mean, jump and fall animations

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

agile solstice
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So effectively it undoes having a state machine at all

honest rose
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oh, ok

honest rose
agile solstice
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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

honest rose
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game code library did it that way i think

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i followed her steps

honest rose
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i want my shoot and sword anims to interrupt everything, yet to be called just when it enters that method

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how i can do so?

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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?

agile solstice
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Triggers are bools that are immediately set to false
(Except when they get stuck on in some situations and you have to call ResetTrigger)

honest rose
agile solstice
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Why would it

honest rose
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also how i can return to the state i came from?

honest rose
agile solstice
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If you look into how transitions and transition conditions work, that should become clear

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Both questions

honest rose
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oh, so it stays till is over

honest rose
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i mean, how that awnsers the second question?

agile solstice
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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

honest rose
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so thats the big difference with play

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it doesnt go till is over

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but what i dont understand, is how i can return to any state

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i mean, if an state is supossed to interrupt

agile solstice
honest rose
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how i can make it return to it once is finished?

agile solstice
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Any State is not a state, so there's no returning into it
It's for transitions to be evaluated when in any state

honest rose
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so, what i should do then

agile solstice
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As Murado said you really need to get more familiar with how the animator state machine works, and what all these things mean

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Or even with state machines as a general concept

honest rose
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ok

honest rose
agile solstice
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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

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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

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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

honest rose
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oh

agile solstice
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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

honest rose
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makes sense

hot copper
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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?

vivid cove
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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?

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essentially a lerp

gray talon
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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 😩

gray talon
#

Blender's NLA editor is in a dire need of collections addition

opaque reef
#

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

forest meteor
#

How could I use IK to make procedural recoil?

honest rose
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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?

agile solstice
honest rose
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makes sense

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well thanks

north sphinx
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@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;
}```
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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

honest rose
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Nor how to conect each state

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And were becoming a spiderweb

honest rose
honest rose
sterile vine
#

wouldn't be at a scale that matters

echo ledge
#

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 don’t know what else to do.

gleaming reef
#

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?

spare kayak
hot copper
hot copper
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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?

serene igloo
serene igloo
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Ahhh thank u

sturdy delta
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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

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when I do it

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how do I do it correctly?

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all it gives me is this

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so maybe I exported it from blender wrong?

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hmm I think it is a blender problem after all, ig im exporting it wrong

echo ledge
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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.)

echo ledge
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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?

sterile vine
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we don't really do VC/DM support here

uneven geyser
#

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?

kind hornet
#

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.

regal dawn
#

new to unity here

is there a way to set custom sample rate? i can only find these ones

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nvm figured it out lol

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is it okay to have varying sample rates for different animations?

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this is for a 2d pixel art game btw

neon robin
#

can I export an animation of an object that was created in blender using the AnimAll addon?

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I did animation of vertexes

agile solstice
echo ledge
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Why if i try to move the arm on the z axes it creates a keframe at the x axes?

gusty garnet
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we don“t asnwer blender questions

fast swan
#

Blender has their own discord with dedicated help channels

echo ledge
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is this not related to animation?

sterile vine
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!blender

dusk valeBOT
sterile vine
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this channel is more for the animation system within unity

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you'll be able to get much better help with folks who know about blender specifically

carmine flare
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When my animation is playing it raises the GameObject, which I don't want.

opaque torrent
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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?

worldly sand
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anyone kow some animation curve ease template to copy from ?

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i cant manually add each keys in

worldly sand
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nvm found a repo auto hook everything frfr

inner sierra
#

how come my particles are black when i put a sprite on a material

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it's supposed to be orange-yellow

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in a particle system

obtuse igloo
#

can two seperate animation be triggered at the same time on the animator when both conditions are true?

oblique ridge
#

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.

earnest dust
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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

sterile vine
agile solstice
coarse oracle
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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?

sterile vine
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if you only need 1 axis then you would use 1 axis

coarse oracle
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Thanks

earnest dust
earnest dust
sterile vine
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you don't have to use exit at the top level

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im not sure what it does exactly

agile solstice
agile solstice
tall saddle
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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?

gusty garnet
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humanoid or what kind of rig

tall saddle
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I have no idea but yeah i think so

gusty garnet
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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

tall saddle
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What would you suggest me? Animating in unity or in blender with a blender made humanoid character

gusty garnet
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you would have to find out which you like more both are fine

tall saddle
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Ok thank you

earnest dust
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Like I thought that for the one it defaults to you don’t have to exit because I put condition arrows

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But that makes sense that I’d have to now that I think about it cuz otherwise it’s stuck there

earnest dust
simple monolith
#

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.

