#🏃┃animation

1 messages · Page 46 of 1

coral skiff
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Okay so i want to add a premade pose from a pose set from booth. I dont know which one i am getting i just wanna know how i do it first. Then add it to my model in unity. I kinda know where to put it but it never works and i cant find a nice tutorial...

warped gazelle
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i have made a model with 2 actions that are a bone moving but that bone in unity is completly bugged and doesn t get moved. anyone know this pipeline and this bug?

astral lion
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foot sliding, idk how ti fix it, i have tryied everything.
I made a character (custom rig with ik and fk) in blender, made an idle animation (60 frames), baked the animation and putted the right choose in the export (fbx).
In unity, rig as a humanoid, adjusted everything, animation compression off, loop pose, bake on every field.

but i still see some light slide, idk if its the animation or its unity, i searched on internet a solution but i didnt found it, if anyone had the same problem and know how to fix it, please, help me!

Sorry for my english btw.

pastel yacht
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Hey guys I'm sure you have answered this already but ultimately my Mixamo models are not showing up in color in Unity, please let me know what to do

pastel yacht
halcyon nimbus
wanton trellis
gusty flax
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New Animation system for tools :>

wanton trellis
pastel yacht
halcyon nimbus
light badge
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TLDR: how can i move 2 separated fbx mesh with one animator? (aka how can i tell the mesh to use the bones of the full body mesh so they are synced? is that the right way or i'm looking at it wrong? )
Also if you have links that explain the process send them my way. i don't just want to make it work i want to understand

Hey yall, i'm a prog who has to implement animation.
I want to have arms in fps and the body casting shadow
but for my other player i want the full mesh to be visible.
Normaly what i'd do is ask my tech art to export the model in 2 mesh so i can toggle the body to be shadow only, etc. (or use shader magic)
but i'm on my own and the asset i'm using are providing a mesh (full body) and another mesh only arms.

agile solstice
light badge
agile solstice
halcyon nimbus
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hi im honestly new to animations entirely, i already made walking , idle animation and connected it to entry tho how do i connect the walking animation and make it play whenever the player moves, and when the players stops it goes to idle again

halcyon nimbus
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thank you so much

agile solstice
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I recommend paying extra attention to the transition settings like exit time, delay and transition length
The defaults are not useful for most kinds of transitions

sacred wind
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Hey everyone, I just downloaded the universal animation pack by Quaternius and I was wondering why the character gets sort of mangled in all of the animations when I tick Bake Axis Conversion on even though it says to do so in the import instructions. Does anyone know what is going on? Turning it off fixes it but the character faces the complete wrong direction in the animations

wanton trellis
sacred wind
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The import instructions also say to set it to humanoid

wanton trellis
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so your character is fully set up as a humanoid?

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correct avatar and everything?

sacred wind
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Yeah

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I checked the avatar bones and everything seems to be configured correctly

wanton trellis
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does the documentation mention any "known issues"

sacred wind
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For some reason it seems like I'm the first one to experience this

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Weird

wanton trellis
sacred wind
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If I use the Unity model in the little animator window it looks about the same, however maybe I need to try a different avatar

gusty garnet
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try it on a new empty gameobject with default transform

crimson cave
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Not sure if this is the right channel for this but can anyone help with why my right hand bone on the rig has split into two, been following an online course to get to this point and only just noticed this issue when I added in the red and white gizmos,

It's from mixamo and all the animation is working fine however I think its why the characters aim is not working properly

wind silo
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is it possible to use root motion with an animation clip I create in unity? all tutorials always have imported clips where they match the avatar on the import settings which I cant do cuz I've made the animation itself in unity...

wind silo
light arrow
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I'm trying to use the cinemachine but everytime I place down any sort of camera from it. The postition of my main camera moves with it. I'm trying to keep the camera from moving but unsure what's causing it

wind silo
astral lion
ornate vine
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why tis not blending

long pulsar
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anyone here made a combat system before

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if so how did u manage to sync frames and frame windows with atks?

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did u use animation events or normalized time

terse gust
wanton trellis
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saves you the trouble of doing timing calculations manually, but can be a bit of a bitch to keep track off

nova dagger
wanton trellis
ornate vine
terse gust
terse gust
ornate vine
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i think ill just kill mysefl

terse gust
terse gust
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docs are always the best

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unless badly documented

mystic yoke
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Hey so im having this issue with my animations and it's breaking all my animations legs

wanton trellis
mystic yoke
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how do i check?

wanton trellis
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you can check with each clip in the rig tab iirc

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also when you imported the animations did you set them up correctly in the inspector?

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also make sure your states have footik enabled

mystic yoke
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yes it's humanoid

mystic yoke
wanton trellis
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directly in the animator itself

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should be in the inspector

mystic yoke
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oki

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ill see

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hello?

mystic yoke
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i figured it out

modest moat
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Hey, I was just blocking out a walk animation, I have IK setup for feet but have disabled them temporarily for animating (I plan on blending IK and animation clips later) but for some reason, even though the IK is disabled (using Animation Rigging Package) the legs don't move when I press play to test. Here's a gif:

As you can see, before I press play the legs on the walk animation move. When I press play and it gets to the walking animation, it just doesn't, even though the weight on the IK is turned off. Anyone have any ideas what this could be?

modest moat
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Weird...I kinda fixed it. Even though I had the IK disabled, the constraints were still active and just made them not move at all.

ornate vine
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i just made it override instead

terse gust
modest moat
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Hey, so I've been encountering a ton of issues with attempting to combine animation clips with ik foot placement for a walk cycle. I'm really struggling because I seem to have done something wrong that changes this seemingly simple task into something extremely difficult. My main issue I'm currently facing is, despite turning IK off via turning weight down to 0, when I click play and test my animation clips out, the joints in the animation rigging package's multi bone ik script basically refuse to move according to the animation clip.

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(Clip above is an example, the fix I had previously has both stopped working and didn't fix the main issue in the long run)

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Does anyone know of a step by step tutorial, that includes combining walking directional animation clips with inverse kinematic foot placement?

terse gust
agile solstice
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Animation Rigging is very particular about where its components are hierarchically so they don't conflict with the animator

modest moat
modest moat
# agile solstice You should show where each component is in the hierarchy and which bones the cli...

The hierarchy should be fine. I've done lots of animating in the past just never with IK before. The clips are controlling the entire skeleton as the animator component is on the pelvis bone.

The 'IKRigs' include things like the targets and hints for the leg IK.
The Rig component is under 'InverseKinematicLogic' and children of that, 'LeftLegIK and RightLegIK' have the two bone ik constraint components. Idk if this is much help

agile solstice
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There's also more than one way to turn off the IK constraint so I'd try all of them

modest moat
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Oh. okay. Thanks I'll try that. Yeah I realised that I might be overcomplicating the IK logic I planned to apply later so a lot of my setup might have been too meticulous and actually counter productive.

knotty leaf
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What exactly does that mean?

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I'Ve created a very simple animation with the unity animator and I'm unable to link that or edit the 'Has Exit time'??

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😭

terse gust
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should be ok

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also what version

knotty leaf
knotty leaf
knotty leaf
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this causes my error

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new state is an empty

terse gust
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odd

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everything working fine in 6.3.0

terse gust
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if it doesn't you can ignore it

knotty leaf
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Yeah it doesnt allow me to disenable exit time or add constrains

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I mean codnditions

terse gust
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did you try restarting

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unity

knotty leaf
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5 times

terse gust
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new controller?

knotty leaf
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pc reset

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Was my 3rd animation in that project

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Idk

sterile vine
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have you tried resetting the library?

knotty leaf
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That i didnt try

sterile vine
knotty leaf
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Not yet

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Might do that tomorrow

woeful wyvern
woeful wyvern
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uuuh, okay, so after nearly an hour working on something else, it literally just decided to start working. lol.

robust perch
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Is there a way to stop animation rigged bones to not break? Like using constraints.

