#🏃┃animation
1 messages · Page 42 of 1
Have you added an animator?
is resolved
@sullen wyvern Are you available to help me with the walk that doesn't work?
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What walk do you mean?
Basically when I move forward, the sprint activates on its own without me pressing sprint and I don't want that.
I would guess that you havent looped the idle animation and not set up conditions on the arrows
Have you looped the idle animation?
uh what do you mean?
check the parameters at runtime to make sure they're what you expect
On your human rig file, go in animations, press the animation and then there's a loop chekc box
it doesn't have exit time 🤔 it'd just freeze at the last frame instead of transitioning
Take a video and have both scene view and animator windows visible with parameter and the states
You didnt do anything in the video?
Start the game, and have scene view and animator window both visible
Wait, I film with my mobile, because the PC is not made for recording.
please don't.
I have no choice!
select the object that you have this animator on, and preview it at runtime to make sure the parameters are as you expect
windows literally comes with recording software builtin, doesn't it
recordings or images of a screen are horrible ways to give information
So what do I record with?
obs is probably fine, it just seems like you didn't actually do anything in the recording
there is also the windows game bar thing iirc
I think you didn't understand the PC I have
i see it is windows and that is sufficient to use windows software
If you can run unity you are most defo able to record
in any case, you don't have to record this. just do this and see for yourself
I don't understand, I'm talking about the problem of walking and sprinting
i know
you have a transition from walking to sprinting, right?
and that transition has conditions using parameters
you can see the state of parameters at runtime by looking at the animator window with the gameobject selected
so, select the object in question, the one that has the Animator component
pull the animator window somewhere else so it isn't on top of the game window
try entering play mode, and see if the parameters and transitions are as you expect
if you see the Sprint parameter become true when it shouldn't, that means the issue is in code, when you set the parameters
if you don't, and the parameters are all as expected, then the issue is in the animator
So I launch the game?
with the object selected, yes
im not dealing with that bs tbh
it's so insanely hard to see anything
it's your job as the asker to provide adequate information. that is not adequate
I can't record with a shitty pc, I have the video you pause when you want that's all
it's literally impossible to make out anything with the moire and the glare
strangely when I look I can read etc.
good for you
Well, here it is with breaks
i didn't even ask to see anything 💀 i just told you to check for yourself
and if you wanted to show me you couldve just use screenshots if you're so insistent on not taking proper screen recordings
screenshot it's the same it's buggy
im trying to take my blender rigify control rig and convert it to a game rig for unity. works really well for generic so far but i want to use the humanoid rig for masking. when i change my character to humanoid it loses some important animation and rotation data and i think its just because my regular rig may have some extra bones. can anyone offer some help with converting control rigs to game rigs or offer another solution?
so, i've made progress in getting transitions to finally work, however im having a hard time applying the root motion to the character. I have Apply Root Motion turned on but as you can see, it keeps looping back to the starting position.
Any1 know what's wrong
here's an update, everything on the movement is basically transitioning correctly but im just missing the root motion stuff
Can someone point me in the direction of rigging?
It will largely depend on what animation tools you're using, though it's very easy to search "rigging in [program name] tutorial" on YouTube. Doodley has a nice overview video on how 3D model rigging works, might be a good place to start if you know nothing about rigging
Mixamo (online website) also has a fairly decent auto-rigger for humanoid models if all you need is something quick
Root motion has more steps than just setting the animator to use it
Afaik the clips also need to be set to use it and define the root bone
Also possible that that root motion can conflict with your characte movement script
I have a question regarding the use of Animation rigging in unity, I have created a RigLayer for my player character, and two bone IK constraint for grabbing a pistol. Now I want the same for a Rifle.
Is there an efficient way or a standard method to do so? Is there any tutorial on how to do this? I dont wanna make everything from scratch if theres already a standard solution
Just do the same thing again. Create a new rig layer for the rifle holding and configure the IK constraints however you want.
Switching between the two layers is as easy as setting the weights to 1/0 depending on whether you want the layer to be active/inactive, or lerp them (depends on how you plan to handle animations)
The IK is for the limbs, not the item itself, so you can move the ik targets to grab any type of item
what does this error mean?
not an error, a warning message. try a unity restart or reset the animator
Hi, I am struggeling pretty much on designing my animator for a 3rd person stealth action game. Are there good resources out there for setting up a 3rd person animator with aim offset ect? The core issue I have is knowing what to put where.. I have 4 layers to start with. Upper , lower , Additive upper and Full Body override.
The issue I have is, assume the aim offsets are on upper Body override. Adding any other animations need to go from the any state node . There is to my knowledge no way to run 2 animations on a single layer at the same time .. Example , aim offsets + shooting recoil . .
overall I just need guidance on setting up a large animator for 3rd person shooting
For reference I do have some XP in the animator
im having problem animating every time i try to record animation it goes back to the same position i dont know why
i tried animating the prefab and i tried to animating the mash it self i get the same result
::no error console
i do get warning about
Keyframing rotation on humanoid rig is not supported!
UnityEngine.Debug:LogWarning (object,UnityEngine.Object)
UnityEditorInternal.AnimationRecording:ProcessAnimatorModifications (UnityEditorInternal.IAnimationRecordingState,System.Collections.Generic.Dictionary2<object, UnityEditorInternal.AnimationRecording/Vector3Modification>&,System.Collections.Generic.Dictionary2<object, UnityEditorInternal.AnimationRecording/RotationModification>&,System.Collections.Generic.Dictionary`2<object, UnityEditorInternal.AnimationRecording/Vector3Modification>&)
UnityEditorInternal.AnimationRecording:Process (UnityEditorInternal.IAnimationRecordingState,UnityEditor.UndoPropertyModification[])
UnityEditorInternal.AnimationWindowControl:ProcessAutoKey (UnityEditor.UndoPropertyModification[])
UnityEditorInternal.AnimationWindowControl:PostprocessAnimationRecordingModifications (UnityEditor.UndoPropertyModification[])
UnityEditor.Undo:InvokePostprocessModifications (UnityEditor.UndoPropertyModification[])
Keyframing rotation on humanoid rig is not supported
https://discussions.unity.com/t/is-it-possible-to-create-humanoid-animations-in-editor/612887
https://youtu.be/bZW2IEmwOEg
yea i think i found it out ive change the model to generic now its working tnx anyway 😘 😘
Can anyone please point me in a direction for decent resources on setting up Aim offsets in unity? I Can't find anything on it. And I do not want to use animation rigger package .
im not entirely sure if thats the right channel for my problem, but i tried making softbody in unity using the skinning editor and adding gravity and colliders to the bones, but it looks really goofy and i dont know why
how do i make the prefab long sword be equiped to the guard npc?
Hello, i am currently making a narrative game in 2D and the issue is
I don't know what is the best way to make the character frame animation during the dialogue
better using unity animator ?
or creating a function to make the animation ?
Also I don't know why but the animation is weird , maybe a problem of logic
(don't mind the sprite, I get it from arknights as template for test)
public void PlayClip(AnimationClip clip)
{
AnimationPlayableUtilities.PlayClip(_animator, clip, out playableGraph);
CustomLogger.LogInfo($"Play clip : {clip.name}");
playableGraph.Play();
}
it is the function I call to play a clip on the object
If you need just a slide in and out I would script that, otherwise you would be passing animation to many objects or prefabing them with it, depends how comfortable you are with scripting or animation. You would need some easing in animation as well. For scripting there are easing libraries.
Seeming stuttering issue not sure if it's recoding or just animation has too few frames, others could answer that.
not only slide in and out because I will add more like FadeIn etc and the animation clip is changing only the anchor position of the object, not the sprite 
Hi chat
Im new in unity2d and learning it
i have small problem
Can you help me?
I’m having trouble with my Animator transitions. I have two animations: idle (1 frame) and walk (8 frames) for player. I’m using a float parameter Speed (0 = idle, 1/-1 = walk).
Has Exit Time is off.
Transitions use Greater / Less conditions.
Debug shows Speed is correctly set in code.
But only the idle animation plays, or only the walk animation, depending on the value.
Using a bool instead of float also dont working
The code is like
animator.SetFloat("Speed", Mathf.Abs(moveInput));
the problem must be moveInput , also don't use Abs if you want -1 as abs = absolue value meaning it can only be positif
the other problem is how you get the moveInput value
is it in your character controller ? or a separed script as animator handler
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float moveSpeed = 5f;
private Rigidbody2D rb;
private Animator animator;
private Vector3 originalScale;
private float moveInput;
void Start()
{
rb = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
originalScale = transform.localScale;
}
void Update()
{
moveInput = Input.GetAxisRaw("Horizontal");
animator.SetFloat("Speed", Mathf.Abs(moveInput));
if (moveInput > 0) transform.localScale = new Vector3(Mathf.Abs(originalScale.x), originalScale.y, originalScale.z);
else if (moveInput < 0) transform.localScale = new Vector3(-Mathf.Abs(originalScale.x), originalScale.y, originalScale.z);
}
void FixedUpdate()
{
rb.velocity = new Vector2(moveInput * moveSpeed, rb.velocity.y);
}
}
This code i had
In animation controller i create to things
Idle and run
And give them a parameter speed
why are you touching the scale of the object beside ?
try replace
animator.SetFloat("Speed", Mathf.Abs(moveInput));
by
animator.SetFloat("Speed", moveInput);
Okay will try
and show me your animator graph
The sprite was small
At the moment i cant in 10 hours i can
Also
maybe the transition you did got a problem
Idle → run
Speed greater 0.01
Run → idle
Speed less 0.01
and the issue is when you start the game, it play one animation and is locked on it ?
then don't do what I said above, the abs is correct
If speed = 0 idle
If = 1 run
Why I dont know
have you try watching the animator call ? in the animator (inspector)
Yeah only one of them is calling hpw i remember
hmm yeah i need to see your animator bcs it is 80% sure the problem is from there
Even gpt cant understand what problem is
it happens
And this is my 3 day how i learning unity
And can write script like that was above
Did i fast learn?
!learn
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What is this?
unity official learning website
Interesting
Thanks 🙏
if you need advice or meet other problem, don't mind to go in #💻┃code-beginner everyone will help you
I send you a friend request if wanting 🙂
Thanks noe more time
sorry i don't accept friend request
but you can still send my question in mp
Guys, I'm having trouble making the out animation work correctly in Unity. Can anyone help me?
It's good that we can see the game, animator and inspector all at once, and you clicking through the transition properties too
However it's important that you select the gameobject with the animator during play mode so the animator window will actually show what the controller is doing
and do not keep transition settings minimized
I'll change the settings a bit here
for some reason this problem just disappeared in the game, now everything is working normally.
I didn't change anything
I dont know if this is the right server to ask for help but
I need help with this aniamtion..
I need the right arm to stay up in a pose but be move able too
Its a animation to try to overwrite the ik tracking from vrc and help a clipping issue with a guitar prop I have, causing the arm and hand to go right through it
Any help???
what the problem is?
you haven't selected the gameobject so it's not actually previewing the animator
How i must to solve this?
Do as Chris suggests so we have a chance to see if there is a problem
The video does not reveal the Animator doing anything it's not instructed to do
And we don't know what you expect it to do because you did not describe it
I just want to do two animation which is idle and run
When i just stay - idle
When move - run
How are you making that happen?
