#šŸƒā”ƒanimation

1 messages Ā· Page 45 of 1

shy marlin
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hello guys

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anyone here

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is it better to make armatures or rigify

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for base human model

agile solstice
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There's some extensions to Rigify that generate game-engine friendly rigs

shy marlin
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I gotta learn how to make armature then rig then animate

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Then export

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I guess

agile solstice
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Rigify ultimately creates "armatures"

shy marlin
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Im trying to make a character that can walk around i mean

agile solstice
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And its metarigs before generated are totally ordinary and exportable, but have no useful features besides their initial shape

shy marlin
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Ah

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Is there a tutorial on how to just do enough for proper animation

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Without the extras i mean

agile solstice
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Many, I'm sure

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Armature creation, parenting the rig and animating are all three separate tasks

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Parenting and weighting a mesh to a rigify rig is no different from doing the same with any other armature

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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

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!blender

hexed cargoBOT
shy marlin
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Ah alright thanks

modern oak
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thanks guys

hollow grove
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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?

wanton trellis
wanton siren
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if i’m making a topdown game, my character probably needs 8 directional movement animations, right? i mean that’s not too bad it’s 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 it’s pixel art and i can’t rig a 3D blender model.

wanton trellis
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Dont starve does it

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Trust me i did what youre talking about and yes 8 directions of animated sprites is absurdly too much work

lean obsidian
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How do I make a specific animation play when the player does a certain action, like clicking on an 3d object?

wanton siren
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is that using only 4 directions

night obsidian
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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

wanton trellis
night obsidian
agile solstice
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But I'm not sure if more blending helps with this kind of problem

night obsidian
agile solstice
night obsidian
agile solstice
# night obsidian Okay like- why do we even have this state and node system if it feels like they'...

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

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That's something you can do with synced animation layers, still

night obsidian
agile solstice
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Might be, might not be wrong
I have no insight into your system as it is now, so I can't give more suggestions

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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

night obsidian
agile solstice
night obsidian
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Its just layers of additive animations

agile solstice
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I feel like that many motions additively might cause extreme poses, but if it works I guess no issue with it

night obsidian
night obsidian
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Maybe the layers go from top to bottom.

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maybe thats it

agile solstice
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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

night obsidian
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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.

night obsidian
agile solstice
agile solstice
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To define what pose the additive clip will be relative to

night obsidian
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but sure ill check that

agile solstice
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This isn't related to layers, but importing the clip

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Clips might not work as additive at all without that defined, I don't recall exactly

night obsidian
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like select in the hierarchy or the animator object

agile solstice
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The button "Auto Live Link" makes the Animator window follow the live state and transition if needed

night obsidian
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I set the additive reference pose on the rest pose

agile solstice
night obsidian
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i thought it flowed top to bottom

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is it bottom to top

agile solstice
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Topmost is base layer, anything added to the list below will be animated on top

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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

night obsidian
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I don't know how to make the wizard of animation layers happy

agile solstice
night obsidian
agile solstice
night obsidian
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sigh.

agile solstice
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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

night obsidian
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I mean, theres already so little variables here

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its just a single animation pose on a layer

atomic ginkgo
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I have 2 small questions I can't quite quantify with a simple google search.

  1. 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.
  2. 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.
agile solstice
night obsidian
agile solstice
night obsidian
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do you just have no idea?

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thats okay

agile solstice
# night obsidian do you just have no idea?

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

night obsidian
agile solstice
agile solstice
night obsidian
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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

agile solstice
# atomic ginkgo I have 2 small questions I can't quite quantify with a simple google search. 1) ...
  1. 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
  2. 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
serene sand
agile solstice
serene sand
wanton trellis
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and its free

wanton trellis
# serene sand Thank you, I ll look into it šŸ™
Gumroad

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...

agile solstice
# wanton trellis the game rig tool addon just does what this guide explains automatically

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?

wanton trellis
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and it does do that

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the only thing you have to do to ensure its unity ready is parent the arm and shoulder bones to the neck bones

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and the leg bones to the hips

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to ensure its all 1 bone chain, thats it

agile solstice
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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

agile solstice
wanton trellis
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its pay what you want

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and if you want to pay 0$ you can

agile solstice
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Good to know, I think it may be the last remaining "game rig" rigify extension that's being updated (or has been so far)

wraith sinew
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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....