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I've been dealing with this for almost 24 hours now and it's driving me crazy

slim holly
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Animation is not working for Player object but its working fine for RunningWithModel object when I click Playmode:

runic robin
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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?

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Unity version 2022.3.62f1

earnest dust
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Animator has me so lost oh my god..

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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

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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

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this is inside movement

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everything in there works perfectly and nothing outside of it works

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also idle lives here

dry trout
dry trout
earnest dust
dry trout
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The animations are fbx that I converted from hkx.anim.

sterile vine
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the Entry -> Crouching also probably isn't doing anything given that you don't have any transitions to Exit at top level

gray talon
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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? šŸ¤” Is passing animations to animations states in the animaton controller even possible?

astral shoal
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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

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nvm looks like toggling apply root motion (or like anything i presume) does it, a bit strange but makese sense i guess

astral shoal
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nvm again it only works if i toggle it in inspector

earnest dust
earnest dust
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It has 2 sub state machines movement and crouching

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And it should be able to enter both depending on what the user clicks

sterile vine
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right now you have a transition from start, but no transition to exit, so that transition from start won't be used afaik

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if you don't want transitions to end, then make your states transition from each other or any state instead of from Start

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(all this applies to the top layer though)

dry trout
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A youtube video helped lol

earnest dust
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this whole thing is just not working😭

earnest dust
sterile vine
earnest dust
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i console logged it too and i get true

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and if i do this it does work

sterile vine
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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)

earnest dust
sterile vine
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did you select the gameobject with the animator

agile solstice
earnest dust
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ill try to make a video and explain it hold on haha

sterile vine
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is auto live link enabled?

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(...i think that's the right one...)

agile solstice
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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

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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

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If there's a reason to skip transitions from the sub state machine to base layer states when transitioning to Exit within it

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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

earnest dust
sterile vine
# earnest dust

so you don't have anything going to exit inside of movement

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so it will never leave that submachine

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oh god please just use text for your questions

earnest dust
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i connected it to exit

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in the video

earnest dust
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it's much easier to explain while showing it

sterile vine
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it's much easier for us to actually see what's going on

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i'm not gonna scroll through the same bit of audio 5 times to figure out what you're referring to

earnest dust
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well i explained it with pictures before

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lemme send again

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base layer

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entry has an arrow to movement which has the idle state

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default state

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and an arrow to crouching state

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with crouch condition being true

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inside movement sub state machine

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it goes to standing blend tree

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which has these animations based on speed

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then it goes to exit

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if the player presses crouch

earnest dust
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oh and this is inside the crouching sub state machine

sterile vine
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what's the question/issue again?

earnest dust
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nothing outside of the movement substate works

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everything inside does

sterile vine
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have you checked to make sure the crouch parameter is being set when it should be

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have the animator window open while in play mode and the gameobject with the animator is selected

earnest dust
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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

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but also the parameter is ever shown to be true

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so im not sure how it even works

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and this is the approach i tried

green urchin
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(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

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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?

fossil spoke
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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

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does anyone have a solution

agile solstice
# earnest dust

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

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I do prefer videos because there's just too many things to show otherwise, and it shows the animations happening

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The use of sub state machines seems a bit unnecessary and needlessly confusing in this case

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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

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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

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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

small tendon
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Hello can someone help me with my 3D Model animator?

hot echo
agile solstice
# green urchin Do i have to find animations where the player stays at roughly the same height a...

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

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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

small tendon
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It does not function through a script C #.

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I tried to skip the Animation basics.

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By having the inspector enabled to drag and drop the animations to the given names.

agile solstice
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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?

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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

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I guess the only option there is left is to use the animator to animate multiple ring shaped meshes to expand and fade out

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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

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Particle Systems are generally cheaper than Animators though, I believe
Shaders also, if using URP or HDRP

hot echo
woven vigil
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how to add non linear transition between animation clips?

sullen wyvern
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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?

agile solstice
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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

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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

sullen wyvern
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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

earnest dust
earnest dust
earnest dust
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I wanted to combine it but didn’t know how

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Cuz inside movement I have a blend tree of idle+walk+run

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But for crouch I have a blend tree of crouch idle+crouch walk

earnest dust
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But I also have the crouch down crouch up so wouldn’t that become a mess of arrows

agile solstice
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Just for two states

agile solstice
earnest dust
agile solstice
earnest dust
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Standing idle
Standing Walk
Standing run