What's connecting the movement and the animation
Okay im just will create another project and will try again
I was do that by gpt
Hey, I'm fairly new here. I've developed some animations featuring a stormtrooper and M16 models and rigs. So far, I've completed the Unity essentials, but can I please get some recommendations on what to read up regarding setting up a FPS control scheme with the intention of showing these animations in engine? Thanks in advance.
O solve this
The oroblem was that animations was in different objects
That sounds like a different problem than the one on the video, but you didn't give any additional requested information or mention that you tried the suggested fix so we cannot do more
Im sorry for that 😞
does anyone know why i cant click play animation??
No gameobject that could play that animation is selected from the scene
hi, quick question: can anyone tell me how im supposed to animate the bow?!? 😄
like this? 🤣
The limbs can have more bones for a curved flex but that's the idea
yea the character is quite small so its not very delailed...
thanks 🙂
what tha hail?!?
Sprite Animation 🥲 , frame by frame
#🏆┃daily-win, btw
I just want too know if it looks ok tho
Create a thread in #1180170818983051344 or thread for feedback in #🏆┃daily-win
Oh ok
Hi, I wanted to ask about Animation Rigging, and I encounter this error about Burst Job abort. console error below. Does anybody know how to solve it?
System.InvalidOperationException: The PropertyStreamHandle cannot be resolved.
This Exception was thrown from a job compiled with Burst, which has limited exception support.
0x00007ffc9c78949e (Unity) burst_abort
I tried it with NavMeshAgent and CharacterController and it's the same error
so i found a driving animation in Mixamo
i import it in unity
and it works fine
but i noticed the hands were in a bit wrong direction so i manually changed the transform position of hands
but whenever i press play they come back to the original place
how can i fix it?
or should i just bring the player forward?
this is when i dont press play
this is when i press play
iirc duplicate the animation clip and use that one (so it’s editable). You should be able to change the positon of the hands and save it. @manic yarrow
I am actually using animation controller
The animation component doesn't work for some reason
animation controllers also use animation clips
Hey! Is there any way to mask out JUST the upper arms or the lower arms ?
I tried the transfrom in the mask but The animator does not seem to honour it at all ? Am I doing this wrong ?
I just want the body and upper arms green and the lower arms and hands red or not enabled ?
i wanted to follow up, is there any tips?
does anybody knew why my Animation Rigging Two-Bone IK only work in animation preview mode?
use mp4 to embed in discord
If I created a walking/running animation for a character then can I use that character's animation in all other characters without any problem related to characters with different heights/size? Or Do I have to create separate animations for all characters?
Animations can be re-used if the bone hierarchies have the exact same names for every bone across animations and rigs
Different proportions would cause problems
Humanoid Avatars and animations have the Retargeting feature which corrects for proportions, but Humanoid animations aren't compatible with Generic rigs and vice versa
I found the animation rigging package to be an absolute trash fire. Ended up writing my own implementation.
Just.. unbelievable amount of bugs
Wait, was this question about the Animation Rigging package or just rigging / character animation in general?
the animation rigging package one, it says that there's a burst of job bug or smtg, I turned it off it worked but the docs says if I turn it the game will become 2x-10x slower
It's been okay for me
I don't use it with Humanoid avatars though
Hey, I'm trying to convert some mixamo animations to humanoid avatars and getting some weird issues, I've tried several different animations (all from mixamo) and always get some weird bone issue. I just converted the ring to humanoid and "create from this model". As you can see in the configuration window for the avatar all the bones are properly assigned, but even tho its all green, its not actually in a propert t-pose, fixing the right foot in taht window seems to make it better but wondering if theres a better way since theres more bones seem to be "missaligned"
As far as I know mixamo is supposed to produce Humanoid animations natively
No need to "convert"
But that's all I know
My goal is to use these animations across different models, based on what I’ve seen the only or best/easiest way to do this is with humanoid avatars?
Yes, as long as all the models are Humanoid rigs
Why doesnt my rig builder (animation rigging package) update? If I disable and enable the component, it updates the rig for that one frame but then stays stuck. The only solution ive found is to do RigBuilder.Build() every frame in LateUpdate() but i think thats really bad for performance if i remember correctly.
It sounds like something might be overriding the Rig in script execution order
Maybe the hierarchy / rig setup isn't exactly correct, or you've got something other than an Animator overriding transforms
I'd redo just the animation rigging part in a new scene or a new project's new scene just in case, if there seems to be nothing that could be a likely culprit
Why my animation is moving player instead of looping on its position?:
Looks like it tied to the horizontal axis
I have 2 animation questions
- does unity default animation speed is 24fps when played in 1 speed in an animation controller or 30fps?
- I have a baked physics I did in blender, all keys are baked on every single frame in blender, but when I open the file in unity, many chunks of the frames don’t show it keyed
But playing the full animation showed no issues, extracting a slice of it showed lots of jitter and visually wrong placements of the objects I baked
Is it a bugged?
unity doesn't really have a default animation speed (for animations overall)
24 fps is the default for animation clips i think?
I had the impression would be 30fps because game engine and old video games are 30 or 60
24 did catch me off guard
i mean, afaik that's just default when creating one
if it's imported from some other file, it should get sample rate from there
Hey, I need some help for making animation. I drew a player punching sprite sheet for 5 different costumes. I wanna add customization to my game so I need to animate 5 different costumes and their 3 parts. But idk how to use animation layers. Also, do I need to add more conditions for each part like (bool)char1headPunch, (bool)char2headPunch.....
I figured it out myself thx
hey can someone help. i used the ik thing but the red box and sphear is missing. please help
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I've got a big spritesheet animation (like 24000x256). Is there anyway to import such a big animation? Unity limits the images to 2048x2048 (besides importing small chunks of it)
Default max resolution is 2k, doesn't mean that's the largest you can import
Largest Unity supports iirc is 16k
i mean it says that, but when I edit the spritesheet, it goes down to 2k
Did you change the max resolution from 2k?
Triggers stay on until consumed by a transition
It can occur unexpectedly if you are setting the trigger on consequential updates, potentially also when the transition is interrupted or when setting it multiple times a frame
Especially with Any State because those transitions do not wait, and you may be tempted to set the trigger repeatedly if it needs to compete with other high priority transitions
They can be useful due to their fire and forget nature, but unpredictable when the situation calls for more control
I’m making a first-person horror game in Unity and need help with realistic door/drawer interaction using full arms + Animation Rigging. I want hands to perfectly align on the handle and actually pull the drawer/door (not just play an animation).
How do I set up IK targets + physics-based movement so it feels natural and is future-proof for pickup/drop + finger IK? Any tips, code, or tutorials would be awesome! 🙏
You'd start by defining how exactly it should work
For example if you can align the character or camera with the interactable object for the animation, you don't need any kind of dynamic animation
If you want full physics based interaction like Amnesia, you'll need to have full IK control over the arm
Or you could have something in between
Like a hand/arm interaction animation relative to the object, but attach the shoulder back to your character instead
I want the hands to stay aligned with the door/drawer handle dynamically while it’s opening or closing, then return to idle when done. Basically, IK following the handle instead of a fixed animation.
Fixed animation can follow the handle if it's relative to the object, which would allow for more complex animated motion but less dynamic flexibility
This doesn't accurately define how the interaction needs to happen, importantly
Interaction flow is: Player presses interact → hands move to handle using IK → drawer opens while hands stay aligned to handle → when finished, hands return to idle. Drawer movement will be scripted (not physics), but hands must stay on handle throughout.
Based on this description it could be done without IK with an arm animation that's rotated dynamically to align both with the handle and the shoulder
Not that it's necessarily a better alternative but there's no requirement for any specific way of doing it
Or if there is, it's not apparent from the description
Got it! I prefer using IK for future flexibility (different drawer/door sizes, more immersive interactions). I just wanted to confirm if my approach makes sense: IK target on handle, hands blend to it during interaction, then return to idle. Does that sound solid?
I don't see any problem with that
Awesome, thanks for confirming bro! Really appreciate the help 🙌
how do i reset my fade wipe animation's position
right now it goes mid to left
then when i try to wipe in, it goes from all the way left to right then to mid
i need it to teleport to the right then go to mid
Can someone please guide me and help me achieve smooth upper and lower body movement..
Concepts:
- Fully understeand what layers are for and how to use them
- Masking , I understeand and know how to use them
Issue:
When I move about everything is fine, The moment I give the upper body a weight of 1 and I move about the character looks like hes stiff from the pelvis up and moving the directional keys actually twists the body of the player.
I am trying to reach 50% of the fluidity of games like Metal gear solid V or Resident evil or Uncharted/The Last of us.
I have all the start stom anims. I have built and rebuilt my Animator 3 times with different configs and additive layers.. I just think I am missing something and I would like to talk to someone about it in a thread that has solved this issue
hi, i found this paid asset in asset store... Can anyone please tell me how can make whip animations like this for unity? I use blender, but can't figure out the way to make whip animations like this...any opinion?
Hi. Sorry if wrong channel, it's my 1st time posting here. Does anyone know how to simplify transitions to idle/run, so that any states to it are only one arrow (as if it's only one state)?
The settings from any state to idle/run are the same, with no exit time and 0.1 second transition time
You 100% should be using sub state machines.. Your way of building your animator is not sustainable
#🏃┃animation message bump
Hi. Sorry if wrong channel, it's my 1st
Can we determine the amount of distance our walking or running animation covers on each loop while root motion is enabled?
I'm trying to learn basic animation right now but only one of my animation plays, even if other ones are set as the default one. The animator displays the other animation as being played (progress bar and everything) but whats actually showing is just the idle animation. Someone a bit more knowledgeable please help
would anyone be down to help me with my attack animation? its just 2 frames but im not sure how to set it up in unity
Does anyone have tips for animations because I don't know how to do them
How do you do it to wear is simple not just coding
#🏃┃animation message bump
Is there a way to start and stop the emission of a particle system(s) via timeline?
Hi everyone, I have a problem, I'm using the Animation Rig package to make a procedural walk, the problem is that if the target of a member goes outside the range of the bones, the bones go anywhere. Thanks in advance for any help.
The IK constraint is only concerned about moving the bones
Your procedural walk script needs to have the logic to deal with setting the target's real position to not stretch beyond some acceptable limit, and to relocate the desired position when it's unreachable as procedural walk usually does
Usually an activation track would be enough, as timelines tend to have a fixed duration so your PS can have too
Alternatively a signal emitter should let you call any method including Start and Stop
Additionally a PS can be precisely controlled and scrubbed with a control track
It's not clear what components you are animating or using what animation methods
Probably using damped tracking chains, similar to techniques for animating tails or tentacles, with an additional driver for length/stiffness
A pretty huge topic and mostly beyond my expertise
Games like those have unfathomably complex animators and a huge number of source animations
Aside from going to an institution where the devs who personally made those systems might be lecturers in, your best resource might be the GDC animation talks from the same people
Hello guys MY rig randomly started having corrupted fingers
in unity it looks off, as if the roll of the finger bones are incorrect, but in blender it seems just fine
how could I debug this or fix this or anything
I have another .blend of the same rig, and it looks exactly the same, but it's not broken when I export that one
"Corrupted"?
If you're using Rigify, you're bound to have random deformation issues
Like the roll of the fingers are all over the place
That doesn't help me understand it better
Or shed any light about how you are making the rig and how you are exporting it
Or when exactly the issue appears in the process
I have the rig in blender, I export it in an fbx, but when I do the roll of the finger joints are incorrect, so when the fingers should close they look like they are breaking off
And not just the fingers, the entire hand has weird rotation errors
I have no import errors in the rig or animations
Is it Rigify? Do you do the roll in Unity? Is it Humanoid in Unity?