ā–¶ Play video
hearty tulip
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hi, is there a better way than using animation to move a sprite from a point to another ?

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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

agile solstice
hearty tulip
agile solstice
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What exactly is moving left to right?

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Usually when you anchor something relative to screen, you're doing UI, which is a bit of a different workflow from sprites

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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

hearty tulip
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but i don't know how to scale on the convas

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i am editing this

agile solstice
hearty tulip
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how?

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this thing?

agile solstice
# hearty tulip this thing?

Yes
Before you start animating UI anchors you do need to have learned what they do and how to use them to start with

hearty tulip
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i know a bit about this but i place it to the center but never rlly learned every function with it

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I alway place it at center

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go watch a ivdeo about it

agile solstice
hearty tulip
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thanks

terse gust
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your mesh doesn't have bones and so it can't have a humanoid avatar

wraith sinew
terse gust
wraith sinew
wraith sinew
terse gust
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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

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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

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so first you should just drag the character which has the bones, then tell me what you see

wraith sinew
# terse gust so first you should just drag the character which has the bones, then tell me wh...

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 šŸ˜. I may have to take it back to blender and do this process to bind them: https://share.google/aimode/QVGRmMiopyqFfLAqi

terse gust
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in the video in the preview in the project window i can see a grey character

wraith sinew
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The fbx is gray without the mesh that’s correct,

terse gust
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the materials are not, though they are too

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just without textures

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drag the grey player into the scene

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for checking, move one of his bones and see if it deforms

wraith sinew
terse gust
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if it deforms everything is fine

terse gust
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1.drag into scene 2.move a bone

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in editor

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no need to play

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it should deform

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like when you rotate the hand bone

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the hand should twist as well

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ofc the grey guy

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so does it?

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if it does, all you need to do is assign the correct material, i can explain

wraith sinew
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One moment I am loading PC it’s 2am I was about to go to sleep but you message me back so I am committed

terse gust
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dw, i will get you get it working,

wraith sinew
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Give me a moment to load my project

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I tried to move the gray ones in the scene and they do not show visually. Only the mesh shows on the other file.

wraith sinew
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My assets in the project window the main fbx files

terse gust
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you can DM

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via google drive etc

wraith sinew
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They are mtl files it looks like ok

modest magnet
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how to loop an animation in animation controller till the transition changes the animation?

agile solstice
modest magnet
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i already tried that

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also what does loop pose do

terse gust
modest magnet
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ok so i should turn it on too

agile solstice
modest magnet
agile solstice
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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

modest magnet
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hand snaps to a forrward position when animation is played, and it is not looping

agile solstice
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That seems like an issue unrelated to looping

gusty garnet
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wow that background music so creepy

modest magnet
gusty garnet
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allright mate just kidding

modest magnet
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never heard of daft punk?

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the music is made by two robots (real)

gusty garnet
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the guys with the soundtracks for a few movies

modest magnet
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anyways back to my issue

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as you can see in video it snaps to a forward position when playing the walk animation

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and stops playing even when walking, does not loop

agile solstice
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Could have shown that in the video

modest magnet
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ok apparently there are two clips with same name and i picked the wrong one. sorry my bad

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let me correct it and see if it persists

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also the arm snapping forward issue is unrelated. what must be causing that

agile solstice
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Most commonly the clips have different origins / root bone positions

modest magnet
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yeah the loop issue is fixed. thanks for helping

agile solstice
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Root bone position can change if "root motion" settings are messed with on either clip
Should not be messed with, that is

modest magnet
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is this wrong

agile solstice
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As I said it alters the animation

modest magnet
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i fixed it. it was different clip. why do i have two clips with same name....

