#🏃┃animation

1 messages · Page 43 of 1

ruby drift
#

is there a way to make the cylinder follow the spring?

#

like so that it stays on top

#

ill send a vid of the animation if that helps

agile solstice
agile solstice
#

Or if you find it tedious to animate them together, you can also use constraints

ruby drift
#

thanks

#

I finished the animation so now I can stop for the day (my head hurts)

agile solstice
zenith edge
#

Hi, I have a problem with animation or something like that.

The zombie won't stop doing walking animation even it not moving, I want it to do Idle animation when it stop.
Did I do something wrong?

zenith edge
#

nvm, fixed it

wheat vessel
#

hey there everyone i am having an issue in my game where i am making gun animations(holding/shooting the gun). but when i aim up or down the gun gets offset from the hands.

main onyx
#

hey there everyone i am having an issue

proper canopy
#

hey

#

i created my fist Animation for my Enemy. this is day 2 of me try to improve my skills. What do u all think? what can i do better

#

it has => Hurt, Idle, Walk, Attack, SpitAttack

thorn wedge
#

is there uhm... any way to organize this??..

wheat vessel
thorn wedge
#

wait what-

sterile vine
#

consider submachines or blend trees for the 3 idle states for example

thorn wedge
#

but it still needs the transition arrows to guide them?

wheat vessel
thorn wedge
#

uh.... what is a blend tree... that's new to me

sterile vine
#

i personally lean towards using transitions anyways though

sterile vine
wheat vessel
#

this is a good vid about blend trees
https://www.youtube.com/watch?v=m8rGyoStfgQ

Learn how to animate characters in Unity 3D with dynamic animations from blend trees!

This beginner-friendly tutorial is a complete walkthrough of one dimensional blend trees and how we can use blend trees to create new animations for our characters using float parameters

ACCESS PROJECT FILES & SUPPORT THE CHANNEL:
💛 https://www.patreon.com...

▶ Play video
thorn wedge
#

alright back to studying, thanks so much guys! :D

agile solstice
proud jackal
#

when I import a new animation+same used before rig from blender into unity - my player new animation is not playing, but I suppose changes are valid (like the movement of bones, because I see movement of camera in preview, but not the mesh), but the mesh is just standing and not retargeted properly. how can I fix it without reimporting the original mesh with all new animations? if it possible ofc without third party assets. I'm using GENERIC RIG btw, so it's not humanoid, as you can see.
like, the original mesh is used with the same rig as in new animation and I didn't change anything of that. maybe I'm missing some settings?
the settings: pic 1 - original rig with original animations, pic 2 - my new animations to that rig, pic 3 - my new animation data and I suppose it contains all valid data?

#

bone structure/naming is the same, I've rechecked in the engine

main onyx
#

when I import a new animation+same used

narrow dagger
#

Hey question do you know what might cause bones to go out of place during run time. The reimported my animations but its seems to only happen during run time

#

I’m in 6.4 alpha. Not sure if this version can cause that issue

sterile vine
#

wow, unity 6.3 isnt even out and they're already working on 6.4?

#

try with a stable version, a full release or an lts

narrow dagger
#

Yea might as well. A friend of mine. Changed it to this version for some reason

narrow dagger
#

when the game is not running and i check the animations. that deformation doesn't exist

#

Found the issue. Weight limit is set to 1 bone during run time. i set it to two and it fixed itself

timid jolt
tall rover
#

I have a character model from blender and I am looking for someone that can make a couple simple animations that I can then import into Unity. I seem to be Blender-disabled so please DM if you have some time

proper canopy
#

hey i wanted to use a pixel art Animation but my Animation Frames looking strange, everthing looks fine in Idle but if i use a "Heal" Animation my Frog Boss clipping under tha Ground? why is that?

gusty garnet
#

you are chaning the transform position in you animation it seems

sterile vine
#

make sure you've set the pivots correctly

#

slice using a grid instead of smart slicing, usually

proper canopy
sterile vine
#

did you have smart slicing on

#

i shouldve phrased that differently

#

"make sure the pivots are correct" - a common mistake is using autoslicing on a grid spritesheet, leading to incorrect pivots

proper canopy
#

because this is exatlcy what i did

sterile vine
#

you should not

proper canopy
#

i will test it out, thanks for u help

sterile vine
#

you should use grid slicing on grid spritesheets

proper canopy
#

but the Character is not a Grid

#

its a Sprite Sheet

sterile vine
#

spritesheets can be on grids...

#

do you mean an atlas?

#

yknow what, just show the spritesheet

proper canopy
#

i cant currently i need to buy yoghurt

#

for my mom

#

i mean like i have a Row Whit Spirtes from my enemy Combrarrring. and i cliucked automatic Slide.

#

wait, i will show u a photo in 5 Minutes

sterile vine
#

so sounds like it was a grid

#

you should use grid slicing, not auto slicing

proper canopy
#

okay i will try it in 10 minutes and im give u a feedback here on this channel if it works

#

is it okay for u if i ping u?

sterile vine
#

no

proper canopy
proper canopy
#

im currently at this state

#

if i understand u chorrectly i only now need to "Apply"

sterile vine
#

yep, that's on a grid

proper canopy
#

perfect and i also see that this is the soloution for my Problem

#

Thank u Chirs!!!

spiral kelp
#

there has to be a better way to do this bro

main onyx
#

Thread

lament talon
#

hello i need help
i recentently edited the animations for my character and now my animator on said character stopped working
note
all the animations are working correctly if played stand alone
the animator doesn't seem to play them even though it's correctly changing states
has anybody encountered an issue like this?

#

nevermid fixed
had hierarchy issues
( i had to edit animations files manually , don't ask )

twin grail
#

Hey im having some trouble with animations in my project. I created 3 simple animations in unity with the rig set to generic instead of humanoid, I'd really like to not have to remake the animations in blender. Is there a good tutorial on how to convert simple generic animations to humanoid?

lament talon
twin grail
#

the generic animations?

#

no

lament talon
#

yes

#

mmh

#

no clue man
i do everything through blender

twin grail
#

ill try exporting it first

#

how hard would it be to do some simple animation in blender, the animations i have are really just poses with a few movements

lament talon
#

fbx scale is important

oblique linden
#

I have a character for Unity and it functions fine when moving. But when I play the idle animation (I use a character controller + script based movement), the character is rocking back and forth weirdly like this when in idle.

Any way to fix this elegantly without having to re-rig my entire character?

candid siren
#

they are so complex

#

and confuse you a lot

#

i recommend using code instead

#

is more easy and flexible

spiral kelp
candid siren
#

first you create a string variable called current animation

sterile vine
#

i mean, if you already have the statemachine set up, it's fine tbh

#

code just makes the transitions invisible

candid siren
#

latter you reference your animator

sterile vine
#

you still need the same logic

spiral kelp
candid siren
#

latter you use this code

#

public void ChangeAnimation(string animation, float crossfade = 0.2f)
{
if (currentanimation != animation)
{
currentanimation = animation;
animator.CrossFade(animation, crossfade);
}
}

#

and when you want to change your animation you only need to use change animation

#

for example for idlea

#

ChangeAnimation("Idle",0,1)

#

and that lol

sterile vine
#

😬 really? with magic strings?

candid siren
#

actually works really well

sterile vine
#

that's definitely a worse idea

#

i guess it's unavoidable, but at least have them as fields instead of typing them every time

candid siren
#

the only thing that you need to make in animator tree its change the state names for strings names

sterile vine
#

magic strings are significant code smell

candid siren
sterile vine
#

they're fragile, meaning it's easy to make hard-to-trace mistakes

sterile vine
sterile vine
#

but it's really goddamn easy to just make a typo somewhere and have the entire thing break

candid siren
#

i dont lik animator trees btw

sterile vine
#

sure, but recommending magic strings directly in parameters is kind of a bad idea

candid siren
#

if you have a lot of animations becomes really hard to memorize what animations crossfades

#

in what states

sterile vine
#

you aren't supposed to memorize them.

candid siren
#

you use another void to make a function to check animation all the time

sterile vine
#

another void...

candid siren
#

srry for my english lol

sterile vine
#

why does everyone call methods "voids" lmao

candid siren
#

yeah i just forgot how to call them

sterile vine
#

well, not everyone. just beginners

candid siren
#

i swear 😭

sterile vine
#

yeah no you still need magic strings in that case

candid siren
#

i just abandoned unity for 6 months

#

cuz school

sterile vine
#

i mean. i'd consider myself a beginner too if i forgot basic terms ngl

candid siren
#

i just involved lol

sterile vine
#

magic strings should be avoided if possible/reasonable, that's just kinda a good rule of thumb

#

magic numbers as well

candid siren
#

even you avoid them?

sterile vine
#

i don't

#

i use submachines to lay them out

candid siren
#

mmh for now strings hasent caused any problem yet

#

i will keep using them for a while

sterile vine
#

yeah they don't cause runtime problems

#

i never said that

#

they are development hazards

#

if you change a state, cool, no references to mark that though

candid siren
sterile vine
#

might not even get any errors until extensive playtesting

spiral kelp
#

im not that good of a coder but couldnt you like, add a debug log to say like "This animation is not vaild!" or something

#

or am i missing the point

candid siren
#

btw if you dont remermber states name you can check in animation tree

sterile vine
sterile vine
candid siren
#

i avoid spaghettis lol

sterile vine
#

you aren't

candid siren
#

for example guns use like 8 or 9 animations

sterile vine
#

if you have enough states, with enough transitions, then you essentially do have spaghetti

just that, when you're doing it in code, you don't see the spaghetti

candid siren
#

i only check states by player inputs or even current animation (is not recomended)

sterile vine
#

yikes

#

state should definitely not be kept track of by the animator

candid siren
#

the easy part in code is that you can manage to organize the information well using messages

sterile vine
#

wow.

