#šāanimation
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Rigify doesn't technically support exporting out of blender because it relies on a lot of bone constraints
There's some extensions to Rigify that generate game-engine friendly rigs
Ohh ive never animated before with character so ive no idea what to do XD
I gotta learn how to make armature then rig then animate
Then export
I guess
Rigify ultimately creates "armatures"
Neat i guess that would sorta automate it right , idk
Im trying to make a character that can walk around i mean
And its metarigs before generated are totally ordinary and exportable, but have no useful features besides their initial shape
Ah
Is there a tutorial on how to just do enough for proper animation
Without the extras i mean
Many, I'm sure
Armature creation, parenting the rig and animating are all three separate tasks
Parenting and weighting a mesh to a rigify rig is no different from doing the same with any other armature
Animation likewise, all armatures can be animated the same way, but some offer additionally IK and control bones such as rigify does
You should ask more in
!blender
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
Ah alright thanks
thanks guys
What's the best way to do animations for like, moving an object across the screen to a specified point? Like say I wanna open a pack of cards, have them spread out, and then go into a collection bin, can I do this visually somehow, like draw a line in editor and have the objects follow or is it better to use like DOTween in code to move them?
i would use dotween for that yeah
if iām making a topdown game, my character probably needs 8 directional movement animations, right? i mean thatās not too bad itās just a lot of work for one character, but suppose i put enemies in my game that moves. would i need an 8 direction animation for them too? how would someone approach this in a more efficient manner instead of drawing 8 sets of animations for every enemy?
stipulate that itās pixel art and i canāt rig a 3D blender model.
Stick to 4
Dont starve does it
Trust me i did what youre talking about and yes 8 directions of animated sprites is absurdly too much work
This was my test
How do I make a specific animation play when the player does a certain action, like clicking on an 3d object?
that camera turning thing is sick
is that using only 4 directions
I opted to try combine animations, i just have two animations that turn my player to the left or right but i need some kinda system to blend to them when walking to the left or right but smoothly swap them when the player enters a threshold for moving backwards
Its 8
I feel like i need a way to blend a blendspace with another blendspace, but i don't think i can do that.
You can have a blend tree of blend trees
And mix them using animation layers too
But I'm not sure if more blending helps with this kind of problem
Animation layers is kinda odd, but i guess i could try them.
My issue is that i need additive animations, but i can't really do that in a blend tree.
What's "odd" about them
Additive animations are overlayed on top of each other, while blend trees are for lerping for an average between motions
So quite distinctly different purposes
Okay like- why do we even have this state and node system if it feels like they're never used? Why not have additive stuff in the same place as other blend tree stuff?
That I think would be a very uncommon request
By far most people are happy using the Animator or creating their own as a finite state machine, which additive animation has to work on top of because it combines multiple states
Which layers work fine for
I guess you could have an "add tree" that adds motions together within a state rather than blending
Can't think off the top of my head what to use it for though
That's something you can do with synced animation layers, still
LIke, i need two layers just to do walking, and all these layers are empty besides entry into singular animation pose or blendspace. it feels wrong.
Might be, might not be wrong
I have no insight into your system as it is now, so I can't give more suggestions
If you can record a video showing through its states and layers and displaying it in motion at the same time, I could try give ideas
well it isn't quite ready yet, i still need to figure out how to code this stuff heh.
Or any way to show your thinking, if there's some convenient method
Additive animation is usually used for secondary motion, so it's seems surprising to me if your system is relying on it
Moving forward and backward.
Additive animations for moving left and right.
Holding a weapon out with one hand
blending into a jump pose when jumping to simulate a running in air effect like in minecraft
Its just layers of additive animations
I feel like that many motions additively might cause extreme poses, but if it works I guess no issue with it
Maybe, but this is probably the limit. I just want to do additive when walking around, holding an item, and jumping. Everything else will override. https://streamable.com/pk2fud
Also they just feel kinda broken, i don't know why i can't get additive layers working only override does. https://streamable.com/cdiy95
Maybe the layers go from top to bottom.
maybe thats it
Additive animations require defining an additive reference pose, for one
As the motion of the clip has to be relative to some specific pose
I recommend keeping Animator open during play mode, so you can select the gameobject with the Animator and see it live updating, or modify it at runtime
Wha-? the additive pose is the pose in the layer thats being run and the other pose is the one being run in the previous layer.
also animator, or atleast inspector doesn't update live
not inspector but Animator window, as long as the gameobject has been selected
Additive reference pose in import settings
To define what pose the additive clip will be relative to
it'll always be relative to the rest pose and add onto the pose in the previous layer
but sure ill check that
This isn't related to layers, but importing the clip
Clips might not work as additive at all without that defined, I don't recall exactly
like select in the hierarchy or the animator object
In hierarchy the gameobject that has the animator
The button "Auto Live Link" makes the Animator window follow the live state and transition if needed
well this just confuses me more, the parameters are fine and are actually being run but they just don't do anything. https://streamable.com/f5cqri
I set the additive reference pose on the rest pose
Move is an override layer, with no masking from the looks of it so it'll override everything
Topmost is base layer, anything added to the list below will be animated on top
I guess it doesn't make sense in that way, as layers usually flow upward
Works more like a list or array, which flow downward in most UX
Rule of thumb is that when you add layers they're evaluated after the ones before, hence they appear at the end of the list
alright, i turned it around again but i still don't see what I'm missing. https://streamable.com/jn0yxy
I don't know how to make the wizard of animation layers happy
I would try to get a test animation working as additive, definitely
It just doesn't work, i don't know why. If i set it to additive it just nopes out. https://streamable.com/mwyddm
I saw that
But since it doesn't work in any instance, it's the most reasonable to assume there's a problem in your process getting to this point
sigh.
So re-doing that in a controlled environment is likely the best troubleshooting method you can try
Meaning preferably making a new Animator, a new additive test clip and overlaying that with any base layer clip
I mean, theres already so little variables here
its just a single animation pose on a layer
I have 2 small questions I can't quite quantify with a simple google search.
- Is there a way to also import and utilize size transformations with rigs? I have a monster enemy that grows its fist when it swipes, and while it looked great in Maya, it really didn't import into Unity. I feel like I'm missing some kind of import settings, or it just isn't possible with that method.
- In the latest stable Unity version, what is the common practice for animated textures? Say lava bubbling, or ice melting. I guess let me also ask what the preferred way to animate a blood/explosion/smoke sprite sheet plane also?
I saw some methods have a script attached that plays through the sprite sheet on start, but not much else.
It's supposed to be walking, not a pose, right?
A pose can't be additive
I mean, It is an animation with keyframes. There's nothing wrong with that, it works in blender.
Hard to assume anything beyond that something didn't go right in the import or setup process
But none of the layers work for additive, multiple layers and animations.
do you just have no idea?
thats okay
I don't remember every step, only that there were more to do for additive animations than override, which I had to practice a couple of times when learning it originally
Namely setting the additive reference pose for every clip
But theres nothing in the import to set what the ref pose is just that it is one or that it needs one
The reference pose is a checkbox, and a frame in the clip
(Correction to this, a pose can be additive but it looks like it must be imported together with the reference pose in the same Source Take)
I mean like, an additive pose needs to reference another pose that's what reference means. I don't know if it is that reference or it needs that reference when we check the box.
If it is that reference it should be fine since i set the rest pose to be the reference pose, so they all look for one and find that
- You can export scaled animations, but I guess it depends on what you mean by didn't "really" import
Humanoid Avatars don't support scaling, and if your Rig relies on bone constraints those would be lost upon export - Shaders and particles, using Shader Graph, Particle System and VFX Graph
All of them support texture sheet animation / flipbooks out of the box, so it's up to your style and preference if you want to use them
I don't know how to setup the Avatar for my rig. I want to use an Avatar Mask so I can attack and walk at the same time, but when I tested it, my animations got awfully distorted.
Errors visible in your avatar configuration
That looks like a Rigify rig
Rigify doesn't technically support being exported out of blender, and isn't directly compatible with Humanoid Avatars either
There's this (extremely old) official guide how to improve the compatibility
https://docs.unity3d.com/540/Documentation/Manual/BlenderAndRigify.html
But I have no idea how well it works
Thank you, I ll look into it š
the game rig tool addon just does what this guide explains automatically
and its free
Exporting your character from Blender to a Game Engine is hard.Especially if you don't understand the underlying tech (and frankly, who does?) exporting to a game engine can feel like a minefield. Why do my animations look different after export? Why is my character distorted? Why are there more bones than I need? etc. etc. That's why we created...
Not exactly, as far as I understand
Game Rig tools changes the armature hierarchy to be one continuous skeleton, rather than multiple parallel bone hierarchies held together by constraints
The guide makes a point of removing the additional deform bones, in addition, which seems to be what Humanoid Avatars require
Or can Humanoid configuration skip over the extra bones in the limbs?
it can skip over the extra bones
and it does do that
the only thing you have to do to ensure its unity ready is parent the arm and shoulder bones to the neck bones
and the leg bones to the hips
to ensure its all 1 bone chain, thats it
Or more precisely the guide says to skin the mesh only to bones which are included in the avatar configuration, which I'm not sure why, if the extra bones will be moved by transform inheritance anyhow
Was it always? I kept seeing it with a price so I've been recommending it with that caveat
Good to know, I think it may be the last remaining "game rig" rigify extension that's being updated (or has been so far)
I need help with Animation. See video for details. https://youtu.be/RvYbCA4HQq0?si=HtEMPvJ2gCJBr5oG
I drew the character A'zir and had his OBJ file exported in 3D through Tripo. Then I rigged its Center Origin, Applied Modifier Mirror, Merged Vertices, and Recalculated Normals using Blender. Once it was cleaned I had it exported through Mixamo and downloded the fbx file. If anyone can help me professionally please send me a message on Discord....
hi, is there a better way than using animation to move a sprite from a point to another ?
because if i use fix point like 200 to 500 then if the scale of the screen change 600:800 to 1920:1080 ,the animation will not be like what i wanted
I think 
Why would you need to fix a sprite to a point relative to display resolution
i am doing a narrative game and i need to do animation like moving left to right and more
What exactly is moving left to right?