Jump

Crouch down
Crouch idle(while down)
Crouch up
Crouch walk(while down)

Slash

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But isn’t using the sub states good in general in case you expand?

agile solstice
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Only if you have a reason to

sterile vine
earnest dust
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Like if I add one animation instead of connecting 20 arrows to it I just slap it inside its designated state machine

earnest dust
agile solstice
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Effective Animators are all about strategy, in my opinion

earnest dust
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It doesn’t help that there are barely any videos about it🄲 all the Unity animation videos I find are about creating the actual animations rather than implementing them in the animator

agile solstice
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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

earnest dust
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I can try that but I think I’d be breaking everything if I touched that now🄲

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I mean it’s working now after adding the empty game object haha

agile solstice
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You really don't have much to break at this point
Where would you even add an empty gameobject?

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Ah, empty state

earnest dust
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Base layer

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Oh yes state sorry

agile solstice
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That's functionally just Entry node with a pointless extra hurdle that breaks blending

earnest dust
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When I tried making movement the entry node and transition from it to crouching it didn’t work

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It got stuck in movement

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but now it goes to empty every time it exits from a sub state machine and decides where to go next

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based on the condition it passes

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so it's not gonna do anything i dont want it to do

royal olive
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is anyone familiar with playables in unity, pretty much I'm using timeline to dictate my cutscenes.

My game itself is interactive cutscenes

sterile vine
agile solstice
earnest dust
royal olive
# sterile vine what's your question https://dontasktoask.com

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.

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I'll probably have more questions once I'm able to test my scene on a more powerful PC at my uni

agile solstice
earnest dust
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No I might change it if I find answers in the documentation I meant

agile solstice
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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

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Then you won't need any sub state machines and don't have to deal with nearly as much confusion

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Either make transitions between all states, or from all states to Exit and from Entry to all states

earnest dust
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I’ll try that🄲 this part of Unity is very confusing haha

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I’ll start at re learning the basics and try to implement what you suggested!

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Thank youā¤ļø

agile solstice
earnest dust
agile solstice
# earnest dust 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

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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"

earnest dust
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wait, i couldve just called it from code-

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but wait you say tempting, why would that be a bad thing haha

earnest dust
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all in base layer

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but im not sure how to connect attack and death

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to i make arrows from everything🄲

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cuz you can die from any state and it should iterrupt all other animations

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and you should be able to attack from any state

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this is hellšŸ’€

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and i need to create all the outgoing arrows from slash to everything

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this can not be the way to do it

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it all works but at what cost🤣

harsh patrol
#

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.

royal olive
#

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.

royal olive
# sterile vine 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.

sterile vine
#

i feel like timelines may not be the best tool for that

royal olive
#

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.

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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.

agile solstice
# earnest dust but wait you say tempting, why would that be a bad thing haha

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

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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

covert stag
#

~~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~~

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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.

covert stag
#

Fixed, animator controller playable had a weight of zero initially in the layer mixer, oops

earnest dust
vast wagon
#

Do animations from mixamo work on humanoid rigs?

vast wagon
solemn marlin
#

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

sterile vine
#

inverse kinematics?

solemn marlin
# sterile vine 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

sterile vine
#

and have you heard of inverse kinematics before

solemn marlin
sterile vine
#

try looking that up then

solemn marlin
solemn marlin
agile solstice
harsh patrol
harsh patrol
#

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.

mortal plover
#

heyos im new to animation in unity and why does it start at the middle of my scene it used to not to

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i want him here but

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he goes here

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im so utterly confused

earnest dust
agile solstice
agile solstice
# mortal plover he goes here

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

mortal plover
austere ether
versed merlin
#

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?

versed merlin
#

nvm I got it sorry

fallen arch
#

Has anyone ever seen this symbol?

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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

earnest dust
plucky summit
#

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.

wind silo
plucky summit
#

you can do that?!

#

When I preview animations in play mode it looks way different than what the animator actually shows in gameplay

wind silo
#

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.

sinful pagoda
#

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 doesn’t look good. Also, since the kicks involve leg movement, they don’t 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.

agile solstice
#

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

sinful pagoda
# agile solstice States are individual animations or blend trees, so it looks like you have a lot...

When I said I have two states, I actually meant I’ve created a StateMachine script to manage my character’s behavior through code šŸ˜….
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 couldn’t find the animations I wanted, I tried to fix the problem by blending different ones but I guess I’ll have to give up on this project now..