candid siren
#

or a well organized ifs loops

sterile vine
#

by "messages", do you mean comments

candid siren
#

you got me 😭

sterile vine
#

in unity, messages are a specific thing

#

and if you're using those too.. that's just a ton of magic strings lmao

candid siren
#

👶 🍼

sterile vine
#

it really doesn't have to be that complicated

spiral kelp
candid siren
spiral kelp
candid siren
#

that tree lok easy for a basic character controller

sterile vine
sterile vine
candid siren
#

but in a normal game you got more interactions that these

sterile vine
#

yeah, i'm aware

spiral kelp
sterile vine
#

and they'll be in a submachine

#

so just 1 extra state at the top level

candid siren
#

imagine making a tree to these states

#

thats why i prefer code

sterile vine
#

looks like several of those could be in substate machines

#

i have 10 states and all of them are blendtrees. like mine just isn't far off lmao.

candid siren
#

specially cuz in fps games weapons need to have smooth animations so its better to control that by code

#

the crossfade helps you to avoid to make a lot of transitions lol

sterile vine
#

how do you think animation trees work

#

crossfade is an animator feature

candid siren
sterile vine
#

it's not inherently better. you're doing the same things

candid siren
#

but well organized

#

and with better control lol

sterile vine
#

you literally have no organization 😂

candid siren
#

lol

candid siren
#

i just prefer to simplify

#

xd

sterile vine
#

yikes, man

candid siren
#

its only that i like more code

#

lol

main onyx
#

Yeah, totally agree with Chris here, the code route might work fine now and feel nicer because as you say you prefer code but it definitely has concerns with maintainability and scalability. If you find the Animator is more complex then you probably just don't know enough about what the animator can do and how it should be used, at the end of the day it was created to solve a problem and improve workflows in a way that you don't need to code this stuff yourself.

Granted it's your project so do whatever you like but saying you don't recommend others to use them and they should use code instead is poor advice

meager smelt
#

Hey, who's absolutely familiar with animation rigging and foot ik?

mystic willow
meager smelt
# mystic willow Have a read of this, this is why I said "Don't ask to ask, just ask the question...

I've set up foot ik for a dinosaur but when it moves from its original position, I get this output:
Is this so common, or should I attach more information?

    
    var direction = (constraint.rotation * solverDirection);

    var rayDistance = rayStep + rayDip;
    if (Physics.Raycast(constraint.position - direction * rayStep, direction * rayDistance, out var hit, rayDistance, layerMask, QueryTriggerInteraction.Ignore)) {
        twoBoneIKConstraint.weight = 1f;
        Vector3 desiredPos = hit.point - direction * targetOffset;
        float distance = Vector3.Distance(desiredPos, _defaultTargetPos);
        if (distance > maxOffset) desiredPos = _defaultTargetPos;
        target.position = desiredPos;
        //target.position = hit.point - direction * targetOffset;
        target.rotation = Quaternion.FromToRotation(-direction, hit.normal) * constraint.rotation;
    } else {
        twoBoneIKConstraint.weight = 0f;
    }
}```
main onyx
#

I've set up foot ik for a dinosaur but

wide silo
#

Hey everyone! I’m putting together a team for a new animated show called $2 Hitman think South Park–style vibes: funny, chaotic, and full of dumb situations.

The show follows Tony, a broke dude who decides to become a hitman, and chaos literally follows him everywhere. It’s wild, hilarious, and totally ridiculous.

I’m looking for people to help with:
Animation / Art (character design, scenes, movement)
Voice acting (all characters, funny and exaggerated)
Writing / Jokes (help make the episodes hilarious)
Sound / Editing (music, SFX, episode polish)

This is a zero dollar project, but you’ll get full credit and your work goes straight into the show perfect for a portfolio or just building skills.

If you’re interested in joining a small, hype team to actually make a show, DM me!

honest rose
#

Hi, i have an animation event that changes the state of an enemy, it works on one, but not on other, and i have no idea of why

hexed cargoBOT
# agile solstice !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**

main onyx
#

Hi, i have an animation event that

lunar bronze
#

any info on unity animator tool(s) changes?

meager smelt
#

Hey!
I have this exact setup on the two legs for the dinosaur.

#

However, when I start the game, this happens:

#

Bro is swimming, but why?

main onyx
#

However, when I start the game, this

elder parrot
#

hi i am a bigginer and i need help with the animation and cinemachine camera

#

so i want to make a FPP camera but i i attach it to the head it start bobbing with the animation how can i make the head stop moving?

agile solstice
meager smelt
#

Hey!
I need help with animation rigging. Today I set up IK for the legs, and it works in the idle animation for my dinosaur. However, when it starts the walking animation, the target stays in the same place meaning that the foot doesn't actually move indicating walking.
Here's my setup:

meager smelt
#

So do I have to bake the target's positions and rotations into the animation?

plain wadi
#

how you guys do that tween animations? (i guess that's how it's called)

opal loom
#

how do i fix this problem, went into blender to fix up some stuff with the mixamo rig but because i did it in blender its now got the parent armature, before it was just the hips. does anyone know how to make the armature non exsistant?

main onyx
#

how do i fix this problem, went into

uneven lichen
#

Does anyone know why I can't add my sprite to animation?

void sigil
void sigil
#

Afaik you cant change animation from asset folder

slim pivot
#

if anyone here has the documentation for the mxm motion matching asset, it would be much appreciated - it seems at least the latest versions all linked to google documents which have been removed. the videos online are great (will back those up now to be safe), but as the asset is quite complex the documentation itself was also invaluable.

wheat flint
#

Hello guys, 2 questions

#

first, the arrow heads on a transition does means that you add another checking condition?

#

for example this, the part where contains 3 arrowheads

#

And Second, the interruption results for example in the transition of "reload -> fire" if i do it interruption source Next State then the transition will set priority to the set state which in this case is Fire state?

sterile vine
wheat flint
#

Yeah a more adjusted transition due to more conditioning

#

And the second part i did said?

sterile vine
#

a single transition with multiple conditions will still show up as a single arrowhead

#

the conditions there are basically AND'd together
then, you can have separate transitions entirely - those would be OR'd together

#

the 3 arrowheads mean you have several transitions

#

no clue how interruptions work, that's why i didn't answer that

wheat flint
#

How could use that?

#

I think it's not recommended on weapons bc in the case of interruptions it affects the start and the results

sterile vine
#

...no? it's just.. multiple transitions

#

it's not a special thing

#

it's just showing that there's multiple arrows there

wheat flint
#

And that you mean the arrowhead by 3 allows you into interrupt the transitions but the process

#

For example before the fire anim is about to start you can interrupt it on mid time the same animation 💜

sterile vine
#

the 3 arrowheads just signify there's more than 1 transition

sterile vine
#

you want me to show an example of 2 transitions?

wheat flint
#

1 transition? Then you do a third connected state and that's

wheat flint
sterile vine
#

how am i being unclear

#

that's what 3 arrows means. there's multiple transitions

#

that's literally all it is

#

no clue where you're getting the interruption stuff from. that's a separate thing

wheat flint
wheat flint
#

To enforce the animation transitions and the conditions

sterile vine
#

i have no idea what you're going on about

#

interruptions are wholly separate from the transition arrows

drowsy wren
#

hey, this will sound annoying but can anyone help me understand how to connect the animations and the states because i have no clue (i already made a simple animation i just dont know what to connect) (a vc would be lovely)

wheat flint
#

You select the X state you want to make the transition and right click it and select the Make Transition option

drowsy wren
wheat flint
drowsy wren
sterile vine
agile solstice
# wheat flint And Second, the interruption results for example in the transition of "reload ->...

If the interruption source is Current State, that means another transition from the state you're transitioning from can interrupt the currently running transition
If transition source is Next State, transitions from the state you're transitioning to can interrupt the currently running transition
https://docs.unity3d.com/6000.2/Documentation/Manual/class-Transition.html#TransitionInterruption
https://unity.com/blog/engine-platform/state-machine-transition-interruptions
Multiple transitions even between the same two states check their conditions independently and can interrupt each other, same as transitions to entirely different states, not one "more adjusted transition"

idle tusk
#

heyo
i'm working with a character and i'm running into a problem where i need basically to drive an animation based on a blendshape value

is there any way i could get the shape value into the controller as a parameter?