For example, I know of twist chain constraint or multi rotation constraint but that's supposed to follow a target, not necessarily clamp the angle of rotation

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do I have to do all that manually?

agile solstice
robust perch
agile solstice
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It "should" rotate, as far as twist chain is concerned
Unless you mean some specific unexpected rotation

robust perch
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turns out a lot of my problems weren't due to the joint or rigidbody settings of the puppet hand, it was due to unnatural rotations of the origin hand

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(the puppet hand tries to match the origin hand)

main quiver
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When I try to rotate this parent object along Y, it also modifies position X and Z values. I'm not sure why.

sterile vine
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you aren't rotating from the pivot

main quiver
agile solstice
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~~By default yes ~~
Actually with nested transforms it seems to work so that the empty parent is created at the transform of the parent GO above it

main quiver
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I'm confused. So how do I make it work? Do I need to move the pivot? If I select Pivot option and move, it actually moves whole thing including leaf. I basically want to animate the parent, and child should follow the parent.

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It works fine for Position, but not for rotation.

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I think I found easy solution. Create empty, then drag a fresh Leaf prefab instance on it. Now they're aligned.

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I will try more to see if it gives issue.

sterile vine
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make sure the objects are where you actually think they are, aka where the pivot is

agile solstice
main quiver
wanton trellis
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if you preview the reload animations inside the inspector with the robot model, do they play correctly?

robust perch
native pewter
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Hey, my character has 2D eyes with a spritesheet for expressions. I created a custom material for each eye, with a property that lets me scrub through the spritesheet using an integer value. I just created an animation for my character, and was wondering how I can animate my eyes in-engine using the material/shader I created. Thanks!

glad cape
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no idea if that was even a bug, but those buttons were greyed out for some reason, and they suddenly started working again after like an hour of trying different stuff. does anybody know what that was about? i found other people talking about this online but couldn't find a fix/explanation

native pewter
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Is it possible to edit the animation clip and keyframe in material properties for each eye material (left and right)?

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It appears that material properties with the same name show up only once for the animation clip

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which is a huge problem

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Is scripting the better solution here?

agile solstice
# native pewter Is scripting the better solution here?

Yes
When a material property is modified from a script, it's automatically made into a unique temporary material instance (which can be created manually as well)
Animation clips have to refer to a specific material
A clip can keyframe a custom component that controls the material instance properties however
It might be possible for a clip to modify materials of a specific renderer together with a script that replaces them with runtime instances first, but doing that doesn't seem to have much of an advantage
If you've got a script between the animator and the material properties, you can easily process or override the keyframe data if needed without having to alter the clips or the animator

agile solstice
steep cairn
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Big Problem.

Started using Avatars (it worked before, on an enemy) and when I tried it on a player, it just stopped working.
In the editor, the animations play fine, but in-game, even if it shows that it's playing the animation, it doesn't play any.
any further questions welcome

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nvm figured it out

native pewter
cold jungle
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Does anyone have any good tools for rig retargeting? I got a custom humanoid model that I'm using to replace my Mixamo YBot, but I can't figure out how to retarget the old animations to the new character model.

wanton trellis
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if they are both humanoid then theres not much in terms of retargeting you have to do?

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they just both need to be set up properly and thats it

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the animations should work universally across both given the animations are made for humanoid characters

wanton trellis
glad cape
glad cape
undone hearth
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i dont know if this is the right channel but i would please like someone to help me with animating my enemy if anyone has time to help that would be wonderful 🙏

barren mortar
last halo
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i noticed animated objects dont loud the pngs coreclty on off brand phones but on otheres its fine whys this happen

jagged patio
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the tool handle is not where it is supposed to be on my rigged model. it was working fine moments ago but while animating it just changed out of no where for no reason. it should be at the green circle

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nvm

shell river
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I’m importing a character from Blender 5.0.1 into Unity 6000.3.2f1 and running into an issue that I can’t pin down. I don't have problems with any other bones except the fingers. Just a simple wave won't transfer over. i've looked at documentation and youtube, but it just seems like unity isn't picking up these bones and i was wondering if unity expects a certain set up for "humanoid" models, or if this is a possible settings issue?

tribal crypt
agile solstice
agile solstice
wanton trellis
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Looking at the rig in blender you have multiple broken chains

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Youre either going to have to adjust the rig or set your model to be generic

wanton trellis
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Also for models set as humanoid you have to explicitly assign the bones in the avatar once you generate one

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So it could be failing there too

shell river
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@agile solstice @wanton trellis thank you both, setting it to generic ended up working. I also it had moved at some point during the night away from 0,0,0 in blender (oof). @agile solstice i'm going to be making several monsters are you saying foot grounding ik is only for humanoid or just more automated?

grim tiger
grim tiger
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guys i think i found the issue but cant fix it

the root is rotated by -90 and i cant rotate the root alone to fix it

shell river
grim tiger
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here is full component

agile solstice
grim tiger
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guys wth is that

shell river
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While playing adjust it in the scene to see if that helps lifting the collider up will lower your character to let it have contact with the ground

grim tiger
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the player leaves the capsule and swims in the air

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nah unity has impossible issues

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can somebody help? im fed up tryna fix this for 2 straight hours

terse gust
agile solstice
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Root motion works with character controller component, but only if the Avatar is correctly set up for it and the animation clips support it

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It's simpler to use clips that don't have root motion, and to place the animator as a child of the character controller, at least before you understand how all those are meant to work together

agile solstice
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That's why it's helpful to have the animator as a child gameobject

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That what way you can apply a transform offset to the animated character relative to the character controller gameobject in the case that the clips have an undesired offset

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If the character wanders away from its transform origin in a locomotion clip, that means the clip is made for root motion but you're not using root motion (nor removing it from the clip)

grim tiger
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Alright i fixed it but faced another problem

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I only pressed D

grim tiger
# grim tiger

fixed it when i put the camera outside the Player Parent

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how to put the camera without making him go crazy

tribal crypt
agile solstice
# grim tiger how to put the camera without making him go crazy

That depends on how your character controller processes input, and how you've set up the Cinemachine camera
Because you have one named FreeLook Camera but it's not following the character at all, it seems most likely you've misconfigured it
Not related to animation

grim tiger
terse gust
agile solstice
# grim tiger dang i followed youtube tutorials and failed What about this bug

It's likely related to the movement or animation scripts, or both, but the video only shows the symptom
You should verify that the character controller is actually being moved, that it's not just the animation that's reacting to input
Animation, character controller and cinemachine are all separate parts which need to work together, and each of which you need to understand separately

grim tiger
agile solstice
agile solstice
cold jungle
# barren mortar The "humanoid" rig is Unity's way of retargeting

I've tried doing many times, and many ways, but I get errors.

My character remains in T-Pose. Here's whats going on.

I'm using Mixamo (humanoid) animations, and my own own custom humanoid avatar/rig to use them.

Rig Error: Copied Avatar Rig Configuration mis-match. Transform hierarchy does not match:
Transform 'CC_Base_Hip' for human bone 'Hips' not found

(Filename: C:\build\output\unity\unity\Modules\AssetPipelineEditor\Public\ModelImporting\ModelImporter.cpp Line: 2693)

wanton trellis
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if it isnt properly set up in blender or in whatever software you set the armature up in

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it wont work in unity

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biggest cause of issues is broken bone chains

tribal crypt
# agile solstice Interesting idea! As we move as bipedals we do it by shifting the center of mass...