Usually when you anchor something relative to screen, you're doing UI, which is a bit of a different workflow from sprites
With Canvas you can perfectly well animate an Image's position relative to screen extents, but not everything you can do with sprites is easy to do with images
An image
but i don't know how to scale on the convas
i am editing this
If you want a position relative to screen, you need to modify the anchored positions
Yes
Before you start animating UI anchors you do need to have learned what they do and how to use them to start with
i know a bit about this but i place it to the center but never rlly learned every function with it
I alway place it at center
go watch a ivdeo about it
Anchor at the center means it always sticks to screen center, no scaling either (without Canvas Scaler)
It can stick to corners or edges, or any partial combination thereof, and also scale relative to screen changing size
https://docs.unity3d.com/Packages/com.unity.ugui@2.0/manual/UIBasicLayout.html
The animated examples are helpful
There's also #š²āui-ux
you shouldn't have seperate FBX files for mesh and rig
your mesh doesn't have bones and so it can't have a humanoid avatar
It came out so wierd. The Rig has the humanoid bones but the mesh has the visual appearance I need. If I delete the mesh he disappears in the world.
idk what you mean, you need the model and bones in a single fbx file
You said I shouldn't have it. If you watched the video you will see that the fbx file has the humanoid bones and the mesh does not have them. After troubleshooting with it for ten days I am telling you the mesh is the visuals and if I remove it the player disappears in the scene. Its something with Mixamo I believe.
It could be because I created the original from OBJ then after I cleaned it through Blender and rigged it on Mixamo I downloaded it as an FBX file and the mesh got separated. The FBX file has no materials but the rig is right.
look, if the mesh doesn't have bones, it can't be deformed, bones havt to exist and have weights which tell which part of the body is affected by it, when you download your character what does mixamo give you
and if you still have problems, just send me what you are getting from mixamo (btw i have never used their auto rigger), i just use blender directly
be sure to enable all the options when downloading from mixamo, it could be that download with model is disabled, although i can see in the video that the bone character does have a mesh but it doesn't have materials, if thats the case you can assign the materials
so first you should just drag the character which has the bones, then tell me what you see
I tried to do that today. I dragged the fbx humanoid in the configure with the mesh obj and connected all the parts and apply. It did not save. I did it twice until the second time I was ready to kamikaze š. I may have to take it back to blender and do this process to bind them: https://share.google/aimode/QVGRmMiopyqFfLAqi
so does your bones fbx character have mesh without materials or not?
in the video in the preview in the project window i can see a grey character
The fbx is gray without the mesh thatās correct,
the mesh is their, even if it's grey
the materials are not, though they are too
just without textures
drag the grey player into the scene
for checking, move one of his bones and see if it deforms
Will try. Last time I did that I got no visuals
if it deforms everything is fine
wdym
1.drag into scene 2.move a bone
in editor
no need to play
it should deform
like when you rotate the hand bone
the hand should twist as well
ofc the grey guy
so does it?
if it does, all you need to do is assign the correct material, i can explain
One moment I am loading PC itās 2am I was about to go to sleep but you message me back so I am committed

dw, i will get you get it working,
Give me a moment to load my project
I tried to move the gray ones in the scene and they do not show visually. Only the mesh shows on the other file.
what are you moving
My assets in the project window the main fbx files
im confused, can you share the two fbx files?
you can DM
via google drive etc
They are mtl files it looks like ok
how to loop an animation in animation controller till the transition changes the animation?
Enable Loop Time in the clip
You can double click a state to get to the clip quickly
If a clip is from an imported asset, Loop Time can be set in the import settings
it tries to make the animation loop correctly without snapping when it loops
ok so i should turn it on too
Blends the first and last keyframes, rather liberally so it can significantly change the appearance of an animation clip
this is happening
So no, unless you need to make a non-looping animation into a seamlessly looping one with not so much regard how it will loop
hand snaps to a forrward position when animation is played, and it is not looping
That seems like an issue unrelated to looping
wow that background music so creepy
i was not aware it was recording sounds
allright mate just kidding
the guys with the soundtracks for a few movies
anyways back to my issue
as you can see in video it snaps to a forward position when playing the walk animation
and stops playing even when walking, does not loop
Where did you enable loop time
Could have shown that in the video
ok apparently there are two clips with same name and i picked the wrong one. sorry my bad
let me correct it and see if it persists
also the arm snapping forward issue is unrelated. what must be causing that
Most commonly the clips have different origins / root bone positions
yeah the loop issue is fixed. thanks for helping
Root bone position can change if "root motion" settings are messed with on either clip
Should not be messed with, that is
is this wrong
Doesn't look wrong
You don't want to enable Loop Pose unless the loop isn't seamless
As I said it alters the animation
i fixed it. it was different clip. why do i have two clips with same name....
is this the right way to do animations? or should i make blend trees? also should i use booleans and SetBool to transition or just call animator.Play("animation name");
also if i want to add more animations from blender should i just re-export fbx and replace the current one with it?
You can, but the clip list of animation tab in import settings won't update automatically
whats the right way to approach this issue. an asset once imported will recieve changes and addition of animations in the course of developement. what can be done so i dont have to set it up again after each minor change in blender? currently i am adding animations.
"Right way" depends on how you like to do things
But generally doing small tweaks is a bit awkward if the model file has many animations
I like to do as many animations as I can in one go, then refine them all before importing again
I think the main limitation is that meshes and animations have to be exported and imported together so they work together without a hassle
But if you want to avoid a bunch of the same mesh imported in your project, you can duplicate the clips out of the imported mesh configuring the clip in import settings
There's also this workflow
https://docs.unity3d.com/Manual/Splittinganimations.html
But I haven't tried it
by small tweaks i mean not just animation tweaks but anything, like model itself or the rig
Changing the rig can make animations incompatible, even before exporting
But changing the mesh won't affect animations at all
Replacing the model file will not have the imported animation list update automatically
That just means you have to update it manually
adding a mesh and parenting it to a bone of existing rig?
That doesn't change the rig or animations
Hey guys, im new to animations etc.
I have downloaded an asset with some low poly characters that are fully rigged, im only looking for one animation to create, I think i can cheat it with using IK. But i have never done it before.
I literally just need the character to ride a bike, its a 3d game fixed in a 2d position with rotations locked so it can only go forwards and backwards. Ideally I just need the character to hold the handlebars, sit on the bike correctly and I have the pedals spinning so i can attach the feet there, when they crash i was just going to ragdoll it. So really no animations at all. Can someone point me towards a video or resource they used to learn this?
Thank you
how do i make a boolean which is true when a specific animation state is playing and is in its first frame (the animation is playing on loop).
i want to spawn a particle system right when the animation starts for once
and then re spawn when animation is looping and is on first frame again
if it helps i wanna make something like infamous 1 where cole shooting electricity
sounds like you want animation events?
fyi, your question kinda falls into an x/y problem , you should lead with the overall goal here (when you mentioned wanting to spawn a particle system etc, the desired behavior)
learn animation rigging
I dont have that package installed in my project. i already have few animations setup to follow player input. will installing animation rigging package break them?
no
animation rigging is put on top and has to be setup per character
installing it won't change anything
Ok so the overall goal is to shoot electricity from a robotic hand in first person
that was just as a "for future reference" kind of thing, i answered above #šāanimation message
the message you're replying to here wasn't directed at you btw
ik but i want to try it out
your message just happened to remind me
(that wasn't me)
Whatās the best way to import 2d pixel art animations?
From piskel btw
afaik (brief google search) there isn't a package to import .piskel files, so there's really only one route for that for piskel - export as png spritesheet, import as sprite mode "multiple"
unless you want to write your own importer for .piskel that would support animation data directly. not impossible, arguably gives better results, but definitely far more work. or maybe one exists that i just didn't find
as usual for pixelart, make sure to set filter point, compression none, and an appropriate ppu, and use a pixel perfect camera
Is there a software thatās better for animation?
Iām not devoted to piskel, itās just the best Iāve used
"better" is a subjective term
aseprite and krita are options but aseprite is paid and iirc so is krita
Iāve been considering aesprite, is it worth it?
(assuming "pixelart" is also a constraint)
i haven't used it much, as im not much of an artist, but i'd say so. a lot of people use it
Hey! I'm really new with unity and I'm trying to make an animationa mask from a rig that i did myself so the "avatar mask" is not really working for me how do I do the mask then?
if I made a custom rig should I be making the animations in blender and figuring out how to import those animations, or should I add the custom rig into unity and animate it there?
It's really good, and has an importer package for Unity too
Libresprite is a free fork with less features, if you want a simple way to try before buying
Avatar masking is for Hunanoid Avatars which have to be in a specific way
Alternatively Generic Avatars have transform masking, which is the same but masking by transform names instead of standard limb bones
How would you want to animate inside of Unity ?
And what kind of animations are you looking for
idrk i only have experience using sprite sheets to do 2d animation but basically im animating a humanoid enemy. I just need like an idle animation and a couple attack animations but theyāre mostly simple only the arms rlly move
I donāt know about 2d sorry
oh no what iām talking about is 3d
iām saying i only have experience with 2d
like whatās the best way to animate 3d custom rigs
Currently I am trying fix a problem for my AI attack animations. I have multiple types like ranged and melee enemies but they seem to have similar problems. For instance when I am testing my melee one I have it so that once it gets into range it attacks once then goes into an idle animation to wait for the delay until the next attack but currently its attack/swinging twice per attack when it only should be doing it once. Not sure what to screenshot and show
Record a video of the animator transitions while you reproduce the issue. This should show us what states are being traversed.
I think this works?
Nono. Drag the animator window next to your game view so that we see both at the same time, Enter play mode, select the object with the animator, start recording, then reproduce the issue.