#

everything i could find either used a script or used the controller to drive the shape value

agile solstice
idle tusk
agile solstice
idle tusk
agile solstice
idle tusk
#

it is the system for the game that's kinda the problem
it's the modding system not a mod for a system

maybe i'm thinking of this the wrong way from the very beginning

silver geode
#

Hi, I have a question about level design. What I want to do is this imagine a small crane, like one used in a construction tower. It has a platform or box attached with ropes, and both the crane and the attached box or platform move from one position to another.
As the player, you need to climb onto that moving box or platform to reach another location.
The problem is, I’m still learning Unity, so I’m not sure should I animate both the crane and the attached box/platform, or should I only animate the crane and move the platform using code? Or is there another approach?
My main goal is that the player should be able to stand on the platform or box and move with it to another position. Just looping an animation looks simple, but I’m not sure if that’s the right way to do it.

haughty sigil
#

so i do like this i take my cahracter from unity assets store then i use animations i dowoland them by the mixamo without skin just the animation and i take the green rectangle and i put it in aniamtor of my character i use this code

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AnimationStateController : MonoBehaviour
{
Animator animator;
int isWalkingHash;
int isRunningHash;

// Start is called before the first frame update
void Start()
{
    animator = GetComponent<Animator>();


    // Convert parameter names to hashes (better performance)
    isWalkingHash = Animator.StringToHash("isWalking");
    isRunningHash = Animator.StringToHash("isRunning");
}


// Update is called once per frame
void Update()
{
    bool isRunning = animator.GetBool(isRunningHash);
    bool isWalking = animator.GetBool(isWalkingHash);
    bool forwardPressed = Input.GetKey(KeyCode.W);
    bool runPressed = Input.GetKey(KeyCode.LeftShift);


    // If player presses W and is not already walking
    if (!isWalking && forwardPressed)
    {
        animator.SetBool(isWalkingHash, true);
    }


    // If player stops pressing W
    if (isWalking && !forwardPressed)
    {
        animator.SetBool(isWalkingHash, false);
    }


    // If player is walking and presses LeftShift → start running
    if (!isRunning && forwardPressed && runPressed)
    {
        animator.SetBool(isRunningHash, true);
    }


    // If player stops running or releases W → stop running
    if (isRunning && (!forwardPressed || !runPressed))
    {
        animator.SetBool(isRunningHash, false);
    }
}

}
if you want to help me pls dm me

fossil hill
#

This is a dumb one, but can't I make an empty animation clip last just like 1 frame? How do I make this not be the default 1 sec?

agile solstice
fossil hill
#

I just want the next state to come in immediatly, without having to wait for the clip to finsih a loop

agile solstice
#

You can define that in the transition, regardless of the first state's length

fossil hill
#

Was that the exit time toggle?

agile solstice
#

Disable exit time, set transition duration to 0

fossil hill
#

Like this?

agile solstice
#

And drag the blue arrows all the way to the left

#

Or the blue region between the arrows

#

Unintuitively you can only grab them if you increase the duration first a little

fossil hill
#

I am always very confused by this UI in particular lmao

#

The top clip dissapeared when dragging them all to the left, does that work?

agile solstice
#

I believe so

#

I suspect it's visually bugged because it's an empty state

#

I think there's very few situations when you should be using empty states

fossil hill
#

It's the simplest way to just have an state where I just wait for something to happen right?

#

Like this in particular just calls a fade in and fade out, and that only happens at very specific times with nothing in between

agile solstice
#

I guess so
More logical to me would be to have faded-in and faded-out states and then transition between them to do the fade

#

Then you always know what the properties are meant to be
With empty states it's a bit ambiguous

fossil hill
#

Yeah, makes more sense, but this is just reusable for many states later on tbh

#

Like I can just reuse the empty animation clip when I want any animator to wait for anything and all the logic needed is in the transitions

agile solstice
#

Do you have more examples where you need to wait in that way?

fossil hill
#

Not currently, no

#

But I can think of a few that just do X and sit there waiting for the next prompt to continue

agile solstice
#

I view them as unclear and not very useful but chances are I'm just not encountering situations where they're needed, or really thinking of using them even in such a situation

fossil hill
#

For UI sequences could be usefull, like, "show end panel transition" -> "empty" [Wait for player prompt] -> "show score panel transition"

#

Just a quick example

#

But thxs!

terse gust
#

Hi everyone!, how should i manually update unity's animator and rig builder, updating the animator manually (and ofc disabling the animator) stops the rig from updating or something?, because animation rigging stops working, so how should i manually update both?, also if possible can we set the time of the animation? i know there is a motion time for states but that only works for that state, is there any proper way to set/get time of the animation?,
i am doing all of this to get tick accurate animation.

agile solstice
barren mortar
#

I found it practically unusable. Tonnes of weird things happening

#

Ended up writing my own

agile solstice
#

Only bugs I recall encountering were mostly UI issues related to its custom gizmos you can give to targets
But your mileage may vary

sand geyser
#

Help? Can anyone tell me whats the reason why my sword like bugs at the last second of my animation? is that a repeating process like a loop or something happening? how can i fix that?

barren mortar
#

First disable that, then check the curves

agile solstice
#

You can select the clip itself or double click the state, to see the Loop Time setting

#

It's also possible you have delays or repetition in the transitions

sand geyser
agile solstice
barren mortar
#

I too just click around until I find these things

sand geyser
#

mb didnt saw that
its fixed now thanks

barren mortar
#

It's a checkbox called "loop time" catshrug

terse gust
turbid moth
#

Hi, I have a problem. When I press these transition arrows, Unity crashes. This happens consistently on my friend's device as well.

#

This doesn't happen when I press the transition arrow from Entry. Only Any state. I tried making a new empty state and making transitions from there and that works fine. It only happens from any state

sterile vine
turbid moth
sterile vine
#

unity 6.2 seems to have some inspector instabilities, this may be part of it.

#

perhaps check logs

#

!logs

hexed cargoBOT
# sterile vine !logs
📝 Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

barren mortar
turbid moth
#

editor or hub?

sterile vine
#

editor

turbid moth
#

alright

sterile vine
#

the issue is happening with the editor, so you'd need to check editor logs

turbid moth
sterile vine
#

a patch update shouldn't, but yeah you should make backups whenever changing versions

barren mortar
#

Nothing you won't be able to fix.

turbid moth
#

I am very new to Unity and my only source atm is my teacher

#

Oh alright

barren mortar
#

Unity updates are usually not a very big deal.

turbid moth
#

We have backups on github so I'll try updating then. Thanks

terse gust
barren mortar
terse gust
#

btw i have still been unable to manually update the animator and Rig builder,

#

updating the animator is simple, but when disabling the animator to do manual updates for it the animation rigging stuff stops working

#

but enabling the animator makes it work which is odd, and i can't enable the animator cause then the animations are double updated and run faster XD

barren mortar
#

If you look at the code I posted earlier, I call Animator.Update with a negative value to rollback the previous change in FixedUpdate.

terse gust
barren mortar
#

Unfortunately this does cause Animator.Update to run an average of three times per frame, so use sparingly.

terse gust
# barren mortar Yep

but is it not possible to do it with a disabled animator and not have to call the thing 3 times per frame?

barren mortar
#

Not that I know of.

terse gust
brave rose
#

hi, I'm trying to make my player interact with the doors in my game, but I face an issue, when the players interacts for the first time with a door, it opens and then closes itself back, here's my door script, when the player interacts with the door, it calls OpenDoor() function: https://paste.ofcode.org/PyeWYupX4vcurNwPgDXQMQ , here is my animator setup for the doors

#

also, after the first player's interaction, it works well

sterile vine
#

are you seeing the "OpenDoor called" log multiple times when you first interact with a door

brave rose
# sterile vine you said earlier that the doors don't have scripts...?

first, the issue with my bool setup was that all the doors were getting opened at the beginning of the game, but as I was testing for one door only, only one door had a script on it, the others didn't, they have had an animator component only and they also were getting opened, so that's why I told u they had no scripts, but now I changed back to triggers as I don't like bools, and the problem only appears when the player first interacts with the door, so I just sent the script to be more complete as the problem might come from it even if I'm almost sure it doesn't, people always ask for everything and ask for more details

sterile vine
#

if you check the animator at runtime, does it go to the close state / does the close parameter get triggered when you interact the first time

brave rose
#

to be honest, I don't know why but I'm almost sure the problem is the transition from empty state to the open one, this is the only thing that might cause it, I've just tested with Animator.Play("open") and the problem appears too, so this is probably it

sterile vine
#

cool, but that doesn't answer my question

#

i'm asking to verify that it's just that transition that's taken

brave rose
#

when the player interacts for the first time, it goes in open

#

open state but the door is closed

sterile vine
#

so you see it stays in the open state while the door closes?

#

and the closing is part of the open state's animationclip?

brave rose
#

well, it goes from empty state to open state, but the door opens itself and closes itself back, so it's closed

sterile vine
#

i worded that question poorly

brave rose
#

it works pretty well after the first interaction, just the script bool variables are probably reversed you know

sterile vine
brave rose
#

open

sterile vine
#

is it still like, "in progress" of the open state

brave rose
#

it's in open

sterile vine
#

or does the closing happen when the open state is "done"

brave rose
#

ohhh between them u mean wait

sterile vine
#

the blue bar at the bottom of the active state indicates progress of the animation clip

#

does the door closing happen while the blue bar is full, or when it's not full yet (and then the bluebar finishes when the door closes fully?)

brave rose
#

the door closing finishes when the blue bar on the open is full

#

it's like mixing both the animations in the first interactions but not the others

sterile vine
#

real quick, make sure you don't have other layers on the animator

brave rose
#

and it's also the only time the animations seem to be 2x faster

brave rose
#

do u think the problem comes from the fact I've set the animation states speed to 0.5? that might cause an issue in the first transition idk

sterile vine
#

wouldn't hurt to check

#

so to confirm - in the first interaction, half the progress of the open state is spent opening the door, and the the second half is spent closing it?
and in following interactions, the full progress of the open state is just spent opening the door?

brave rose
#

just set the empty state speed to 0.5 too,Knew it wouldn't change anything but yea/....

sterile vine
#

what happens when you interact the door the second time?

brave rose
#

but no

#

well yes

#

but the bools in script are probably inversed to the visuals you know

#

when open == true in my script, the door visual is closed

#

so yea you're right, sorry for the bad information

#

changing the speed back to 1 didn't change anything

#

same thing but 2x faster

sterile vine
#

does that still happen after the first interaction?

sterile vine
brave rose
sterile vine
#

no, what happens

#

does it close or does it do nothing

brave rose
#

the only problem is the first interaction, it mixes both animations

#

wait

#

so first time, it opens and closes itself back, then second interactions, it only opens it

sterile vine
#

and it opens in the close state of the animator?

