#🏃┃animation

1 messages · Page 42 of 1

vagrant turtle
#

the problem is that when I go into the game, the character is always in T

sullen wyvern
sullen wyvern
vagrant turtle
vagrant turtle
#

@sullen wyvern Are you available to help me with the walk that doesn't work?

sterile vine
dusk valeBOT
sterile vine
vagrant turtle
sullen wyvern
#

I would guess that you havent looped the idle animation and not set up conditions on the arrows

vagrant turtle
sullen wyvern
#

Have you looped the idle animation?

vagrant turtle
#

uh what do you mean?

sterile vine
sullen wyvern
#

On your human rig file, go in animations, press the animation and then there's a loop chekc box

sterile vine
vagrant turtle
sullen wyvern
#

Take a video and have both scene view and animator windows visible with parameter and the states

vagrant turtle
#

I have to download obs wait

sullen wyvern
#

You didnt do anything in the video?

#

Start the game, and have scene view and animator window both visible

vagrant turtle
vagrant turtle
#

I have no choice!

sterile vine
#

select the object that you have this animator on, and preview it at runtime to make sure the parameters are as you expect

sterile vine
#

recordings or images of a screen are horrible ways to give information

vagrant turtle
#

So what do I record with?

sterile vine
#

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

vagrant turtle
#

I think you didn't understand the PC I have

sterile vine
#

i see it is windows and that is sufficient to use windows software

sullen wyvern
#

If you can run unity you are most defo able to record

sterile vine
vagrant turtle
sterile vine
#

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

vagrant turtle
#

So I launch the game?

sterile vine
#

with the object selected, yes

vagrant turtle
sterile vine
#

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

vagrant turtle
#

I can't record with a shitty pc, I have the video you pause when you want that's all

sterile vine
#

it's literally impossible to make out anything with the moire and the glare

vagrant turtle
#

strangely when I look I can read etc.

sterile vine
#

good for you

vagrant turtle
#

Well, here it is with breaks

sterile vine
#

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

vagrant turtle
#

screenshot it's the same it's buggy

gleaming flax
#

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?

lunar ridge
#

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

lunar ridge
#

here's an update, everything on the movement is basically transitioning correctly but im just missing the root motion stuff

lunar ridge
#

the collider is on the parent object while the model is a child

round gyro
#

Can someone point me in the direction of rigging?

stable estuary
#

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

agile solstice
rose wren
#

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

radiant acorn
agile solstice
twin musk
#

what does this error mean?

gusty garnet
#

not an error, a warning message. try a unity restart or reset the animator

dense magnet
#

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

solar eagle
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im having problem animating every time i try to record animation it goes back to the same position i dont know why

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i tried animating the prefab and i tried to animating the mash it self i get the same result

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::no error console

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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[])

solar eagle
#

yea i think i found it out ive change the model to generic now its working tnx anyway 😘 😘

dense magnet
#

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 .

covert zealot
#

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

lone token
#

how do i make the prefab long sword be equiped to the guard npc?

hearty tulip
#

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

celest crag
#

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.

hearty tulip
low hinge
#

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));

hearty tulip
#

the other problem is how you get the moveInput value

#

is it in your character controller ? or a separed script as animator handler

low hinge
#

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);
}

}

hearty tulip
low hinge
#

This code i had

In animation controller i create to things
Idle and run
And give them a parameter speed

hearty tulip
#

why are you touching the scale of the object beside ?

#

try replace

     animator.SetFloat("Speed", Mathf.Abs(moveInput));

by

        animator.SetFloat("Speed", moveInput);
low hinge
#

Okay will try

hearty tulip
#

and show me your animator graph

low hinge
hearty tulip
#

ok

low hinge
hearty tulip
#

oh

#

ok

low hinge
#

Also

hearty tulip
#

maybe the transition you did got a problem

low hinge
#

Idle → run
Speed greater 0.01
Run → idle
Speed less 0.01

hearty tulip
#

and the issue is when you start the game, it play one animation and is locked on it ?

low hinge
#

Yeah

#

Only one animation

hearty tulip
low hinge
#

If speed = 0 idle
If = 1 run
Why I dont know

hearty tulip
#

have you try watching the animator call ? in the animator (inspector)

low hinge
#

Yeah only one of them is calling hpw i remember

hearty tulip
#

hmm yeah i need to see your animator bcs it is 80% sure the problem is from there

low hinge
#

Thanks for helping
I appreciate it 😊

#

I was 3 hours spent and nothing

hearty tulip
#

you welcome

low hinge
#

Even gpt cant understand what problem is

hearty tulip
#

it happens

low hinge
#

And this is my 3 day how i learning unity
And can write script like that was above