It's humanoid in unity
And was it made with Rigify in blender?
No, if was made by a MakeHumanCommunity, but this is the only file where it doesn't work
Something must've happened to the
.blend
Because it worked untill a few days ago
Yet I changed nothing in the rig, or the .fbx export settings
That seems to be the only clue
Try to pinpoint what's changed, compare to other files that do work, and try earlier versions of it
everything here has iswalking and isjumping set
dunno why the animation freezes after jumping.
check your animator while in playmode to make sure it's transitioning correctly
please use screen recorders instead of videos of your screen
when i jump, it goes through idle
HHAHAHA IM SORRY
im rushinf
use mp4 so it embeds in discord
This video doesn't show the same issue as the first one, and you seemed to change the animator between the two
I'm not sure it shows any animation issue at all
The video filter is pretty difficult to ignore
If you're recording, any kind of film grain or noise will destroy your bitrate while increasing file size
could I possibly use Unity's IK with a rig like this or does it need to be done a specific way
trying to make good looking foot steps
Do u guys use blend tree for crouching transition? Or should I just put a transition animation between?
Okay so I may have solved it by going into blender, and selecting the all of the hands bones and while in the normal animation view doing Pose > Clear Transform > All
For some reason it corrected the roll of the finger joints while preserving the finger animations per action
this feels like a bug, but whatever
Okay so more specifically if I remove ALL of the animation data from the first animation that appears in the list of animations when you are importing the .fbx
it gets fixed
Okay The problem is that in unity you cannot choose what counts as the default pose, if you could I could've avoided this whole thing
aftera lot of back and forth I managed to add a "default animation" to the list of clips, which in turn corrected the hand rotation
This is what I did mostly . Here is my sub state machine for transitions
You can set the reference pose
where?
Only in code but I wronte a little editor script that allows you to add an entire script as a reference pose .
https://docs.unity3d.com/6000.2/Documentation/ScriptReference/AnimationUtility.SetAdditiveReferencePose.html
So the fbx imprter only allows you to set the frame at whitch the base pose is, usually frame zero, however with this api you can set an entire .anim file as the base pose
I wrote a very handy Editor tool to not need to go via code for this each time I want to set a reference pose
thanks, I'll try to see if I can use it if this ever happens again
Drag your reference pose clip and all your target clips and hit apply.. You will need to duplicate your .anims out of your fbx though. No way around that
You can set the additive reference pose from the inspector as well
But that only helps with additive animations as far as I know
Honly if the base pose is in the animation you are setting to additive and that base bose is shared with the target animations
Else you can't use a full .anim as a reference pose without using the SetAdditiveRef api
Being able to specify a different clip is useful
What do you mean by "full" anim, doesn't it have to be just one frame in any case
So if you have for instance an idle aim and aim offset animations .
The base pose or the idle animations should be on frame zero of the additive aim animations for you to use the 'set additive by index zero' option that comes by default with unity.
It does not allow you to specify a different clip as the base pose . So when authoring animations you need to have the base pose somewhere in your animations as a single 1 frame reference.
I'm in Unity 2022.2.21f1, and did I missed this somehow, or transitions from AnyState can get broken when substates are involved?
In my animator there's a substate in which I offloaded animations related to walking and idling, and in the main animator I have several transitions from AnyState to animations like "flinch", "die", etc. The issue is that not all of them trigger for some reason.
For example, I have transition from AS to "jump", with conditions of "Dead = false, jumped(trigger)", and transition to flinch, that has similar condition only with a different condition trigger. Jump gets triggered, while flinch doesn't. Simultaneously if I trigger "flinch" when the character is in midair and therefore not in the substate for walking and idling - it transitions as it should.
The weirdest part is that this animator setup have worked before, without any issues. I seem to be missed the moment when it stopped working, but I did not touch it since I set it up.
anyone have any idea why this is happening? I made these animations in blender and I need to remove certain animation tracks due to how players are handled, and for some reason the keyframes are tweaking
Not a direct fix to your current issue but you will have a much easier time debugging if your graph is more organized .
The issue with the current t setup could be as small as a double transition criteria being met and you cant tell due to the spider web
.just my 2c.
Parameters seem to have a lot of redundancy too which makes it hard to analyze and hard for you to use
Death and Dead being separate for example
And Hanging, Jump and HangingJump being separate as another
You probably should upgrade to newest 2022.3.
2022.2. is its tech stream version and years out of date so bugs are definitely possible
Always do upgrades bigger than patch versions while using backups
I don't understand. Why is everything one-way connected to Entry?
Working on a character controller and hitting an animation transition issue that's driving me crazy 😅
Current Setup:
- Animation 1: BlendTree with all running/movement animations
- Animation 2: Standalone crouch animation for pickups
The Problem:
Right now when transitioning from running → crouch, the character completely stops, crouches, then goes to Idle. Feels super janky and breaks gameplay flow.
What I'm After:
I want smooth running → crouch transitions that maintain momentum, so the player can:
- Be running at full speed
- Smoothly transition into crouch while keeping forward momentum
- Come out of crouch and continue moving naturally (just burn out the rest of the speed he had from the running)
Basically want it to feel like a dynamic mid-run crouch for pickups, not the typical stop→crouch→start pattern.
Anyone tackled something similar? Would love to hear your approaches! 🙏
(re-posting it here from #💻┃unity-talk )
In the case of a sub state machine transitions from Entry are from a specific state outside the sub state machine, or transitions that are evaluated if a state transitions into the sub state machine without specifying an individual state
Outside of sub state machines transitioning to Exit would warp back to Entry to evaluate transitions there
It's one alternative to "spiderweb" connections
Because my transitions are neatly put into a substate.
They trigger once and go to exit and into the correct locomotion substste.
Animator needs to be neat in order to debug correctly
My guess is that you do not have a transtions animations 1. and 2 your states are not set up correctly post your animator here
Hello, my fade out animation is all wonky. The fade is just a big black square sprite and it goes from middle of the screen and exits left, then when you go to the next scene, it should go from the right to middle of screen. Right now tho, after going mid to left, the black sprite sprints across the screen to get into position for the right to mid. I need it to teleport from the left to the right, instead
Illustrate your question. Show what you are actually using.
Curious to know if anyone has any idea how to fix the weirdness that unity is doing to the animation. Since there was empty space in my sprites, it trimmed all empty space and now the sprites are different sizes when running through the idle frames, and as such having a really janky animation.
For context, this is what it's supposed to look like, and does look like, in Aesprite.
Hi! Can i use generic armature with "thirdperson starter asset"?
yeah, i can
use grid slicing instead of smart slicing
I think Aseprite Importer has the option to import animations with correct slicing directly
Don't have to go through exporting a sprite sheet and defining the correct slicing manually each time
yeah that's the better option, i didn't notice you said aseprite lol mb
I also notice that there seem to be no Default State. How do u do that?
it's in a submachine
I know, but mine has one
and does base layer have entry -> crouching?
you need a default state somewhere
if it points to a submachine, the default state is inside the submachine
ah, hmm. i must be misremembering. mine have that too
maybe the default state is offscreen 🤷
Is there a way for blend trees to only play a single animation at a time? I have a four directional (up/down/left/Right) blend tree and currently if I move Up+Right the states blend together some. The issue being that my up animation has a different sprite sort order than my right animation which is causing parts of my character to be drawn in an incorrect order.
Or do I need to remove my animations from the blend tree altogether?
Incorrect vs Correct
I did drag and drop the aesprite file into unity, and this was the result I had ended up with. Where should I look to fix this exactly?
how do i stop the black square from dashing across the screen to get into position for the next animation?
for the scene transition
if i my current state is 1 and in code i set a parameter say 4 that would play the 4th state would it play 1234 or just go 1 to 4
depends on the transitions
there's no transition from 1 to 4 so that's impossible
if you have each transition like, value = 2, value = 3, etc then it wouldn't do anything since it wouldn't take the transition
What are you using to animate it? Animator or code?
And what is the intended outcome
Animator. I need it to be clean
Not spazzing
Right now the square can be seen moving to get into position for the next animation
Right to middle
In that case you can change keyframe interpolation type to "constant" by right clicking the keyframes in animation window
Cool cool
This may sound strange:
Is it possible to synchronize states between two layers in one Animator Controller?
For example, I want the “Forward” state in the Forward layer to wait until the “Riding_Box” state in the Base layer has finished playing before it changes.
Is this posible to do with no code?
I'm trying to use this animation from an FBX that I imported from blender but the animation tab says this, and nothing happens when I click play animation. What could be the problem?
It works in the preview just fine, but not in the actual game
A layer can be set to Sync with another layer
But not sure what one state waiting for another has to do with that
no waiting (
Animator controller component is on the wrong gameobject
But it's on the object that the baked animation is on, and the object thats supposed to be animated
I want to dynamically play clips but have the same like logic state and animation events so that the player has the same state but a different animation clip playing is this possible possibily with blend trees?
It should be specifically on the gameobject that has the sm_toilet_m_objects_0.001 as its child, not on any other
And the gameobject name must match
hey i need help and it is complicated
So i have an NPC self made in blender with an rig and i have animations fo it and it work bc i have it on my player and i want that this NPC walks with nav mesh and it does already but the animation parameter thing dosent work can someyone help me? PLEAS 
Can I fix this front flip animation in Unity or I have to try doing this in blender?:
But this animation seems fine in animation preview in inspector:
Now I have fixed this
I really need help
@everyone
Don't ping user groups, or anyone for that matter. Thanks.
I think maybe because your threshold values for 1 of the anim params was 0 for both animations that confused the blending.
At 0:10 in your vid you could try change PosY to something other than 0 for 1 of your animations
Or at 0:50 you could try changing one of the PosX values to something other than 0
The graph is trying to give you a hint by saying "Simple directional blend should have motions with directions less than 180 degrees apart"
I pinged a random person
@everyone
That does T exist
@everyone
stop spamming
Did u actually get pinged?
doesn't matter, stop spamming
@main onyx i fixed but my code is wrong
!mute 1396218639140651108 Continuing to ping people will remove you from the server.
@jellybotvr0906 muted
Reason: Continuing to ping people will remove you from the server.
Duration: Permanent
Hey guys, for some reason I cannot drag and drop into an animation clip a 2 frame animation, I tried to follow old tutorials but welp, is not working, can somebody help me? thanks!
Would have to see some screenshots or a vid to better understand what you're trying to do
Give me a moment, I was in the gym
Hi guys i really need help so an wierd problem even chatgpt cant help me so i have an agent mesh nav thing and it has animations and the starting (idle) animation works but the speed dosent fit so it just stands on 0 all the time
No worries, hope it was a good sesh 💪
2D animation is not my area but it seems you need to have a game object in the scene hierarchy with a sprite renderer and animator component before you can actually keyframe or make changes in that animation window.
The animator will also need an animator controller and your animator controller will have to have a state with the animation assigned to it. Then when you select your game object you can add a property in the animation window namely sprite renderer -> sprite and then you can drag/drop your sprites into the timeline and play around with other keyframing and animation stuff
will try out later, thanks for helping
Your animator component does not have an avatar assigned, I would check this first
okay what should i add there because i have never done that
Is your model something you are importing from another 3d software?