#

sounds like you swapped the open and close animation clips

sterile vine
#

then yeah sounds like you just swapped the clips

brave rose
#

wowww, my brain is really washed man

#

my open animation clip is called close and vice versa

agile solstice
#

It happens

brave rose
#

my brain forgot for a second what close and open is

brave rose
#

sorry @sterile vine

#

ty so much too

mighty ivy
brave rose
#

sorry 😭

mighty ivy
#

you did see it, you directly responded to it with different info and I had to point out that I was referring to something else and you explicitly said you didn't mix them up. in the future you need to verify information, don't make assumptions.

agile solstice
#

It happens (continuously)

#

Questioning your own assumptions to debug precisely is a skill you learn, as long as you try to
Saves many headaches in the long run

brave rose
# mighty ivy you did see it, you directly responded to it with different info and I had to po...

oh yea well see, once again I'm wrong, when you said it, I thought you meant I didn't mix animators, once again my bad, but even if I understood what you said,I think I wouldn't have tried to swap them as their names were accordingly put, and by the way I don't make assumptions, I've looked at your message and once again I wasn't able to find my answer to it, just not my day, I'm sick

sterile vine
#

by the way I don't make assumptions
this is just false. everyone makes assumptions, and youve made several over the course of debugging here lol

#

assumptions are normal, but you have to be able to challenge them

brave rose
eager jay
#

what does loop pose do?

#

i only see the graph at the end of the animation clip change

#

thought it would smoothly return to the first keyframe instead of snapping back?

agile solstice
eager jay
#

what do you mean?

agile solstice
# eager jay what do you mean?

Animation window shows you keyframe data of the clips
But Loop Pose doesn't modify the clips
It blends the start and end keyframes at runtime

#

Similar to how transitions and blend trees are calculated at runtime by the Animator

eager jay
#

ahhh i see

#

kinda weird

#

thank you

agile solstice
# eager jay kinda weird

It's useful that it's non-destructive
You can keep modifying the clip as well as toggle loop pose on and off at will without having to alter any clip permanently

void pelican
#

hey all, sometimes when i am adjust the speed multiplpier of my animation clips in the timeline, my mouse cursor changes into this right angle cursor with an arrow making me unable to click on the record button. anyone know how to revert back to the regular arrow cursor?

terse gust
#

Hi everyone, i am trying to set the animator's animation time, in doing so my blend tree has a parameter enabled for Motion Time, but i just noticed that it's not true time in seconds, it's a normalized time between the animation running which isn't good, cause i wan't to control the time of the animator's animation , so like currently adding time to the parameter constantly, and as soon as we go to sprinting which has 38 frames, it's slower because 60 frames is 1 second, i hope you understand my explanation XD, but i just need a way to set the animator's time etc

radiant isle
#

Is it just tail and head independent smooth movement (+ Rotate) and swap sprites on each cells at the right moment ? Or it is something else ?

plush verge
#

Hey, Beginner here and using animator but its really confusing.
As it expands when i will add attacks, combos, hurt, death and more stuff.
Is there any better way to do it? any exercises or books i can follow to improve this logic?

#

plus setting it up in script, turning stuff on/off is also messy.

#

should i switch to animator.CrossFideInFixedTime?

#

whats its drawbacks

#

as a beginner whose learning this, should i switch to other ways or continue with what i am doing ?

sterile vine
terse gust
#

an airborne substate machine

sterile vine
# plush verge whats its drawbacks

if you keep track of state yourself you'll basically be doing the same logic, but without visual arrows. that could be either a good or a bad thing, depending on the specific task

plush verge
terse gust
plush verge
terse gust
#

i think this explains everything needed

#

for using sub state machines

plush verge
#

Hamza from Pakistan? ur name has Khan so

plush verge
terse gust
#

assalamualikum

plush verge
#

well my name also has Khan haha

#

Walaikum AsSalam

stuck kettle
sterile vine
#

!learn

hexed cargoBOT
primal flare
#

!learn

hexed cargoBOT
terse gust
#

Hi all, i have a character that is fully using playables for animation and is humanoid, the animator has no controller with it, i want to know how to make the animation rigging package work with this setup

#

currently the rig builder just stays there idle

#

ive tried doing rigbuilder.Build(myGraph), but this doesn't seem to be the solution as it doesn't work

terse gust
#

Mhm

#

still waiting

terse gust
#

sadgely noone prolly knows how to do it vintageunityping

#

it's soo horrible to use playables and then not be able to use ANIMATIon rigging

#

help plz

undone sedge
#

Hey im just curious if people generally use the unity animator or if they just code their animations into the script

#

I've found the animator very uncooperative myself, and have been scripting my animations, but I also just started with unity so I might be missing an angle or creating a long term problem for myself

agile solstice
#

If they can't or won't learn how and what for the animator is meant to be used, they usually end up coding their own system for animation states instead

undone sedge
#

Yeah that's what I'm thinking, I ran into a bunch of issues with the animator when I originally tried using it so I switched to code, but now I'm wondering if I'd be better off just figuring out the animator

agile solstice
# undone sedge Yeah that's what I'm thinking, I ran into a bunch of issues with the animator wh...

It really depends how much of its features you'd benefit from

  • It is a finite state machine, which you almost always need in some form anyway if you have more than a few animations to play
  • It is focused on blending animation clips in many ways, which is unhelpful if your animated properties are non-blendable, like sprite references
  • The power in its transition rules is that you can limit and specify what kind of and where to a transition should happen, rather than how you might intuitively try to make transitions from anywhere to everywhere to give your code "control" over the state that's playing, but that prevents the animator from doing anything useful with the transitions and is a lot of work
#

Animator and even its documentation has a communication issue, just using it while skimming the docs doesn't give you a picture why transitions would be an advantage, not a detriment

#

And there aren't really guides out there giving you insight into the correct kind of mindset for it to click, either

#

I guess the best advice I have is to study the official resources so you really know what the animator's features are, because the key is using all of them to their strengths

#

So you don't have to treat everything like a nail because you're only familiar the hammer in the toolbox

#

In general the philosophy is that if you can do something with the animator instead of code, you should
The parameters you set in code should communicate intent to the animator, rather than function as commands
So there's room for discretion for how the animator interprets the parameters

#

That way you retain compatibility with other animator features, and avoid having to code these conditional exceptions to which clip state should be played

agile solstice
#

@undone sedge practical example: A character can get knocked down by getting hit
It could be a sequence of struck>downed>recover
Struck to downed could be an automatic transition with no parameters needed
To recover could be initiated by incapacitation timer or reusable "readiness" parameter reaching a neutral value
You could make downed a blend tree that has crawling animations so various velocities of movement while down have unique animations, while using the same movement parameter as for all moving
You could allow recover state and transition to it to be interrupted by character's normal movement, with a blend or even a change in recovery animation speed to make it snappier
These could be in a sub-state machine that includes multiple sequences depending on the type of hit and incapacitation, while an integer parameter chooses the sequence, states can transition into the sub-state machine itself without having to have a discrete transition for every variant of the sequence

#

Additionally you could have a synced animation layer to keep the state machine but replace the clips in the states with different ones, like crouched, prone or wounded variants for example

undone sedge
#

Yeah that makes sense, thanks for the response I’ll definitely put some time into learning the animator tool

agile solstice
# undone sedge Yeah that makes sense, thanks for the response I’ll definitely put some time int...

On the flipside if you know there isn't really anything you need to automate or make contextual with the animator as your code would handle that, then you could just as well play states directly from code and forgo transitions and parameters mostly
But in that case parameters can be used for more than transitions as well, such as blend trees or for controlling individual states' properties like speed

main quiver
#

If I rotate only along one axis (by clicking and dragging the rotation blue line), all three (x, y, z) values get changed. I'm not sure why.

agile solstice
main quiver
#

Maybe it's expected? I'm not sure.

#

If I manually do it in Transform panel, I can individually do it for each axis independently.

agile solstice
#

Meaning Y rotation is always rotating around the parent (or scene) Y axis regardless of other rotations
X is always rotating up or down relative to "horizon" defined by Y
Z rotates around the object's own forward axis

#

If I understand it correctly

main quiver
#

So that's why it behaves like this. So I guess I have to change rotation through Transform panel only if I want to affect only one axis?

agile solstice
#

The pivot Local mode on the other hand produces rotation gizmos relative to the objet's own rotational axes, and converts them to parent relative rotations when you turn them

agile solstice
#

Because world relative X or local pivot X neither might be the same as parent transform X in that case

#

Also worth to note that the rotations are internally converted to quaternions in the end from euler angles

#

And the animator can be set to interpolate keyframes as either euler angles or as quaternions

#

If you only keyframe a change on individual transform axes, then euler angle interpolation likely produces clean results
But if keyframes need to interpolate between two multi-axis rotations generated by the rotation gizmo tool, then euler angle interpolation can get weird

#

There's more than one valid path to go from one rotation to another depending on the convention
Effectively euler angles retain the information about which turns have been taken which can be useful for mechanical and spinning motions, while quaternions are best at doing the minimum required rotation to get from A to B that's organic and natural

main quiver
#

I'm not able to understand this technical information, but still thanks. I just manually changed values in Tranform panel for now.

agile solstice
main quiver
#

Yeah

main quiver
#

I want two animations to play at same time when I press "Play". This banana object has two animations. The default one plays currently but not the colorchange one.