#

Did i fast learn?

hearty tulip
#

!learn

dusk valeBOT
#

:teacher: Unity Learn ↗

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

low hinge
#

What is this?

hearty tulip
#

unity official learning website

low hinge
#

Interesting

hearty tulip
low hinge
#

Thanks 🙏

hearty tulip
#

if you need advice or meet other problem, don't mind to go in #💻┃code-beginner everyone will help you

low hinge
#

I send you a friend request if wanting 🙂

hearty tulip
#

sorry i don't accept friend request UnityChanNo but you can still send my question in mp

low hinge
#

Okay

#

Good night
Tomorrow will share more information about a problem

fathom acorn
#

Guys, I'm having trouble making the out animation work correctly in Unity. Can anyone help me?

agile solstice
#

and do not keep transition settings minimized

fathom acorn
#

I'll change the settings a bit here

#

atwhatcost for some reason this problem just disappeared in the game, now everything is working normally.

#

I didn't change anything

modern oak
#

why does his left leg want to move right

main atlas
#

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???

sterile vine
low hinge
#

How i must to solve this?

agile solstice
#

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

low hinge
agile solstice
#

What's connecting the movement and the animation

low hinge
#

Okay im just will create another project and will try again
I was do that by gpt

lavish pendant
#

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.

low hinge
agile solstice
ashen goblet
#

does anyone know why i cant click play animation??

agile solstice
brisk barn
#

hi, quick question: can anyone tell me how im supposed to animate the bow?!? 😄

#

like this? 🤣

agile solstice
brisk barn
#

yea the character is quite small so its not very delailed...

brisk barn
#

what tha hail?!?

inland juniper
#

There's rigging for 2d stuff aswell?😭

limber finch
#

Sprite Animation 🥲 , frame by frame

sterile vine
limber finch
celest crag
limber finch
#

Oh ok

hollow quiver
#

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

manic yarrow
#

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

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but whenever i press play they come back to the original place

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how can i fix it?

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or should i just bring the player forward?

#

this is when i dont press play

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this is when i press play

lavish frost
#

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

manic yarrow
#

The animation component doesn't work for some reason

sterile vine
#

animation controllers also use animation clips

dense magnet
#

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 ?

hollow quiver
hollow quiver
hollow quiver
#

btw it's fixed

slim holly
#

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?

agile solstice
barren mortar
#

Just.. unbelievable amount of bugs

#

Wait, was this question about the Animation Rigging package or just rigging / character animation in general?

hollow quiver
barren mortar
#

Yeah, it's broken catshrug

#

When I used it there was a never-ending onslaught of weirdness

agile solstice
#

It's been okay for me
I don't use it with Humanoid avatars though

golden kraken
#

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"

agile solstice
golden kraken
#

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?

agile solstice
green urchin
#

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.

agile solstice
#

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

slim holly
opaque folio
fallen arch
#

I have 2 animation questions

  1. does unity default animation speed is 24fps when played in 1 speed in an animation controller or 30fps?
  2. 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?
sterile vine
fallen arch
#

I had the impression would be 30fps because game engine and old video games are 30 or 60
24 did catch me off guard

sterile vine
#

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

indigo silo
#

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.....

fervent spruce
#

hey can someone help. i used the ik thing but the red box and sphear is missing. please help

agile solstice
#

!collab

hexed cargoBOT
dusk valeBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
Collaboration & Jobs

red crescent
#

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)

agile solstice
red crescent
agile solstice
agile solstice
#

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

hazy elk
#

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! 🙏

agile solstice
#

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

hazy elk
agile solstice
hazy elk
#

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.

agile solstice
hazy elk
agile solstice
hazy elk
inner sierra
#

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

dense magnet
#

Can someone please guide me and help me achieve smooth upper and lower body movement..