When you click on it in the project view you should be shown import settings in the inspector, in the Rig tab you can create and avatar from the model and that'll show under the asset in the project view then, you can drag that avatar onto your animator controller
okay so i have made it with blender and these are my only options
I dont made these
These are avatars but can't say what they are linked to.
What do you see in the inspector when you click the blender file
urm okay my English is breaking right now what do you mean with blender file do you mean the one that is in unity (FBX) or the real one in my PC folders ???
the FBX in unity
Yep exactly. When you click Rig tab, there should be option to create and avatar from this model
Yes, choose create from this model like that, and I do not think you are using root motion so you can leave root node as none and the click apply
okay done
now when you expand the .fbx in project view there should be an avatar asset
put that in the avatar part of you animator controller. yes little blue guy
okay
OMG YOU ARE THE BEST OMMMGGGGG THANNNNKLKSKSSSSSS :)))))))))
I really wish you a BEAUTYFULL DAY

I need to eat now 🙂
Beat day xD
lololol you're welcome 🙂
Enjoy your food and a well earned break 😄
Yes but really apprichete you idk how it is spelled but thx for your help my Friend 
No problem, happy I could help!
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
I do all of these and never hear anything from anyone, except questions about why I'm trying to do something to begin with from people who don't understand what I'm asking.
That's just the way these things often go unfortunately, it's kind of rolling the dice as to whether someone will see your post and then whether or not they'll actually have the knowledge to help.
Sometimes they just might not get enough context to help them understand what's going wrong or to help them think if there's a more standard/easier way of doing what's being asked, which is why it's usually best to include as much detail as possible.
This is my first day actually checking here but I do wanna maybe do it a little more regularly and help balance out the number of people asking questions vs trying to answer questions.
Like Chris said, just ask lol someone else might be able to help too
Okay 🙂 i am making an Waypoint tool rn so it is easiar to create and manage them 🙂
any idea why this refuses to switch over to my other animation?
just randomly started happening; no exit time, no anything
transition duration 0
sometimes it never does, sometimes it takes like 10 seconds to switch over
its really doing this with every animation though; playeridle specifically, idk why
That's quite strange behavoiur from what I can see. Does it happen when trying to transition from PlayerIdle 0 to any other state or just when transitioning to PlayerSneakIdle?
delays on everything else as well, playerwalking is minimally effected, but playersneakidle is the most effected with it taking 10 seconds to update; this all worked perfectly and i ran into this issue when implementing the sneaking system today but i have no idea what i did that broke anything since playeridle wasnt touched
they are all blend trees btw if that makes a difference
Can't say I've come accross anything like that, can you share screenshots of the Settings of the transition, the PlayerIdle 0 and PlayerSneakIdle states, and your animator also please?
Oh and a video of the delay as it happens could be helpful too 🙂
ill capture a video rn
i can notiec a slight slide when i start walking that wasnt there before
(scroll down to get the solution to this post)
Weird, sometimes it looks like it works fine but then towards the end of that clip you really see a delay even when isSneaking is true. Can honestly say it's not something I've come across, my best advice would be to strip things back / simplify them until it's working as expected again, like bring it back to just transitioning into and out of PlayerSneakIdle with just a single animation no blend tree, see if that works ok and then start building back up to things like the blend tree, the sneaking movement, and see where along the line it breaks or the problem is being introduced. That's the best I can suggest for now unfortunately
ill try it ty for your help anyways
No problem, good luck!
I'm trying to learn how FABRIK works and how to make it in 3D with more than 2 bones, I drew this to further understand what I'm doing. Here is the code I've made: https://hastebin.com/share/vagubekipe.csharp.
Hastebin is a free web-based pastebin service for storing and sharing text and code snippets with anyone. Get started now.
I don't know if anyone here understands Maya, I need help with something that happens to me when importing the model with skinning in Mixamo
Nice! Seems like a fun project to learn some new things
I'm a blender person myself so prob not much help. Some issue happens when importing a Mixamo char/rig into Maya?
Well, I'm running into problems and need some help, I'm getting a bunch of out of bounds errors and the lists are confusing me.
When I import the character from Maya to Mixamo, the belly part appears deformed. In Maya, it appears fine, but in Mixamo it is deformed. I can send you a demonstration video if you want
I think the problem is skinning
But idk
When I move it in Maya, that doesn't happen to me.
does chaining ik chains work?
Let's say I have a chain IK setup (animation rigging) from shoulder to hand (4 bones) but I want to use hints.
Hints can't be used in chain ik, only two bone.
What would happen if I had a chain from, say, torso to shoulder or arm and then 2 bone from arm to hand? What would that do actually?
does chaining ik chains work?
Do someone know that why character plays standing animation for few mile seconds when switching from walking to run?:
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
see the section on large code blocks
Ok
also, how are your transitions set up?
A tool for sharing your source code with the world!
☝️
walking to running if isRunning is true
and running to walking if isRunning is false
Now its fixed
Some additional advice also, just some things I noticed looking at your stuff.
Consider using trigger instead of bool for presssedJump, using that you can trigger the jump animation and not have to set the bool back to false
https://docs.unity3d.com/6000.2/Documentation/Manual/AnimationParameters.html
Also consider looking into blend trees so you can keep animator cleaner and blend between standing, walking, running based on a speed value
https://docs.unity3d.com/6000.2/Documentation/Manual/BlendTree-1DBlending.html
You don't have to implement them straight away but it will be useful to know they exist
Ok
I made a Dying Light-like climbing system and I'd like to make simple climbing animations for it. basically i just want to snap player's hands to the current Grab Point.
because the system should adapt to ledges at different heights, i think it's best to snap the hands via code. for that i need IK, and for IK i need the Avatar. the problem is - my player model is just its hands, without the legs, torso etc. (camera is First Person View so player won't notice) and when trying to create an avatar for it, i get errors that there's no "Head" bone, "Spine" bone etc. is there any way to solve it so that i won't need a whole human model just for the hands? or maybe there's another way to solve Limb Snapping to a certain position?
How should I set the Root of this animation so that the center is at the waist of my character?
to follow up this was ALL caused by a really weird transition that had a delay to go from playeridle0 to playeridle0 i think i created by accident
it was so small i didnt even notice it
If you don't have a humanoid hierarchy, you can just use another IK solution, like the rigging package or any number of ones on github.
I have an animation anomaly
If no animation can make a slider blendshape go beyond 100. How come this happens?
I also think this is related to having write defaults mixed
I have never set any of these to go beyond 100
Thanks, I’ll use the rigging package and two bone constraint
Hello,
I have a problem with animations working well in Blender but not in Unity. Basically I have a setup of 5 characters, each has its own animation. When I put those characters in Blender, they have proper position and direction and perform well, but when I put the same fbx files into unity, for some reason directions are becoming weird and in the second half of the animation it stops abruptly.
Has anyone encounter such an issue?
Can anyone direct me to the solution?
P.S. I am not sure if this is the right thread, please direct me if I am wrong. Apologize in advance
...Since when can blendshapes not go above 100?
There are way too many possible issues, and you haven't really given enough info to narrow it down. Are you baking your transforms when exporting? Are you exporting the characters in separate files or a single file? What do the keyframes look like in the animation window? What are the animation import settings?
I never managed to find a reason to go beyond 100
Most of my animations never did pass 100, so good to know they can, but how are they reaching 10k when I never set them to do so is my biggest concern
how can I make one state run differently on multiple objects?
how can I make one state run differently
Guys what app for mac is best for animated sprite sheets
Guys what alp for mac is best for
Did someone have any news about KINEMATICA ???
hey, im having a bug with importing animations and the bug report on the bug tracker is marked as "wont fix"
so when i import the blend file, theres only one animation called "Scene"
is there a workaround for this?
other than exporting as fbx
id really rather use the blend file directly since its much faster
in blender it does show 2 actions
in blender it does show 2 actions
Anyone use lottie ??
Surely they have their own discord or support?
I've never seen anyone talk about it, but please, never ask to ask, just ask your actual question.
I imported a locomotion pack from mixamo, but the character moves forward when the animations play. Is this root motion? is this just the animation? can i fix this?
That means the animation is made for root motion, but you're not using it or haven't set up to use it
So if I don’t want to use root motion I have to find new animations?
Pretty much yeah. You could modify the root motion ones in Blender/Maya/Whatever but speaking from experience that's too much of a headache to be worthwhile
Noo I just downloaded them, but then I’d need to find another locomotion pack that’s not based on root motion
Yep, and if there aren't any based on locomotion you'd just have to find each of the clips you want and download them with the In Place checkbox ticked. Kinda curious how they don't have that option for packs
Yeah that’s the problem I had too, but than you’d have left and right animations that are different
How do you mean left and right that are different? Wouldn't they be the same clip just 1 is mirrored
my timeline looks like this, wtf? (left side)
i cant use it now
nah, it's bug. I turn on it (Active) and it fixed
thats true, forgot about that
but i cant find a single anim pack or anything that has no root motion
Afaik Mixamo may let you choose whether you want the clip with root motion or not
And besides that when you "bake" the root motion in unity it gets removed from the clip
tried that, but doesnt work
Correction, we don't want to bake the root motion into pose, but rather import root motion correctly
If the character moves away from its transform and teleports back again, that means the motion is not recognized as root motion by the animator
If it was, the motion would be removed and the character would run in place correctly without moving as long as Apply Root Motion is not enabled in Animator component
One reason it may not get recognized is that it attempts to read it from the wrong root
yeah it does teleport back again, when i try to attach the correct node, the character suddenly faces the floor, or up, or sideways, dependend on which node i pic
when i select the spine
The spine bone is way below in the hierarchy where the root motion would be
wdym?
"Root" bone is the parent of all bones that make up the character's body parts, and it's the one that's moved for the purpose of "root motion"
There can be ambiguity about it however because while it has to be above the limbs in the hierarchy, it's not necessarily the transform highest in the hierarchy
Unity's importer has to make some assumption which the correct root bone is, but it's not necessarily correct
The result you want is that in the preview the floor grid moves under the character when it moves, rather than character moving on it and teleporting
Additionally in Scene your character during play mode would run in place if Apply Root Motion is disabled, and with it enabled physically move without teleporting
oh no i know, but when i assign any kind of bone there it does this
That's expected because spine bones aren't root bones
What bones do you have at the top of the dropdown list?
The right one should be one of the top three
I expect you shouldn't have any Bake into Pose options checked
the bake into pose options dissapear when i select a bone here, and ive tried all the top options
How are you confirming whether the selected option is correct?
i apply the new bone, check the bottom right screen to see which direction it is facing, and then play to check if my animation plays the same way in the game scene
The direction it's facing in the preview isn't the important part, but whether the ground is moving or the character
In the scene you need to be aware whether Apply Root Motion is enabled or not because it'll look different
Most importantly whether you are in Play mode in the scene or not
Offsetting the root motion happens at runtime so outside of Play mode the character will still teleport
it stopped teleporting, but they all look really off, so guessing thats the root motion
"Off"?
Root motion should only affect (or not affect) the movement of the whole character
I'm trying to make a sort of jumpscare when you make too much noise in my game and you wake your parents. I was going to use the playables to make the jumpscare but I wanted to ask how would I make the cutscene so that it can play anywhere? So just having your mum appear and tell you to go back to bed and that animation playing anywhere without problems
I'm trying to make a sort of jumpscare
In a button, why can't I call Play() on an animation component? All these other functions show up but no Play
In a button, why can't I call Play() on
Hello everyone!