#

ChatGPT suggests some Blend Tree

agile solstice
# main quiver ChatGPT suggests some Blend Tree

That's not correct really, blend trees are for blending between states
A state machine layer in general can only have play one animation state at a time, unless it's blending between multiple
You can place the states on different animation layers however

main quiver
#

The tutorial exercise says:

#

Identify several items that you can animate. You must create a minimum of five keyframed animations, but multiple animations can be on the same object, so long as you create an Animator Controller that will allow someone to see them all.

#

So I tried to make two animations on one object. Now I don't seem to play both in Game at same time.

agile solstice
main quiver
#

Yeah maybe

agile solstice
#

Though it's ambiguous wording

main quiver
#

Usually it teaches before giving any exercise but this time didn't give any teaching this time.

#

I'll see it later

agile solstice
main quiver
#

This one currently

#

They demand a lot but I do bare minimums as they're boring lol

astral echo
#

I'm so tired of the animator system... just encountered a new bug where sometimes an animation transition will be delayed for absolutely no reason (0 exit time, 0 transition duration)

agile solstice
astral echo
#

I'll try to update the editor and see if that does anything

agile solstice
astral echo
agile solstice
# astral echo 6000.2.0f1 to latest patch

Well that'd be smart
Using 6.2. not so much
It has had more issues than maybe any release I've seen
Or maybe people don't realise it's a tech stream version
I'd only recommend 6.0 before the next LTS comes out

astral echo
#

there was some reason why I updated to 6.2 but I can't remember it now lol

#

anyway the animator system has always been broken for me no matter what version I'm on

#

which I know unity is aware of

agile solstice
#

About the delay I'm not sure
It seems so short that I maybe wouldn't have noticed it if it did occur
How is the issue presenting itself?

astral echo
#

I need to instantly trigger an animation. a 70ms delay is quite substantial imo, and I do notice it, especially in the transition timeline.

#

sometimes it instantly starts the new animation, sometimes it just hangs on the previous one. literally no reason for it to happen.

agile solstice
astral echo
#

yes

agile solstice
#

A screenshot of that and the settings could be useful

astral echo
astral echo
agile solstice
#

That's the workflow that I haven't had issues with anyway

agile solstice
# astral echo what do you mean by line up?

The blue bar (destination state) moves relative to the grey one (origin state) when you change the exit time variable
You can click and drag them to specify the delay manually, in a way

#

Even when exit time is disabled and the variable greyed out

astral echo
#

that would be transition offset I believe

#

that's the variable that changes when you do that

#

the thing is that no matter what offset I have, the delay is always there

agile solstice
#

My mistake

astral echo
#

no worries

#

the whole exit time system is pretty broken anyway

#

since it still has an effect when disabled

agile solstice
#

It's the only part I don't really fully understand, that I know of

astral echo
#

anyway updating didn't resolve it, guess I'll wait for some eventual overhaul of the animator system

agile solstice
astral echo
#

oh ok

agile solstice
#

Never failed me yet, though I have no idea why that's the way to change exit time with exit time disabled, apparently

#

Then I'd test in scene/play mode, I don't fully trust the mini window preview

astral echo
#

yeah... I'll try to figure it out later

#

thanks for the ideas tho

tribal salmon
#

I need to get an animation to a friend so they can set up the animation controller for their game. They made a model using VStudio and gave it to me. It was already rigged and textured so I added IK bones to start animating. Now they said they needed just the animation clip so I made a blank unity project with the built-in 3d render pipeline and dropped the fbx of the animations into the project. I then just duplicated the animation clips and dragged them into a separate folder to send to them, but when they got the animations it did not work on their model as intended. Legs were broken, things not moving, etc. Any ideas how I messed up? I am not familiar with Unity at all I just do art.

agile solstice
#

But it's hard to speculate about the issue without knowing what systems your animations were made with, or what kind of project they need to work in

tribal salmon
#

They told me to do this, but I was a little confused what it all meant. Maybe these steps make more sense to you;

go in prefab
put the FBX in the prefab
copy the Armature and paste it to be next to the VRM's Root
you can now remove the FBX again
in the Armature, delete its Root
move the VRM's root into the Armature
in the VRM prefab's parent thing, set the Animator component's Avatar to none

#

Also, sorry, I used Blender for my animations not sure exactly how to answer your second question, but it's a 2.5D fighter. These 3D models will be going side to side on the screen and playing attack, run, jump, etc animations.

agile solstice
keen bay
#

@weak sable it worked out btw! thx a lot for your help!

spice karma
#

I am trying to follow a youtube tutorial but they're animation editor is completely different. Is there a way to get this editor without downloading another version of unity

keen bay
agile solstice
#

But it additionally has Animator in another tab

proud briar
#

Does anyone know how to fix this? in online tutorials on how to use "Video to Motion" feature in unity, It shows that there is a model selected when going into this tab, but for me I don't see it.

spice karma
#

It won't let me drag the idle sprite into the animation, please help

agile solstice
spice karma
agile solstice
#

If you are following a tutorial, follow the steps exactly
If you are not following a tutorial, follow a tutorial

spice karma
agile solstice
spice karma
agile solstice
spice karma
agile solstice
cunning coyote
#

Hi! Stop loop animation on unity

eager flicker
#

Hi, i have once again come up with a new set of problems. this time in animation.
Goal: to have zombies walk to a wall and start attacking it.
My process: I downloaded 3 zombies (all of them are fairly the same size) and got them rigged in mixamo and downloaded their T-poses. Later used 1 model to get walking attacking etc to apply on the other 2 zombies as well. When i import them to unity, i assign humanoid and create avatar for each. I then change the animations to humanoid and copy avatar from the original.
Problem: When I apply the animation across all 3 the other 2 zombies are walking slightly above the ground as if they were floating. Why is this happening and how do i fix it?

#

some go through the navmesh

quasi crystal
#

uh hi, i have a problem, im trynna make this character playable, i have made an rigid body for it and have made basic walking animation, what did i do wrong?

turbid moth
#

So I went ahead and downgraded back to the old version. Hopefully this fixes that...

round sinew
#

I've been trying to make water caustics in an underwater 2D scene, but I am struggling to make it less choppy. Animating it by hand is a bit tedious and it doesn't look as smooth as it can be. Any tips on how to implement pixel-perfect water caustics?

timid epoch
#

I'm having this issue where when my character lands, it shows the jumping frame for just a fraction of a second, is there any way to make it go immediately from falling to idle?

umbral ocean
#

My animator is registering the isWalking state but it won’t transition with the parameter of isWalking=false to idle?

woven seal
#

alright i was told to reword my questions so here:

Hi, I am attempting to make a mod for the VR game RumbleVR. The premise of this mod is that on a button press, the mod will duplicate the player model, load an asset bundle with an animated rig, and then parent the bones of the clone to the rig to animate it. However, I have had many issues with the rig. Currently, it looks like the rig is mirrored, or rotated wrongly. I have tried manually reassigning and mirroring the rig in blender. No matter what I do, when the asset bundle is put into the game it is backwards. So my question is this: How can I fix the rotation either on the rig so that it can work properly or in my code to fix it when the rig is loaded?

Attached I have videos of the issues in unity and in the game. If you would like my code to look at I will send it privately upon request, I would appreciate any insight.

celest crag
misty coral
#

How do I make my animation tree neater?

#

I also need transitions between everything too. all aiming and walking need to be linked to each other as well, this is for a 2D project

dusky pine
#

Related to the user above, is there a way i can use Animator.SetInteger for state management but still have a reference to the actual human-readable animation name?

sterile vine
#

not that i know of, i usually use an enum in code and pray that i get the numbers right (and make sure to not add new enum members in between the existing ones)

left cradle
#

Trying to create and work with my own simple asset for practice and running into issues here (very simple 3d bird character). I've exported a master fbx (mesh + skeleton), and I've exported a few animations for testing (just skeleton). I've tested these fbx files back in Maya and they play back just fine. However in Unity, the animations are playing back with the mesh/skeleton all mangled up. I'm happy to share images/gifs/files if it helps. The character also has vertex painting but I can't seem to get that showing up in unity either (but I can ask that in a different channel)

inland juniper
celest crag
inland juniper
#

the animation isnt playing properly the attack one

#

its messed up

#

off centre

sterile vine
#

did you use autoslicing on the spritesheet

#

use grid slicing instead

celest crag
#

It uses center of sprite by default, fix your anchor on sprites to be consistent. (Pivot point when editing the sprite)

inland juniper
#

its grid

sterile vine
#

that doesn't look like a grid sliced sprite

#

can you show your spritesheet and its slicing (in the sprite editor)

inland juniper
#

grid by cell count

sterile vine
#

that looks offcentered, there's a gap at the end. was this created by an app or just manually drawn into the same file

#

the issue is ultimately what fogsight mentioned, you need consistent pivots

#

but if you have a proper grid-aligned spritesheet, you can get that automatically by slicing the same way the spritesheet was made

inland juniper
#

ohh

#

thanks 😄

limber turret
#

I'm trying to get the humanoid rig for unity working with a rigify blender base rig and it creates an error due to the head not being connected to the spine (even though I tried parenting it) if its a issue with blenders base rigify rig what rigs can I use?

hazy thistle
#

We’re animating our character in Cascadeur and then bringing that animation into Unity, but we’re noticing visible jerks in the Unity version.

I’ve attached a video comparison showing both software — the animation looks smooth in Cascadeur, but in Unity it appears jerky and doesn't loop correctly

For context:

  • The character is set to Humanoid
  • Pose: T-Pose in the 0 Frame Both the character and animation
  • Animation Compression Type: OFF
  • Even with these settings, the animation doesn’t look the same, and there are noticeable Jerks in the looping.