Concepts:

  1. Fully understeand what layers are for and how to use them
  2. 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

dull hatch
#

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?

fading herald
#

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

dense magnet
inner sierra
dense magnet
#

Hi. Sorry if wrong channel, it's my 1st

slim holly
#

Can we determine the amount of distance our walking or running animation covers on each loop while root motion is enabled?

ornate crown
#

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

dry cape
#

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

dense ivy
#

Does anyone have tips for animations because I don't know how to do them

dense ivy
inner sierra
torpid shuttle
#

Is there a way to start and stop the emission of a particle system(s) via timeline?

halcyon blaze
#

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.

agile solstice
agile solstice
agile solstice
agile solstice
agile solstice
normal harbor
#

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

agile solstice
#

If you're using Rigify, you're bound to have random deformation issues

normal harbor
agile solstice
#

Or when exactly the issue appears in the process

normal harbor
#

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

agile solstice
normal harbor
#

It's humanoid in unity

agile solstice
normal harbor
#

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

agile solstice
lean rivet
#

everything here has iswalking and isjumping set

#

dunno why the animation freezes after jumping.

sterile vine
lean rivet
#

yeah its stuck there

#

but an interesting thing happens

sterile vine
#

please use screen recorders instead of videos of your screen

lean rivet
#

when i jump, it goes through idle

lean rivet
#

im rushinf

lean rivet
#

ignore the effect and the sound

sterile vine
#

use mp4 so it embeds in discord

lean rivet
#

shit

#

wow

agile solstice
# lean rivet

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

cobalt mesa
#

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

buoyant cobalt
#

Do u guys use blend tree for crouching transition? Or should I just put a transition animation between?

normal harbor
#

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

normal harbor
#

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

normal harbor
#

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

dense magnet
normal harbor
#

where?

dense magnet
#

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

dense magnet
normal harbor
#

thanks, I'll try to see if I can use it if this ever happens again

dense magnet
#

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

agile solstice
dense magnet
#

Else you can't use a full .anim as a reference pose without using the SetAdditiveRef api

agile solstice
#

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

dense magnet
# agile solstice Being able to specify a different clip is useful

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.

tame basin
#

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.

cobalt mesa
#

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

dense magnet
agile solstice
#

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

buoyant cobalt
hazy thistle
#

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 )

agile solstice
#

Outside of sub state machines transitioning to Exit would warp back to Entry to evaluate transitions there

#

It's one alternative to "spiderweb" connections

dense magnet
dense magnet
inner sierra
#

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

celest crag
robust dew
#

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.

still badge
#

Hi! Can i use generic armature with "thirdperson starter asset"?

still badge
#

yeah, i can

sterile vine
agile solstice
sterile vine
#

yeah that's the better option, i didn't notice you said aseprite lol mb

buoyant cobalt
buoyant cobalt
sterile vine
#

you need a default state somewhere

#

if it points to a submachine, the default state is inside the submachine

sterile vine
#

ah, hmm. i must be misremembering. mine have that too

#

maybe the default state is offscreen 🤷

coarse depot
#

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

robust dew
inner sierra
#

how do i stop the black square from dashing across the screen to get into position for the next animation?

#

for the scene transition

eager lichen
#

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

sterile vine
#

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

agile solstice
#

And what is the intended outcome

inner sierra
#

Not spazzing

#

Right now the square can be seen moving to get into position for the next animation

#

Right to middle

agile solstice
inner sierra
#

Cool cool

still badge
#

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?

azure crow
#

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

agile solstice
agile solstice
azure crow
#

But it's on the object that the baked animation is on, and the object thats supposed to be animated

eager lichen
#

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?

agile solstice
#

And the gameobject name must match

dusk dagger
#

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 notlikethis

slim holly
#

Now I have fixed this

dusk dagger
dusk dagger
mossy swallow
#

@everyone

uncut salmon
main onyx
# dusk dagger

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"

mossy swallow
#

@everyone

#

That does T exist

#

@everyone

sterile vine
#

stop spamming

mossy swallow
#

@everyone

#

Okay

mossy swallow
sterile vine
#

doesn't matter, stop spamming

dusk dagger
#

@main onyx i fixed but my code is wrong

uncut salmon
#

!mute 1396218639140651108 Continuing to ping people will remove you from the server.

hexed cargoBOT
vernal crypt
#

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!

main onyx
dusk dagger
#

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

main onyx
# vernal crypt Give me a moment, I was in the gym

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

vernal crypt
main onyx
# dusk dagger

Your animator component does not have an avatar assigned, I would check this first

dusk dagger
#

okay what should i add there because i have never done that

main onyx
#

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

dusk dagger
#

okay so i have made it with blender and these are my only options

#

I dont made these

main onyx
#

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

dusk dagger
#

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 ???

main onyx
#

the FBX in unity

dusk dagger
#

This

#

Ups

main onyx
#

Yep exactly. When you click Rig tab, there should be option to create and avatar from this model

dusk dagger
#

This one?