We're having an issue with Blendtree, specifically with "how the root reacts" to the animation. Here's the preview of the clip. As you can see from the little blue arrow, when our character turns around, the arrow continues to rotate.
Our game is turn-based, and as a result (at least from what we think) it's a character who runs diagonally.
We tested it with a Blendtree character, and it turns out the root moves sinusoidally over a running cycle, so we think the problem isn't with the rig, but rather with a Unity setting we don't quite understand.
Do you have any ideas we can explore to fix this?
Thanks
Root motion takes its Vector data from the animation frame. From looking at the video on the right, the model at the end of the animation appears to be facing slightly off centre, perhaps it is affecting the forward vector (blue arrow)
I dont see a slightly character but what is tue correct way to fixe it @slender mural ?
Well depends, if you have the root Boolean ticked, turn it off and see what happens.. or you could rotate it slightly on the vector
Where it says root motion
We've already tweaked a lot of settings but absolutely none of them have managed to stop the problem. I'm thinking that maybe it's a "normal" reaction. What's strange is that during the animation the character's global controller doesn't have this strange rotation. Do we have an option that tells unirmty to take the rig's global controller to define the root orientation?
So how it usually works is when the animation is made it's done in a direction, IE walk forwards, unity and other engines have an apply root motion, this means the animation controls the Vector of the model, so if the animation walks forwards the model would walk along the vector, your animation seems to finish with a slight offset if you look at the characters feet they dont point forwards they are at an angle. It may be worth checking the animation itself
Thanks for the doc, even with the doc, the concept is quite obscure to me (it's the first time I've exposed myself to this task in a video game). How can a locomotion system work where the character moves straight ahead while the root zigzags? If we look at the mixamo character, the blue arrow makes a sinusoidal cycle. I'll show you the result I have. I'm playing a turn-based game and the character runs diagonally in combat mode.
how do i make a sprite flash white in animation?
Good day everyone. I need help with a problem I've been facing for days. [Video Included]
I have this model inside Blender (I've turned on all bone visibility for you). It's the RigifyBasic Human rig and I've used the "RIgify For Unity" addon to convert it into something Unity would understand. From my understanding, all it does is merge some of the two-part bones (like the shin bones) into 1 so that Unity understands it.
Side note: I don't know if this matters but while the arm DEF bones are there, the Hand IK controllers are missing, probably because no mesh is weighted to them?
In the Video below:
-
You can see the model and its animation in the first part. I've turned on visibility for all bones and controllers.
-
Next are the Export FBX settings. First part is for exporting the model itself. I export the Mesh and the Idle Animation with these settings. It works flawlessly in Unity.
-
Then you see the Animation Export settings (which I use for this Walk animation and others).
-
Inside Unity, when I first bring the model and set its Rig Type to Humanoid. The arm bones are not mapped (probably cause of having no skin weights). I map them by hand.
-
I bring the Walk animation and set it to use the same avatar as the model and then, during the animation the character just flies across the scene, going up, down, left and right, covering vast distances (5-10 meters?).
I have also tried using the Generic Rig Type. That brings its own problems. Mainly, the fact that no matter what I set the Root Bone as, either the character is always waist-deep in the ground, or when an animation has it move (like fall on the floor) it breaks in terms of position and rotation.
I've been stuck on this for days and no tutorial, video or AI chat bot has been able to solve my problem. I would GREATLY appreciate it if someone could explain the problem to me and help me fix it.
let me know if you need anymore info, details, video, etc.
Good day everyone. I need help with a
instead of my character moving, i have a bunch of red circles moving
why are the red circles doing the animation and not the character
why are the red circles doing the
how can ı make my animations in place
hello devs , have been struglin with Flickering problem , i set keys to linear, still appear mid frames in play mode between 2 frame-frame keys, how can i get rid of it? thank you
how do i make a sprite flash white in
Hello, i just created a project and downloaded the HDRP package. However I just have this "looping" error everytime, even if I clear the console, the error comes back.
I tried to "unlock" the 2D Animation package in the package manager, but nothing happens. I'm on a 2D project, so I think this package is really mandatory for animation...
Does anyone have a solution for this ?
Why are you unlocking it?
To be honest i don't know what "unlock" really did, but it doesn't change anything, can I get back to a "locked" version of it?
I thought it would resolve my problem
Wait nevermind, the "unlock" button is back, so i guess nothing has changed but the error's still here
Unlocking is relevant only if you want to install a different version of a package even when it's locked to a feature set
So, not in this case it seems
yeah true, i don't want to have a different version
You should be able to use HDRP and the 2D feature set packages at the same time (though not necessarily very well) so I guess make sure you aren't missing any dependencies and then delete Library (with the editor closed) and let it regenerate
By "delete Library", u mean that I have to delete the 2D Animation library with the editor closed? I've never done that before, is it possible through the project folder ?
Meaning to delete the project's whole Library folder from outside of Unity
Huh we can do that? okay thanks i'm gonna try
It just causes all the temporary files to regenerate in case there's a random error in there
If that doesn't work and assuming there's no logical reason why the packages wouldn't work together then I'd suspect it's most likely an editor version specific problem
To confirm I'd import those packages into a fresh project in the same editor version as well as one of different version
I tried to delete the library folder, I restarted my project but the error's still there. If I create a new project on the Unity Hub, i can't create an HDRP 2D directly, so i don't know how can I fix it
ok i restart once again, with the library deleted, and it's now working, fair enough i guess lol
All that's in the templates is a list of packages / feature sets to install immediately, additional assets like pre-configured renderers, and in HDRP's case some example scenes and related assets
So a project started with one template is not intrinsically different from one started from another
Oh okay, I see
Hi guys, I'm a complete noob at Unity and wanted to ask a specific question about rigging.
I want to use these free assets and rig them in a way where each part will easily be replacable with a random one, just basically mix the characters all over the place with each body part. How hard is this to do and what exactly do I need to do to achieve that? 😄 (IDK if this is the right channel to ask in)
Unity is creating these weird in between rig oddities. How can I stop unity from doing it
Could anyone possibly check out my project and helping me out with my character animation? Coz I don't know how the animator really works tbh and my character buggin he has no animation. Tho he can move. Feel free to tag me
Please describe the issue more
do the animations look off in the source .FBX / AnimationClip?
Is the blending between states looking off when the game is running? Details please 👽
(i g2g right now but I'll be back around later.)

Yeah ill let you know tomorrow. The character itself moves, but when he moves, there's no animation. It's like he was just sliding
can someone help me add animations to this model? i downloaded a model from unity asset store and it came with animations but they dont work when i press play, i followed every tutorial i could but it wont work
Details? Screenshots?
Some basics to check
- What sort of Rig is the model using? (import settings, Rig tab, humanoid is a common one to use)
- Are the animations using that same Rig / Avatar? Every single one is imported with “Copy from other Avatar” or at least Humanoid? which can be shared pretty easily to other Humanoid models albeit requiring config to match perfectly
- Do they play in the Animator?
- Do the animations play at all? Do they play in the Inspector? (usually shows the Unity base model)
Sounds like you should go over some of the basics on how animating works in Unity. https://learn.unity.com/project/creative-core-animation
hello everyone, I have a big problem with jittering/shaking character when I have Rig Builder + Animations.
On the video you can this "effect". When I disable component Rig Builder then character is fine, no jittering/shaking effects. When I turn it enabled the problem returns. When I disable only Rig Layers the jittering/shaking problem is still there.
I checked:
- all animations are humanoid
- there is only one animator on this character
- spring joints has ok mass on rigidbody
- colliders from bones are not touching eatch other
- Rigidbody interpolate, extrapolate
- I'm on 0,0,0 world position (I isolate character on empty scene, the same problem)
If enyone know how to fix this please help me, thanks
hello everyone, I have a big problem
Working on character controller locomotion and want to make sure I'm following good practices.
Question: What design principles do you follow when creating 1D BlendTrees for basic locomotion (idle→walk→run)?
Things like:
-> Creating/authoring the source animations
-> Animation selection/preparation
-> Parameter mapping (speed to blend values)
-> Root motion handling
-> Integration with state machines
Currently I am trying to learn unity basics, in that i want to learn about shders,animation,vfx so where can i learn all this things easily?
Currently I am trying to learn unity
Hello here ! i come again because i dont fin any solution for my problem. This ******* blue arrow make me crazy. The project is in waiting because our character can move normaly this is the result. The documentation dont have the solution and dont know what is the good way for fixing that.
Anyone can help us ? thank you !
Reset bones position to bones position of animation before the animation starts
I have an animation of a Lift that needs to go from y=20 to y=0.
in the animation the entire lift is selected and moves from up to down.
in playmode the lift is split up in 2, the top section and bottom section (in the second photo)
why is this not working in playmode while it is working as it is supposed to in the animator?
I move the parent of all the meshes
It is split up like this
Nobody can help me? ||(Thread "Reset bones position to bones position of animation before the animation starts")||
is arm animations on a fps game hard?
I'm having an issue where the character keeps doing the move animation for a little bit even after I stop
This is the code I'm using for the triggers.
if (Math.Abs(Input.GetAxis("Vertical")) > 0 && uIManager.isGameActive && !uIManager.gameOver)
{
anim.SetTrigger("Move");
}
if (Math.Abs(Input.GetAxis("Vertical")) < 1 && uIManager.isGameActive && !uIManager.gameOver)
{
anim.SetTrigger("Idle");
}```
GetAxis has smoothing. It doesn't go to 0 the instant you release the button
Use GetAxisRaw
Combine that with making sure the transition from locomotion to idle does not have exit time checked
Yep, did that too
It's still being janky
To me, it kinda looks like the states either aren't stopping when they move to the next one, or they're just cycling back and forth while doing it too much.
This is one of those situations where the problem is fiddly so there's no chance I solve it quickly and it's very late at night, so I just wanna sleep
Hard to see with you moving the dog... But check your to idle state is basically saying something like !isMoving etc and the to locomotion takes in movement variable
You should show the transition properties (including settings) in the video
I think a big part of the problem here is that you're using trigger params for Move and Idle, it's not really suitable for these kinds of states / transitions
Instead you could use anim.SetFloat to set a Speed float based on your input axis and set your transitions in the animator to go into move when that speed is above a certain point and into idle when it's below.
When you want to get more advanced then you can look into blendtrees but I'd stick with the SetFloat approach for now, blendtrees are just something to be aware of for the future
Almost any option is better than triggers, as they remain on until consumed by a transition
The transitions might also have delays, which makes everything less accurate
Yeh triggers have a specific use case and this ain't it
Okay, yeah, I guess I need to totally revise how this works
Okay, I got my player working. I'm having trouble with the enemy though. All I want it to do is be in a looping run animation. I got the cop model off the unity store, it says it works well with maximo animations, so I grabbed a running one, but drag and drop doesn't seem to be working, and that's all the tutorials I'm watching seem to do to impliment them
Hmm, even if I go to the animaton and drag the cop in as the preview model, it still just stands there t-posing, something is definitely wrong somewhere
Okay, no mixamo stuff is working on any asset, something is clearly wrong
Sure - can you show me the Rig import tab for the character model? Is it on Humanoid mode?