How wow thats actually useful didnt know to do that.
So its the return line that seems to duplicate the animation
It would also help having the params tab open to see what's going on there
What return line?
This line
In the video it shows the first swing then that line is highlighted for second one
Yes, well you want to understand why it's highlighted. And why it's going back in again. What's the condition of the transitions? Looking at the parameters would help confirm if it's a code issue due to setting the trigger multiple times.
Think I need to change a couple things cause the idle animation that its in when they are in attacking range should be diferent to the movement one so you can see when it isnt attacking its in movement instead of attack
You typically have locomotion and other animations on separate layers, so that you can be in both states at the same time.
So like this?
Kind off. You should group states logically. Can you block at the same time as attacking? If not, then you don't need both attack and block layers.
So something like this would work then?
Although not sure how to have the attack to override movement state
To a degree.
By specifying the body parts mask in the layer settings. Generally lower layer animations would override those above, unless on the specified body parts. This is all assuming a humanoid avatar.
I am not too sure how to do all that
is there anyone who can help me with this?
you shouldnt be animating inside of unity yes
I think it's good time to go over some learning resources. Unity learn, manual, tutorials.
i want to have an animation transition that changes two types of values; one is a float, and the other is an int
how do i make it so that the float transitions smoothly, but the int instantly?
kirta is free, what?
aseprite is also free, if you build it yourself, no?
If you compile it yourself it's free for non-commercial. And Krita only costs on Steam, it's not much too.
how do i repair my rigs IK in unity?
You have to show the setup you have in detail as well as the intended result
Check out the samples from the package manager, seeing an example of how it's done may be all it takes to solve
And if it seems complicated, try a simpler test setup first
Oftentimes that is crucial for excluding unknown factors that may be breaking it or confusing you
Why would external factors even be breaking it in the first place? its a closed system.
the ik just makes a bone towards another bone at all times
Who knows at this point? Rather not assume
Less complicated system is easier to nail down issues, no matter what type of issue and what the system is
If i'm not using logic to evaluate and solve the issue then theres no use in trying
cause brute force will not work
You are eliminating unknown variables
It is logical
Scientific, even
No it isn't! its brute force!
heres the setup, the intended result is ik.
Hi guys!
I'm having trouble solving my prosthetic animation dilemma.
I'll explain.
We currently have two prosthetics: a knife and a chainsaw. We're planning on adding at least 10 more, but that's not the point right now. When you press a button, they do something (like lunge forward like a knife or activate a chainsaw), and then they can be used for a certain amount of time. OR, like a knife, I activate them so the player has an activation state and then the knife is extended.
I want to understand the best way to animate them, since the blade (or chainsaw) itself needs to be animated independently of the player's animator (or layer).
**I'm looking for different ways to make this easy to use and not clunky. **I KNOW how to do this, but I think it would look really bad when implemented. Do you have any tips on how to best implement this?
Maybe I should somehow use animator layers or create animators for each prosthetic?
Also I can share you more screenshots as it can be helpful.
Is there a way to sync parameters between animators i want them to be the same but i don't think i can sync triggers I was just wondering if there was an easy way other than setting trigger for both animators in code
What do you mean by "sync triggers"
Practical example?
Like if my animator called a trigger if i had a script monitoring it or seeing what happens in it and then telling another animator that parameter it wouldn't be able to do trigger since its instant
By "animator calls a trigger" do you mean a trigger is set on the animator, or maybe that a clip calls an event? Animators themselves don't call triggers
well theres a script that calls the trigger
Its called from my network animator though so its called on the server then its synced through that
maybe its not a problem i just thought it would be less bandwidth and more performant if i only had one network animator which is what im doing for my shadows on objects without triggers
Animators can't call methods on other animators so it'd have to be another script doing it
Or maybe more logically the same script sending the commands to multiple animators
If it's something that only needs to be modified clientside, you should not need to use networked calls or networked animators for it
Is there a way to add an event trigger inside an animation transition?
Not technically I think, but you could use state machine behaviours to call a method when state is entered or exited, and use the transition's conditions to also check if you're in the specific transition
hey guys! i stumbled upon this problem with the animator component: my character moves properly when its not active, but when it is, he orbits around himself. even with no changes in code this happens. tried baking, changing rig to humanoid (he disappears...)... id really appreciate your help, im losing my mind over this xD
ok i think it was because the center point in blender was off...
That is likely it
When selecting objects in hierarchy, with selection Gizmo in Pivot and Local mode you can see where each object's origin is, to verify
As an additional tip you may want to place the mesh and its animator as well as other visuals-related components into a child gameobject of the character
When not using root motion workflow there are only advantages to separating visuals under functionality
Ensures their issues cannot compound on each other
thanks for the extra tips! š
tbh i wanted to do that but it doesnt let me since its a prefab
To be precise it's a prefab that's auto-generated by an imported mesh, and still controlled by it so it can change if the mesh asset or its import settings change
You could Unpack the prefab which would sever the connection to the imported asset, but a better idea would be to move the character controller and other functional components to a parent object
The issue can be avoided by not adding those functional components to the imported mesh prefab to begin with
How should i go about making animation transitions for root motion animation so i get no foot sliding? Right now i have an animation that transitions from walk to idle but it only works well if the walk animation is on a few certain frames.
The reason why im using animations to transition between other animations is because i want to achieve something like this
This one has a lot of foot sliding
But it is worked into the style of the animation
As it is a sliding stop
It won't work when coming to stop from very slow speeds, but you are unlikely to want a whole stopping animation in that case
So I ran into an issue using Mixamo animation. When you try to pair them with third player controller script it says missing component. They want you to add event in the animation clip on the fbx file in the Inspector another tedious step from Unity. Reddit says to duplicate the file this only allows you to edit the animation but you still canāt use it with code if the event is not applied on the inspector. There is constraint that reverts it back whenever you apply.
If you do not understand I will make a video about it.
my animations dont play sometimes, i hit the s hoot button and the physics work but animation takes a while to play by the time interactions are already over
ok, which one is it - it takes a while to play, or it just doesn't play?
actually let me show you what i mean.
takes a while to play and by the time it plays the physics interaction is done
How are you playing the animation?
What does the clip look like in the preview
What parameters drive the state
do your transitions have exit time
i dont know where do i check?
Click on the transition...
yes
has exit times is checked
How much exit time?
Please expand the settings.
But anyways the exit time is most likely causing the delay
ok, so you have exit time
perhaps adjust that if necessary or disable it
you can see the exact values of exit time in the settings section that's currently collapsed
might also be transition time
You have to tweak your transition duration and exit time
If i were to use faster animations would something like foot ik help? The model im using now to test this doesnt work with the humanoid animation type so im not sure how exactly it works.
what if i do this
what if you do what
make a transition between walking and shooting animation
well, is that something you need?
if so, then yes, you should have that
the inverse is also true
it wont solve my issue right
we have nowhere near enough info to say
Try turning off exit time and reducing the transition duration
idk how to do that š„²
Also its hard to tell but your from video it looks like your game view is running at a very low framerate
So that could affect it
i wasnt aware something like that exist
I think you need to brush up on animator fundamentals first
Before doing anything else
i am using hdrp on a rtx 3050 laptop
What does your profiler/stats say
frame rate is 15 fps
Like i said its hard to tell but it doesnt look very performant in that video lol
Well that would certainly affect it
The delay might be small but your low fps makes it seem a lot longer
I think its entirely caused by your exit time and high transition duration
Combined with the low fps
Its about your perception here
Any how, you still need to brush up on the basics of the animator
Youre lacking some basic knowledge here which will cause more issues in the long run
Learn the fundamentals of animating characters with Unity's animation system, and understand how & why it all works!
This beginner-friendly tutorial is a thorough break down of the Animator component in Unity 3D and explains how to use the component's five properties: controller, avatar, root motion, update mode and culling mode. By the end o...
The transitions have a delay + exit time, both of which cause the transition to not happen instantly in this case
But you gotta understand what those do first
Maybe? Not really sure
Foot IK won't automatically fix anything I'm sure, but it's another tool in the toolbox for preventing the issue
More than anything you need a practical plan of how your will mitigate foot sliding, given the type of animation clips and movement speeds the character will have
A lot of game characters have a clear minimum speed with inertia, so their animators never have to deal with extremely slow speeds or low inertia
is the animator also used for ui animations?
Yes
alright, ill probably just have to mess around alot
thank you
there is this add behaviour button in animation inspector what is it used for and can we put ai logic in there?
Those very natural and detailed kind of third person character animations with a lot of root motion, transition clips and tightly managed inertia are something I'm not really familiar with, and they tend to be very complex and varied
Best bet may be to look for references, find technical breakdowns if possible, and experiment hands on in other games both with a keyboard and an analog stick to see how it plays clips in response to all types of change in movement
will do, thanks for the help
You can put anything in a State Machine Behaviour script
But I would avoid using them for anything gameplay related
Like the documentation too suggests using it for sounds and special effects
There's no hard guarantee that the animator will precisely sync with the game state, as its first priority is natural and smooth progression from state to state
Hello, I'm having a problem with animation rigging.
I'm working on a procedural walk animation. I animate my character first, then I'm supposed to calculate the ground distance of each foot and the target's height. The problem is, my IK (Index of Distance) seems to be calculated before I change the target's position, so the leg stays in the position it was in before the calculation.
Do you have any suggestions? I can provide screenshots if needed. Thank you in advance for your help.
So the issue appears to be timing? Iām not 100% clear on the middle paragraph written.
You are using the OnAnimatorIK callback? Or coordinating the timing otherwise?
Can you confirm things are happening in the order you intend with Debug.Log
When I use OnAnimatorIK, the script does not work.
IK needs to be enabled in the Animator, in that Animation Layer
(for OnAnimatorIK to be called, as far as I recall.)
Did you mean that OnAnimatorIK is not called at all?
Or the script isnāt doing what you intend when using that callback function?