#

this

#

What should i click?

main onyx
#

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

dusk dagger
#

okay done

main onyx
#

now when you expand the .fbx in project view there should be an avatar asset

dusk dagger
#

Yes found it

#

the blue guy?

main onyx
#

put that in the avatar part of you animator controller. yes little blue guy

dusk dagger
#

done

#

#

now fixed?

main onyx
#

Okay now check if it is animating

#

in play mode

dusk dagger
#

okay

#

OMG YOU ARE THE BEST OMMMGGGGG THANNNNKLKSKSSSSSS :)))))))))

I really wish you a BEAUTYFULL DAY UnityChanThumbsUp UnityChanThumbsUp UnityChanThumbsUp UnityChanThumbsUp UnityChanThumbsUp

I need to eat now 🙂

#

Beat day xD

main onyx
#

lololol you're welcome 🙂

Enjoy your food and a well earned break 😄

dusk dagger
#

Yes but really apprichete you idk how it is spelled but thx for your help my Friend UnityChanCheer

main onyx
#

No problem, happy I could help!

dusk dagger
#

@main onyx

#

I have a few more things if you have a bit free time xD

sterile vine
#

just ask

#

!ask

hexed cargoBOT
# sterile vine !ask

: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

mystic badge
main onyx
# mystic badge I do all of these and never hear anything from anyone, except questions about wh...

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.

main onyx
dusk dagger
#

Okay 🙂 i am making an Waypoint tool rn so it is easiar to create and manage them 🙂

jovial seal
#

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

main onyx
#

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?

jovial seal
#

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

main onyx
#

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 🙂

jovial seal
#

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)

main onyx
#

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

jovial seal
#

ill try it ty for your help anyways

main onyx
#

No problem, good luck!

tired coyote
#

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.

compact trench
#

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

main onyx
main onyx
tired coyote
compact trench
#

I think the problem is skinning

#

But idk

#

When I move it in Maya, that doesn't happen to me.

robust perch
#

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?

main onyx
#

does chaining ik chains work?

slim holly
#

Do someone know that why character plays standing animation for few mile seconds when switching from walking to run?:

sterile vine
#

!code

hexed cargoBOT
sterile vine
#

see the section on large code blocks

slim holly
sterile vine
#

also, how are your transitions set up?

slim holly
slim holly
#

walking to running if isRunning is true

#

and running to walking if isRunning is false

slim holly
main onyx
# slim holly 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

unborn night
#

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?

buoyant cobalt
#

How should I set the Root of this animation so that the center is at the waist of my character?

jovial seal
# jovial seal

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

hybrid tinsel
fallen arch
#

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

unborn night
true roost
#

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

hybrid tinsel
hybrid tinsel
fallen arch
jovial ermine
#

how can I make one state run differently on multiple objects?

main onyx
#

how can I make one state run differently

forest arch
#

Guys what app for mac is best for animated sprite sheets

main onyx
#

Guys what alp for mac is best for

turbid tapir
#

Did someone have any news about KINEMATICA ???

pearl steeple
#

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

main onyx
#

in blender it does show 2 actions

bronze hull
#

Anyone use lottie ??

charred belfry
# bronze hull 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.

pseudo sinew
#

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?

agile solstice
pseudo sinew
#

So if I don’t want to use root motion I have to find new animations?

main onyx
pseudo sinew
#

Noo I just downloaded them, but then I’d need to find another locomotion pack that’s not based on root motion

main onyx
pseudo sinew
#

Yeah that’s the problem I had too, but than you’d have left and right animations that are different

main onyx
still badge
#

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

pseudo sinew
#

but i cant find a single anim pack or anything that has no root motion

agile solstice
pseudo sinew
#

tried that, but doesnt work

agile solstice
#

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

pseudo sinew
#

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

agile solstice
#

The spine bone is way below in the hierarchy where the root motion would be

pseudo sinew
#

wdym?

agile solstice
# pseudo sinew 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

pseudo sinew
#

oh no i know, but when i assign any kind of bone there it does this

agile solstice
#

That's expected because spine bones aren't root bones

#

What bones do you have at the top of the dropdown list?