Can someone help me understand the best practices or recommended workflow to ensure the animation stays accurate and smooth when importing into Unity?

barren mortar
#

Does the issue appear in animation preview?

hazy thistle
potent imp
#

is it possible to use 3D animations and project the motion to 2D characters or some API lets you do that or something with 2D skeletal rigs? like transfer 3D skeleton data to 2D skeleton?

agile solstice
# potent imp is it possible to use 3D animations and project the motion to 2D characters or ...

Technically there isn't a difference between 3D and 2D bone animation, so there doesn't need to be an API for it
Both are simply keyframed Transform data
But depending on how your sprite rig needs to move, the 3D keyframes probably aren't directly useful in which case you'd project or otherwise process their transforms into a 2D plane as you need
But how that needs to be done uniquely depends on your style of 2D and the particular rig

heavy nimbus
#

I made an empty (no frame) animation from a humanoid model on the scene. And put that animation on other humanoid's timeline. Model's lower body folds into 90 degrees toward -x axis. To check, I drag-dropped the model(distorted one) from the scene into the animation's inspector . It plays normally...(no folding) What can possibly cause this??

exotic geode
# misty coral

Have you tried a code approach? This seems like a cleaner method in this video
https://youtu.be/nBkiSJ5z-hE?si=m--H7aUR4vCNvUjK

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

0:00 Escape Uni...

▶ Play video
agile solstice
#

Animator parameters are meant to communicate intent from the code to the animator, not call states or animations directly
The animator's power primarily is that the same parameters can contextually result in many different animations playing, without having to code those as exceptions

#

Ironically, by shifting all the state management to code, we would end up implementing design patterns like a "State Machine," effectively recreating what the Animator already provides. This could even lead us to build a custom UI to handle these states, bringing us full circle to where we started
A comment summed it up
Tragically it seems this tutorial was borne from unfamiliarity with the system that is being replaced

agile solstice
# misty coral

The key to using the animator is to make use of its features, notably Entry/Exit states, blend trees, sub state machines and animation layers

#

In this case you could have just two blend trees, for the directional walking animations and the directional aiming animations

#

You don't have to make transitions from each state to each state, you can always transition from Entry and to Exit, unless you need a unique transition between two states

potent imp
#

working quite good so far

#

using playables and crossfadeintime it works good

#

make use of scriptable objects interface and events

#

try to apporach with KISS and SOLID in mind

#

result you get something like this

#

from annoying transition to no transitions

agile solstice
#

The animator is not the best tool for every use case, or very intuitive to learn, but it's not a logical suggestion to code your own replacement for it as a solution to lack of understanding

barren mortar
#

BEHOLD

#

I do wish we had a bit more flexibility in how to use it.

#

I tried Animator Override Controllers initially, but you lose control over timing that way. In the end, the best way to use it is just a big old graph with every single animation in it.

untold bridge
#

when I move my animated object to unity and play the animation it jumps to a different position/rotation/scale. How can I have it stop doing that?

slim lava
#

https://youtu.be/ilEpCcj48Bk

I've been trying to study up on this "animation style"
Im not really sure what the best (or easiest long term) approach would be.
To me, it seems like there's a general "breath" layer for all animations
Then all the animations are just made to be "bouncy" and "exaggerated" in something like blender.

But I think I can use curves to achieve a "similar" bouncy effect with any animation.

Anyone have any suggestions?

Get Here: https://orevillestudios.com/content/actions-&-stuff/resource-pack
Join Community: https://orevillestudios.com/discord

Actions & Stuff is an animation and texture overhaul for Minecraft that stays true to the vanilla style, but adds fresh visuals with smoother animations, enhanced textures, 3D items, 3D armour, new sounds, and even mor...

▶ Play video
drifting rivet
#

for 2d animations, what do you guys use

blissful oar
#

guys im making a shooting animation for a gun in what fps i should export it? 24-30-60?

wanton trellis
#

this might be a dumb question, but from a purely irl and logical standpoint which direction should weapon sway happen in?

#

like if i look left should my gun rotate clockwise or counterclockwise

#

because im switching between both right now and its crazy but both feel right for some reason

#

but once again doing it the opposite way also doesnt look wrong

#

so im really torn here lol

barren mortar
slim lava
little path
#

Trying to set up an avatar for an actual professional quality mesh I bought, and I'm not entirely sure what I'm looking at on the blender side. There's a bunch of widgets and arrows and whatnot that I've never seen before on any of the Mixamo or Asset Store models I've worked with in the past. But this is an animation-ready rig, I can fiddle with the stuff in blender and it moves as I'd expect it to, but Unity's Humanoid Avatar automapper can't make heads or tails of it. It creates a somewhat complete auto map, but can't recognize the head bone because it's not a direct child of the spine bone, the hierarchy structure seems wildly different than a usual Unity rig. Is there any saving this in Blender or do I need to throw it out and make a basic rigify rig if I want it to use a Humanoid Avatar?

#

Here's what that hierarchy looks like in Unity (a bit collapsed so it all fits on screen), I believe the ones prefixed DEF are the actual deformation bones I'd want to use in the avatar, but they're all over the place, mixed in with the MCH and ORG bones that I don't really understand the meaning of.

wanton trellis
#

those arrows and widgets you see are rig controls

#

for stuff like the ik

#

anyways the rig itself, is pretty clearly not game ready

#

especially if you want to use a humanoid avatar

little path
wanton trellis
#

i mean they could have listed lord knows what lol

little path
#

Maybe if this prototype works out I can get someone who can animate in Blender and just make the animations baked into the FBX so I don't need to avatar it

little path
wanton trellis
#

like if that individual is a modeller they probably dont really know what game ready means apart from low poly good topology

wanton trellis
#

i would say for the purposes of using it in unity as a humanoid avatar, slap a rig with automatic weights on it

little path
#

Yeah, for now I'll re-rig it and use the humanoid animations I've got

wanton trellis
#

and have something at least

little path
#

I know the canned animations I have won't cut it for an actual finished project anyway, I just mean that if this ever gets off the ground I could find someone to animate everything in blender to utilize the rig as-is, and not use an avatar with my placeholder animations.

wanton trellis
#

thats pretty hopeful thinking there

#

no offense but you shouldnt really be thinking in advance in the context of anything "taking off"

#

you will back yourself up in a corner pretty fast

little path
#

By "Taking off" I mean "I get this to a point far enough along that I'm willing to throw actual money at it instead of ten bucks here and there"

#

Because who knows how long the motivation to work on this will last

fallen jolt
#

can you create animations of a character doing certain actions in unity? when trying to do that, i get the error that keyframing of humonoid rig is not supported

quick haven
#

does anyone know what these error messages mean? I'm trying to make edits to the animation transition in the inspector and everytime I click on something they pop up

agile solstice
quick haven
agile solstice
#

To me the error seems to tell little more than "the editor UI is broken somehow"

quick haven
#

Could ty, yeah it’s a persistent error

twin musk
#

if ive got an animation with an unusal pixel ratio, what should i set the pixels per unit for the image?

agile solstice
#

That's kinda the point of it

twin musk
#

oof i see

#

i think i misunderstood the purpose of it..

#

thanks anyways

agile solstice
twin musk
#

well i had an object with the scale ratio being 1:10 so i thought to make an animation in the same scale ratio, but it doesnt really go fit perfectly as i thought it would

agile solstice
#

Hmm "scale ratio"? Relative to what

#

PPU basically helps you ensure sprite pixels are the same regardless of texture size (or if the pixel sizes are different, you'll know exactly how much)

twin musk
twin musk
agile solstice
#

In an example with PPU 50, a 100x100 sprite and a 200x300 sprite
You can assume each Unity unit will be 50 sprite pixels in length
Meaning the first sprite will always be the size of a two unit square
The second would be a 4 units by 6 units rectangle

twin musk
#

ooh kay i get it

agile solstice
#

If you increase a sprite's PPU to 100, it'll be half the relative size given its dimensions, but have twice the resolution or pixel density

twin musk
#

that makes a lot more sense

#

thanks a lot

agile solstice
#

Why do you need to scale the transforms? It seems you'd prefer to author the sprites in the taller shape to begin with to not stretch the texture pixels by non-uniform scaling

twin musk
#

lets say it seemed great in my head 😔

agile solstice
#

Technically PPU does nothing but pre-scale the sprite when it's rendered by the Sprite Renderer
It makes it easier to calculate sprite resolution and size relative to camera size and the unit grid
It's mostly a tool for you to keep things standardized, so too many exceptions to a common PPU among the sprites can make things chaotic, though sometimes it's useful to have more resolution for example in areas where the camera might zoom

#

It's only really necessary for the Pixel Perfect Camera, if used

twin musk
#

i see thanks a lot you made it very clear

#

def would recommend you :))

tawdry lava
#

Im curious is anyone has ran into this problem before 😓
Imagine you have 3 states, idle, punch, slap. Each one of these has a transition from AnyState, with exit time being 0. Basically I have a script with 3 buttons, and when I press each of the buttons, a respective boolean is set to true, and the other 2 set to false. If you press a single button, the transition is seamless. Now if you press one button then immediately a second, the interruption now QUEUES the transition instead of performing it instantly... is there any way to immediately force the transition, regardless of what current and next state transition is?