I own this animation controller, when will I be able to modify the IK settings?
the OnAnimatorIK ins't called at all.
You will open up that PlayerAnimator controller asset file,
In there in the Base Layer has a checkbox for IK,
Then the OnAnimatorIK should be called
What is the PlayerAnimator controller asset file?
Your āPlayerAnimatorā thatās in the screenshot. Itās a file (āassetā)
ok
The setting is called āIK Passā check that box in the Base Layer options
https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnAnimatorIK.html
This is all in the docs btw
i should use a avatar ?
Is your character just forever stuck in a T Pose currently? 
no, my character have animation when i play (indlle and walk)
Without an avatar selected in your Animator component? š®
Wow. I didnāt know that is possible
I've always done it this way for myself.
Is the FBX file itself imported with a Humanoid Rig? Then you can select that avatar
Some IK related stuff in Unity is only for Humanoid rigs.
My character isn't humanoid, so I'm afraid adding an avatar won't work.
I'm not using Unity IK, but an animation and rigging add-on.
According to the docs I sent it wonāt work with OnAnimatorIK / IK Pass then šŖ
If I understand correctly, onAnimatorIK only works with Unity's IK?
āOnAnimatorIK is only called if the following requirements are met:
The Animator component must reference an Avatar configured as Humanoid. Generic or Legacy avatars do not support IK.ā
ok, i understand. Thank you for the help
I know that the Unity Animation Rigging package works with Generic rigs too
How about putting your IK code in LateUpdate?
Animator Update Mode āNormalā means it happens in Update I believe.
I've already tried, but the IK takes the target's position before I modify it.
I donāt understand. In Update(), the regular animation happens
Then in LateUpdate you modify it with IK no?
What exactly do you mean by ābefore I modify itā
That's with the late update, the right leg is supposed to lift so that the foot reaches the ball (like on the left), but the ik is done as if the ball hadn't moved.
Hm.. Iād troubleshoot step by step. Like, confirm the earlier parts of your code are actually working as intended.
Is IK working in general, what order do different parts of code happen, etc.
Perhaps with more details someone will know the issue 
I see, I'm sure my code works fine after trying it again. What's important, as you said, is the direction in which the scripts are applied.
I'll continue looking for an answer another day (I have to go to bed now). Thank you so much for your invaluable help.
Good night.
Does it loop perfectly in the clip itself?
If youre using root motion your root transform can never loop iirc?
It doesnt mean your animation is broken though or that it wont work mind you
Hmm, I check the inspector and seems everything green and I already tick the loop time, but is not showing the animation on this part is normal?

Wait, maybe I need to make idle animation as well...
Is the The Automated Mixamo Asset Post-Processor Script still compatible with Unity 6?
This script will apparently run every time you import a new FBX file into a specific folder (by default, any folder named Mixamo Animations.
The script is supposed to handle the import settings behind the scenes, and your ThirdPersonController.cs script handles the logic-based event triggers (like timed footsteps) in real-time, completely bypassing the manual Animation Inspector event system.
When I applied the script I got some invisible syntax errors.
The event system is literally blocking my animation from working. Because Iām not using Unity imported assets.
I tried duplicating the fbx file but this only makes the animations editable it does not force the event system to apply the component and so there is a constraint in the inspector window that stops me from saving the animation event. This Automated Mixamo Asset Post Processor Script seems to be my only option because Unity is gatekeeping me from applying my animations on the event system. Itās even ignoring code.
I spent 20 hours with 4 hours sleep troubleshooting this. I tried everything possible that was advised from Unity and Reddit. My eyes are ready to budge out of their sockets due to coffee. And my mind is fodder atm. Please help. šš½
Maybe yeah, I just test my unity and seems it still able to idle and walk
Any solution for this?
also please provide more info, can't really see whats going on
hi, I want to make a jumpscare for an enemy character, and I'd like to play it when it enters the state Attack which will be played once only, but I'm not sure how to do this, I've watched a lot of tutorials and most of them cover simple jumpscare triggered by some trigger zones, really simple jumpscare types, I'm thinking about using timeline, having my character with a run initial animation or crawling, then a parent empty gameobject which I'd animate in timeline, just making it run or crawl forward a few meters and then having another parent on top which I'd set the position with a script to be relative to the player's camera so it will always be the same and also disable player's movement during it, do you think my idea is good? and if not, how should I do it?
im not sure what jumpscare is lol,
if you want a cutscene
then only you may use the timeline i think,
I'd like the character to run towards the player fast and then like a 1 sec zoom on his head
I user new version and Is clear all of them is fine?
6.3 lts?
Yeah
also please show something, like your animator
you could just increase the enemy's speed when you want
well in my case, I'm not sure how I should do it, do you think my idea was good?
i don't think you need the timeline for this,
yea but I need another state, I don't want the enemy to be chasing but faster if that's what you meant
should I use just the animator?
My animator just these
already what I'm doing lol
if it's the animation you want then you do it like that
yeah, so what happens at runtime
also you had error pause enabled, you should disable that in the console
idle speed is one and walk speed is 3
bruh why are you showing me this
Err you said hit play?
this isn't related to your problem
yes
i didn't say hit play and show the console lol
did you disable error pause
No
disable, click onit
so that it's normal
your game is probably pausing
because of a harmless error
I just concern on that console actually
those errors are related to the inspector
The gameplay? Yeah it work.
so problem solved?
those errors randomly come and go (the ones you see)
it could be related to UI toolkit being used to draw the inspector
which is why i always enable IMGUI back
there are still silly annoying issues with UI toolkit for the inspector
Ah, noted, thank you.
do you want to use IMGUI instead?, it might clear all of these
Yeah
ok, do Edit>Project Settings
from the left select editor
scroll all the way down
and enable Use IMGUI default inspector
and then enjoy the original unity IMGUI based inspector which was before UI toolkit came
š
Found it, thanks.
anyone can help me set the animations of hte floating hand to the character pls ?
You should probably go to the Kinemation discord for help with their assets
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Iām using a root motion jump animation from Mixamo in Unity.
When I apply it to my character, the jump does play, but the height is much lower than what the animation shows in Mixamo. After experimenting, I found that enabling āBake Into Pose (Y)ā on the animation fixes the jump height and makes it match Mixamo, but when I do this, my characterās collider no longer moves vertically, so physics and collision stop behaving correctly during the jump.
Has anyone delt with this before or know the proper way to handle root motion jumps from Mixamo in Unity, any advice would be appreciated?
It seems like your animation had root motion initially. If you want to use it, you need to enable it on the animator.
By baking it into the pose, you make a "pure animation"/non root motion, so it doesn't affect the root object.
You need to decide whether you want to use root motion in your project or not. It has various pros and cons that you should research before deciding.
Anyone know why my hair is just ignoring the colliders and clipping through my character? I am using dynamic bone and I have multiple colliders set on torso, head and neck. Plus multiple dynamic bones on the hair since they are quite long.
are you torso, head and neck all seperate meshes or just the bones?
because iirc the collision objects need to be actual meshes
They only have dynamic bone colliders
There is no meshes in any of it. Not hair bones or head bones
im not entirely sure but i think that might be the issue
because what is it supposed to collide with if theres no mesh
i get you have the character mesh itself but unless you can add that as a collider object im not sure this approach would work
Wouldn't the dynamic bones collider be that? Cause when your setting it it has a spherical appearance
I have adjusted it to rough sizes but as you saw in video didn't really work
what happens if you make them larger?
like a lot larger
Not sure, will try that when I can in couple hours
Hey, anybody have an idea as to why my animations look different between scene and game view? It looks fine while in the animation tab but when the animations get triggered during runtime they look different.
Different how
Hard to explain exactly
The movements are similar but don't match
Show if you cannot explain
Difficult to provide any advice otherwise
All I could say is that consider what the animator does, or how specifically is it playing the clips with regard to blending and transitions
yeah I was grabbing videos sorry
It looks similar but just doesn't work quite the same and doesn't start and end properly
This doesn't show the animator
And it does look like blending or transitions
I can pull up the animator
when Open is true it moves from idle to entrance
then when it's false it goes from entrance to exit
then it goes from exist to idle while open is false still
just so it resets
I just slapped it together so I don't think thats exactly how you're supposed to do it but I wouldn't think thats the issue idk tho
If you really want to show it you should have the animator window next the the game or scene window with the animated object selected, so we see exactly how the animator reacts to the parameters and when the transitions are occurring
And also click through the transitions with their settings visible so we can see actually what kind of transitions they're doing
I'm confused on how the transitions would be the issue. They only start the animations.
Idk that much about animator though I do VR so it doesn't get a whole lot of use since its mainly user interactions through phyical movement
Turns out it was the transitions
The idle state was just screwing everything up for whatever reason so I just removed it and restructured so it goes to closed on entrance and it does the expected behaviour now
Thanks
Could someone take to a video to help me make a animation with mutiple different object? I want them to all work at the same time but I am unsure if I should use the one that is attached to the player or make another object that would just go into the animation
So made them larger and it does stop them from colliding but it still bugs out and when I turn it turns based on original position
Anyone know how to make this cloth physics more smoother and less janky?
Hi, quick question about proper use cases with respect to Animation Override Controllers. While I'm aware of the benefits of using one I can't help but think it's making my animations a bit clunky. I thought it was a good fit at first because all of my characters have the same states (Field Idle, Battle Idle, Take Damage, Die, Etc) BUT animations for each character have to fit within a strict set of transitions/blends/timings. All characters have all animations defined even if they don't need them. And if I want to add special animations just for a particular character then forget it. Not to mention the quirk of needing to have empty animation clips in the base controller so naming can be consistent. It is a real pain and I am thinking about scrapping the AOC all together and going with a unique animation controller per character with a shared set of animator parameters. That way seems way cleaner to me. In code I can just do animator.SetTrigger("Die") when a character dies and one character can have a quick death while another can have a whole death scene with multiple transitions. Does anyone see an issue with this?