pseudo sinew
agile solstice
#

The right one should be one of the top three
I expect you shouldn't have any Bake into Pose options checked

pseudo sinew
#

the bake into pose options dissapear when i select a bone here, and ive tried all the top options

agile solstice
pseudo sinew
#

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

agile solstice
#

Offsetting the root motion happens at runtime so outside of Play mode the character will still teleport

pseudo sinew
#

it stopped teleporting, but they all look really off, so guessing thats the root motion

agile solstice
daring stratus
#

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

main onyx
#

I'm trying to make a sort of jumpscare

slate temple
#

In a button, why can't I call Play() on an animation component? All these other functions show up but no Play

main onyx
#

In a button, why can't I call Play() on

modern oak
#

why does my ai do the idle animation

#

when he is clearly doing walk

south shoal
#

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

slender mural
south shoal
#

I dont see a slightly character but what is tue correct way to fixe it @slender mural ?

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

south shoal
#

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?

slender mural
#

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

south shoal
#

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.

white sky
#

how do i make a sprite flash white in animation?

thin grotto
#

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.

main onyx
#

Good day everyone. I need help with a

modern oak
#

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

main onyx
#

why are the red circles doing the

split cobalt
#

how can ı make my animations in place

snow owl
#

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

main onyx
#

how can ı make my animations in place

#

hello devs , have been struglin with

main onyx
#

how do i make a sprite flash white in

remote hare
#

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 ?

remote hare
#

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

agile solstice
remote hare
#

yeah true, i don't want to have a different version

agile solstice
#

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

remote hare
#

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 ?

agile solstice
remote hare
#

Huh we can do that? okay thanks i'm gonna try

agile solstice
# remote hare 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

remote hare
#

ok i restart once again, with the library deleted, and it's now working, fair enough i guess lol

agile solstice
remote hare
#

Oh okay, I see

zenith ermine
#

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)

daring stratus
#

Unity is creating these weird in between rig oddities. How can I stop unity from doing it

glad hedge
#

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

spiral ibex
#

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.)

sharp tree
glad hedge
fickle rampart
#

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

spiral ibex
#

Some basics to check

  1. What sort of Rig is the model using? (import settings, Rig tab, humanoid is a common one to use)
  2. 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
  3. Do they play in the Animator?
  4. Do the animations play at all? Do they play in the Inspector? (usually shows the Unity base model)
barren mortar
fallen bridge
#

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

main onyx
#

hello everyone, I have a big problem

hazy thistle
#

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

quasi rampart
#

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?

main onyx
#

Currently I am trying to learn unity

south shoal
lyric shore
#

Reset bones position to bones position of animation before the animation starts

pseudo sinew
#

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

lyric shore
#

Nobody can help me? ||(Thread "Reset bones position to bones position of animation before the animation starts")||

main onyx
#

Hello here ! i come again because i dont

#

I have an animation of a Lift that needs

meager sorrel
#

is arm animations on a fps game hard?

daring needle
#

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");
        }```
little path
#

Use GetAxisRaw

daring needle
#

I tried getaxisraw

#

Beat me to it

#

But it doesn't seem to make a difference

little path
#

Combine that with making sure the transition from locomotion to idle does not have exit time checked

daring needle
#

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

slender mural
agile solstice
main onyx
# daring needle I'm having an issue where the character keeps doing the move animation for a lit...

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

agile solstice
#

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

main onyx
#

Yeh triggers have a specific use case and this ain't it

daring needle
#

Okay, yeah, I guess I need to totally revise how this works

daring needle
#

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

daring needle
#

Okay, no mixamo stuff is working on any asset, something is clearly wrong

spiral ibex
#

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 ⚠️

spiral ibex
daring needle
#

Without

#

I've managed to get them to work on other models now

#

Just not the cop

spiral ibex
#

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)

daring needle
#

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

spiral ibex
# daring needle Without

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

daring needle
#

Oh, the video I watched said to download without skin because "I just want the animation"

spiral ibex
#

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 🫡 Unity

wispy shoal
#

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!

sterile vine
#

the "unlocking" is just in regards to package management

rough quartz
#

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

spiral ibex
atomic ginkgo
#

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.