Test with a very simple animation.
The animated properties are:
Foot IK position and rotation (L+R)
Hip (only Y-axis)
Support ratio (0-1 range. 0 = shift center of mass above left foot, 1 = right foot, 0.5 = even weight distribution)

I'm not an animator, and only spent around 30 minutes on this walk cycle. I think you could take this concept quite far once you polish the animations.

agile solstice
tribal crypt
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Side note, I feel like the reason this graph is basically a sine wave is due to us being inverted pendulums when we walk

tribal crypt
agile solstice
finite finch
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Hey, i made a snowman in blender with a rig for its body and a hat, which is not body of a snowman so i didnt make it part of a rig but i parented it directly to one of the bones. Also i have multiple hats which i switch on demand.

I made a simple animation where i want my snowman to take his hat into the hand and wave a bit. Animation is done but i cant grab the hat as its not part of the rig. Can i add animation event on specific frame and de-parent the hat from head bone to hand bone for a few frames and then re-parent it back when he puts his hat back on the head ? i know the exact frames

Or is there a better way?

agile solstice
finite finch
agile solstice
finite finch
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but no, wait, to what do i parent such hat bone?

agile solstice
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Upon exporting these constraints will be baked into keyframes

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If very high accuracy is needed, this method has the drawback that because the hat bone is actually a child of the head, yet the keyframes are moving it along with the hand, the hand and the hat can become slightly disconnected

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Because there's always a little bit of keyframe baking inaccuracy that gets amplified down the bone chain

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Because of that it may be slightly better to have the hat bone as a child of the root bone instead, and control its parenting purely with the blender constraints

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In addition to that unity also has Multi-Parent constraint in the Animation Rigging package which does the same at runtime
That'll fix the bone into any other bone with perfect accuracy on command
But usually it's a bit overkill

finite finch
finite finch
agile solstice
# finite finch so its done in blender? not unity ?

Yes
Both blender and Unity have constraints for doing technically the same thing
The difference is that blender's constraints resolve into static keyframes upon export, while unity's constraints are dynamic at runtime

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Unity's constraints are less advanced, cost runtime processing power to keep running and you have to debug them more to make sure they work in all situations (whilst in blender you can just tweak the clip) so you'd only use the runtime constraints if the motion can't be done with pre-baked constraints

modest moat
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Hey, I'm using a 9 animation blend tree for movement. Very typical setup. Annoyingly though, my test animations for walking are jittering when I change walking direction. I looked in the animator and it seems to be flickering between animation clips. Anyone else encountered this issue? This is particularly noticeable for me because the root of my character's armature is their pelvis which rotates during walk animations so it looks like my character is shaking their ahh 😭

agile solstice
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A video showing these side by side would help

modest moat
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I'll try to get you one!

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Just a brief delay because I have to do a thin

modest moat
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it seems to be flickering between clips, especially when I hold left or right

sterile vine
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the parameters seem to be jittering quite a bit, how are you calculating them?

modest moat
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Probably not the right way! haha. I can switch between the parameters just being based on the moveinput on the movement controller or relative transform of my physics based movement aparatus. but they both have the same issue

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And yes the parameters are jittering intensly and idk how to fix.

sterile vine
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how are you calculating them?

modest moat
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I can switch between the parameters just being based on the moveinput on the movement controller or relative transform of my physics based movement apparatus.

Both of these methods have the same problem so rather than fixing these methods I'm open to moving on to another method.

sterile vine
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that doesn't actually give us info about what's going on behind the scenes... show the actual code

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using the moveinput or a resulting local velocity are some valid approaches, but it sounds like you're doing something wrong with them

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maybe you're using the value with deltaTime multiplied in?

modest moat
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I'm not a coder, but this is the script. it's really shit though.

wanton trellis
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!code

hexed cargoBOT
sterile vine
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quite hard to read, but yeah that impulse one is frame-rate dependant

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but the moveinput one should be consistent - are you using a controller? if so, have you tried checking for it jittering?

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(but yes, for future reference please share it properly so it's easier to read)

modest moat
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I'm ditching the entire script 😭 I'm going to try using rigidbody to measure velocity z and x. This would be a lot easier with a character controller component but the plan for this game is for it to be highly procedural and physics based to a physics based character controller is kinda what I made but its causing tons of issues.

sterile vine
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that probably wouldn't fix this issue

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man i'm trying to help here but i kinda can't if you don't answer any of my questions instead saying you're just going to rewrite it

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a rewrite isn't magically going to solve an issue that we don't even know the root cause of yet

modest moat
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The cause is the jittering, and the jittering is caused because I've not properly managed the rigidbody, and by extension relative transforms of the player controller's movement based on engine physics. Thanks to your input I've diagnosed the issue and now need to focus on the character controller's shoddy method of managing these things.

sterile vine
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the jittering is not related to the rigidbody if you're using the movement input

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ah well, you are using the rotation

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you haven't given any info as to how that's managed though, so gl if you don't want help i guess

slow forge
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Hi everyone. I know this is a little backwards but ill try to explain as best as i can

I have a collectible in a 2d game. It has a parent class called collectible and a child class called Gem.

    if(collision.gameObject.CompareTag("Player"))
    {
        OnCollect();
    }

I use this to collect the gem and everything works.

Now I need to make the gem pop out of a chest.

            Vector2 force = new Vector2(Random.Range(-1f, 1f), 1.5f).normalized * launchForce;
            gemRb.AddForce(force, ForceMode2D.Impulse);

I used this to make them pop out. Made a parent object for my gem prefab and attached a rigidbody. But now my OnCollect animation goes all over the place when i collect the gem cuz its location is different so it does a rotating movement

TLDR; How can i keep my animator local space coordinates while moving an object

tribal crypt
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First pass of procedural walk animations.
Only things animated here are the locations of the nodes (4 yellow spheres on the ground)
As well as the hip height near the end (to be fixed later)

Things I plan on adding:

  • Acceleration (leaning into sudden turns)
  • Hip height displacement (For when legs stretch too far)
  • Secondary motion: Foot, hip and torso rotation.
  • Complementary movement script, controlling with WASD.
cold jungle
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I'm trying to use Mixamo animations that I was using on a placeholder model on another model with a humanoid custom rig/avatar.
This model was made by an artist with far more experience than me.
I've tried doing many times, and many ways, but I get errors.

My character remains in T-Pose. Here's whats going on.

I'm using Mixamo (humanoid) animations, and my own own custom humanoid avatar/rig to use them.

Rig Error: Copied Avatar Rig Configuration mis-match. Transform hierarchy does not match:
Transform 'CC_Base_Hip' for human bone 'Hips' not found

(Filename: C:\build\output\unity\unity\Modules\AssetPipelineEditor\Public\ModelImporting\ModelImporter.cpp Line: 2693)
.
I've attached screenshots of the rig in blender and the model.

I've been told the armature has been set up wrong, but I'm a programmer, and have no idea what may be wrong or how to fix it.

Does anyone here see anything that may be suspicious?

I don't know what tool was used to make this.

cold jungle
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Could this bone (pelvis) be breaking things?

wanton trellis
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Your rig isnt properly set up in blender

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Thats almost certainly the cause

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Youre either going to have to do it manually with the help of some tutorials or have the artist do it for you if they know how it works

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Basically the rig needs to follow some specific requirements to work properly as humanoid in unity

odd kiln
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hello everyone. I'm new to unity and I'm experimenting with animations for the first time. I'm currently experiencing a problem where my character's backward animation freezes as soon I go forward and vise versa. I'm probably making a rookie mistake, but I can't seem to find a solution in the docs.

arctic remnant
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is there a way to add IK to seperated game objects (2d sprites in this case)

agile solstice
agile solstice
tribal crypt
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Hip rotation is next!

onyx leaf
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Hello, I'm a unity dev just getting started; I have a long history in 2D animation, but I'm trying to learn 3D and programming at the same time here.