Animation doesn't respect physics forces so it might always be a bit problematic for conserving momentum
Afaik Cloth can only be updates in the physics timestep, so if you move your character only in FixedUpdate and set animator to "animate physics" that might mitigate a lot of the jankiness
Or at least it might reveal if it being parented to something that's moving in Update is a source of issues
How does one do that?
Do which part?
Make the animator animate physics
It's a field on the Animator component
I am not seeing it
Nvm found it lol
I mean its less janky but still super janky hahah
Sure likely if the gameobject containing the Cloth is itself being moved outside of FixedUpdate
Same as what would happen if you parented a rigidbody to a hierarchy that's moving in Update
It'll confuse the simulation
But even if all that is correct from physics point of view, the player character and the animated limbs can move extremely very rapidly with no regard to momentum so it might not look good or realistic even when it's not glitching out
There may be some specific steps to correctly attach cloth to moving objects, but I'm not sure what they are besides which apply to physics components in general
Well I am not too sure what the best way to give it physics would be. I have tried dynamic bone but didnt really seem to work
Dynamic bone?
This thing
Hello!
Iām having an issue with 3D humanoid run animations where the legs spread out awkwardly wide when viewed from behind.
Iāve tested 4 different animation packages and multiple models, but the issue persists.
Is this a common retargeting/technical issue in Unity, or are these packages just poorly animated?
Any tips on how to fix this 'wide stance'?
do you have footik enabled?
on the states?
Disabled
enable it
Done, Foot IK is enabled. But now I'm getting gitering animation.
are you using root motion?
No. But I tried it now and it looks the same as before. š©
from how it looks
it looks like the jitter happens when the locomotion loops
Thank you for the help. When I find the solution I will post here.
i am trying to make an animation that i can tamper with in code for a bending on the character with a camera. think of it like this. bending upwards should be index 1 neutral 0 downards -1. How would i do that in blender. 1 actions makes it so i can t index it without coding a stop animation play animation thing which i don t really love.
Sounds like you need to learn about blendshapes.
yes i have them the issue is i don t know how to drop them in. 3 diffrent actions?
3 different blendshapes.
Maybe explain a bit better what you're trying to do, because it's not entirely clear...
yes but how do i put them in unity. do i make each one an action?
What do you mean by an "action"?? Blendshapes should be exported into fbx along with the model/rig and imported along with that data in unity. You don't need to do anything special iirc.
oh oh sorry. let me explain a bit better. blendshapes aren t the thing i need i need ampature movements. so keyshapes dont do it
Well, then just make separate animations.
yes and those should be 3 diffrent actions no?
In unity animator you can use animation layers to override/blend animations from separate layers.
I still have no clue what you mean by "actions".
can t i make 3 actions and put them in a blend tree? like actions in the action editor of blender
Assuming actions are mapping to animations in unity, yes, you can use them in a blend tree. You need to learn how animations work on the unity side.
It sounds like you were describing the use of a blend tree but beyond that is unclear
Are you trying to move a camera or something else
Animation layers like blend trees can also blend motions by a weight parameter
Hi, so I'm making a character, that's first person, but I want it's full body animations to play, I have all the animations and they won't play, does anyone know why? Here's the section of my code and animator
make sure you have the object in question selected in the hierachy, see if the params and transitions work as expected at runtime
I checked, they don't change during runtime, it just stays at idle
do the params change
Nope
But when I toggle them, the animations play
But it doesn't originally
this might not be the best channel for this, let me know if i should move it. My question:
Im making an action game and i want to use blender as my hitbox editor. I need a way to store hitbox data, position, scale, damage/attacktype/active/etc. Grok is suggesting that i use non-deform bones on my rig as containers for this data because they can export as fbx along with my rig, and this way attack data is associated with corresponding animations. So I would add as many extra bones as I need, and I can devise a system by which the bone's transform data corresponds to hitbox values. Say hitboxActive = (rotation.x > 0), or for attack types(launcher/flinch/knockback/trip) I can map to ranges like rotation.y = 0-10 for launcher, 10-20 for flinch, etc.
Then at runtime my scripts will evaluate these values to set the hitbox data. All the data is in one place and synced with the animation. nice and simple on the unity side.
I'm curious as to if this is as common a method as grok suggests, if there is a better way to go about this, or perhaps if there are addons which make this easier. Maybe there is a simple addon that lets you define ranges, and gives you user-defined buttons like toggleHitBoxActive, which when pressed will automatically set the corresponding field on the selected bone to the value range I've defined. I don't want to use any unity addons for this.
Thanks!
Sounds like a really convoluted way to me. I'd limit the blender side to just designing the shapes, and author any logic related data in unity.
If it really needs to be done in blender, I'd implement a plugin for authoring and exporting the data in a convenient format, like json. Then read and associate it with the model data in unity.
Well the authoring of the logic data in unity, that's the problem.
The issue with that is I would really need to write a custom hitbox editor for unity, and do all of the work with unity's (not so good) animation tools. Currently, I have a hitbox object as the child of my character object so I can add it's fields as properties for each animation clip. I'm animating fields the hitbox script for the hitbox data, and a collider component's position/etc for the collision detection. This works but doesn't scale. Plus, any time you click anything else in unity(even with the window locked), you have to reselect the player object, reselect the animation, scroll back to the hitbox fields buried at the bottom of the list, select record, set the fields, yada yada. Plus, you need to add all of these fields for every attack animation, and redo it all if the animation changes. Very bad workflow, and my character is going to have dozens of attacks each for several weapons, which will be iterated on over time.
How would i go about making a hitbox in the way you proposed? Animate the hitbox shapes along with the animation, then grab those in unity and.. manually scrub each animation for the timings, and set the data by hand? I would still need an editor in unity. Even if an animation needs a small change like slightly faster/slower, all of the data needs reworked. If it's in the animation, i can just adjust it in blender as i update the animation.
The real problem im trying to solve is simple. Scroll through an animation, place the hitboxes and set the data, but without unity getting in my way.
Compared to rolling my own editor for unity, storing the data in bones seems like the simpler way, and it lets my animations be my source of truth for all of the attack animation data, so less redundant work.
A plugin that sets the appropriate rotation value at the press of a button would be simple, i'll probably do that.
How would exporting to json make this easier? I suppose if I do that I could use custom fields instead of using bones..
yeah, I think that's the way. thanks
unless anyone else has any ideas
Hello everyone, I've been a pixelartist/animator for about 5 years, and I just started experimenting with animating in Unity for a project.
I'm not at all familiar with Unity so the amount of information on my screen was pretty intimidating at first but i'm starting to get familiar with it now. I've followed a few tutorials that helped me learn a little bit of the basics but i'm starting to run into some problems that I can't solve on my own.
Where I'm at:
I'm animating a 2D reload animation, the arms and gun are all rigged with bones,
the character is not since it doesn't need to interact with anything.
What i'm (currently) trying to figure out:
I'm still experimenting but let's say I want him to take the magazine out of the gun, the bone of said magazine is bound to the bone of the gun, i'm wondering if there is a way to detach that bone mid animation, or if there is something else i should do.
So far all the tutorials i've seen have helped a little, but as soon as I get to something more specific like this I get kinda stuck lol
the same animation clip is doing two things and im not sure why
I am having issues getting my 3rd person controller stable. He is sliding in the world and extended in the air upon play. https://www.youtube.com/watch?v=RNBpIMAenf0
Mixamo Animations are bugged and something is pushing me 3 feet in the air upon play.
Discord: https://discord.gg/FeqQgCp
UN: @serverusecru
So I fixed my issue from yesterday, but now I wanna figure out how I can attach the camera with the animations to the head of the player without it looking weird, like it gives you motion sickness. I was thinking of removing the head in total, but I want the head to appear for other players, is this possible?
At least part of the reason he's floating is that the capsule collider isn't aligned with his feet. Look at the very bottom of the capsule, that's what is going to contact the ground, not the circlular part as you have it set up now.
It could be that the animations are offset too, but I doubt it if they're from mixamo.
The sliding is a different story. I would have to see your script, but it really comes down to this:
if you aren't setting the velocity to zero when you stop walking, what makes you think he would stop moving? Velocity doesn't go away when you quit assigning to it, it keeps the value you last set it to forever, until friction slows it down, or you hit something, or what have you.
If your script is doing something like
if (pressing buttons) velocity = input * moveSpeed;
when do you expect it to stop your character from moving? You need to check for when there's no input and reduce the velocity somehow.
There's a lot of ways to do character movement, so it will depend on how you choose to go about it, but that's the crux of it.
in this super simple example, you could just add
else velocity = Vector3.zero;
Great point! I will DM you the 3rd person character controller script if you donāt mind. I believe you might be onto something.
Iāll have to take a look. Thanks for pointing that out. This might be the issue with the animation starting him extended in the air. And Rick might be right about the velocity input code making him float endlessly.
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Can you send me a screenshot of exactly what part of the capsule needs to contact the ground?
The very bottom of the capsule should be no lower than the bottom of the feet. Every part of the pill shape will collide with things, so the only point of contact on the ground is going to be the very tip of the rounded part on the bottom
the red dot is what will contact the ground
is there an easy way to make arms animation for FPP characters, i never touch animation making partš . anyone can help me
I tried Mixamo animations. make the arms separate from the body and camera set up according to arms but not satisfying result
Usually the arms you see in first person are made with a totally separate rig from what other players see in third person, specifically because of what you're experiencing: the third person animation doesn't look good from the first person perspective. It's actually very difficult to get animations that look good in both perspectives, that's why games usually cheat.
you can see here, these animations look super wonky because they weren't meant to ever be seen from third person, but they look perfect in first person.
https://x.com/TheGameVerse_/status/2008816173547499640
It's a learning curve, but I think you should probably just bite the bullet and learn blender.