atomic ginkgo
spiral ibex
kindred marlin
#

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

spiral ibex
kindred marlin
#

tried there is NOTHING

spiral ibex
#

Zoom out, pan out

#

Is it even possible? I can't delete some of the States in my Animator grid lol

kindred marlin
#

nothing here

#

the animations still work but it doesnt show anything in here

spiral ibex
#

Close the tab, re-open

kindred marlin
#

i forgot how to get back to that💀

#

im new to unity X_X

#

FINALLY GOSH

#

thxxxxxx

sterile vine
#

all the stuff is still there, just somewhere off in the distance, probably..

atomic ginkgo
# spiral ibex Yes for sure. Remember to have `IK Pass` enabled on the Animator Layer itself, f...
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.

atomic ginkgo
#

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.

lone token
#

how do i add an animation when i press the UI? is this no the right way?

normal harbor
#

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

atomic ginkgo
agile solstice
# normal harbor because I have been trying to do it using actions but it is very buggy

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

ornate oasis
#

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

celest crag
#

Check for pinned resources as well

ornate oasis
#

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

ornate oasis
#

Any ideas?

celest crag
ornate oasis
#

Alright

#

Also trying to have ChatGPT help me lol

brave talon
thorny hamlet
#

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

digital current
#

❤️

marble epoch
#

I'm really stuck on this problem, I tried everything and google is not helping..

ornate oasis
#

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

thorny plinth
#

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

sterile vine
#

so the pivots are set up correctly

thorny plinth
#

I turned it to grid slicing + adjusted the pivot a bit and it worked, so thanks again

sterile vine
#

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

fading badge
#

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)

fading badge
#

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?

agile solstice
#

Humanoid avatars are mostly just required when the animations you need are from a different source than the character rig

fading badge
#

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

agile solstice
#

Root motion is not Humanoid-only

fading badge
#

ohhh right htat makkes alot of sense actually

fading badge
#

right? or is that wrong?

#

i might be misunderstood

agile solstice
#

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

fading badge
#

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

agile solstice
white sky
#

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?

maiden moat
#

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

leaden nymph
#

AAA level

leaden nymph
#

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?

agile solstice
pseudo compass
#

Hey there! My question is: how can I combine animations from the Sub State Machine with Idle Mode when clicking on the button?

long pulsar
#

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

sinful quest
#

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

sleek fable
#

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!

timid tangle
#

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

sterile vine
#

for the non-unity aspects:

#

!collab

hexed cargoBOT
# sterile vine !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

long pulsar
#

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

manic perch
#

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.

manic perch
#

I think that having 2 different way to animate don't work

leaden nymph
leaden nymph
#

thats one months of work with unity

tranquil pumice
long pulsar
long pulsar
#

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

sterile vine
severe fable
half quiver
#

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

manic perch
agile solstice
topaz onyx
#

Cascadeur is soo good

#

Use that

barren mortar
#

Umotion Pro if you want to keep it in Unity, but Cascadeur is better

split thunder
#

whats the best pixel animation app

agile solstice
agile solstice
# split thunder 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

oak condor
#

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

heady berry
#

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

agile solstice
#

Or when having no clip at all playing on a Humanoid avatar

pseudo compass
#

Guys, do you have any ideas on how to make smooth movements like "Motion Matching"?

I already have an animator with character settings configured

marsh kernel
#

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?

worthy heron
#

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

agile solstice
sterile vine
#

what exactly is your question?

oak condor
sterile vine
#

you would have a separate state with exit time that the other stuff transitions to, and then that state transitions to the run loop

agile solstice
#

When you enter a state, the animation always starts from the beginning, unless your transition has offset or delay that conceals it

fossil hill
#

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?

fossil hill
#

How do I rename on the animation window???

agile solstice
#

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

fossil hill
#

It's... triple click, for some reason

#

No wonder I did not find it lol

cyan tide
#

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)

civic vortex
#

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.

lapis rover
#

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.

upper violet
#

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

dusk bronze
#

Is there a better way of doing this. I want something close to gta locomotion.

agile solstice
# dusk bronze 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"

dusk bronze
#

Maybe not like the one in GTA but maybe like in Unreal's locomotion or idk like genshin??

agile solstice
# dusk bronze

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

dusk bronze
#

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

main onyx
#

Anyway to resolve the Blender > Unity

#

Can someone help me fix this please?

#

Is there anybody here experienced with

agile solstice
crisp oyster
#

[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.

celest zephyr
#

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

upper violet
#

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

frosty bridge
#

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

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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

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i see this... 'sub state machine'? but cant seem to find a good standalone tutorial

sick pond
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@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

frosty bridge
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A movement system and combat system?