modest magnet
# modest magnet this is happening

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");

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also if i want to add more animations from blender should i just re-export fbx and replace the current one with it?

agile solstice
modest magnet
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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.

agile solstice
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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

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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

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But I haven't tried it

modest magnet
agile solstice
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Replacing the model file will not have the imported animation list update automatically

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That just means you have to update it manually

modest magnet
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adding a mesh and parenting it to a bone of existing rig?

agile solstice
toxic inlet
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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

modest magnet
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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).

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i want to spawn a particle system right when the animation starts for once

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and then re spawn when animation is looping and is on first frame again

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if it helps i wanna make something like infamous 1 where cole shooting electricity

sterile vine
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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)

modest magnet
# terse gust 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?

terse gust
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animation rigging is put on top and has to be setup per character

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installing it won't change anything

modest magnet
sterile vine
sterile vine
modest magnet
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your message just happened to remind me

sterile vine
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(that wasn't me)

tranquil bough
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What’s the best way to import 2d pixel art animations?

From piskel btw

sterile vine
# tranquil bough What’s 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

tranquil bough
sterile vine
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"better" is a subjective term

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aseprite and krita are options but aseprite is paid and iirc so is krita

tranquil bough
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I’ve been considering aesprite, is it worth it?

sterile vine
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(assuming "pixelart" is also a constraint)

sterile vine
tranquil bough
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Thx

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You’ve helped a lot, I’m horrible at a lot of technical things on pc

hollow geyser
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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?

tacit mantle
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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?

agile solstice
agile solstice
atomic ore
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And what kind of animations are you looking for

tacit mantle
atomic ore
tacit mantle
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i’m saying i only have experience with 2d

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like what’s the best way to animate 3d custom rigs

royal brook
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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

cedar ruin
royal brook
cedar ruin
# royal brook 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.

royal brook
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So its the return line that seems to duplicate the animation

cedar ruin
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It would also help having the params tab open to see what's going on there

cedar ruin
royal brook
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In the video it shows the first swing then that line is highlighted for second one

cedar ruin
royal brook
cedar ruin
cedar ruin
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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.

royal brook
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Although not sure how to have the attack to override movement state

cedar ruin
cedar ruin
royal brook
tacit mantle
wanton trellis
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you shouldnt be animating inside of unity yes

cedar ruin
warm basalt
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i want to have an animation transition that changes two types of values; one is a float, and the other is an int

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how do i make it so that the float transitions smoothly, but the int instantly?

warm basalt
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aseprite is also free, if you build it yourself, no?

celest crag
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If you compile it yourself it's free for non-commercial. And Krita only costs on Steam, it's not much too.

night obsidian
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how do i repair my rigs IK in unity?

agile solstice
# night obsidian 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

night obsidian
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Why would external factors even be breaking it in the first place? its a closed system.

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the ik just makes a bone towards another bone at all times

agile solstice
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Less complicated system is easier to nail down issues, no matter what type of issue and what the system is

night obsidian
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cause brute force will not work

agile solstice
night obsidian
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No it isn't! its brute force!

night obsidian
lyric shore
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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.

eager lichen
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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

agile solstice
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Practical example?

eager lichen
agile solstice
eager lichen
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Its called from my network animator though so its called on the server then its synced through that

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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

agile solstice
# eager lichen well theres a script that calls the trigger

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

sturdy flicker
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Is there a way to add an event trigger inside an animation transition?

agile solstice
lean rivet
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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

lean rivet
agile solstice
# lean rivet 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

lean rivet
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tbh i wanted to do that but it doesnt let me since its a prefab

agile solstice
# lean rivet 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

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The issue can be avoided by not adding those functional components to the imported mesh prefab to begin with

haughty aurora
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The reason why im using animations to transition between other animations is because i want to achieve something like this

agile solstice
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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

wraith sinew
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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 can’t use it with code if the event is not applied on the inspector. There is constraint that reverts it back whenever you apply.