Thanks for your help šŸ™‚

low eagle
#

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.

agile solstice
woven nest
#

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?

agile solstice
tawdry spindle
#

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

vagrant berry
#

ok so i looked into the animator window and the parameters and it looks like my damage bool isnt updating properly

north sphinx
#

where do you set the exit parameter from damage state to exit?

vagrant berry
#

do you mean in the animator?

north sphinx
#

no in your code

#

there is only anim.SetTrigger

vagrant berry
#

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

north sphinx
#

yea then you either use bool or dont use the trigger condition in the exit

vagrant berry
#

this is what 2 hours of sleep gets you

north sphinx
#

yea see take care of yourself and then you'll take care of your code

dusky quartz
#

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

royal olive
#

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?

obtuse ocean
#

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

obtuse ocean
#

Please

agile solstice
#

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

obtuse ocean
agile solstice
#

You can have the windows side by side and it shows exactly what the parameters and transitions are doing

agile solstice
# obtuse ocean 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

obtuse ocean
agile solstice
agile solstice
#

The one currently selected, Any State > Jumping

obtuse ocean
#

I love you

#

ā¤ļø

#

Thank you for helping me!!!!!!

#

Have a great life !!!

finite onyx
frail seal
#

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.

timid crypt
#

where on this would about 0.25 seconds be?

agile solstice
#

The format is seconds:samples

#

Sample rate defines how many samples are in a second

robust perch
#

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

agile solstice
robust perch
#

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

modest magnet
#

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

agile solstice
ripe shadow
#

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)

unique forge
frail seal
#

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)

cold prairie
#

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).

gusty garnet
worthy crescent
#

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?

sterile vine
#

perhaps show your transitions and states?

worthy crescent
sterile vine
#

and is Speed being set to a value greater than 0.1?

worthy crescent
#

Yes

sterile vine
#

can you show it

worthy crescent
#

That just makes the guy play the walking animation all the time.

sterile vine
#

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)

worthy crescent
#

No, the problem is that nothing works, so i really wanna just focus on the character playing the walking animation at least.

sterile vine
#

i didn't tell you to change anything, just to confirm that the Speed was getting updated

worthy crescent
#

Also, this is the transition

sterile vine
#

also this appears to not be at runtime

#

you need to check that Speed is getting updated properly at runtime

worthy crescent
#

runtime? I'm kinda new, what's that?

sterile vine
#

in play mode, while you're simulating your game being played

worthy crescent
#

Ah, got it.
I'll go check.

sterile vine
#

(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)

worthy crescent
#

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.

sterile vine
#

ok, and while in play mode, do you see the Speed changing when you walk

worthy crescent
#

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.

sterile vine
#

i mean the Speed parameter you're actually using in the animator

worthy crescent
#

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.

sterile vine
#

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?

worthy crescent
#

For a second i thought i didn't, but i actually do.

sterile vine
#

configure your !ide

dusk valeBOT
worthy crescent
#

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.

sterile vine
#

(you may also have other issues, if you have a rigidbody that isn't getting its velocity set)

worthy crescent
#

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.

sterile vine
#

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

worthy crescent
#

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.

sterile vine
junior wave
#

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

sterile vine
#

whoops

junior wave
#

alright

sterile vine
#

sent out of order lol

junior wave
#

!learn

dusk valeBOT
#

:teacher: Unity Learn ↗

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

next wren
#

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

sterile vine
#

perhaps set an exit time on the turning?

#

so it plays out fully before transitioning

next wren
#

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.

sterile vine
#

actually not sure what happens if the transition has conditions, not sure how that interacts (as "or" or "and")

next wren
#

when i set the exit time to 1 on the transition out of the turn it still is interupted by the locomotion

sterile vine
#

what if you mute the transition?

#

because maybe it's just taking the transition from any state

next wren
#

muting the transition from anystate to locomotion has the turning animation play as intended if thats what you mean

sterile vine
#

alright so i suppose it is that transition then.

#

can you show the transition as it was after you applied the exit time thing?

next wren
#

which transition are you looking for?