Mixamo stuff can be tricky - I've been through the whole shabang with that so LMK. Before you go downloading 100s of animations and find out you have to Rename Bones in Blender or something ⚠️
Where do I find that?
This?
Yes, but let's look at the animations first actually. Did you download them "With Skin" or "Without Skin" from Mixamo
Okay. So, if you switch the character to Humanoid. Can you use the animations on him then?
I assume the Mixamo animations are imported with Humanoid Rig. (same Inspector u showed above)
Oh hey, that's... something 😂
I can delete his doughnut and gun
I should be able to make this work now. Thanks for the help
I highly recommend to always download them With Skin - choose one of the small filesize models like the Y Bot (only adds 1.5mb or something)
Without Skin, the Armature Bones may not be named the same. See image
There is a "real" technique to making the animations retarget perfectly. I'll send those too
Mixamo animations - Copy From Other Avatar with T-Pose technique (perfect retargeting)
https://discussions.unity.com/t/why-do-mixamo-animations-look-different-in-unity/924472/3
Animation Compression, Muscle Space, retargeting
https://www.youtube.com/watch?v=_zMZJ8EFq04
Oh, the video I watched said to download without skin because "I just want the animation"
Oh heck yeah. Been there bro, I didn't want the Y Bot skin either lol
But all 65 bones could have suffix mixamorig1 or mixamorig5 etc
Trust me save the pain just always download with Y Bot Skin.
Btw I think "FBX for Unity" option has some special way it does the animation's Curves? 👌
Make sure you look into that first link - you'll encounter retargeting issues down the line for sure without that strategy of Copy Rig from Other Avatar
Happy deving 🫡 
I open Package Manager and 2D Tilemap Extras package shows a button "Unlock". I click it and the "Remove" button becomes greyed out.
Then I try to create a 2D game object but no Tiles menu for animate tile!
you don't need to unlock it to use it
the "unlocking" is just in regards to package management
hey guys I might be making confusion but wanst there a tool in unity for animations, instead of having the animation on the controller I can hold the animation in an object and when I need I can fetch the animation inside an object and perform that animation?
foit it its the Playables APi
https://www.youtube.com/watch?v=qPQkFYt7smk
Yeah it should be possible with Playables API, here's a pretty in-depth video.
Hey all, I have a predicament I can't find an exact answer for.
I am making a retro 3rd person shooter. I have my base movement layer and my weapon idle/aim layer that uses traditional exported animations for each weapon. No IK weapon attachments.
I'm trying to implement a torso aim with a clamp, and it just doesn't seem to want to work.
I made a torsoaim layer, I am setting the weight of the layer to 1 on aim, and then grabbing by spine bone. I am trying to set the rotation on it, but it simply doesn't do anything. It doesn't even twitch. The torso aim is above the weapon layer in the animator.
Should I just settle on exporting up and down aiming animations?
There has to be a way to grab this spine joint.
Please send the code / Rig setup that is trying to edit the spine bone rotation!
I'll get back to you with my exact code. I can comfirm I am not settling it according to that documentation, so this could definitely be my issue.
Yes for sure. Remember to have IK Pass enabled on the Animator Layer itself, for this to work. And I think, it might have to go in LateUpdate? You can research more 
can anyone help me? im trying to change something in my animations but there is nothing in my animator the animations still work but even if i change the controller there is nothing here
Sure zoom out? There's no "Entry" node?
tried there is NOTHING
Zoom out, pan out
Is it even possible? I can't delete some of the States in my Animator grid lol
Close the tab, re-open
yeah it just.. throws you into the middle of nowhere sometimes. very rarely in my experience, but it happens
all the stuff is still there, just somewhere off in the distance, probably..
void UpdateTorsoAim()
{
// Smooth layer weight on/off depending on aim
float targetWeight = _input.aim > 0.5f ? 1f : 0f;
currentTorsoLayerWeight = Mathf.Lerp(currentTorsoLayerWeight, targetWeight, Time.deltaTime * torsoAimWeightSpeed);
_animator.SetLayerWeight(torsoAimLayerIndex, currentTorsoLayerWeight);
// Only adjust chest when aiming
if ((_input.aim > 0.5f) && _animator)
{
// Convert camera pitch into a small rotation offset
float pitch = _cinemachineTargetPitch; // from your CameraRotation method
Quaternion localRot = Quaternion.Euler(pitch, 0f, 0f);
// Apply to chest (relative to its original pose)
//chestBone.localRotation = localRot; (NOT WORKING)
//chestBone.transform.localRotation = localRot; (NOT WORKING)
_animator.SetBoneLocalRotation(HumanBodyBones.Chest, localRot);
UnityEngine.Debug.Log(localRot);
UnityEngine.Debug.Log("SETTING LOCAL ROT");
}
else
{
UnityEngine.Debug.Log("aim trigger is NULL");
}
}
So this function is getting called on LateUpdate(), and I believe the layer index is 2, because the base layer is 0, right? So layer 0, 1, and then 2 would be torso aiming.
I am printing the localRot and my Euler angle is getting turned into very small floats despite the pitch being a normal int.
I must be missing something essential. Oh, and IK is set up too.
Pardon the spam, but THIS is actually doing something:
void OnAnimatorIK(int torsoAimLayerIndex)
{
if (!_animator) return;
// Smooth layer weight on/off depending on aim
float targetWeight = _input.aim > 0.5f ? 1f : 0f;
currentTorsoLayerWeight = Mathf.Lerp(currentTorsoLayerWeight, targetWeight, Time.deltaTime * torsoAimWeightSpeed);
_animator.SetLayerWeight(2, currentTorsoLayerWeight);
// Only adjust chest when aiming
if ((_input.aim > 0.5f) && _animator)
{
// Convert camera pitch into a small rotation offset
float pitch = _cinemachineTargetPitch; // from your CameraRotation method
Quaternion localRot = Quaternion.Euler(pitch, 0f, 0f);
// Apply to chest (relative to its original pose)
//chestBone.localRotation = localRot; (NOT WORKING)
//chestBone.transform.localRotation = localRot; (NOT WORKING)
_animator.SetBoneLocalRotation(HumanBodyBones.Chest, localRot);
UnityEngine.Debug.Log(localRot);
UnityEngine.Debug.Log("SETTING LOCAL ROT");
}
}
It is rotating my torso on the y axis like a spinning top, but it is doing something haha.
The OnAnimatorIK seemed to be the trick for this.
The last issue is JUST editing the pitch, and letting the other animation layer handle the other rotations.
When making animations in blender, do people have separate files for each animation?
because I have been trying to do it using actions but it is very buggy
Personally what I was taught in school and how I do it to keep organized. animation files aren't storage hogs, so it's usually okay to split them.
Get your main rig file, and then use that as your starting point. Also remember to start your animation in a t-pose (for a humanoid character) for export. Unity likes that much better.
Not buggy, but there's quirks
Not as many quirks as NLA editor though
A more straightforward alternative is to keep all animations in one clip end to end and cut the in unity's import settings but it's a more manual process
Blender 4.5 updated the Action editor to be more clear which animation data blocks are used per object and allow re-using, but the fbx format is limited with multi-object animations
If you're animating just one armature object at a time, you won't have too much trouble
But it takes some trial and error to find the pitfalls
Like how rhthe action editor inherits non-keyed properties from the clips you previewed before, which will not be the same way it'll export
Would anybody be able to help me with trying to apply some animations I found on Mixamo onto my characters?
Literally have done nothing with animation yet and that's one of the biggest things left in the cutscene I'm making
Good opportunity to start learning. If you have actual questions about the process you encounter, feel free to ask here.
Check for pinned resources as well
Rn I'm just trying to figure out how to actually put the animation on, they came looking like this when I put them in my Assets folder
Any ideas?
You can find resources and tutorials in the pins explaining how to use imported animations.
any ways to fix it? like wth is this
There is no 1 way you must do it
but if you have a finite number of gun types in your game, you could just include a prototype for each one in your animation as an empty transform.
Then in-game, the gun you have equipped just follows that transform, either by parenting or constraint or however you want
there's also nothing wrong with the way you're doing it. The way that works is the right way
Like I'd have an empty transform in my rig called "gun". It'd be invisible, and its sole purpose would be for me to attach guns to at runtime
parent a gun to it while you're animating just so you know what that transform is doing exactly, then remove the gun again when you export
I'm really stuck on this problem, I tried everything and google is not helping..
Does anyone know how I can kinda combine animations ig?
Like I wanna take a hand waving off part from my one animation and add it to my other one so my character's talking into his mic while he's waving off his opponent
hello, super new to dev n is learning by remaking cannabalt, how do i keep the sprite animation frames grounded? everything else is except for the rolling
make sure you're using grid mode when slicing and not smart slicing
so the pivots are set up correctly
hi, thanks for answering! could u explain a bit as to why grid mode is better? is it bc its pixel art/2d?
I turned it to grid slicing + adjusted the pivot a bit and it worked, so thanks again
smart slicing draws tight boundaries, which means if the sprite visually changes size, the actual sprite does too, and with the same pivot, that affects the apparent position
does anybody know why my animation looks difference in the imported object settings in comparison to the actual animation clip? (I want it to look how it does in the imported object)
I found the problem, for some reason unity is only animating the position and rotation of the bones i assign the the avatar editor tab - how do i fix this?
Does the character need to be a Humanoid avatar?
Humanoid avatars are mostly just required when the animations you need are from a different source than the character rig
I'm using the humanoid avatar because i need root motion to map/choreograph boss attacks
no problem i found the problem though, I just had to enablethe additional bones in the mask tab of the import settings
is there a reason everything thats isn't assigned in the humanoid avatar editor tab is off by default?
is it expensive to animate extra bones?
it seems like an odd design choice by unity
Probably because retargeting can only work with bones shared between rigs as defined by the avatar configuration
Root motion is not Humanoid-only
ohhh right htat makkes alot of sense actually
but without the humanoid rig the actual transform wont be affected in the scene
right? or is that wrong?
i might be misunderstood
Wouldn't be Root Motion if it wasn't affected
I think Humanoid has some extra settings for setting up root motion but at its core it's nothing fancier than converting the transform keyframes of the root bone into a vector for motion
well im a bit too far gone to go back to generic that it wouldn't be worth the effort I think
but ill keep that in min d for future reference
thanks
Humanoids require setup, for features you apparently aren't using
Generics just work, because they're the animations the rig was made for
Can't really vouch for how easy Generic root motion is as I haven't needed it, but I expect you just need to switch it on and maybe define the root bone
So when I use the animator it always sets the position to 0, but applying root motion wont animate the position. What am I doing wrong?
Hello everyone
i am trying to keyframe the weights of my rig layers to make a weapon equip animation
I am using weight since the animation require the left hand to be off the weapon first(weight=0) then handle it(weight=1)
However weight seems unanimatable the animation is starting with left hand handling weapon as u can see in video
The animation works correctly when i try to preview every frame manually which is weird
Thanks
AAA level
i did fps AAA movment 99% like cyperpunk , can i share videos
spent 8 days for that , 6 scripts and 3 big changes
can i send video here?
#🏆┃daily-win or #1180170818983051344 are for showcasing progress
Hey there! My question is: how can I combine animations from the Sub State Machine with Idle Mode when clicking on the button?
guys how do i animate dodges/rolls? Does anyone have any tips cause i just cant seem to visualize my character rolling in all directions for some reason
guys i need help, i'm trying to get my mixamo animations to work but i can't get them to apply on my character once i hit play
Hey everyone 👋 If anyone needs help with Unity, 2D art, or 3D modeling, feel free to reach out, I’d be happy to help out!