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If you do not understand I will make a video about it.

modest magnet
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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

sterile vine
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ok, which one is it - it takes a while to play, or it just doesn't play?

modest magnet
modest magnet
wanton trellis
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How are you playing the animation?

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What does the clip look like in the preview

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What parameters drive the state

modest magnet
sterile vine
modest magnet
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i dont know where do i check?

wanton trellis
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Click on the transition...

modest magnet
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yes

wanton trellis
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Then it says has exit time

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Does it?

modest magnet
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has exit times is checked

wanton trellis
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How much exit time?

modest magnet
wanton trellis
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Please expand the settings.

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But anyways the exit time is most likely causing the delay

sterile vine
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perhaps adjust that if necessary or disable it

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you can see the exact values of exit time in the settings section that's currently collapsed

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might also be transition time

modest magnet
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this is the transition that has issue

wanton trellis
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You have to tweak your transition duration and exit time

haughty aurora
modest magnet
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what if i do this

sterile vine
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what if you do what

modest magnet
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make a transition between walking and shooting animation

sterile vine
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well, is that something you need?

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if so, then yes, you should have that

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the inverse is also true

modest magnet
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it wont solve my issue right

wanton trellis
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Also i feel like those should be seperate layers no?

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Locomotion and shooting

sterile vine
wanton trellis
modest magnet
wanton trellis
#

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

modest magnet
#

i wasnt aware something like that exist

wanton trellis
#

I think you need to brush up on animator fundamentals first

#

Before doing anything else

modest magnet
wanton trellis
#

What does your profiler/stats say

modest magnet
#

frame rate is 15 fps

wanton trellis
#

Like i said its hard to tell but it doesnt look very performant in that video lol

wanton trellis
#

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

modest magnet
#

but dont we need to make gameplay independent of frame rate

wanton trellis
#

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

agile solstice
#

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

agile solstice
# haughty aurora If i were to use faster animations would something like foot ik help? The model ...

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

modest magnet
#

is the animator also used for ui animations?

agile solstice
haughty aurora
#

thank you

modest magnet
#

there is this add behaviour button in animation inspector what is it used for and can we put ai logic in there?

agile solstice
# haughty aurora alright, ill probably just have to mess around alot

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

agile solstice
#

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

halcyon blaze
#

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.

spiral ibex
#

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

halcyon blaze
spiral ibex
#

Did you mean that OnAnimatorIK is not called at all?
Or the script isn’t doing what you intend when using that callback function?

halcyon blaze
halcyon blaze
spiral ibex
#

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

halcyon blaze
spiral ibex
halcyon blaze
#

ok

spiral ibex
#

The setting is called ā€œIK Passā€ check that box in the Base Layer options

halcyon blaze
#

i should use a avatar ?

spiral ibex
#

Is your character just forever stuck in a T Pose currently? UnityChanHuh

halcyon blaze
#

no, my character have animation when i play (indlle and walk)

spiral ibex
#

Without an avatar selected in your Animator component? 😮

#

Wow. I didn’t know that is possible

halcyon blaze
#

I've always done it this way for myself.

spiral ibex
#

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.

halcyon blaze
#

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.

spiral ibex
#

According to the docs I sent it won’t work with OnAnimatorIK / IK Pass then 😪

halcyon blaze
#

If I understand correctly, onAnimatorIK only works with Unity's IK?

spiral ibex
#

ā€œOnAnimatorIK 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€

halcyon blaze
#

ok, i understand. Thank you for the help

spiral ibex
halcyon blaze
#

I've already tried, but the IK takes the target's position before I modify it.

spiral ibex
#

What exactly do you mean by ā€œbefore I modify itā€

halcyon blaze
#

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.

spiral ibex
#

Hm.. I’d 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 Unity

halcyon blaze
#

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.