I'm having an issue figuring out the blend tree and it's hard to say where the issue is, but I assume it's an animation issue.

Basically my character is "vibrating" while they're moving. I'm just using a 1D Blend Tree to start, and currently have only an Idle and Walk (planning on having more movement types of course). My parameter is just called Speed, grabbing the linearVelocity of the rigidbody and it looks like it goes kind of haywire while I'm testing the movement.

Any direction on how I can go about solving this?

gray bronze
arctic remnant
halcyon moth
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Hello, I'm currently having a problem with the NPC, where they are stuck in the idle animation and won't use the other animation I prepared for them. Do they need a code to make it work? since I'm currently testing my project game for quite some time

uncut salmon
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How are you actually making the animations change?

halcyon moth
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transitioning from Idle->Start_Walking->Walking->StopWalking->It will come back to Idle

uncut salmon
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Okay and how are you calling these transitions?

halcyon moth
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I dont know, sorry I'm kinda new to animation and Im currently been watching tutorials in youtube on how it works

uncut salmon
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Unity can't automatically just know what your intentions are with these. There is IsMoving bools handling your transitions which you need to actually define in code.

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However, for movement/blending, you probably want to use a blendtree, not hardcoded transitions like this. Something you can also check out a tutorial for.

agile solstice
agile solstice
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If Has Exit Time is not enaled, the exit time will be a delay from the point the transition condition is met

#

So what you want to do is disable Has Exit Time from the transitions and click and drag this blue rectangle between the arrows all the way to the left to get rid of the delay

#

If you want a transition to occur automatically, you can remove conditions and leave Has Exit Time on
Then the transition occurs after the specified delay has passed / after Exit Time
I recommend reading this stuff in the docs

placid anvil
#

Hi everyone!
Can someone help me? I'm having trouble with the animator (Unity 6) for the enemy in my 2D game. I've checked all the sprints, I've validated it to see if it's correct within the Blend Tree animator, it's reaching the animation, the blue bar appears in the animator box, I've checked the motions, I've checked the controller, but nothing... it doesn't work... what do I do? I've already made another clip for testing, please someone contact me privately to help me?

Problem:
The animations, in this case the sprints, are not waiting. I've already validated the clips, redone the controller, validated if it was pulling the sprints correctly, validated the controller if it's in the correct element field, but it still doesn't work. In Blend Tree, the bar indicating that the animation is playing is working...

quasi fable
#

You should show the details of your problem. Show what you mean by "the sprints". Show the state machine, the transitions, etc.

placid anvil
placid anvil
quasi fable
#

right so what are you expecting to happen here that is going wrong? I'm not sure what you're trying to show exactly

placid anvil
onyx leaf
fervent canopy
#

hi, i'm following the "Adventure game tutorial" on unity learn and a bit confused about the animation tool, where the tutorial says

The Flip X property controls whether the sprite is horizontally flipped for a given frame.

6. Select the first frame of the animation in the timeline (Frame 0), then enable Sprite Renderer.Flip X.

7. Select the fourth frame and check that Sprite Renderer.Flip X is enabled for the frame.

This will ensure that the sprite stays flipped for the entire animation. The diamond icons aligned with the Sprite Renderer.Flip X property at frames 0 and 4 indicate that there is a change in the value of the property at that frame.
#

I'm confused what those diamond icons are on the right for each frame, I guess the 2nd one on frame 0 is supposed to indicate the change of the flip X property? but you only have to apply it for the first frame?

#

why do they mention to flip it for 4th frame?

viral hedge
#

Hey, can anyone tell me how to import the fbx file of a cloth animation from Blender to Unity?

Problem Statement: The Alembic file is working perfectly. In the fbx file, model and animations are getting downloaded, but animations are not working in the scene, they are shown working in the animator, but in scene the cloth is not at all moving.

Can someone please let me know what is happening?

gray bronze
fallen yew
# fervent canopy why do they mention to flip it for 4th frame?

Its just so from beginning to end, the sprite flip is the same value. Good habit for animation if you want things to loop nicely-- otherwise you may end up with jumps.

Also when you have animation blending, itll try interpolate from the last point iirc, with someting like a sprite flip you want that enable the whole way.

thorny plinth
#

hello, so i tried to export 3d animation into unity the first time, and i realized things dont move if they were not initially from the metarig (made extra clothing bones and parented to the rig instead of the skeleton) what would the work around be for this??? do i have to reanimate it or do i have to somewhat add the bones to the metarig???

#

would it be alright if i just add the added bones onto the metarig?

agile solstice
thorny plinth
#

here is the breakdown of my extra bones that i parented to the rig, idk but im assuming its bc the cape is a seperate mesh so it doesnt get effected by the rig in unity, but im not sure how i would fix that

#

oh that wouldnt make sense either since the hats r tails r also seperate.. uggughgg

agile solstice
#

Note however that Rigify doesn't technically support exporting out of blender, unless converted using a plugin like Game Rig Tools
Rigify's complicated hierarchy and constraints don't normally carry over on export, so glitching can appear in Unity

thorny plinth
#

ahhh

#

okok ill give it a read, thank you for your insights!

earnest kestrel
#

I had a placeholder character model + avatar and a quite complicated mecanim graph with a bunch of animations that all worked fine (video 1)

I then changed my model + avatar to something more fitting, and for some reason the character has this enormous gap between his legs.
How can I fix this?

wanton trellis
#

Well its either because of the characters rest pose in the humanoid avatar or the footik is not turned on

sullen wyvern
#

Anyone got an idea why the animations dont match?

#

Right leg deviates from the blender keyframes and strethces like that in unity

#

only happens in the late part of the animation

wanton trellis
#

are you sure they might not be related to your issue

sullen wyvern
#

Didnt notice that, let me have a look

#

U dibt think so, since the other animations work well

wanton trellis
#

what do the warnings say

sullen wyvern
#

Self itersection polygon x2

#

and it has been disgarded

#

wait I found it now finally Xd

#

No import issues now, but issue persist

wanton trellis
#

is the bone influence set to 4 per vertex in blender?

sullen wyvern
#

All transforms are applied

#

And I couldnt tell you about the second, I dont know what that is even 🙂

#

The foot ik for the foot, is at the correct position

wanton trellis
sullen wyvern
#

Its directly from blender with rigify

#

It's only that "foot" for the last 15-20 frames that it doesnt follow correct, and all other animations work in unity apart from this one, and all work in blender

wanton trellis
#

Because im pretty sure even for generics you cant just import it directly without some tweeks inside of blender

#

not saying its the definitive cause of your issues, but it could be

wanton trellis
sullen wyvern
sullen wyvern
#

Let me show you

#

both on last keyframe now

#

seems like the issue is or atleast the first point the def-foot

wanton trellis
#

Hmmm i would suggest you try it, it could be a very rare exporting issue

#

If that doesnt solve it then its most likely something to do with the rig

sullen wyvern
wanton trellis
sullen wyvern
#

I will try

#

I solved it

#

Kind of atleast Xd

#

I make sure to reset everything at key 0, and then I removed some keyframes from some "internal" bones and redide some of the foot movement

#

now both legs work, I think the movment on the thigh bone in xyz space cause the issue

onyx leaf
#

I've been trying to diagnose this problem for a week, revising large sections of my character controller and I'm pretty frustrated with how movement feels right now.

wanton trellis
#

I think the issue might be how youre getting the speed as a parameter for your animator

#

can you show us that code

onyx leaf
#

Sure! Gimme a sec.

wanton trellis
#

Ideally you would use "gaits" for this rather than a floating speed value

#

So a gait basically sets your animators speed parameter to a fixed amount, but the gaits change between velocity values of your character

onyx leaf
#

It already sounds like you might know what I need to learn.