What i am doing is i am making multiplayer game so that other persons can see it in TPP full body and itself it looks FPP so for that i just hide the TPP body for itself and active the FPP body because in my game there is some tasks that while the player doing that it will be TPP for itself too, so i am using both bodies TPP and FPP, but i am not able to find the FPP animations anywhere i have done seperating the arms from the body and set the animations but its not looks good
while setting up the camera for 1 animation is bad for other animation
i made a seperate rig for FPP and got some animations from mixamo
you will have to make first person animations yourself, if you want it to look good, the mixamo animations aren't really mean't to look good in fps, thats why
see how wonky the arms are in the cyberpunk example? First person animations are often really weird and unrealistic from third person because they are animated with first person in mind, so arms bend and stretch unnaturally to make them look good in first person. As you've seen, it usually doesn't look right when you take a 3rd person animation and throw it in fpp.
I think the answer you're looking for is.. just animate them yourself?
you understand the underlying principle.
In blender I would have one viewport in first person so you can see how things will look on camera, then use another viewport to animate. Use the mixamo animations(if you plan to keep them) as guides so the timings match up between perspectives. I recommend talking to an ai about the process, pitfalls, animation fundamentals and how to make things look good, and maybe watch some videos of actual good animators working(as opposed to youtubers who want your views for money)
i just have a full body for my fps š
i override the hand/fingers using IK per weapon, each weapon has it's own clips, although this might not be feasible for different types of projects
Thanks @sturdy mauve
Thats the issue i dont know anything about animation making, i tried but they looks awwfull
im not going to tell you it's easy, but I will tell you it's worth it
fail fast, ask ai questions because it's way better than people, watch other people animate
Thanks @sturdy mauve
be prepared to scrap an animation and start over
take your time, try to do the same animation a couple times, take a break, come back to it
dont expect the first one to be good
most of it comes down to good key poses and timing
should i try it inside unity or blender?
oh blender no question, unity has very lackluster animation tools
sure
theres an addon called rigify that you can use to set up the rig, this will give you inverse kinematics (so when you move the hands the elbows move into place automatically, etc) and is super easy to use once you get it
expect to spend a long time learning this lol its a lot
i mean the whole thing, blender is pretty cumbersome but ai makes it easier
I got you
bumping this
Which clip do you mean and what "two things"
The highlighted animation clip works correctly the first time but breaks after i close the book
I'm wondering how to handle transitions between locomotion states smoothly when there are one-shot trigger animations in between them that don't have leg movement. For example, when going from Locomotion to CrouchLocomotion there is a "CrouchStart" animation where the character bends down without leg movement (obviously not good if I'm moving).
I have a two layer animator set up now that separates the bool locomotion states and the one-shot triggers and makes the one-shots overwrite the upper body with an avatar mask. (upper body one-shots like "CrouchStart" overwrite the base locomotion except for feet/legs). I was pretty confident this was the right approach but I've spent way too long trying to configure it to work correctly, make the animations play at the right time/don't get hung up, and so the transitions between upper body one-shots are smooth.
I just can't seem to get a good result from these no leg movement one-shot animations so I'd really like to hear how others handle this. I'll share screenshots of my animator graph w/ both layers. Thanks.
I can share my transition settings and the problems Iām having but Iād like to just hear how others would handle this
It kinda looks like the state is inheriting the changed position from a different state, which I suppose could happen if they modify different position properties without resetting them
UI for example has position and anchored position separately, and I think pivot position and something else on top of those too
Also, I would not disable and enable the entire gamobject when you swap it
Rather just toggle the visual components so you don't have to cause the Animator to restart
Did you get a chance to look at my code yet?
you didn't share it
The only thing the animation changes is the anchored position
Thanks lemme give it a try
The code format is different than it was last night. Not sure what happened. But here is my code if you can see it. https://paste.mod.gg/vqnraamioals/0
A tool for sharing your source code with the world!
Is this right?
No. The bottom of the capsule should be the same height as the bottom of the feet. Like the very bottom point of it.
Man Iām so confused. I just canāt visualize it. It all looks like lines to me. I need extended help on setting up character controller and how to identify what the capsules represent.
Collision is simple. Anything that overlaps with the shape is a collision
And with a capsule, the bottom part sticks out.
Thereās no cylinder collider. I think PhysX has one but itās not recommended IIRC
Is there a 3D diagram somewhere explaining each piece and how to correctly place it?
I donāt quite understand this. I donāt see a red dot in my screen to match this image.
your model is allowed to be slightly outside the capsule
position your model so the feet are touching the floor, then move the capsule so its lowest point is also touching the floor, thats it
that red dot was made in paint
Iāll try this!
I seen a tutorial it looks like he has a global volume under his character. Should I move that to my character? https://youtu.be/T2T82MWbbew?si=XlaXKtC5Ac7CQPru
In this tutorial I will be taking you through how to make a character controller using unities built in character controller.
Source Code: https://www.patreon.com/posts/unity-character-124382626
Join the discord: https://discord.gg/QNNRCGsbpz
Follow my dev journey on bluesky: https://bsky.app/profile/tvtig.bsky.social
#gamedev #unity3d
i dont think so?
unless he has some very specific reason
i would just keep the global volume in the scene unparented
I have it in the scene unparented. Does it need to be somewhere specific? I just need to figure out why my character is sliding upon play and not on the terrain like in the scene view. I shared my code. https://paste.mod.gg/vqnraamioals/0
A tool for sharing your source code with the world!
Unity gate keeps Action Maps not allowing you to add events to read only animations even if they are duplicated. So my script is avoiding the use of Unity Events.
@wanton trellis https://www.youtube.com/watch?v=RNBpIMAenf0
Mixamo Animations are bugged and something is pushing me 3 feet in the air upon play.
Discord: https://discord.gg/FeqQgCp
UN: @serverusecru
Hello everyone i bought free animation in unity asset store for my player but when i put it on in the animator and press play the character doesnt do the action properly , like instead of stepping forward and slashing he does some weird thing with his hips , i would appreciate some help or advice thank you.
Iām completely new to this so any advice or help will be greatly appreciated
Does the asset come up with a sample/test scene or prefabs?
Yes Iām pretty sure it does , hereās a screenshot
Then open the sample scene and confirm thta it works correctly there first.
Yes the all work in the sample scene
Great. Now inspect how they are set up. And compare to your own setup.
It all looks
It all looks the same except this
I thought itās because itās a free asset that itās doing this, and someone told me to just use blender which I need to learn
In the sample scene what avatars are used? Humanoid? Are you using a humanoid a star with your model as well?
This one clearly says Generic. Not humanoid.
Did my code go through? https://paste.mod.gg/vqnraamioals/0
A tool for sharing your source code with the world!
it has now, yes
I think I see my problem. My transform X,Y,Z is at the waste which is making him extend 3 feet in the air. I need to get it just below the feet like this example.
Anyone have input on this? After reading up a bit I think I may give animator.crossfade a shot.
It is the same as doing a transition in the Animator, but it skips the Animator and moves responsibility of managing state changes towards your code
The problem you're solving is more of design than anything else
When exactly should the "between" animation clips be overlayed with other animations, when should they be interrupted and which animations should be able to interrupt those as well as the currently playing base animation
I have my character controller set right then when I press play he is being forced in the air and floating.
your capsule collider is clipping into the ground.
The goal is to keep the feet moving even when trigger animations engage, and any other trigger animation can interrupt the one currently playing when they trigger. This seems simple in theory but with my overwrite layer setup the interrupts can lag behind, get hung up, and donāt blend into each other well. Thatās why I ask how others handle trigger anims like this and why Iām considering using crossfade instead of animator transitions. Does that make sense or am I off about something?
You can see in my āpose layerā graph that I do any state into the trigger anim, then into an empty state. This is the cleanest set up Iāve found but doesnāt seem to do a good job when there are two triggers that happen near each other (like jump start and jump end). Maybe I need to make transitions between trigger anims too so they can interrupt each other more effectively but I think scripting transitions with cross fade would be a better application for that.
I was told to clip in ground like this
who told you that?
This is how I originally had it
thats how its supposed to be yes
You could show your transitions
Maybe they have delays or very long blends
But as said they do the same thing as crossfade methods
If you need jump start or jump end to be interrupted by something, you'll want to allow it, with a quick transition preferably
Allowing them to interrupt each other is a good idea
I find that using an empty state as an inbetween just increases the needed number of transitions and makes it harder to transition quickly (if you don't fix that by also setting up transition interruptions)
Using Any State can skip the need for transitions but makes the Animator harder to control and transitions less contextual
Is this right? I reverted it back. And he is still floating. I think it might be a script or animation issue.
The lowest point of the capsule collider and the feet of the mesh should both be on the ground
Maybe Iām just blind. I canāt see a difference between mines and this.
to me it doesnt look like yours is touching the ground at all
could be the shadows
Would that cause him to be 3 feet extended?
im suspecting that something most likely relating to the parent/child transform relation between your game objects is causing this.
check if you have a script that sets the players Y transform anywhere.
A tool for sharing your source code with the world!
This is the only script Iām using currently
check the transforms on each of the objects in the hiearchy for the characters prefab
ensure they are properly set
Makes sense, in a masked overwrite layer like Iām using how else would I set something like this up though? I need the empty state so that when trigger anims arenāt playing thereās an empty loop for the layer to sit on while it waits for a trigger. Maybe I just stop using any state and make empty go to all the anims, then make all anims have transitions for interrupts. Seems like that would work better than what I have
I'm not sure why "waiting" is necessary if the animations aren't looping and the layer weight is set to 1 only when one of them needs to be triggered
Not that it matters that much as Any State can always interrupt it as well as any other state and transition
I don't recommend making transitions from Empty to everything else, there isn't really any justification for doing that
I could maybe give some more insight with a video of how the animations look like and some demonstration of what the movement is like
Hard say much by guesswork
what
read what i said
the image doesnt matter
what matters is how the transforms look relative to each other.
If I didn't have an empty state wouldn't the animation just play and end abruptly? the state is also there so that the animations have a neutral pose to blend to when they are done. I'm testing a few things out rn I can record a video in a bit.