chilly karma
#

Hello

#

Is there way how to make root transformation position XZ become green?

wanton trellis
#

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

chilly karma
wanton trellis
chilly karma
#

Wait, maybe I need to make idle animation as well...

wraith sinew
#

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 I’m 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. It’s 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. šŸ™šŸ½

chilly karma
#

Any solution for this?

terse gust
#

whats your version

#

the errors in the console are not related btw

terse gust
atomic ore
#

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?

terse gust
#

if you want a cutscene

#

then only you may use the timeline i think,

atomic ore
chilly karma
chilly karma
terse gust
#

also please show something, like your animator

terse gust
atomic ore
terse gust
#

i don't think you need the timeline for this,

atomic ore
atomic ore
terse gust
#

just check the distance between the enemy and the player

#

and do what you want

chilly karma
#

My animator just these

atomic ore
terse gust
terse gust
#

also you had error pause enabled, you should disable that in the console

chilly karma
#

idle speed is one and walk speed is 3

terse gust
#

hit play and show me whats wrong

#

be sure to disable error pause

chilly karma
terse gust
chilly karma
#

Err you said hit play?

terse gust
#

this isn't related to your problem

terse gust
#

i didn't say hit play and show the console lol

#

did you disable error pause

chilly karma
terse gust
#

so that it's normal

#

your game is probably pausing

#

because of a harmless error

chilly karma
#

I just concern on that console actually

terse gust
chilly karma
#

The gameplay? Yeah it work.

terse gust
#

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

chilly karma
#

Ah, noted, thank you.

terse gust
terse gust
#

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

#

šŸ˜‰

chilly karma
#

Found it, thanks.

vital hull
celest crag
wanton trellis
celest crag
#

!collab

hexed cargoBOT
# celest crag !collab

:loudspeaker: Collaborating and Job Posting

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

left crystal
#

I’m 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 ā€œBake Into Pose (Y)ā€ on the animation fixes the jump height and makes it match Mixamo, but when I do this, my character’s 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?

cedar ruin
royal brook
#

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.

wanton trellis
#

because iirc the collision objects need to be actual meshes

royal brook
#

They only have dynamic bone colliders

royal brook
wanton trellis
#

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

royal brook
wanton trellis
#

well if they add an actual collider themselves

#

you just need to adjust it no?

royal brook
#

I have adjusted it to rough sizes but as you saw in video didn't really work

wanton trellis
#

like a lot larger

royal brook
#

Not sure, will try that when I can in couple hours

wise spruce
#

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.

wise spruce
#

The movements are similar but don't match

agile solstice
# wise spruce Hard to explain exactly

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

wise spruce
#

It looks similar but just doesn't work quite the same and doesn't start and end properly

agile solstice
# wise spruce

This doesn't show the animator
And it does look like blending or transitions

wise spruce
#

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

agile solstice
# wise spruce I can pull up the animator

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

wise spruce
#

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

wise spruce
#

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

light arrow
#

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

royal brook
royal brook
tacit plinth
#

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?

agile solstice
# royal brook Anyone know how to make this cloth physics more smoother and less janky?

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

agile solstice
royal brook
agile solstice
royal brook
#

Nvm found it lol

#

I mean its less janky but still super janky hahah

agile solstice
#

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

royal brook
royal brook
#

This thing

spiral needle
#

Hello!
I’m having an issue with 3D humanoid run animations where the legs spread out awkwardly wide when viewed from behind.
I’ve 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'?

wanton trellis
#

on the states?

spiral needle
wanton trellis
#

enable it

spiral needle
wanton trellis
spiral needle
wanton trellis
#

it looks like the jitter happens when the locomotion loops

spiral needle
warped gazelle
#

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.

cedar ruin
warped gazelle
cedar ruin
#

3 different blendshapes.
Maybe explain a bit better what you're trying to do, because it's not entirely clear...

warped gazelle
cedar ruin
#

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.

warped gazelle
cedar ruin
#

Ampature?