#

Unity does something, at least how it appears to me, incredibly stupid by having their "Orderred Interruption" feature... in the video, you can see the transition from stab => swing works EXACTLY as intended because on AnyState, Swing is orderred above stab. Now the swing => stab transition waits for the "current" transition to finish before starting the transition, causing there to be a delay

#

you can see that the hit tracers for swing => stab are not correct, as i show the correct tracers/animation directly after that attack

#

mechanim is genuienly pissing me off

#

because it can BE perfect, but theres so many trivial things i have to fight against with it.

Any help would be GREATLY appreciated, perhaps im missing something 😅

tawdry lava
#

ill just make a forum post, seems nobody here has a solution

tawdry lava
#

For a better understanding, since swing is above stab on orderred interruption, the transition behaves correct on one, as apposed to both

tawdry lava
#

I believe i may have found a solution. If anyone sees this in the future, Any State behaves extremely weird. Explicitly make transitions for every state and specify "Next State" as interruption source for EVERYTHING

#

Any state is convenient but does NOT work as far as i know

tawdry lava
#

Further update, I guess Animator.CrossFade works the exact same way

#

Ima just move to scripting

latent coyote
#

Hello there ! I’m a French student, it’s my first year in video game creation ✌️ I’ve got a project assigned but it’s only been a few weeks since i started coding and using unity. I was wondering if anyone was willing to help 😁 I’ve got one question, is there a way (easy to understand as a newbie ^^) to change a sprite from the script itself ? I have to make a health bar that decreases each second. I’ve got 11 different sprites (from 10 to 0 hearts). The bar decreases each second passing but if i press a button it goes back up. I was thinking about adding a timer, when timer = 0 then render sprite 10, then timer++. When timer = 10 render sprite 0 and its game over. Am i supposed to work with animations ?

sterile vine
#

well, even with that, you would still have the option of using animations or code

#

but just changing a single number would be easier than sprite swapping

#

assuming the hearts are all the same, at least

latent coyote
sterile vine
#

they're UI image types

latent coyote
#

Thanks, can i change their state using the code then ?

sterile vine
#

yeah

tawdry valley
#

New to blend trees. Does anyone know why my run animation here only plays the 1st frame? It works when checking the import preview and blend tree preview. I tried to make it as simple as possible and still do not understand why.

sterile vine
#

is it perhaps continuously transitioning to itself

tawdry valley
#

No, the threshold is set to a speed of 1 or more and when moving it remains at a constant 4.88 so it should be consistently running

sterile vine
#

im not referring to the threadhold, im referring to the state that holds this blend tree

#

try viewing the base layer to see if the state is playing out, or if it's stuck at the very start

#

if it's stuck at the very start, it's probably transitioning to itself

tawdry valley
#

Maybe because the default state (my blend tree) is not looping, the blue progress bar is complete the whole time? Before, when I had states like this and the animation was set to loop, it would loop.

#

I dont know how to do the same for blend trees and cant find anything relating to iy

sterile vine
#

possibly? does the state progress normally when initially entering playmode?

tawdry valley
#

no, the transition is instant

sterile vine
#

it goes from completely empty to completely full?

#

is your idle animation loop time

#

also, have you tried the loop pose option under loop time? i usually work in 2d so i haven't seen it before, but it sounds like it could be related

tawdry valley
wheat flint
#

QUESTION, its mandatory to apply a model an animation both of them having a Avatar Controller reference?

twin musk
#

Hey

short idol
#

Hi, can someone give me pointers on how to fix issues with my combat animations? When i play the animations, there is a noticeable disconnect between the two models due to either rotation/distance which means that it is very easy to see the issues due to the length of animations.
Have shared my unity animation playing example

#

From what i have seen, the melee combat often involves the body portion clipping through the other object but due to speed and short durtion and hiding stuff behind a clock etc, we are able to create a fluid combat system.
Once the animation length goes beyond 1 second mark, the issues start appearing more noticeably.

fading badge
#

why do my importerd animnations completely break on my generic avatar after setting the root node?

#

here are my settings

soft karma
#

Anyone know how to retarget generic animations like for a animal

onyx hemlock
proven hornet
#

So where you have the first key copy it leave it and place the copied just before the second and repeat

lyric shore
# lyric shore

Or you can choose as example not a left tangent but right or maybe both. For your preferences :)

#

I'm glad I helped you

lyric shore
fading badge
proven hornet
cobalt flare
#

Im Trying to import a model with shape keys and an animation into Unity but for some god forsaken reason, the Animation is 0.1 seconds long and i cant change the length annnnd the shape keys dont work 😔

#

Nevermind

#

i was using blender 5.0

#

blender 4.5 fixed it

polar cobalt
#

Resolved

~~Hi,
I'm having trouble with transitions from AnyState to any clip. I've tried searching various forums and the Unity documentation, restarting Unity, creating other transitions , etc., but the error persists.

The problem is that from AnyState to any clip, I can't see the header for entering the conditions in the transitions .~~

hard dagger
#

How do I make consistently sized sprites for a sprite animated animation

idle brook
#

anyone know what this means or how to fix it, it started after i moved assets from old version's project to one of newer one

tawdry lava
tawdry lava
tawdry lava
#

Any unity devs know if this is 100% true? Im trying to do something real simple by transitioning from cached pose, instead of continuing to sample the source state

#

the solution is always playables....

#

I would LOVE an Animator.CrossFade method that uses the last frame of the transition source instead of continueing to update source

#

Animator.CrossFadeInFixedSeconds(state, time, layer, useCachedPose=false) override

#

i have never spent more time trying to fight mechanim

#

it ALWAYS falls short somewhere

#

at this point i either switch to playables (booooo), or record all transform bone data to an array and blend it manually in late update...

gilded timber
#

hey all! i'm just learning about animations in Unity and i'm noticing that i'm having to constantly make transitions either to idle or running. this is getting very unwieldy because basically every single state can always go to idle or running.

the issue though is that if i set it to Any State -> Idle and Any State -> Running the animations get kinda jank. running is supposed to completely override most of the animations. i think i can accomplish that by interruption source, but i had mixed results

is this the correct way to be doing this? i looked into sub-state machines but those still require me to make two connections. and blend kinda feels wrong here because we're not really blending anything. thoughts?

edit: actually... i think i figured it out. i keep Idle as a state because all other states naturally fall to it but i move Running into Any State

twin musk
#

im flabbergasted

twin musk
gilded timber
gilded timber
polar cobalt
# tawdry lava Any chance youre in debug mode?

I think by "debug mode" you mean "play mode." In that case, I often add or change things in animator while in play mode, and it's always worked fine. It's very useful to fix bugs.

I searched around on Google and found that "debug mode" can also refer to assets and other things, but in that case the answer is no.

Despite this, I want to thank you because you inadvertently solved my problem. While clicking all the buttons in animator to look for something containing "debug/debug mode," I found a button inside the transition arrow that said "Reset." Clicking it added the animation field back and gave me full control over everything.
So, I still don't know why I sometimes no longer have the conditions field and can't change any values ​​in the transition arrows, but now I know how to fix it.

plain forum
#

Do you guys recommend just placing all the animation files inside the graph without connecting and just programming the animation transitions and all?

#

Or is there like a plugin, which is necessary for implementing animations the right way.

#

This is for a 3D character rig^

agile solstice
plain forum
#

I saw few video on just using script to control the whole animation. I though maybe 'that way of doing it' is the standard.

#

Btw thankyou @agile solstice for the posterizing tips

#

I finally implemented this shader!

agile solstice
plain forum
#

So, I think need to give Animator a go?

#

I used to use a similar tool in Unreal, but it had those 1D, 2D animation blending. Which was easier to create 8 way directional movement. I wanna create that in Unity, but I'm not able to find a good starting point]

#

Like we had sync markers and all in Unreal to sync the walking, running etc. Without that I just can't imagine smooth transitions :(

agile solstice
plain forum
#

Alright

agile solstice
#

And you can have more than one clip along the same axis so a run velocity parameter can blend between many different types of movement animations like walk, jog and sprint for example

plain forum
#

I never thought 2D Blend trees existed. Nice

agile solstice
# plain forum I never thought 2D Blend trees existed. Nice

Also, read about all the features like animation layers, sub state machines and different types of special nodes like Entry and Exit
The most glaring beginner mistake is to use none of them and just try to make a parameter for every state, and try to make transitions from every state to every state
So the result is you'd be calling the animation states directly from code anyway with extra steps
That's why tutorials suggest creating your own state machine manually to avoid the hassle
But the Animator is already a state machine so it's rather redundant

plain forum
#

Got it

agile solstice
#

It doesn't fit every use case, but the features are powerful
Typically you want to use the minimum amount of parameters and transitions and automate as much of it as possible
Why code a custom state machine to handle animation sequences, when the Animator already automate sequences already

#

But because its main advantage is blending and using the same parameters for different animations depending on context, it might provide little benefit in a situation where you have a huge number of clips and don't need to care at all how or when you transition between them

plain forum
#

And one last question, should I go with animations for fpv camera movemts or just code them with translations and rotations?

agile solstice
plain forum
#

I was thinking using blend tree to make the camera movement more violent as we walk, run

tawdry lava
# plain forum I saw few video on just using script to control the whole animation. I though ma...

If you want full control over your games animation, doing it via scripting using a tool like animancer, or using straight playables is the smarter thing to do. For example, in my game, the players can fight eachother, and they need to be able to read animations without problem. One issue that animator has is that blends always update the source animation when you have a transition going. In order to work around this, I had to split up my animation into multiple animations and uncheck "loop". I refused to learn playables because I've invested so much time into mechanim, but theres MANY limitations with mechanim that I absolutely hate

agile solstice
# plain forum I was thinking using blend tree to make the camera movement more violent as we w...