Hello, I'm not sure if this is the right place to post this but I am having a strange issue where my Timelines aren't playing each animation track at the same speed. Sometimes when I call PlayableDirector.Play() it plays them all at the same speed, other times it plays certain tracks faster than others. When I play the animation straight in Timeline it's correct.
Has anyone experienced this or know what is happening?
I've been banging my head over this for a few days
please don't solicit DMs here, a community server exists so that a community can help with potential issues. just lurk around waiting for issues you can help with
for the non-unity aspects:
!collab
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has anyone ever done a topdown 2d roll/dodge anim? if so can you help me in this i cant seem to figure out the recovery in the anim
Hello,
I want to put the Reload animation on top of the other animations.
I have a Avatar mask with only the arms and hands checked on it.
When i try to play the reload animations it don't work, and I have no idea how to solve this.
I think that having 2 different way to animate don't work
thats one months of work with unity
Hey! I’ve actually done top-down roll/dodge animations before .. including the recovery phase. If you’d like, I can help you with it or handle the full animation for your character. Want to DM me some refs or style info?
yeah sure im still struggling on it till now lol
oh god
ill be honest
im lost lol
ive actually been looking at the pics u sent for a while now and i cant figure out whats happening
hey just fyi, we'd typically appreciate it if convos are kept here for ease of moderation and quality control, and also in case anyone wants to comment or read the convo or ask further questions
that's the point of a community server 😉
Hi! Not sure if this is the right channel for this, but my team and I have run into this issue https://discussions.unity.com/t/floods-of-animatorcontroller-errors-after-unity-update/1685250/1 and we were wondering if there was any update coming from @hardy musk to fix this, or if anyone else has any ideas on how to mitigate this. We have several single frame animation that I think are causing this
Can anyone recommend a tutorial for keyframing skeletal animations unity?
Wasted my first break at work watching a few "how to make animations" tutorials that ended up being "how to download from mixamo" tutorials
it's ok, i ended up doing the animation with a script 💀
Unity can technically do skeletal animations but it's far from a fully fledged animation tool
That's why few would bother to make detailed tutorials for it, as very few use it for anything except the simplest tasks
Highly recommend Cascadeur
Umotion Pro if you want to keep it in Unity, but Cascadeur is better
whats the best pixel animation app
I recommend Aseprite
It has an official unity importer package as well
does it cost money?
Not a lot
It's also open source so it can be compiled for free if you have that knowhow
And there is LibreSprite, a free offshoot of the software which isn't as featured but you can use to get a feel for how it is
Hi,
Is there any guide on how to use IK with a mocap animation (rifle basic, idle, aiming, moving). Basically I have a 3d model, a rifle and a mocap animation and I want to use IK to be able to set right hand on the grip and one finger at trigger; while pulling the trigger, the finger presses trigger and if the rifle has a grip then left hand holds it if not hold the rail etc. Not sure how to achieve this especially if swapping the rifle with another model.
I want to avoid using finalIK as I want to know the core concept. I managed to use rig builder to get the arms somewhat at right place but then it requires a lot of manual intervention to rotate the hands correctly and the hands resets when animations changes eg from rifle idle to rifle aim vice versa
Anyone knows why when I put my character model in Rig in Humanoid he gets that posa and ignores the colider getting between the floor?
The animator controller says that is in the idle animation
But this is not my idle animation
It is the default pose when you attempt to play a clip on a Humanoid avatar that's not Humanoid compatible
Or when having no clip at all playing on a Humanoid avatar
Oh, I see, thanks :)
Guys, do you have any ideas on how to make smooth movements like "Motion Matching"?
I already have an animator with character settings configured
Hey if I'm having problems with getting AnimatorOverrideController working, i.e. replacing a clip just makes my spawn animation playing on loop instead of the new walking animation, where would I ask about that for help?
nvm, i found the problem :p
Hi thre I need a help with animation, The Animation i created is repeating itself again and again, instead of just playing once, can anybody help me with it
You can disable "loop time" in the clip asset
Or clip's import settings, if imported
i did and it worked, thanks
what exactly is your question?
Hi,
Anyone able to help me with this or guide me to a tutorial / doc?
https://discordapp.com/channels/489222168727519232/502171313201479681/1425616911705571398
you would have a separate state with exit time that the other stuff transitions to, and then that state transitions to the run loop
When you enter a state, the animation always starts from the beginning, unless your transition has offset or delay that conceals it
If I rename my object, can I not tell the animation to rename them too? Or whenever I rename something inside an animation I just lose the reference?
You have to rename both
How do I rename on the animation window???
Double click or F2 probably, I don't recall exactly
If you have to rename a lot, or also change the hierarchy in the animation clip, it may be easier to edit the animation meta file directly with a competent text editor / a code editor
Anyway to resolve the Blender > Unity issue with looping animations? Specifically the one where blender is happy to instantaneously reset a position but the same animation in unity will interpolate that to produce an annoying stuttering reverse motion. (See far side tracks in blender cut to see that tracks appear smooth in blender)
I am thinking about using Cascadeur heavily for all cutscenes/animations in my next game. Any resources about using Cascadeur in Unity in here? Couldnt find anything in their discord either.
Can someone help me fix this please? when I try to enforce a t-pose it wont apply even though I'm hitting apply after I enforce it.
Is there anybody here experienced with implementing animations that could offer some advice on how to do it? While making my project I was using a placeholder model and animations, and now I have my real model (fully rigged) and all of my animations, I'm setting them up and everything looks fine the animation preview but as soon as I put them in game absolutely nothing happens?
Like, they were all working perfectly with the former model and animations, now I have switched out the model and animations but everything else (the Animator, the code) is all identical and the model just doesn't move at all
Is there a better way of doing this. I want something close to gta locomotion.
Better way? Blend trees mainly
Animation layers if you want, sub state machines and Entry/Exit nodes when needed
Best to read about each feature the Animator has and use them to their advantage
But close to GTA locomotion? If you're thinking of modern GTAs then it may be closer but their animation and locomotion tech is probably the most complex in the whole industry so it won't be "close"
I turned it into this but still... i feel like im doing something wronge. Is there any good example?
Maybe not like the one in GTA but maybe like in Unreal's locomotion or idk like genshin??
It looks okay but choppy because you're stepping the blend value
The point is to blend
Usually you'd blend by velocity (whether raw, smoothed or input) when your blend tree has animations in order of velocity
if you talking about locIndex value I indexed walk run sprint to that value so i can play the proper start and end animations
freelocomotion is the one i use for blending
Anyway to resolve the Blender > Unity
Can someone help me fix this please?
Is there anybody here experienced with
You're using it for blended transitions, but not for blend tree blending
[EDIT: Solutions Inside]
Hello everyone, before coding my own, do you know an open source editor tool to create animations Curves on .anim files ? The editor GUI only let us create it for fbx files animations.
This is sort of about animation but also about physics on bones and stuff so idk where to put it imma be fr but
Most of my characters that I have made so far will have one or two objects on them that I want to have some physics on to make them less stiff but idk how to do that
The current add-on I found (seemingly) doesn’t work for single bones and only works with chains
How do you turn an imported model with a rig and animations into an avatar? I have a working gameplay scene that I was using a placeholder model and placeholder animations for, I tried importing a new model w/ rig and animations but it stopped working, even after I fully changed out everything. Somebody else pointed out last night that I need to change the Avatar for the Player Animator but I don't know how to do that / how to make my model/rig into an Avatar? Sorry, very new to Unity development
How you that?
got a question on using the animator as a state machine(???)
Im not good at programming so im looking into using the animator as a statemachine (or trying to)
was told that google can help me find one
but does that mean a video?
or is there some documented guide i can use instead
cus ive been following a tutorial on how to make a statemachine with coding but its flying way over my head and im getting stunlocked by some issues with unity itself
i see this... 'sub state machine'? but cant seem to find a good standalone tutorial
@frosty bridge i can try to help you but im kind of a noob myself. but what are you trying to accomplish with a state machine exactly
A movement system and combat system?
Like I have an assignment/showcase/presentation next week where I show my progress to the class, but after that happens I'm thinking of remaking the entire state machine with substatemachines in the animator thing instead of countless code files in numerous folders that I will get lost in
I just wanted to know if I can use substate machines to slash most of the coding needed for movement systems
@frosty bridge you can do it, i don't think it solve the problem(s) you're perceiving though, i don't think it's generally a good idea to use the animator controller as a state machine for your logic. can you explain exactly what your project needs? is this gonna be a full game eventually, or is it just a simple 3d run/jump/attack system?
i want it to be a full game eventually.
Initially i had started with the intention of making essentially vampire survivors but 3d, but megabonk beat me to it
and i wanted to do some... "Forward is controlled by whichever direction your camera is facing"
and "everything can be cancelled by pressing the dodge button"
but for the sake of the presentation next week in my class, just a simple 3d run, jump, atk is enough for then
@frosty bridge you could get that up and running with a single script, don't need to implement a full on state machine in code for now. just a crude if/else check with a single state variable will do. you can dm me if you would like more help
o7
might end up taking a day to get to it though, theres one more assignment i want to quickly knock out of the way first before i can devote all my time to this
... and i already have several code files app in a part of one statemachine that i should probably polish and use for now until that presentation
despite not being proficient in coding
... i'll probably be chatting a lot in #💻┃code-beginner tomorrow....
@frosty bridge i'm hoping you're already on the chatgpt grind, it can give you the minimum of what you need and explain it line by line
if only it was the co-pilot in vs code lmao
that thing is significantly better imo
for the purpose of getting a simple 3d controller up and running, default gpt5 is more than enough
Use any smoothly changing variable to drive the blend tree
Simplest method is to use your velocity variable
..is it not possible to have a 'direct' blend tree, feeding into a 1d blend tree which has a range of -1 to 1...
like this:
the 0-1 part works fine, but then -1 to 0 part never seems to become 'active'
-so the mouth stretches fine, but i wont do the 'squash' part ever.. it doesnt to see ever become highlighted
make sure you've set the output thresholds correctly, if that's possible?
they are equally spaced apart, at -1 and 1.. but it never becomes highlighted as the active clip being blended...
see it never becomes highlighted, but if i drag it positively, 'mouth stretch' becomes highlighted, as it should... its quite confusing.. because it seems like it should work.. but then it could be that im just misunderstanding something and it shouldnt work?
i can just make 2 parameters.. but considering im going to control it by an axis, instead of 2 seperate inputs and they are mutually exclusive, it would seem 'cleaner' to do it this way, if it would work
oh does the input not go negative?
the input does, but the blend tree does not make the clip active
..im guessing the fact that it feeds in from a 'direct' input tree above it, perhaps that is clamped(or normalized?) to the 0-1 range and so... perhaps it completely ignores and doesn't feed in the range -1 to 0 into the child blend tree... ?
..but i cant see that written in the docs anywhere on the page discussing 'direct blend trees'
well, what if you make it 0/0.5/1 instead?
hmm, yea that's true.. feels like cheating though/kinda hacky and at the point it doesn't feel any more 'accurate' than using 2 seperate parameters instead...