#

Armature?

warped gazelle
#

armature sorry

#

yes

cedar ruin
#

Well, then just make separate animations.

warped gazelle
#

yes and those should be 3 diffrent actions no?

cedar ruin
#

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".

warped gazelle
#

can t i make 3 actions and put them in a blend tree? like actions in the action editor of blender

cedar ruin
#

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.

agile solstice
#

Animation layers like blend trees can also blend motions by a weight parameter

calm geyser
#

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

sterile vine
calm geyser
sterile vine
#

do the params change

calm geyser
#

But when I toggle them, the animations play

#

But it doesn't originally

sturdy mauve
#

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!

cedar ruin
#

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.

sturdy mauve
#

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

hazy edge
#

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

waxen gull
austere charm
wraith sinew
calm geyser
#

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?

sturdy mauve
#

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;

wraith sinew
wraith sinew
sterile vine
#

!code

hexed cargoBOT
wraith sinew
wraith sinew
sturdy mauve
#

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

fleet hill
#

is there an easy way to make arms animation for FPP characters, i never touch animation making part😭 . 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

sturdy mauve
#

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.

This is why there’s no third-person camera in Cyberpunk:

fleet hill
#

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

terse gust
sturdy mauve
#

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)

terse gust
#

i just have a full body for my fps šŸ˜‰

#

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

fleet hill
#

Thanks @sturdy mauve

fleet hill
sturdy mauve
#

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

fleet hill
#

Thanks @sturdy mauve

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

fleet hill
#

should i try it inside unity or blender?

sturdy mauve
#

oh blender no question, unity has very lackluster animation tools

fleet hill
#

sure

sturdy mauve
#

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

fleet hill
#

I got you

agile solstice
waxen gull
whole raven
#

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 I’m having but I’d like to just hear how others would handle this

agile solstice
#

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

wraith sinew
sterile vine
waxen gull
wraith sinew
barren mortar
wraith sinew
barren mortar
#

Collision is simple. Anything that overlaps with the shape is a collision

#

And with a capsule, the bottom part sticks out.

#

There’s no cylinder collider. I think PhysX has one but it’s not recommended IIRC

wraith sinew
#

Is there a 3D diagram somewhere explaining each piece and how to correctly place it?

#

I don’t quite understand this. I don’t see a red dot in my screen to match this image.

wanton trellis
#

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

wraith sinew
# wanton trellis that red dot was made in paint

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

ā–¶ Play video
wanton trellis
#

i dont think so?

#

unless he has some very specific reason

#

i would just keep the global volume in the scene unparented

wraith sinew
#

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

#

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.

misty pine
#

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.

#

I’m completely new to this so any advice or help will be greatly appreciated

cedar ruin
misty pine
#

Yes I’m pretty sure it does , here’s a screenshot

cedar ruin
misty pine
#

Yes the all work in the sample scene

cedar ruin
misty pine
#

It all looks

#

It all looks the same except this

#

I thought it’s because it’s a free asset that it’s doing this, and someone told me to just use blender which I need to learn

cedar ruin
# misty pine It all looks

In the sample scene what avatars are used? Humanoid? Are you using a humanoid a star with your model as well?

misty pine
#

They are both humanoid

cedar ruin
wraith sinew
sterile vine
#

it has now, yes

wraith sinew
whole raven
agile solstice
# whole raven Anyone have input on this? After reading up a bit I think I may give animator.cr...

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

wraith sinew
#

I have my character controller set right then when I press play he is being forced in the air and floating.

wanton trellis
whole raven
# agile solstice It is the same as doing a transition in the Animator, but it skips the Animator ...

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 don’t blend into each other well. That’s why I ask how others handle trigger anims like this and why I’m considering using crossfade instead of animator transitions. Does that make sense or am I off about something?