Layers would be useful for that
Possibly even moreso if you animate the camera together with first person items / arms
But if you have those they can be animated separately
And for camera movement that ultimately is very composed of just a couple of variables, it's not hard to produce it programmatically
Animation clips can have complex keyframe data, but they cannot be "persistent" or as reactive as programmatic
Like a rotational impulse from recoil can occur on top of another impulse without resetting the first one, in any direction too
But you might not need impulses of that sort

plain forum
#

I'll just stick to programmatic camera movements then and use keyframe based moevement for triggering one of animations.

agile solstice
tawdry lava
# agile solstice Why is updating the source animation a problem in your case? I know transition i...

My animations are a single state, but can be interrupted in during the "windup" phase. Any time during windup, the player can morph into another attack, or cancel the correct one. The problem is I need to blend to the new state smoothly, and because the source continues to update, its blending from the follow through state to the new morphed state. This causes the animstion to jitter slightly which imo would make it much harder to read from the other players perspective

#

One solution is breaking the animation into 2 states, windup and followthrough. Because windup will have "loop time" unchecked, once it hits normalized time 1, it will effectively be paused

#

But its tiny things like this that make me angry about mechanim

#

In animancer/playables, I believe youre able to pause the source state during transitions

agile solstice
#

Well you do have that option with the Animator, just not included in the transition UI or methods

tawdry lava
#

I want to avoid creating transitions between every single state, and any state is completely broken with interrupts if you uncheck "orderred interruption"

twin musk
#

im just trying out animating pixel art with bone structures

#

is there any known way to manage the pixels and avoid the stretching?

agile solstice
# tawdry lava How

These can be found in the settings of a state
If you check "parameter" then the speed or motion time will be directly controlled by a parameter
Additionally the AnimationState class has properties time, speed, normalizedSpeed and normalizedTime which probably work here as well if you get the source state at the moment you transition

tawdry lava
tawdry lava
#

I swear it was read-only, but ill check the docs

agile solstice
tawdry lava
#

I have a subsystem for attacks, animations are just a layer on top. I really should be using playables or animancer, but mechanim can be good... until it isnt

agile solstice
#

Any State is kind of a "skip" that interrupts the whole state machine, and calling states directly is even more so
You functionally move the FSM responsibility to code the more you use them
And the more you do, the less the Animator can do

tawdry lava
#

Right but I feel like im not crazy to want to blend from cached pose state

#

Like that's all thats missing

#

Everything else is there

agile solstice
#

Well, not quite everything but anyway it's not unreasonable either

tawdry lava
#

They already do it for interrupts, just expose a method for it 😅

agile solstice
#

Would be nice, blend curves too

red geode
#

can someone help me modify a gorilla tag map? i need help changing a few textures and moving/removing objects

agile solstice
#

It's fine to call particular animation states from code, like I would consider in this case assuming it's a functional solution to pause the source state directly from code

#

For the other states I'd still use the Animator features if it seems they benefit from it

tawdry lava
#

Thats exactly what im doing

agile solstice
#

Sub state machines and Entry/Exit states reduce the need to have transitions from every state to every state

tawdry lava
agile solstice
#

There can be transitions to a sub-state machine or out from it without specifying a destination state, which also then uses the Entry and Exit nodes

#

And layers and blend trees ofc

tawdry lava
#

Like I said, I beleive I can work around this by making the windup part of the animation its own state

#

The problem is there

#

I appreciate the help, and ill get back to show my results

#

Unity is making a new animation system im looking forward to, its clear mechanim cant compete with unreal engine feature wise

agile solstice
#

Something that might help at least a little is to shorten the swing's transition duration, and to apply some offset to skip its wind-up, if that'll be included in your swing

tawdry lava
#

If i had access to motion time/speed multiplier this would be easy

#

But the networking part uses that

agile solstice
#

It could reduce the jolt a bit to skip to swing2 from wind-up1, instead of first to wind-up2 from wind-up1

tawdry lava
tawdry lava
#

Basically can't add or remove animation time

agile solstice
tawdry lava
agile solstice
#

I'd assume one of time, speed, normalizedSpeed or normalizedTime would have to
But I don't know the network components in this case

tawdry lava
#

Speedmultipler is taken by network, and motiontime is being read from, but not necessarily applies to the attack states

#

If the state has motion time field, it needs to be updated externally I believe

#

Which might work to be honest

agile solstice
#

Not speaking of the fields in this case, but properties
Only two fields but 4 properties that could be changed

agile solstice
# twin musk is there any known way to manage the pixels and avoid the stretching?

Not really possible
When you do skinned sprite deformation you deform a mesh, so its texture will inevitably deform if it follows the vertices at all
An alternative would be to do the pixelation after deformation, such as with Pixel Perfect Camera's upscale render texture feature
But it usually won't look very good, especially if you're deforming pixel art and then pixelating it again later, because the source renderer's pixels won't match the render texture's pixels

#

The highest quality method could be to start with non-pixel art, deform that and then pixelate with pixel perfect upscaling
Optionally before or after pixelation outline rendering techniques could be used to render continuous non-flickery pixel lines

tawdry lava
agile solstice
tawdry lava
#

So id need to step the motiontime parameter myself via code

#

the problem is both the current and next state would need seperate motiontime parameters and i need to keep track of which is which

agile solstice
tawdry lava
#

debating whether i care about the visual jitter at this point lmao

#

sounds hacky af

#

but this is the next choice

#

gonna try it

#

actually no, because itd negate the speed multiplier logic. Gonna try switching to a dedicated windup state first, because it would solve 2 problems im having

#

because the windup state ends, it no longer leaks into the release state, so no jitter

agile solstice
tawdry lava
#

using a simple extrapolation system for animation

#

im hesitent to go full playables cause ima need to build a custom blend tree solution

#

Animancer is a good choice but they want like 80 bucks, and Lite was pretty darn Mid last i tried it

tawdry lava
agile solstice
tawdry lava
#

seperate windup phase so the original animation doesnt bleed into the new one

#

before looks objectively better for my animations imo

agile solstice
agile solstice
#

That's going to look very stiff even in ideal circumstances

tawdry lava
tawdry lava
#

probably because the body is blended at a different rate than arms

agile solstice
tawdry lava
#

regardless of what i do, i believe i do have to seperate windup from release

#

Ill teak the morph to not be a still pose and see how that looks

tawdry lava
#

it jolts back forward because obviously the animation gets evaluated towards the entry state

#

but i think youre right about it being a dedicated animation

agile solstice
#

Mordhau's wind-ups are so short and so is the morph that I can't even tell if it actually allows interrupting the wind-up or not

#

It seems in the video the pose change always happens at the apex of the wind-up, not before or after

tawdry lava
#

in my game however, i will be restricting morph during a certain phase of windup

#

so an animation will probably look best

agile solstice
#

Actual interruptions appear to happen later, only when blocking or taking damage, and they are quite jarring jolts from the animation perspective

tawdry lava
#

thats actually interesting

agile solstice
#

I would believe that the wind-ups and swings are separate, and morphs only allowed when the wind-up is finished or nearly finished
And it doesn't look like morphs could be interrupted either

#

I assume it's limited to that for gameplay reasons too

#

Otherwise you'd be completely unable to predict the enemy attack

tawdry lava
#

morphs can happen at any state of the windup animation, and CAN be interrupted by a feint

#

which puts you back to idle state, which can ALSO be interrupted by starting another attack

agile solstice
#

Hm, would require a video showing off that to try and guess how it exactly works
But they probably have a lot of animations for specific cases anyhow

tawdry lava
#

all these moves cost stamina and once you have 0 stamina you lose your weapon when trying to block

#

it would make sense, and i do think youre on the right track

#

youve given me ideas

#

thank you btw, it was an insightful discussion 😅

tawdry lava
#

you were totally right

twin musk
#

its been a week and none of my approaches net useful results

#

🤨

#

i tried a new project with the very last package settings

#

and it kinda worked?

#

ill try rigging it

twin musk
#

but the head isnt rotating, which i assume is because it is parent to two different bones

#

apparently it just wont rotate

#

a new gameobject from its prefab has its head rotating

#

welp thats exactly what I wanted, this is bonkers

#

may have to forego ik limbs as 2 bone trees dont mix properly

twin musk
#

now the animator wont accept bone movement

#

restarted the project and the animator is accepting multiple bone movements in different frames

#

it actually worked

nimble vine
#

anyone good with animations? im having a little issue and i cant seem to find what im doing wrong

hexed cargoBOT
# celest crag !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

nimble vine
#

im very new to unity and everything in it so i try to follow tutorials as best as i can but i've ran into few hiccups. the ending of my second swing animation gets frozen at its ending frame for maybe 1 or 2 seconds and then returns to idle and idk how to correct this. ive tried looking but couldnt seem to find anything

#

ive also used boolens as my parameters

agile solstice
# nimble vine ive also used boolens as my parameters

The transition is longer than the clip itself so that can make a delay appear
What we're actually seeing is how it'd look when the transition starts on a delay after the end of the source clip, which we don't see on the transition timeline so I'd guess we might be looking at a different transition, or a clip that has the delay in it

#

You can and should have the game or scene window visible at the same time as the Animator window side by side, and the animated gameobject selected

#

That way you and we can see exactly which state and transition the animator is playing

#

And since you're recording a video it helps to click through every transition quickly once with their Settings visible, so we can pause and check each if needed

nimble vine
#

the animator doesnt even show the transitions

agile solstice
# nimble vine

Good! Although in play mode the gameobject isn't selected, so Animator window is not showing live updates of the states

nimble vine
#

i can make a quick vid