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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

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I just wanted to know if I can use substate machines to slash most of the coding needed for movement systems

sick pond
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@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?

frosty bridge
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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"

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but for the sake of the presentation next week in my class, just a simple 3d run, jump, atk is enough for then

sick pond
#

@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

frosty bridge
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o7

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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

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... 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

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despite not being proficient in coding

sick pond
#

@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

frosty bridge
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if only it was the co-pilot in vs code lmao

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that thing is significantly better imo

sick pond
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for the purpose of getting a simple 3d controller up and running, default gpt5 is more than enough

agile solstice
jagged ruin
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..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

sterile vine
jagged ruin
jagged ruin
# sterile vine make sure you've set the output thresholds correctly, if that's possible?

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

sterile vine
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oh does the input not go negative?

jagged ruin
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the input does, but the blend tree does not make the clip active

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..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'

sterile vine
#

well, what if you make it 0/0.5/1 instead?

jagged ruin
# sterile vine 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'

jagged ruin
# sterile vine well, what if you make it 0/0.5/1 instead?

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

ornate meteor
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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.

agile solstice
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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

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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

granite mantle
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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

main onyx
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2025 10 15 19 19 25

dusk bronze
agile solstice
frosty bridge
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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....

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... nvm im blind

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forgot to delete smth

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ah so this is how this server works? turning things into threads to solve them?

main onyx
frosty bridge
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o7

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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

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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

main onyx
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I dunno tbh, I haven't gone into any vcs for shared working or anything like that, maybe others do

sterile vine
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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

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vc support is generally just not a thing in most if not all support servers

frosty bridge
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damn

wheat vessel
#

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?

upper dove
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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

glacial heath
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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

main onyx
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does anyone know where i can animations

main onyx
#

does anyone have any tips? I think im

keen hill
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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...

waxen gull
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that wasnt what i was expecting at all XD sorry you're gonna have to wait for someone smarter than me

waxen gull
keen hill
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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

waxen gull
keen hill
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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.

waxen gull
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well in that case im out of ideas, sorry

keen hill
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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

sterile vine
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wow that's horrifying

main onyx
agile solstice
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Not the most insane animator thing I've seen but definitely up there

agile solstice
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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

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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

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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

keen hill
keen hill
fresh crow
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i need a really quick help

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i made animations for my character and now i want to apply them to the character

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like an idle and running state animations

hollow wraith
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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.

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It even freezes the idle animation which i never thought was possible

agile solstice
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But my guess is you're repeatedly transitioning to Idle with a higher priority, probably from Any State

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Hence the freezing

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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

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It's best to be used only for one-way transitions that need to interrupt the state machine

main onyx
#

Thread

hollow wraith
# agile solstice But my guess is you're repeatedly transitioning to Idle with a higher priority, ...

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

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It has been fixed.

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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

agile solstice
timid jolt
cedar ruin
timid jolt
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so i changed some stuff to "original" in animator tab in import settings

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and it baked those motions to pose itself

agile solstice
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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

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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

agile solstice
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Yes

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Those are unrelated problems from the problem of using a blend tree incorrectly here

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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

ripe smelt
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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.

ripe smelt
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Game Rig Tools by cgdive!

agile solstice
# ripe smelt 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

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So you need foot IK in unity instead, if you think it's glaring enough to need fixing

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Humanoid avatars have a foot IK feature, and the Animation Rigging package has one separately

ripe smelt
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Ok thank you, that would make sense.

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It's still annoying it doesn't keep my transforms perfectly

blazing shuttle
#

is there a way to change a state from a an animation clip to a blend tree, while preserving all transitions?

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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

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wondering if there's a way via editing the .controller file in a text editor or smth

broken grotto
#

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.

main onyx
# ripe smelt Hi, does anyone know what causes my characters feet to slightly jitter/slide in ...

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

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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

ripe smelt
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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.

main onyx
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is there a way to change a state from a

main onyx
main onyx
# ripe smelt Hi thanks for the input. I'm using a generic rig with root motion disabled in th...

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

ripe smelt
main onyx
ruby drift
#

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

uncut salmon
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Grab all the keyframes and drag out the line on the right side to move the end point.

agile solstice
ruby drift
#

thanks

sterile vine
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the number you see on the animation pane and timeline are samples, not frames

ruby drift