#

You can see in my ā€œpose layerā€ graph that I do any state into the trigger anim, then into an empty state. This is the cleanest set up I’ve found but doesn’t 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.

wraith sinew
wanton trellis
#

who told you that?

wraith sinew
#

This is how I originally had it

wanton trellis
#

thats how its supposed to be yes

agile solstice
agile solstice
# whole raven You can see in my ā€œpose layerā€ graph that I do any state into the trigger anim, ...

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

wraith sinew
wanton trellis
wraith sinew
wanton trellis
#

to me it doesnt look like yours is touching the ground at all

#

could be the shadows

wraith sinew
wanton trellis
#

check if you have a script that sets the players Y transform anywhere.

wraith sinew
#

This is the only script I’m using currently

wanton trellis
#

check the transforms on each of the objects in the hiearchy for the characters prefab

#

ensure they are properly set

whole raven
# agile solstice If you need jump start or jump end to be interrupted by something, you'll want t...

Makes sense, in a masked overwrite layer like I’m using how else would I set something like this up though? I need the empty state so that when trigger anims aren’t playing there’s 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

agile solstice
# whole raven Makes sense, in a masked overwrite layer like I’m using how else would I set som...

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

wanton trellis
#

read what i said

#

the image doesnt matter

#

what matters is how the transforms look relative to each other.

whole raven
agile solstice
whole raven
#

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.

agile solstice
wraith sinew
whole raven
wraith sinew
#

When I press play he elevates and floats away

whole raven
#

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.

whole raven
# wraith sinew

Is it that misaligned in the editor before you press play or does it move there?

wraith sinew
# whole raven 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.

whole raven
#

Looks fine if it’s 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)

wraith sinew
whole raven
#

If it’s moving up when you press play then i don’t think it’s a problem with your characters position in the scene, uncheck the movement script and see if it’s still happening (rule out the movement script)

#

Also try reducing the skin width on the character controller, it might me super high

whole raven
#

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.

wraith sinew
cedar ruin
#

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.

wraith sinew
#

Mixamo - Animations - Bug

hearty shore
#

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?

agile solstice
hot chasm
#

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.

wanton trellis
hot chasm
#

yea just the top half

#

doesnt work without mask aswell

wanton trellis
hot chasm
#

humanoid

#

very fustrating

hot chasm
#

FIGURED IT OUT. IT WAS BECAUSE BLENDERING WAS ON ADDITIVE. I NEEDED OVERRIDE

#

thank you

night obsidian
#

why does this always happen to me

night obsidian
opal loom
#

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

fervent belfry
#

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.

celest crag
safe solstice
#

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?

soft lichen
#

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?

stone cobalt
south drift
#

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?

stuck sable
#

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.

stuck sable
honest surge
#

i can't figure out why my animation is looping back and forth through the whole idle instead of playing the flying animation

wanton trellis
#

why is this a gif

#

we cant see shit

honest surge
#

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

agile solstice
#

You should record videos showing the animator in action, with all relevant transition settings, but use a real video format

agile solstice
# honest surge

This reveals another issue, the Speed parameter never reaches 0.1

honest surge
#

ya i just seen that

#

ill change speed to greater than .01

#

works now jesus animations are not my thing

sacred mauve
#

does anyone know why the animation I made with the animation tool doesn't work on my tmp text ?

agile solstice
sacred mauve
#

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

sacred mauve
agile solstice
#

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

terse gust
agile solstice
#

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

sacred mauve
#

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

terse gust
#

it works fine btw

agile solstice
terse gust
#

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

sacred mauve
#

That ?