#

the locomotion one?

sterile vine
#

the one from turning to locomotion

next wren
sterile vine
#

so this doesn't play out fully as it should?

next wren
#

It doesnt play out fully when the locomotion transition is unmuted yes

#

when i muted the locomotion transition it played out correctly

sterile vine
#

what if you set the transition duration to 0

next wren
#

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

sterile vine
#

i feel like this can be done with the animator... but yeah that'd probably work as well

next wren
#

I'd ideally like to do it in the animator

sterile vine
#

im lost as to what it could be at this point

next wren
#

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!

twin musk
#

i have a script attached to a parent object, can i make the child object play an animation trough that script and how?

sterile vine
#

you mean like, triggering an animation or transition in the child's animator/animation?

twin musk
#

yeah

sterile vine
#

you would just do whatever you need to do on the animator you're targetting

twin musk
#

thanks man

fervent current
#

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

twin musk
#

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)

junior wave
#

Would anyone be able to help with this here, I got it in Configuration of rigging a humanoid.

junior wave
#

HH

junior wave
#

same with the head

#

oh well

#

Wait it has to do with the fact I resized it, ok

agile badge
#

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.

barren mortar
#

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 thinkies

barren mortar
#

Gotta correct myself, I just saw that Unity does have animation curves.

agile solstice
#

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

agile badge
#

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.

agile solstice
#

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

agile badge
agile badge
agile solstice
#

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

agile badge
#

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,

agile solstice
# agile badge I want my animation system to support: - Hands moving and interacting with items...

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

agile badge
#

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.

agile solstice
#

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

young stag
#

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.

sly hazel
#

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?

sly hazel
ripe trench
#

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 🫔 )

#

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

sly hazel
#

you can also select keyframes and right click to change the interpolation

agile solstice
#

Transitions aren't capable of overlaying clips like that

misty glacier
#

Hey guys, How do I animate a glare in the animator?

weary oyster
#

glare? like a light behind it?
probably either a shader or just scaling and swapping between the 2 sprites you already have

misty glacier
weary oyster
#

if you plan for it to be used on other objects then yeah. otherwise yeah the animator is probably fine

misty glacier
#

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.

weary oyster
weary oyster
weary oyster
misty glacier
#

Are there really no other options?

weary oyster
#

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

misty glacier
#

No, I'm talking specifically about animation.

weary oyster
#

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

misty glacier
snow prism
#

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 ?

agile solstice
sullen wyvern
#

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

agile solstice
sullen wyvern
#

Otherwise Im open to other solutions

agile solstice
sullen wyvern
agile solstice
sullen wyvern
#

So combining animations for the hands, blending them with animations like walk, and adding Ik for like tips of fingers placement?

agile solstice
agile solstice
#

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

sullen wyvern
#

Ima look into layering base animations with hand animations and see what I can do

agile solstice
#

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

sullen wyvern
#

True, thanks for the ideas!

sullen wyvern
novel trellis
#

Hello, I would like to animate but i am kinda stuck at this screen. I couldn't find any relevant info after searching google.

regal dawn
#

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

sullen wyvern
#

When I added an avatar my prefab character got forced into this position, how do I fix it

agile solstice
sullen wyvern
#

Yeah, but its like all messed up. I dont know why and how I could change it

agile solstice
agile solstice
#

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

sullen wyvern
agile solstice
sullen wyvern
#

the legs are inside the body

agile solstice
#

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

sullen wyvern
#

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

agile solstice
sullen wyvern
agile solstice
# sullen wyvern 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

supple void
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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.

agile solstice
# supple void Hello everyone, I have questions regarding Unity and characters with rigs. Is th...

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

supple void
agile solstice
sullen wyvern
supple void
split jasper
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Hello, is there a humanoid animation package on the Unity asset store that can push an object like this

gusty garnet
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i couldn“t find any animations related to hand truck tho

ripe shadow
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Is there a way in unity to add leg inverse kinematics (feet stick to ground) without overwriting existing animation?

agile solstice
# ripe shadow Is there a way in unity to add leg inverse kinematics (feet stick to ground) wit...

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

ripe shadow
agile solstice
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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

ripe shadow
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it interferes with it and breaks it completely

agile solstice
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"Character" Rigging or Animation Rigging?

agile solstice
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But it picked #3

ripe shadow
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ill check it all in a sec thx

agile solstice
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The rest of the thread is mostly notes from users implementing #4's method which may be helpful

sullen wyvern
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Alright Im back here again, is there any way to not get this goofy pose when animation isnt running.

hybrid tinsel
hybrid tinsel
acoustic quiver
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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

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this is what happens when i turn on root motion, and i had to change where animator is

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animator was on lowpolyman, i put it in player

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if its on lowpolyman and i turn on root motion, this happens

acoustic quiver
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solved

night obsidian
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there must be SOME way to fix it or to get around it and i dont know what it is.

nova gyro
# night obsidian how do i fix weird animation blending? i assume the problem is a graph issue but...