wanton trellis
#

so small changes in your characters speed wont change the entire gait causing the blend tree to shift

onyx leaf
#

Basically my code says _animator.SetFloat("Speed", rb.linearVelocity.magnitude);

#

which immediately sounds like what you're telling me not to do

wanton trellis
#

Walk 1 – 2
Run 2 – 5
Sprint 5 – 10

Imagine it like this

#

as an example

onyx leaf
#

Alright, so basically I need to decouple it.

wanton trellis
#

to test it out you can use like 3 if statements

onyx leaf
#

I already have a state engine ready to go

#

so I should probably just send an Int to the animator rather than the speed

wanton trellis
#

perfect that makes it better

#

try something like this

#

gimme a sec

onyx leaf
#

Oh sure! I still have questions.

wanton trellis
#
float SpeedParam = 0f;
switch(currentState)
{
    case MovementState.still:
        SpeedParam = 0f;
        break;
    case MovementState.walking:
        SpeedParam = 1f;
        break;
    case MovementState.running:
        SpeedParam = 2f;
        break;
    case MovementState.sprinting:
        SpeedParam = 3f;
        break;
}
animator.SetFloat("Speed", SpeedParam);
onyx leaf
#

Oooh

#

That makes a lot of sense. Thanks! I'll try this right away.

#

I have some weirdness with my state handling as well. I'm not sure where in my Input System I need to change the state to my default speed (running).

onyx leaf
onyx leaf
neon wing
#

Please who can be of help
My gocoloco is not working in vrchat even though all the set up is complete and okay in Unity

sterile vine
#

try asking in the vrchat server

#

!vrchat

hexed cargoBOT
gray talon
#

So I have a question, I've been working on an avatar model for a game that requires complex avatar customization but also complex animation system... and I noticed that blender exports 'combine' NLA strips as part of the animations that have the name of that NLA strip, but they're combined with the underlying base NLA strips that are set as 'replace' for that armature. I have two armatures, one for facial expression and overall blendshape manipulation, relying on drivers, and another one that's heavily bone constrain based. They both work together to allow me to combine two separate level of animation into multiple animation combinations. But that export issue is having me stumped.

Is there a way to have the fbx export each animation as a unique animation, regardless of its state in blender, so that I can actually easily preview the animation in blender, without worrying how it's going to export for the use in unity?

#

I also don't want to export ALL animations that are in the .blend file, just the ones selected in the NLA strip, but without combining

#

it's heavily annoying me

agile solstice
# gray talon So I have a question, I've been working on an avatar model for a game that requi...

Use action editor instead of NLA editor, and only one Armature if possible
That makes it so each action simply maps to one exported clip
But in this case multiple armatures / objects get a duplicate of the clip on export
(Unless the way newer Blender versions allow linked action data skip this duplication, haven't tried it)
I've always avoided the NLA editor entirely, so I can't say if there's a better method found within it, or if it could be used to your advantage together with action editor
I wouldn't worry about excess clips, as they can be stripped out in Unity when importing
(Or deleted from Blender in file view before export, then undo that deletion after, which is probably also not the best way but didn't have the need to find a better one
Action editor supposedly exports only actions marked as fake user or which were pushed to NLA editor but those details seemed also a bit too tedious to learn so not sure)

#

Combining the actions in blender the right way before exporting seems like a simple solution to the first problem

#

Differentiating them with naming convention may skip the need to pick only them for exporting

gray talon
agile solstice
#

Ah, then I seem to misunderstand the first issue

#

You want to output them as separate but preserve their timing relative to each other in some way?

#

Or is the trouble exporting them as separate at all

gray talon
#

blender NLA is good for preview of how I want the anims to look in unity, I can easily set multiple animations to base and overlay/blend
So I want to export only the animations from selected NLA strips, but each animation separate, without having to get rid of the excess every single time 😐

#

I guess I'll just have to have separate blender files for only animation export

agile solstice
#

Builds will strip unused assets, including animation clips

gray talon
#

I am using a naming convention luckily so I know what is a facial animation, what's a walkstyle, what's an idle etc etc

#

Thank you, I'll live with this minor inconvenience

#

Untill blender maybe fixes it, then I'd be happy and sated

glad oasis
#

Is there any resources for network animations? Im making a game with NPCs but the animations arent being sent to the clients of the game that arent the owner

remote frigate
#

trying to figure out how to extract this to edit on since it's read only

steep cairn
remote frigate
remote frigate
#

when I add the event I dont see where it is saved and when I go back to the same frame its not there anymore

agile solstice
remote frigate
#

I think your right

#

forgot you can expand it xD

#

thanks mate

ivory star
#

Hey, guys! You know I have a question. There is a keypad puzzle that I have made for my game, and I was wondering how I am supposed to make my keypad buttons to animate like being pressed and released.

What I have created right now is an animator controller component on all of my buttons and attach a single keypad button animator controller to each component.

The problem is that when I am trying to animate a button and then another button because they have the same animator the one overwrites the transform position of the other one.

Is there a way somehow to prevent this from happening? I know there are override controllers but the logic is the same I dont have to create different animation clips to my buttons, they will have the same animation.

#

I am thinking basically to add an empty object on each buttons so that I will be able to animate the child not the parent/root object

#

I think that will fix it

agile solstice
ivory star
#

basically I did something like this. My buttons which have mesh renderer component, script components etc I put them under a root empty object in which empty object I have the animator component

#

and now it fixed I dont see them both overwrite each other when pressing play mode

true glen
#

Hey Im an absolute animation noob, how can I fix this issue that my transitions look wrong? I dont want them to be instant, that looks weird as well, but my player could for example be running forward, stopping, and running backward. With my current settings that will keep running forward for .25s, then idle for .25s, and then run backwards, even though the idle time might just be .1s before pressing another direction, this feels so weird and IDK where to even begin fixing this

sterile vine
#

do you have exit time set on the transitions

#

it sounds like you're describing the effect of exit time

true glen
#

I dont have exit time enable

#

Pretty much how they all look

sterile vine
#

probably that fixed duration, eh

#

and the transition duration

true glen
#

As I said I dont want the transition to be instant because that looks off as well

sterile vine
#

hm, might be able to use the interruption source setting

#

i'm not super familiar with these transition settings though, so this is about the limit of my knowledge

small sentinel
#

How would i go about disabling the animating process for arms? Everything seems setup, but the arms are still being animated from the base layer animation.

wanton trellis
small sentinel
#

yes

wanton trellis
#

And the Arms avatar is set up correctly?

small sentinel
#

Seems so, the base layer animations seems to work fine

#

ok, it wasnt set lol

#

let me try haha

small sentinel
#

ok, still the same, even if i import the avatar and toggle on all the transforms for the mask

agile solstice
# true glen Pretty much how they all look

It is the Exit Time that causes there to be a delay
It is greyed out when Has Exit Time is off (and it should be off) but you can also click and drag the blue rectangular area at the top of the transition timeline all the way to the left so it is timed to occur without waiting

small sentinel
#

so apparently if theres no keyframes in the clip, unity wont animate the layer

#

not exactly what i need, but i guess ok

brazen mural
#

I want to have dust pop up from feet if running on sand, none if running on tile, etc. Is this something where I would need to make another empty child with it's own animator connected and just like enable it when on sand, or is this something I can do all in one animator? Does one animator correspond to only one spriterenderer?

wanton trellis
brazen mural
#

Why not?

wanton trellis
#

Sounds like you just need to instantiate some particle effects and check for surface materials

#

Check if your character is moving, then check what material they are moving on, then use particle effects to create the effect of kicking up dust

brazen mural
#

Ah, okay. What about for things like footsteps?

wanton trellis
#

like the sfx?