-thanks for the suggestion though
although this still doesnt confirm definitively this is the cause of the problem, and it would be nice to know lol
-again i don't see anywhere in the documentation where it says 'direct blend trees MUST be a float within the range of 0 to 1'
lol also this doesn't seem to work either... because when its '0' which would be the extreme of 'squash', the direct blend tree above it, 'deactivates' the blending of the child 1D blend tree.. so it stops getting activated altogether lol..
..so 2 parameters it is
i have no idea how explain this on text but i cant get the animatien to work when i add it to the animation editor thing. it only makes one keyframe.
If you want to create an animation by dragging and dropping frames onto the timeline, you have to select multiple frames of the sprite
They can be found under the sprite asset itself by clicking the arrow button on the icon, as long as you've sliced the sprites using multiple mode
Dragging and dropping frames to create an animation is the same as keyframing the Sprite Renderer component's Sprite reference on an animation clip
You can find all the sprites in your project when you go to change the Sprite reference of the component, alternatively
thx
Hello hello, I'm new in video game developpement, I create the player mouvement and I try to make animation but I have a little problem with that, my animation is not synchronized on the rotation mouvement, in my player animator, I feel like everything seems right to me, but I may have missed something, thanks in advance for your help, this video can maybe help more than me : https://www.youtube.com/watch?v=ScpM-Nc7nS0
2025 10 15 19 19 25
Ohh, that's how its already set up. I though you were talking about blending between 2 blend trees without transition. Can you even do this tho?
In your video it wasn't done smoothly because the input value was stepped to 0f, 0.5f and 1f
And yes you can make a blend tree of blend trees
Or blend the blend trees by using animation layers
quick question on an error.
'Sword' AnimationEvent has no function name specified!
what does this mean and how do i resolve it?
It seems to trigger once every loop.
am i forgetting smth or overlooking smth? kinda new to this so no clue what im doing. This should just be some simple floating....
... nvm im blind
forgot to delete smth
ah so this is how this server works? turning things into threads to solve them?
Nah not always, I just do that when I try to solve stuff to keep the whole convo in one place, more organised and easier if someone else wants to chime in they can read the whole thing to that point
o7
is there a habit of going into vcs to screenshare/work along here in this server btw? bc i feel like searching endlessly for help on the internet isnt always gonna work, and i have no clue how to screenshot sounds
or maybe im just bamboozled bc im too used to after effects and hastily throwing together 3d models in blender to process unity for an assignment
I dunno tbh, I haven't gone into any vcs for shared working or anything like that, maybe others do
no, ephemeral means of giving info are generally objectively inferior to persistent means
the point of having a forum is that there's history, you don't have to show the entire project to each person you ask, you just ask the community as a whole, and if someone is free and able to help, they'll help
vc support is generally just not a thing in most if not all support servers
damn
Hey there, I am having a problem with my model. I am using Mixamo to auto-rig it, but it only detects 2 fingers, and I do not know why. Can someone help me fix it?
does anyone have any tips? I think im just done for now since im not very good at animation, but aesthetics wise does this look good to yall? something seems a little off to me and I think it might be the monster hes eating when its in the air
does anyone know where i can animations from? specifically looking for swimming animations. Ive found some on unity assets store but dont quite want to pay just yet. im testing the waters
does anyone know where i can animations
does anyone have any tips? I think im
Do i have to make animation clips for each direction when using a blend tree if im tryin to use a sprite for 360 directions? Is there anyway i could just plug in the sprite?
I have a 3d model i turned into 360 sprites for each possibly direction.
Im wanting to use a blendtree to animate the sprite based on what direction im moving it
Could i just plug in the sprites or do i rreeeaallly have to make a motion clip for every single one...
that wasnt what i was expecting at all XD sorry you're gonna have to wait for someone smarter than me
why do you need 360 sprites though? are you making a 2.5d game?
I probably dont but just thought it would look really smooth for what im doing.
Ive used a blendtree for 8 directions before and used motion clips for those.
No issue
but doing that 360 times does not sound fun.
If i could plug in sprites directly then im set but
would adding animation clips directly to the blend tree be easier or would it be counter productive
Its just that making 360 animation clips, each being just a single sprite seems like the only way forward and alot of work.
Also not scalable at all.
/\
well in that case im out of ideas, sorry
So i lowered it down to 45 frames because it gets the job done
Now im wondering how can i clean this up without meticulously going through each point
wow that's horrifying
I am curious of what the result of this looks like when your sprite is rotating
Not the most insane animator thing I've seen but definitely up there
A blend tree is far from the ideal tool to do this, but if you wanted to use one you'd probably prefer to use a 1D blend tree instead
Your rotation clips would be evenly distributed in just one axis, and you'd convert the rotation to a normalized float in code before passing it as a parameter
Anyway, a much better idea would be to make a component that holds sprite arrays for all your rotations and animation frames, which is responsible for setting the sprite renderer's sprite reference
The animator would not control the sprite renderer, but it'd control the frame index of your sprite array component instead
This way you can swap to another array by rotation, or by any other variable without your animator needing to be concerned with anything but the timing of the frames, and no need for a whole clip per frame
Each point is a single frame "animation"
Its smoother then youd expect but obviously still not ideal
This is exactly what i was looking for.
So i need an array of all my sprites... then im setting the sprite based on the move direction?
Is there a way to do that for 45 different frames without a lot of if statements?
how could i coralate a direction with a sprite
i need a really quick help
i made animations for my character and now i want to apply them to the character
like an idle and running state animations
Need a quick fix on this, the character's air states animation transition works just fine when we're dealing from walk and run, but it does not work on the idle animation, i dont get what it is to be honest. I got the right conditions.
It even freezes the idle animation which i never thought was possible
The base layer states aren't visible, and the transition conditions cannot be seen so can only guess
But my guess is you're repeatedly transitioning to Idle with a higher priority, probably from Any State
Hence the freezing
If that's the case, the solution really is to not use Any State to transition to Idle, or to other states that need to be continuously active but without absolute priority
It's best to be used only for one-way transitions that need to interrupt the state machine
Thread
Any State has been untampered with since the beginning of the project - The conditions to exit idle animation is the same as the ones in walk/run animations: isGrounded false - The only way to transition back to Idle from air is for the isGrounded to be true - Base Layer is GroundStates and AirStates, they are accessed through the isGrounded bool - I believe the freezing is a hint on the problem
It has been fixed.
The problem was on the Base Layer transition conditions between the States, the incorrect conditions led to this issue. Thank you Spazi for acknowledging the problem might be on base layer, had it been visible the moment i submit my issue, it certainly would have been resolved earlier. You have my thanks
the best way to show off animator problems is to click through every state machine and transition so we can pause and check
Showing the animator in action in Play mode like you did is also crucial ^^
in animation preview, it's shaking and drifting from origin
Probably root motion🤔
so i changed some stuff to "original" in animator tab in import settings
and it baked those motions to pose itself
It looks like the starting to run animation that can be seen in the video is a different state from the blend tree which we're looking at
But within this blend tree there's the error that you have a continuous running animation and a non-continuous starting to run animation together
Blend trees sync animations that you blend between within them
So you should only have animations that are all looping or all non-looping
It's not for sequences
Yes
Those are unrelated problems from the problem of using a blend tree incorrectly here
If you want to show off condition/transition issues, the best way to do it is a video showing the animator in action in play mode like before, but also click through every transition, layer and sub-state machine
Hi, does anyone know what causes my characters feet to slightly jitter/slide in the idle animation?
For reference, I've disabled resample curves, turned off animation compression, and have imported this model from blender using Rigify and Game Rig (makes your rig game-ready). The feet don't move at all in blender.
Which Game Rig?
Game Rig Tools by cgdive!
It's probably not related to that, but just to the fact that in Blender the foot IK keeps the feet steady
But because IK is run by code, the animation itself won't get it but plain keyframes instead which will always get some subtle inaccuracy when transforms are inherited down many bones
So you need foot IK in unity instead, if you think it's glaring enough to need fixing
Humanoid avatars have a foot IK feature, and the Animation Rigging package has one separately
Ok thank you, that would make sense.
It's still annoying it doesn't keep my transforms perfectly
is there a way to change a state from a an animation clip to a blend tree, while preserving all transitions?
you can change them from animation clip -> animation clip but since blend trees aren't files on disk you can't do it that way
wondering if there's a way via editing the .controller file in a text editor or smth
I had a lot of fun working on the recent dialogue system asset pack i recently made and now I'm working on the next system to develop and have ready for devs to obtain in next month! But take a look at these rough animations I made I think people will really enjoy the next one haha.
I remember having similar experiences also following a Blender rigify -> Unity workflow
In my case I was using root motion and I was (unknowingly at the time) allowing Unity to determine the root bone itself, probably based on the armature hierarchy. What fixed it for me was explicitly setting my Root Motion Node in the Motion section of the Animation import of my blender model. It was strange tho as what I chose was still the root bone of the hierarchy, what I would've expected Unity to automatically choose. Either way it seemed to help for whatever reason, maybe related to this next part....
So this Root Node change introduced a new problem due to the Y/Z axis differences between Blender and Unity causing the import to lie down flat after changing the root bone. There's probably a clean or more 'proper' way to fix this but I didn't have any luck so in the end I just decided to rotate only my root bone 90 degree in Blender (metarig for rigify and regenerate) so the Unity import with the adjusted root node would look ok, I'm not sure is this a clever solution or naive hack but I haven't had any issues with it just yet. I did have to adjust some anim stuff after but depending on your setup or how early in the project this is you might be ok.
Also an additional gotcha I noticed in this workflow was when introducing actual animations and motion. I again noticed some inaccuracies in positioning but eventually found that was due to Unity's process of mapping animation keyframes to muscle weights during the Humanoid rig/avatar generation process. For this I just adjusted my characters stride and motion to be more 'realistic' or I guess more feasible for actual muscle manipulations. Still I feel like there's probably a lot I'm not fully understanding here.
It may be the case that neither of these fix your problem but still I would consider this food for thought and if nothing else it'll at least share some knowledge/experience hopefully
Oh and if you just want to do a quick verification test without too much Blender -> Unity hassle you could always switch the Root Motion Node on the Animation import in Unity and then just rotate your character in scene, press play, and zoom into their base to verify there's no unexpected motion
Hi thanks for the input. I'm using a generic rig with root motion disabled in the animator so I'm not sure if that's my particular issue, but it's interesting indeed.
is there a way to change a state from a
I'd say it's likely something else then, hopefully you find a solution 😄
Just out of curiosity, you're using a generic rig, is that because you don't have all the bones needed to fill out a humanoid avatar or is it because you have extra bones attached to the character that you want animated?
I only ask because the char looks humanoid, although I can only see 2 legs haha but if it is a case that you need additional bones animated there is a way in the import window when using humanoid avatar to mark additional bones that should be animated
Oh I just decided to go with generic because Unity complains I don't have a head bone (understandable since the character is just a costume and a pair of legs and arms lol).
Very cute character!
It could totally still match what the Humanoid avatar expects, there are benefits to using Humanoid but it's not strictly necessary, totally up to yourself if you feel you might benefit from some of the features down the line
how do I make my animations longer, i changed the fps to 24 and my animation is stuck at being 24 frames long, I need it to be 64 (haha minecraft) frames long
Grab all the keyframes and drag out the line on the right side to move the end point.
Unity doesn't really measure animations in frames per second
And similarly neither does minecraft?
thanks
the number you see on the animation pane and timeline are samples, not frames
i was making a minecraft joke because of the number 64