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

agile solstice
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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)

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If so, there isn't a "viable" blend between the two, and they'd be alternative ways to move to the same left direction

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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

unique pewter
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Hey everyone, I’ve been working lately on some personal character animation in Unity. I’m still pretty new to Unity character animation (most of my past work has been on environment animation), so I’d love your critique. Please let me know what’s working and what I could improve—especially in terms of timing, performance, or technical setup. I’m also a bit stuck on what to try next with this character, so any suggestions for new animations or directions would be super helpful.

hybrid tinsel
sterile vine
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yeah a bit of heft/time to decelerate would probably help sell the weight

thorny hamlet
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Hi, is there a way to make Triggers get automatically consumed if unused at the end of the frame?

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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

sterile vine
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could probably reset them all at the start of the frame

agile solstice
thorny hamlet
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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

agile solstice
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Triggers alone are more situational and still useful, but not the best at being "triggers"

unique pewter
thorny hamlet
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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

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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

agile solstice
misty anvil
brisk barn
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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.

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nvm, i forgot to select the right importer

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šŸ˜„

silk jasper
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ignore the fact I haven't fixed the materials

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this is the first time I've encountered this problem idk what I even did to cause it

silk jasper
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pls ping if someone has a solution

silk jasper
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wait nvm I fixed the double person issue

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now this is where I am at

silk jasper
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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?

silk jasper
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these are the bells in Blender for example

agile solstice
# misty anvil https://youtu.be/6ykH4YpEhvg

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

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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

misty anvil
surreal crest
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Are these screen shots of the new animation system?

barren mortar
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Oh wow, very Unreal Engine

surreal crest
barren mortar
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Ah

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Tuanjie is a fork of Unity. Features aren't brought back to the upstream

stray scroll
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Hey guys! I’m 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 doesn’t match up with what’s shown in the animator tools.

I’ve determined it’s 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,

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my current theory is that an old aniamtion i applied to it is still somehow affecting the object?

crimson kayak
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hey guys
How to extract animation from an asset file

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It's an animation for a Chinese game that uses the Unity engine.

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But I don't know how you're going to get it out.

sullen wyvern
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Import it maybe?

crimson kayak
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using what?

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Asset Studio ?

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It didn't work

sullen wyvern
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Are you going to use it in untiy or another application

crimson kayak
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Blender or Unty no difference

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Any one of them that works will be good just the animation extraction I want a way to extract it

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I tried to modify a character inside the game using Blender but the body does not return to its correct place

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So I wanted to know if it was about animation or bones

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I used blender to modify the body

sullen wyvern
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"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

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Check if that's it

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From what I read, you just place it in the asset folder and then it should recognize it as an animation

crimson kayak
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It didn't work

lunar ridge
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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?

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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

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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

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idk though

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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

sterile vine
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"aren't working" isn't much info to go off of
what's the actual issue?

lunar ridge
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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

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I've had success with Enter -> Idle, but I've tried things like AnyState transition into Dash but it wont work when i move

sterile vine
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ok so are you actually using parameters or Play

lunar ridge
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I tried both, and I'd like to stick w Play w/ no transitions bc it seems simpler

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I only have about 4-6 anims for this project so it's not a lot of transitions

sterile vine
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(imo parameters are easier to work with, just has a bit of a learning curve, but aight)

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so with that, have you tried debugging where you're calling Play, to make sure it's being reached?

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perhaps also check that it's not being overwritten by another call

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also check for errors

lunar ridge
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I'm open to trying either tbh but i'd like to first verify that there's nothing wrong w my hierarchy setup

sterile vine
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well have you tried checking the animation window

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see what it's trying to animate

lunar ridge
sterile vine
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that's the animator window

lunar ridge
sterile vine
lunar ridge
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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?

sterile vine
# lunar ridge

wait so you have 2 animators, set to the same animator controller?
i don't think that really makes sense

lunar ridge
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nah i just reverted because i was making some changes that were just making it worse

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this is the parent gameobject

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this is the child gameobject (model w animator component). im not sure if having the animator on a separate object is okay

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when i try deleting the 2nd animator component (unused) from the parent gameobject, im getting this error

sterile vine
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!code

dusk valeBOT
vagrant turtle
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šŸ‘‹ I need help i can't change for "Set a layer default"

sterile vine
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if you add other states, they'll be white