#

same thing

#

check if they are moving, what they are moving off

brazen mural
#

Sorry, Footprints

#

Leaving footprints

wanton trellis
#

oh, you could use decals

#

but once again same exact principle

brazen mural
#

How do I make it line up with the correct foot in that case, though?

#

I feel like I'd have better control with an animator

wanton trellis
#

Well

#

the real answer here would be... you dont

#

or rather you dont have to

brazen mural
#

this is for 2d also

wanton trellis
#

oh?

#

like a top down 2d game?

brazen mural
#

yes

#

Particle effects may work better for the cloud effects that I want, but I'm not sure

#

I want to have more control with what is outputted

wanton trellis
#

for a top down 2d game i woul say that the level of precision matters even less

#

Honestly if i were you i would start with the particles first

#

figure that out then see what you want to do for the footprints

brazen mural
#

It's less about precision per se than like having it be pretty

#

I feel like that may be harder with particle system but I haven't looked into it a super ton

wanton trellis
#

There are few resources online

#

Look up "Unity 2d particles" im sure some official unity guides will pop up

brazen mural
#

Thank you, that's a good place to start

odd kiln
#

Hello everyone.

#

I have a little problem. I'm working with a character using root motion and a 2d freeform blend tree. Most directions are working fine, but at around -.91 -.41 (other side also) creates a really awkward movement. The character is bouncing, speed is low, and the legs are crossing strangely. I'm happy share a clip and pics with the relevant info.

agile solstice
# brazen mural I feel like I'd have better control with an animator

Animators can override any component in the gameobject hierarchy, not just one sprite renderer
If you use a child gameobject for these, they would remain attached to the parent gameobject in motion
So it wouldn't be very useful to keep the effects attached by parenting
You can animate a child transform position along with your sprite animation clips, then instantiate independent dust or footprint gameobjects at the child transform positions
Animation events can be used to time them to motion

little path
#

I have an animation from Mixamo that is supposed to put the character on the floor, but when I use the animation in Unity, they're hovering above the ground. The start position is correct, the feet are on the ground, at the pivot, but when they fall forward, they just kind of twist in midair and bring their feet up to the new resting position.

I uploaded the model to Mixamo to get the animation from. The model has a Humanoid Avatar, and the animation clip is set to use that avatar (Generating its own humanoid avatar seems to have no effect, same result). The animator is not using root motion. I've tried out all sorts of combinations of the "Based Upon" dropdowns for the Root Transform settings in the animation.

wanton trellis
#

ive seen like 10 different people with this exact issue here

#

and i dont even remember if anyone found a fix

little path
wanton trellis
#

try downloading the animation without the skin

#

and see if that has any effect

little path
#

It is without the skin

#

Only the main idle pose the avatar was generated from has the skin, all of the other animations were downloaded without.

wanton trellis
#

how outré

wanton trellis
little path
#

Yes, but they're on a sibling object of the model, the animations have no effect on the colliders

#

And the displacement is on the model specifically, it happens even when viewing it in isolation in prefab view, playing it from the Animation tab

brazen mural
gray talon
# gray talon blender NLA is good for preview of how I want the anims to look in unity, I can ...

For people who want to export separate multiple animations, just keep the naming convention of the NLA strips different (if two or more NLA strips have the same name, they'll export as the same animation, often bugged).
And then if it's still bugging out, just star the animations that you want to export. Export with "All Actions" unchecked, since this will export unwanted animations.

If you want to combine the animations, as in combine multiple selected NLA strips into one exported animation, still make sure to star the NLA strips, but in FBX exporter, unselect both "All Actions" and "NLA strips" and the FBX exporter will export all active/playing animations in the scene as one animation. This is also very useful if you have a hybrid or multiple armatures.

agile solstice
#

Meaning they will have to run on separate animators

summer basin
#

Hello, I have a problem with importing the shape keys the eyes from my charachter to unity, i tryed everything out in youtube and gbt, could someone helping me out?

gray talon
#

By default, the animations with same name in NLA editor or the ones exported as the 'scene' animation (both 'NLA Strips and 'All Actions' options off) will be combined into one animation, even with separate armatures.

You can keep them separate, by not naming them the same in the NLA editor and exporting without 'All Actions' option. But you can still combine them in the animator. The success depends on how 'separate' your armatures are. My secondary armature is for blendshape animation (facial and morphs) powered by drivers. And my primary is for deformation animation. So they never touch so I can easily use them in the same animator without much issue.

gray talon
#

Exporting as 'All Actions' is buggy with multiple armatures. It will often export clips that are completely botched.
When I had both it and NLA strips on it would export the animations I want from the NLA strip + a few other botched animations... And NLA strip animation exports are also buggy with multiple armatures, so you need to 'star' the nla strip animations you wanna export instead.

I doubt some of these would be issues if I'd have only one armature. But I need to keep my armatures separate, since if they were packed into a one armature, the blendshape driver one ends up affected by the deformation one and vice versa, and I get artefacts in movement of both.
It's probably a rigging issue but I spent too much time trying to resolve it without success so it's just not worth it.

patent mountain
brazen mural
wanton trellis
#

think of it as just an image really

#

But a decal is material that you project onto your 3d enviroment

brazen mural
#

Is it the same if I;m in 2d

wanton trellis
#

<@&502884371011731486> scam

charred belfry
#

?softban 1225244829152444507 scam

dusk valeBOT
#

dynoSuccess vr0844 was softbanned.

agile solstice
#

Technically they have nothing in common

#

Sprites and decals that is

midnight adder
#

Where do you put controllers for your bones for arms IK. Is it better to have a controller for a hand bone created on the previous bone in the chain (& put the constraint on the hand) or extrude the controller from the hand, and keep the constraint on the hand?

agile solstice
midnight adder
#

Yes yet the setup would be the same in 3ds as well, Im asking here if anyone understands the correct workflow

midnight adder
#

What?

#

I have played around with rig builders and IK constraints in Unity before, you are saying there are no univeral similarities in the workflow?

ripe valve
#

soooo I am not really good with animation but i desighned this little character, but each time when i make a animation it just looks very chopy and nothing like i want, kinda in hollow knight style

wanton trellis
#

This doesnt sound much like a unity question

#

and more like a question regarding animation itself

ripe valve
#

Oh woops

fallen yew
#

choppy because of wonky animation or something wrong with your spritesheets?

#

also as an animation tip, animate the character without the cloak first, make that look good, and then figure out how the cloak should move afterwards. break up you animation problems into managable pieces

gray talon
#

Same goes with sword swinging animation. Your character has a cerain weight you want to display in their animation when they move or jump. But with a sword that big, the movement should be slower when the character is hitting something. The animation should feel heavier.
I suggest looking into 12 principles of animation. They're the best starting point for this kind of thing.

viral hedge
agile solstice
odd kiln
#

Hello everyone. I could use some advice on blend trees and 8 directional movement. My character seems to be playing jump rope at certain coordinates.

#

Any advice would be appreciated. This is a root motion setup, where the character's speed and direction are driven by the animation. My character seems to be playing jump rope between the back run and diagonal back run. on both sides I managed to somewhat solve the problem at certain coordinates previously by just duplicating animations in the coordinates in question, but I'm not sure if it's an acceptable solution since I'm new. I've made all of the animations start when the left foot hits the ground using offset. IK is on, and the layer has IK passing. if I turn either of them off, it all goes haywire.

nimble apex
#

Hello all, I have:
a game object image
i added an animator to it

I then have five animator controllers, i swap them at runtime with code logic.

However, it only shows the first frame of the animation and doesn't play until i go into the animation window and selct play.