I suppose so if they end in a non-neutral pose or if you're not using layer weight to blend out of them
I've only ever made animators that are fine to have snappy animation, making smooth flowing transitions is new to me so I'm kind of just seeing what works.
There's often a bunch of trial and error to learning what's actually a good strategy in the Animator, and it's hard to teach in a tutorial because the best kind of controller for a given character often looks unique
But the key is trying to make it more automated and utilize the features it has
I changed the transform position to 0 on the parent and child and even center of the map he was still elevated and floating when I press play.
How much is he elevated? it still kind of looks like the feet are above the bottom of the capsule by a bit. Is the character floating a lot?
When I press play he elevates and floats away
it looks like now your collider is nowhere near the bottom of your character. make all parent/child element transforms zero (with scale 1,1,1). If your character's pivot point is not at the bottom you can nest him in an empty object called "visual" or "visual root" and adjust that object's Y height to match the collider. If you uncheck the movement script it stops floating away right? I'm assuming that script is just not written correctly I don't see any reason why the object would move without it. A heirarchy like this image should allow you to make adjustments to the character's height without messing things up.
If you disable the movement script and the collider is sitting on the floor fine then all that needs to be fixed is the height of the character and the movement script. Might want to just give an AI chat bot your script and see why its not working if that's true. I'm jumping into this discussion late and am far from an expert so sorry if I'm missing context.
Is it that misaligned in the editor before you press play or does it move there?
I've made some changes to my script that stopped the sliding animation:
I Fixed the Animator update logic to use the actual movement magnitude and speed ratios.
I used the _moveInput.magnitude for cleaner animation blending based on actual input.
I cleaned up the HandleMovementSpeedCalculation method slightly.
Now I need to correct my character controller he is still 3 feet in the air when I press play.
He is no longer sliding.
How is this?
Looks fine if itās working right. With the hierarchy I mentioned you can adjust the players height to get it looking as good as you want (if you end up using IK for feet you may need a little adjustment in the future)
I adjusted the script and it stopped the sliding. But even after adjusting the controller I am still extended 3 feet in the air upon play.
If itās moving up when you press play then i donāt think itās a problem with your characters position in the scene, uncheck the movement script and see if itās still happening (rule out the movement script)
Also try reducing the skin width on the character controller, it might me super high
The skin width is 0.001
unless someone with more experience can chime in I'd honestly just recommend describing what's happening to ai and have it give you a list of possible causes. It would be a lot faster to go through it in detail with gpt than if we sifted through your hierarchy and settings for everything.
Iāve been working with AI. Its been very exhausting but I know everyone is doing it. I figured Iād ask real people. š
When you record videos to demonstrate the issue you should enable gizmos to provide more context/info.
What I think is happening, is your animations simy have an offset on the y axis.
Or something with a rig. Sharing more details as I mentioned would help. I don't know if I maybe missed some context, but I'm not gonna read the whole conco as it seems to go up quite far.
A good idea would be to start a thread and gather all the relevant info in the initial message.
Mixamo - Animations - Bug
I have a bunch of separate anim files for a particular rig that's inside of an animation controller.
How can I make those states available on the animation timeline so that I can preview their animation?
Animation window should list all clips that are used in the states of the selected gameobject's animator controller
I downloaded a shooting animation on mixamo. but whenever i try to activate it the arms are not doing what it should be doing? while my normal melee attack animation works perfectly fine.
are you using an avatar mask on that layer?
is your character generic?
FIGURED IT OUT. IT WAS BECAUSE BLENDERING WAS ON ADDITIVE. I NEEDED OVERRIDE
thank you
why does this always happen to me
Somebody call my therapist, cause shes about to make A LOT of money.
so im animating blend keys on a model i made, in blender the normals are alr, but in unity its all weird when i use a blend key? (for clarity, that hatch opens)
looking back at it, it might be the cavity shader im using, maybe it doesnt support blendshapes?
im having to go a no blendshape route
Can anyone recommend places to buy anime style 3d blender models? I am making a 2d game but I want to experiment with taking an animated 3d model and exporting as 2d sprite sheet.
There were some great ones on artstation but they were all copyrighted characters really.
So far I am looking for models on places like booth,unity asset store, cgtrader.
@median mortar If you want to show off a dev log use #1180170818983051344 , please.
Hey guys. Got a wierd problem I can't figure out. I imported an animation fbx into Unity and if I click on the fbx, the animation works fine under the animation tab, but if I try to preview the animation clip itself, it does play in the preview window. Any ideas?
Hello!
I seem to have an interesting problem in my hands:
I have a .anim file for a humanoid rig
I have a humanoid fbx model
I would like to "implant" the .anim into the fbx model foldout or export the .anim on any humanoid rig so I can modify it in blender
Is that doable?
ye if u apply the .anim to ur rig in unity with a animator and then export it as an fbx with baked animation it can be edited in blender
im doing a blend tree with the float Velocity,
even if i start the game scene i try to edit the velocity by the blend tree but the float does not change someone know why?
I'm having severe trouble. I have a bunch of unlinked actions, and I'd like to link them all to a single object, but google doesn't provide any useful info on how to do so.
My usecase is that I'm trying to export an armature with a bunch of animations on it to FBX, but it won't export with the unlinked ones, even when in NLA Stashes or with fake users.
This is in Blender 4.5.5
This is about as close as I've gotten, but I can't figure out how to get the unused actions into the object in question from here.
I'm going crazy here trying to figure out why it won't export these (functioning) animations.
I can also provide the blend file if that helps.
Okay, I've managed to get the animations to actually export to FBX, but now half of them export only as blank TPoses, with all animation data stripped, and I can't figure out why.
i can't figure out why my animation is looping back and forth through the whole idle instead of playing the flying animation
its supposed to set down into a flying animation when IsFlying is true and speed is greater than .1
but i don't know if i imported the animation correctly or it has something to do with the exit time cus it wont loop
and it has to go through the entire idle before it will play once
All that distance is delay in the transition
You should record videos showing the animator in action, with all relevant transition settings, but use a real video format
This reveals another issue, the Speed parameter never reaches 0.1
ya i just seen that
ill change speed to greater than .01
works now jesus animations are not my thing
does anyone know why the animation I made with the animation tool doesn't work on my tmp text ?
You could be more specific, "doesn't work" in what context?
Animations are made to control properties of components, so it depends entirely on the component if and how it can be controlled
provide some more details
I have a text (Best Score !), I made a simple animation using the animation window that just change the color of the text using a four corners gradient. But when the text is displayed, the animation doesn't play out, the text stays in the initial color gradient
what controls the gradient
So it works in editor, but not in Play mode?
I would check how the animation is meant to be played, and that the animator is really on the gameobject where it can play the clip on the right objects
changing the font i see
TMP also has separate properties for the component, for the font asset and the font material as well (iirc)
So you have to be aware of which one of them your animation is meant to control
The animator is a component of the text, the animation is set to loop.
I wonder if the fact that the animation doesn't plays has something to do with the fact that I disable/enable the text
it works fine btw
Is the clip also the state the animator is set the play?
i was able to get it to work with the animator just right now
something is wrong with your animator
show your controller (statemachine) in the animator window
ok, does the new best state have the clip assigned?
hit play and select that text
and show this window too
and be sure that the animation editing window when played does make changes to the text
show the stuff at runtime
At runtime, if I go to the text and hit play on the animation, it does works. It seems the animation just doesn't start to begin with
Should I just get the animation and force it to play ?
Ah i think I found the issue. The text is in a panel that I disable at the start and enable only on game over. Seems that it messes with the animation ability to start.
If I just enable the screen from the start the animation works
I need advice for a VRM file. The model has something which when zipped it has one kind of physics, and when unzipped it has another set of physics. I was told to look into dynamic bones since toggle physics is available for that, but when I searched it up on YouTube, it shows VRChat models rather than VRM ones. Is there overlap in the physics systems, and if so, can I toggle physics through this?
Also what is the expected or preferred weightpainting/rigging for such a toggle so I can set it up right to port into Unity
I'd use shapekeys but I fear it'll look wrong with physics needed on the dangling object
I have an issue when exporting animations only from Maya to Unity.
If I export with the mesh, the animation works great, but as I don't want to export the mesh everytime, I export the rig with the baked animation and once in the engine I go to avatar model > copy from another avatar, and set the avatar I created from the main model. But when I do that, the animation doesn't play, my character model stays still in the anim viewer.
It works only if I export the rig with the model
This seems to be the workflow recommended for exporting clips without the mesh
I haven't had to deal with personally but it's also possible that the exporter or FBX format itself might not store vertex groups for bones correctly (or at all) if a mesh with those groups isn't also included
It may be simpler to export a placeholder mesh each time anyway, and extract the clips out later, or ignore the placeholder meshes as they'll be excluded from the build if unused
Or keep replacing the same FBX that contains your animations when you add in new ones, though with that method you have to update the imported animation list manually which is tedious if the exosting animation lengths need changing
Hi, me and my friends are making a multiplayer competitive game, and we're working on the characters animations, walking, idling, running, jumping, and tagging. We want to figure out how the camera can stay onto the player and not have a head, but other players can see the head
Multiplayer cameras and cameras are tricky. What camera are you using? Just a main camera or cinemachine camera?
Just a main camera
Should I use cinemachine?
Cinemachine will give you more customization as it has a brain component. Make sure you do a Logic Check. In your character script, add logic that runs when the character is spawned or initialized in the game session. This logic should check if the character is the "owner" or "local player".
Ok so Cinemachine it is
Alright, thanks
Also if it is the local player, disable the mesh renderer for the character's head (and potentially other body parts that might clip into view like the upper torso) only on that specific client's machine.
This will give you Remote Visibility:
For all other clients in the game, their instances of that player's character will not have this local visibility check run, so the head mesh will remain enabled and visible to them.
hey all, is there a standard when it comes to rigging for games?