#

I haven't touched that part

terse gust
#

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

sacred mauve
#

The animation works when I play in in the animation window

terse gust
#

show the stuff at runtime

sacred mauve
#

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

silk jasper
#

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

olive beacon
#

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

agile solstice
#

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

calm geyser
wraith sinew
calm geyser
#

Should I use cinemachine?

wraith sinew
# calm geyser 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".

calm geyser
#

Alright, thanks

wraith sinew
# calm geyser Ok so Cinemachine it is

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.

void pelican
#

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

terse gust
uneven sphinx
#

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?

agile solstice
ripe smelt
#

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

void pelican
agile solstice
ripe smelt
void pelican
agile solstice
sour prawn
#

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

golden saffron
#

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

wanton trellis
#

you need to actually tell us the problem

#

so we can help

golden saffron
#

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.

wanton trellis
#

well ok this could be a multitude of different issues

#

first have you verifed that all the clips actually look good in the inspector?

golden saffron
#

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.

wanton trellis
#

are both of them "humanoid"

#

or generic

golden saffron
#

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.

vale kelp
#

why doesnt my animation get any motion

#

everytime i add this animation it says none motion

low dust
vale kelp
low dust
vale kelp
low dust
#

and the open tab animation is also generic?

vale kelp
agile solstice
#

Dragging a clip from Project to Animator should do that automatically, but it can be done manually

vale kelp
agile solstice
#

That would explain why it wouldn't do that automatically or at all

candid siren
#

hit somebody knows why i cant put foot ik check here?

terse gust
#

mirror and foot ik options can't be set on non humanoids

#

because of how they work....

candid siren
#

I was actually able to solve it

terse gust
candid siren
#

nah i was for foot ik tutorial

#

but i was able by using other solutions

terse gust
#

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,

toxic vine
#

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?

terse gust
#

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

toxic vine
#

Fair enough, thank you!

slender oriole
#

šŸ‘‹ 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 šŸ™šŸ½

slender oriole
#

@crisp tusk Helped me out, my mistake was that i didn't address the layer. The docu is pretty poor about it. Thanks Mark šŸ™šŸ½

light flare
#

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.

slender oriole
light flare
#

Yep, I tried it in-scene to make it work.

topaz field
#

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

void sigil
topaz field
feral urchin
#

this is the transition in animator

agile solstice
light flare
agile solstice
light flare
agile solstice
light flare
spark isle
#

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

wanton trellis
#

the isRunning bool?

spark isle
wanton trellis
#

yes?

spark isle
#

yeap

wanton trellis
#

if your transition condition is isrunning

#

and you check it

#

then the animation will be the running animation

#

thats how it works

spark isle
#

lemme show

wanton trellis
#

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

spark isle
#

I need the walking animation to work when walking, and the idle animation to work when standing

wanton trellis
#

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.

spark isle
#

so i need to specify the value "isRunning" in the code?

wanton trellis
#

take a look at the link i sent

#

but pretty much yes

spark isle
#

okay , ty!

wanton trellis
#

you need a reference to the animator as well!

blissful fiber
#

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,..

sterile vine
blissful fiber
lyric shore
# sterile vine it's a submachine, so you gotta specify what to point to. check those inner menu...

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?)

sterile vine
wheat vessel
#

hey there can i talk about animation rigging here?

hexed cargoBOT
# sterile vine !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #šŸ”Žā”ƒfind-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #šŸŒ±ā”ƒstart-here

sterile vine
#

!collab

hexed cargoBOT
# sterile vine !collab

:loudspeaker: Collaborating and Job Posting

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

uneven sphinx
#
  1. 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.
#
  1. 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.
wanton trellis
#

thats not your actual .cs file

#

and also please send code properly

hexed cargoBOT
wheat vessel
#

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?

surreal niche
#

Im doing a moovment with animations but the diagonal line IDLE are not working does someone know what could be the problem?

wheat vessel
wanton trellis
#

This is a help channel

timid notch
wanton trellis
#

Regardless of their names UnityChanThumbsUp

timid notch
#

Oh, okay

odd kiln
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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?

pastel rune
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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

digital breach
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I want to learn animation for my 2D characters but what to choose sprite animation or bone animation also called skeletal Animation

long pulsar
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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

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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.
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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

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but i js have this inkling feeling that im doing something disastrously wrong

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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

coral skiff
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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?

gusty garnet
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you did not ask a particular question so i tried to give you a small idea on how to start