I have the code like thiss:
// Wait one frame for the animator controller to initialize
yield return new WaitForFixedUpdate();

    if (anim != null)
    {
        anim.speed = 1f;
      //  anim.Play("Banter");
    }

This is after i assign the controller with runtimeanimator controller

#

Anyone messed with switching them at runtime before?

agile solstice
agile solstice
# nimble apex Anyone messed with switching them at runtime before?

Yes, but I haven't had this kind of issue
Using the Animation window always overrides the animator component behavior so using that isn't indicative of much
You'd rather check out what's happening on the Animator window side
It seems you're doing a few more things than just swapping the controller though, so maybe you should simplify your setup for the test

astral raven
#

I dont know where to ask this so I'll ask here. Im making a game in unity and rn and Im making a door in blender, will it be possible in unity to move the door handle alone without the door or do I have to make the handle a separate model?

gusty garnet
#

you dont need two different models, to say

astral raven
#

so that they're the same object?

gusty garnet
#

you dont join them

#

if you join the meshes unity will handle it as a single mesh

astral raven
#

so that the handle is a single object

#

I of course still need to make it but

gusty garnet
#

yeah you can join the meshes inside of your objects of course

#

but keep handle and door seperately

astral raven
#

alright thanks

gusty garnet
#

best thing is just to test things out

astral raven
#

or can it be done with both?

gusty garnet
#

it is up to you but for something simple like that definetely animation

astral raven
#

alright

eternal lantern
#

Hello dear unity animator !
i just realised that i've made all my animation on the DragonBoss instead of the GameObject. Everytime i tried to move everything it basically destroyed all i did so... How can i solve this issue please ? Thanks !

#

*i tried renamming "DragonBoss" in "GameObject" but... Let's say unity told me "no."

agile solstice
#

Usually you'd want animations to be lower in the hierarchy, not higher

eternal lantern
#

Just for organisation, i've put some animation in DragonBoss and some other in GameObject so everything is a mess and is hard to make functionnal.. (like the particle not rotating with the dragon so i have to put them in a very unpleasant spot)

So i need every animation frame to be on GameObject which is made for animation but i don't know how 👍

agile solstice
eternal lantern
#

Wait no you're right i meant putting everything on DragonBoss not GameObject* !!!

#

I dont have animator 😅 because i use a custom made syste but yeah, in my animation (keyframe), some are in GameOBject, some are in DragonBoss !

agile solstice
eternal lantern
#

Right, a animationSystem !
But i do have a Animator, sorry ! 😅

agile solstice
eternal lantern
#

:'( it took mes ages to do it, im afraid of losing them..

wanton trellis
#

This is why you should never animate inside of unity

#

Always use something like blender and simply export your animations

eternal lantern
#

Oh, i understand now..

thorny plinth
#

hello, does anyone know why the head is jiggly and behaves different when imported into unity?

agile solstice
thorny plinth
eternal lantern
wanton trellis
#

yes

#

its not designed to actually create animations, at most its used to tweak certain things and add animation events

thorny plinth
eternal lantern
fallen yew
#

I made a little tool for this but its not ready to be released just yet, but I can DM it to you if you were interested

eternal lantern
lunar bane
#

Hey everyone,

Currently trying to solve an issue with an animator variable not updating from an animation. Each of the ear twitch animations "P - Ear Twitch x" are supposed to update their version of "Proxy/Twitch/x" on so it can trigger an animation in another layer. However, when the proxy animation is triggered it is not updating the correct variable. As an experiment, I put the animations in a loop with the reset animation "P - Ear Twitch None" in the base layer of this animator controller under the same transition parameters. For some reason, it is working correctly there, but not in the Twitch Setup layer. Does anyone know why this may be happening?

#

Nevermind, for some reason, the weighting for the layer had gotten set to zero. I figured it out.

agile solstice
silver scroll
#

Good day chat, I'm trying to setup a walking anim for a player model, as well as a idle anim, but it seems like the anim isn't playing for whatever reason. Thanks!

thorny plinth
deep comet
#

lowk having fun with my new rig

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and yes its for roblox and unity 🙏🏻

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lowk deciding if i make a game in unity or roblox

atomic ginkgo
#

Help Maya Users!
My Soda Monster uses blendshapes driven my a set driven key system on a nurb circle. I keep trying to export my key range with animations baked from frame 30-135.
It exports with no failures, but Unity has import issues and imports an fbx with all of the project frames with no blendshape data.
So I tried baking it directly to the mesh before export and deleting the nurb. Well it woks in Maya, but once again breaks in Unity.
Any help with this nonsense? I feel like I'm missing an export step or something ridiculous.
Note I was able to export one of my animations that directly manipulated the blendshape notes rather than a driver nurb.
I'm exhausted and can privide more context and any console messages tomorrow. thanks.

agile solstice
silver scroll
eternal lantern
#

Hello ! My animations used to be on "GameObject" but i want to move them on "Body" now. I've renammed them but now i i have the "missing !" error that i don't know how to fix despite looking online. Can you help me please ? Thanks !

terse gust
#

so you need to double click on the key for example, the Body : Position (Missing!) (double click it)

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it will show the path

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update the path to match the new names etc

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and it will work

eternal lantern
sterile vine
#

you cropped out all the relevant details there

eternal lantern
#

woops, hold on..

sterile vine
#

i think that's the path.

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try changing it to GameObject/Body

fallen yew
#

mmm would it not be BlueDragon/GameObject/Body

agile solstice
#

I don't think the root gameobject is named in the path

eternal lantern
#

You guys are heroes

silver scroll
terse gust
lunar bane
#

Currently working on an asset that has an in depth blend tree setup. Noticed that the controller itself has blend tree references as children. I think this is really useful and would like to use it in my own work. Does anyone know how to create this kind of structure?

atomic ginkgo
# atomic ginkgo Help Maya Users! My Soda Monster uses blendshapes driven my a set driven key sys...

So follow up to this issue.
I was able to successfully bake the animations to my monster shake character using a python script that looped through each blend node.
That successfully allowed me to get these exported to Unity with animation data intact. I can see it in the preview window and it looks great!
However, I'm onto another road block. The animator doesn't seem to want to do anything on my character mesh. I made a generic avatar for the Shake despite him having no bones, and then added the shake animator to the animator component.
I'm a bit lost now with what Unity isn't liking. This enemy character uses blendshapes with the no bones. The vertex information is identical, and the hierarchy should be the same. ShakeRoot->ShakeBodyMain->ShakeStraw
Anyone here ever have a blendshape only animator and character?

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Also attaching short animation capture for context of what the character looks like and the animations I'm trying to implement.

wanton trellis
# atomic ginkgo

so are the animations showing up in the unity animation preview window in the inspector?

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I dont think you need an avatar for this at all if it has no bones

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just set the rig type to generic and keep avatar definition as none

atomic ginkgo
chrome cape
#

Hi, does anyone know how to activate an aimation after an specific action? (example: I shoot my enemy with diferent guns and they do diferent anymations)

atomic ginkgo
# chrome cape Hi, does anyone know how to activate an aimation after an specific action? (exam...

Sooo many ways to do something like that. On my scripts for my weapons they each get the enemy object on hit and I tell them what I want them to do.
That's typically what a lot of devs do to transfer damage, hit forces, hit type etc.
Say you shoot your enemy with incendiary rounds. On hit of your ray, you can then get the enemy game object and pass whatever variables you want. You call EnemyHealth.TakeHit(damage, force, ammotype)
Then in your TakeHit function you talk to your enemy animator to do whatever you want. In this case play your bullet hit animation and then maybe a burning animation.

covert yarrow
#

What do people use to do pixel art for a 2-d game? i am very new to this if anyone could answer

sterile vine
#

there's a ton of apps for pixelart, typically the choice is just preference

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piskel is a free online one

atomic ginkgo
#

After a lot of research and headaches I managed to get the Monster Shake into the Unity engine.
It was missing a "Skinned Mesh" component that allowed the blendshapes to manipulate the mesh. The solution was to simply skin the mesh to a few bones in Maya and reimport. It took me 3 days and a lot of troubleshooting, but I did it.

astral raven
#

idk where to ask so Im asking here, why does it give those warnings and what do they mean?

fallen yew
#

what dose the 'cube' mesh look like?