Should joints have rotation values or shouuld everything be 0/zeroed out
if you are rigging a character (in blender for example), there is no restriction to have 0 as default values
I want to change the body of my player by adding more legs, but I dont want to remake my entire set up with a new rig. Can I make a single leg prefab composed of a bone rig so I can copy and paste?
You can, at least as long as you animate it specifically
The clips from the full body animator may not be compatible
Hi, does anyone know what causes Blender rig scales to be forced to 100 when playing an animation? I've applied all transformations on the rig and model.
Trying to apply ragdolls is a pain in the butt since colliders added to the bones are automatically ginormous
i am rigging with either Advanced Skeleton in Maya or Maya's HIK, so far no issues whether if it has values or not on rotation. For example, advanced skeleton always wants there to be 0 rotation values whereas HIK is fine whether there is rotation values or not.
So just wanted to check if there is an industry standard
https://polynook.com/learn/how-to-export-models-from-blender-to-unity
Wrong export settings mainly
If every bone has 0 rotation that seems to imply they would be pointing directly up, so it wouldn't be a very useful rig
Or maybe you mean rotation relative to rest pose?
In any case tools can have their unique requirements but I can't think of a "standard" that would apply here
thank you youre the goat š
oh yea relative to rest pose, like for example an Apose, but all joints have its rotation values at 0
There isn't much of a reason to have a non-rest pose at the rigging stage, as poses are for animation clips
Hey there! How can I add an existing timeline to a gameobject? The timeline was already created for this game object, I just deleted the director component and now I can't add it back and make it work
Hey friends, I have a question. Can you help me with a problem? I'm really struggling with my animations and need to get my player to run and my idol and NPC to do that. It would be super nice if someone could help me with that.lg angi
Thank you so much for wanting to help me. The problem is that my animations won't play, my avatar doesn't look right anymore, and my NPCs aren't playing them either.
well ok this could be a multitude of different issues
first have you verifed that all the clips actually look good in the inspector?
I wanted to make my avatar a homodoid and have my NPC essentially take over the rig, but since then my animations haven't been working. I changed it back, and now my avatar isn't working anymore.
generic
Sorry, my English isn't very good.
But thank you for helping me. This is my second semester game, and it will be an advancer.
why doesnt my animation get any motion
everytime i add this animation it says none motion
which animation are you trying to add?
open tab
is this a humanoid or generic rig?
generic
and the open tab animation is also generic?
yeah
You can assign a clip in the Motion field by clicking the ā symbol, same as with other inspector fields
Dragging a clip from Project to Animator should do that automatically, but it can be done manually
it didnt work maybe the animation file was corrupted so i fixed it by making a new animation
That would explain why it wouldn't do that automatically or at all
hit somebody knows why i cant put foot ik check here?
because it's not a humanoid clip?
mirror and foot ik options can't be set on non humanoids
because of how they work....
I was actually able to solve it
by changing to humanoid?
this isn't the foot ik you think it is
this tries to ground the foot better because sometimes retargetting makes the animations make the feet a little bit wobbly,
Hopefully this is a quick question: Is there any easy way to evenly distribute these keyframes in the animator? Or will I have to manually move each one?
you want to speed up/slow down the animation ?
if you want the spacing between them to be the same, then you should do that by hand
and then select all and use the side handles to speed up or slow down
e.g. increase decrease spacing
Fair enough, thank you!
š Need your help guys
My animation get stuck and it's unexplainable for me. Someone an idea?
I'll post a screen with the code (marked area).
The other screen should tell you anything else in case you are up to help. Thanks for your time šš½
@crisp tusk Helped me out, my mistake was that i didn't address the layer. The docu is pretty poor about it. Thanks Mark šš½
I'm working on some stuff for my senior project, and trying to set up an animator. Now, the actual animations when I click on their individual things, properly play in their preview windows, and I haven't changed the model beyond exporting it either. However, when I set up the idle just as the first of the first couple of animations, just to check, it doesn't even play the animation. So I'm unsure what I'm doing wrong.
I don't believe it's how I've exported things from Autodesk Maya, otherwise the animations wouldn't be playing in the first place in Unity. Any help would be appreciated.
just to get sure, you know that you need to be in playmode?
Yep, I tried it in-scene to make it work.
I rarely ever animate (i suck) and when previewing my animations they look fine but on runtime with no scripts on or anything they get messed up i dont know why.
btw turn ur mic down, something in obs is messed up and makes scratchy sound
Have you set animation Entry -> xidle in animator?
i just messed around with it and re did everything and on like the fifth attempt it some how worked
Why does the animation just break when playing it fastly
this is the transition in animator
Animator is in the wrong place
Your clips control the bone transforms, but the Animator is placed on the mesh renderer gameobject that has no bones
Animator looks for animated properties through the hierarchy below it by explicit name path, so it has to be at the correct level
Ah, so it has to be on the bones. That makes sense enough to me. I'll give that a try.
Probably above the root bone, usually on the pregenerated prefab gameobject
But it can vary
Threw it on the actual root, do you mean I should put it on like parent to that instead?
That's how it works for me usually, but I don't use Maya
When you open the Animation window and select the gameobject with the animator, it'll list the clips and show a warning for keyed properties if the paths are missing
I've got it working! Thank you very much!
Hello, I'm new to unity. Can you tell me what the problem is?
I should have a idle animation working when the character is not moving, but when I check the box, the running animation is activated, even if my player is not moving
What do you mean by check the box?
the isRunning bool?
yes?
yeap
if your transition condition is isrunning
and you check it
then the animation will be the running animation
thats how it works
what are you trying to make happen here
if you want the isrunning bool to be true only when your player is walking you have to actually define that through code
unity has no clue what "isrunning" means or represents
I need the walking animation to work when walking, and the idle animation to work when standing
right
well youre on the right track
all you need to do is define those 2 states in your code
and change that isrunning bools state accordingly
when doing animation the animator is only 50% of the entire story, the rest is code.
so i need to specify the value "isRunning" in the code?
okay , ty!
you need a reference to the animator as well!
ive got a really dumb question if anyone has a moment
im trying to draw a line from Unarmed attack L1 to unarmed and i keep being told "just click it forhead" but the context menu pops up and i have no idea what im doing,..
it's a submachine, so you gotta specify what to point to. check those inner menus
thank you x.x i figured it out
I had also a question about sub-machines.
I know exactly that AnyState is the same for all sub-machines in one Animator. (It can calls from any AnyState if the checks are success)
So, the question is simple: can I SOMEHOW call AnyState while I'm in one of these sub-machines without any checks like through boolean's, triggers or whatever? (Is there an opportunity to call a state through AnyState in one of sub-machines and don't get any conflicts between another ones BY DEFAULT?)
iirc, ive tried to look for this an it just isn't an option currently. i don't remember the details though, it's been quite a while and i'm not much of an animation guy
maybe you could achieve whatever you're going for using the exit node instead? what exactly are you going for?
hey there can i talk about animation rigging here?
yes, don't ask to ask
!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.
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I have this spider whose legs are procedurally animated. Although this already looks decent, I want to change 2 things about it.
- Currently, when the spider legs, its legs' scale changes to 0, to sort of give the impression that the spider is retracting its legs, and when it lands, its legs' scale go back to how they were. I was wondering if there's a better way to animate this.
- The legs are composed of 2 pairs of legs, each with their own values to define their walking, and each leg in the pair moves when its' twin doesn't. This works well, but sometimes the legs change their manner of walking. (You can see it happening in the first seconds of the video). I was also wondering if I can make the spider move more naturally or more realisticly to fix this issue.
leg script
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i am having a problem with my characters spine. when i look up it looks up but when i look down it also looks up does anyone know how to fix it?
Im doing a moovment with animations but the diagonal line IDLE are not working does someone know what could be the problem?
can you show me whats happening?
This is a help channel
Project showcases go into #šādaily-win or #1180170818983051344
Sorry, it's called animation btw
No off topic here in the server, all channels are help channels
Regardless of their names 
Oh, okay
Hello everyone. Not sure which channel this question is for. I have a character model from mixamo that is floating above the ground whenever I move it during play. I'm new. Is this a common thing new people come across?
so quick tip for anyone messing with playables or generally anything animation related: do NOT let IK targets be children of the gameobject with the animator, playables will write to their positions and cause extremely strange poses
I want to learn animation for my 2D characters but what to choose sprite animation or bone animation also called skeletal Animation
anyone here ever made a multidirectional 2D combat game? If so can i get any suggestions for the pipeline/workflow for a good visual/animation combat system cause rn i feel like im doing something completely wrong
rn my current pipeline is this:
- the combatmanagerscript handles when the animatorscript fires the trigger "Start Attack", when that happens it goes from anystate to attack 1 state (its a blend tree for the 8 directions there are).
- then in each attack clip there are animation events, the events are ordered like this:
LookingForNextHitOn....HitBoxOn....HitBoxOff....GoToNextAttackIfAchieved....LookingForNextHitOff....AttackEnded - each of these funcs are relayed through a relay script in the same gameobj that holds the runtime animator to the combatmanager which in turn fires events accordingly. If lookingforNextHitOn and the user clicks the attack button again, itll go through a kind of buffer until it reaches "GoToNextAttackIfAchieved", in which itll set the parameter trigger 'GoToNextAttack' which will activate the transition.
obv with each weapon it has an override controller that overrides the placeholder clips in each attack state so it sounded 'modular' in my head
but i js have this inkling feeling that im doing something disastrously wrong
keep in mind each attack has 8 directions to account for so i ruled out doing ts through code using 'normalizedTime' a while ago even though i actually never tried that approach
Hii, I made a model and i wonder how people add those poses for sitting when u press c and z etc but i also want for walking and standing normally so it dosnt do the normal pose. do any of u know how or tutorial i can follow?
first you need to rig your model, you could use blender or you could use mixamo. i recommend the 2. way because it gives you also a ton of free animations, with full support for unity. then you would need some state machine and some code to control the state machine behaviour
you did not ask a particular question so i tried to give you a small idea on how to start