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my guess that the model has some self intersecting geometry + ngons that unity isnt able to process so its just discarding it

astral raven
#

it also gave me similar warnings with the house but I discarded them before cuz I thought they werent a problem

wanton trellis
#

means you got non manifold geometry

astral raven
wanton trellis
#

"Non-manifold geometry refers to 3D mesh structures that cannot exist in the real world because they do not form a closed, consistent volume"

#

Sometimes it can be tolerated, but intersecting geometry is a big no no

astral raven
#

so its something I shouldnt really worry about since unity took care of it right?

wanton trellis
#

no you should worry about it

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read what the error is telling you

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you cant control how unity cleans the mesh up

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its good practice that your mesh is functional before you export it from whatever 3d software you used

astral raven
#

well I looked around and I saw no issues so

wanton trellis
astral raven
wanton trellis
#

Lets you select any non manifold geometry

astral raven
#

Oh alr thanks

agile solstice
# wanton trellis

Because not all non-manifold geometry is self-intersecting, and not all manifold geometry is guaranteed to not become self intersecting upon exporting, this isn't a surefire way to look for issues
The issue most commonly occurs when a mesh with a weird shaped n-gon is exported, which Unity cannot interpet as triangles correctly
N-gon of such shape could be L-shaped, or otherwise convex in its edges
A quad could also be self-intersecting if any of its edges are crossing through each other, but that usually looks screwed up in blender already
I think the most effective way to work around the issue is to see which polygons were removed and go back to cut them into quads or triangles
Or to triangulate the whole mesh before exporting, which reveals the problematic polygons, or avoids the problem as blender has a variety of smarter triangulation operations than fbx exporter or importer do @astral raven

heavy badger
#

yo, anyone know how to make an animation non-descript in unity? Like just a generic transform animation thatll work on both game objects A1 and A2?

agile solstice
wind silo
#

can someone help me understand the override transform constraint? what I am doing is first having a transform look at smth via multi-aim. then I want to offset this a little so I use override transform in pivot space. from reading the docs I am guessing what should be happening is it the transform starts at its default pose, gets rotated by multi-aim to face the target and then some more rotation gets added by override. what is actually happening is that override seems to just consistently add more and more rotation to the transform. it basically persists over multiple frames. if I set the weight of override to 0 while in the middle of it breaking it also just stays broken. like shouldnt it instantly reset to default -> multi-aim -> thats it, instead of keeping the override rotation that has 0 weight rn? I am confused.

frozen bison
#

Hey all. I have an armature imported with another armature (an animated object) parented to it. For some reason Unity isn't able to find the animation state for the child armature. Any ideas?

#

The clip for it exists so it should be fine but there's probably something I'm missing

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nevermind for some reason upon reimporting it just removed the reference to the animation clip. I guess if anyone has a similar issue that might help. Be sure to check the clips again

royal olive
#

Heya so I'm helping my friend with their project in Unity and he's decided to use animancer but ran into this issue, any ideas?

We think it might be an issue exclusive to animancer, and while we would use the animator in Unity we felt that could come with technical debt due to it duplicating variables, unlike animancer.

limber dagger
#

Just a question, probably to generic (apologies, don't be judgemental), but how much can it potentially cost to animate characters (3D, third person, something like World of Warcraft style) to have smooth movement (run, walk; rotate and strafe; casting, attacking)?

wanton trellis
#

youre better of just looking up people offering those exact services online and seeing for yourself

thin grove
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hello, beginner q: what's the best way for two different animations, which override different properties, to play independently from each other? In my case the properties are color and sprite: the color animation has to play regardless of whether the sprite animation is active. The way I understand it only one animator state can be active at a time so how would it work?

terse gust
#

will need more info

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such as how things are setup etc

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animancer is just using what the animator uses as well but low level in order to have better control over everything

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so this problem would be same on both

terse gust
#

you can't play multiple clips at the same time on a single animator

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you can blend clips etc but not both working at the same time

agile solstice
#

Animators can be nested, being responsible of separate gameobjects, but not sure if different animators can control the same gameobjects even with separate component properties
Sounds like it'd be prone to conflicts

royal olive
terse gust
royal olive
#

He's not in the cord, I'll just chuck him an invite

silver temple
#

Man Google is not being helpful anymore. So I'm trying to export a character from Blender to Unity in fbx format. In the past, I have done this by doing one FBX file for the character and all animations. Instead, I would like to export one character file and several animation files. I have seen this done for other assets and I'm betting it will be less taxing for my git repository.

But I am not seeing a batch export process and trying to google it is coming up with nothing but answers to questions I am not even asking. Is there a way to batch export fbx animations into seperate files or is doing them manually, one by one, my only option, because that seems really stupid.

wanton trellis
#

you would have to use some kind of custom python script for this

silver temple
#

That's dumb. But thank you for the answer.

wanton trellis
#

or if youre animations are all seperate actions

#

you can use nla strips

silver temple
#

They are, what do you mean?

wanton trellis
#

look up nla strips

silver temple
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Just NLA strips? No other context like how to batch export them into separate fbx files?

wanton trellis
#

nla strips will let you export them into 1 fbx, but you can "extract" the individual clips out of them inside of unity

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so its as close as you can get with built in tools

silver temple
#

I'm not trying to put all my animations in one FBX file though.

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The whole point is I only want to update my animation files if that particualr animation changes, rather than updating the entire fbx

wanton trellis
#

"but you can "extract" the individual clips out of them inside of unity"

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at the end of it all in unity you will have your fbx for the model, and several animation clips which are just skinless fbx models

#

if you need to update a singular animation, just do that and replace it individually

silver temple
#

Is that a different process from duplicating the clips, because I see no option to 'extract' my animations.

wanton trellis
#

you just grab them and copy paste them outside of the fbx

silver temple
#

Ok, so no, its not a seperate file then. Its one file with all the animations that I would still need to update on git and then several copies of the individual animations which I would break references to any time I wanted to update them because they are copies and not references to the original animations and they too would also be pushed to git increasing my repository size which is the exact opposite of what I want.

wanton trellis
#

okay then... use a custom python script if the workaround bothers you so much

silver temple
#

I just don't understand why such a useful feature wouldn't be built in.

#

Or certainly someone should have made a package by now.

wanton trellis
#

be the change you want to see in the world

silver temple
#

Its been open source for like twenty years, I can't be the first person who thinks this is a good idea.

wanton trellis
silver temple
#

"just learn python bro" does not help me in my immediate situation.

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But thanks for playing.

wanton trellis
#

yeah sorry for all my help UnityChanThumbsUp

wanton trellis
silver temple
#

That appears to be more or less what I am looking for. Thank you. I will give it a shot.

wanton trellis
#

1 google search btw

silver temple
#

I did like 5 google searches and it just came up with all the wrong answers

wanton trellis
#

¯_(ツ)_/¯

silver temple
#

Well that half worked. Now I have several different files each with all of the animations in them. Sigh.

woven spire
#

Hello team,

An animator will only run, one animation layer at a time?

silver temple
#

How is it after 13 years Unity still doesn't have an option to import animations with constant curves? I just want stop motion animation and people have been asking about it on the forums since 2013. There still doesn't seem to be a good solution for this.

brave storm
agile solstice
agile solstice
# silver temple How is it after 13 years Unity still doesn't have an option to import animations...

I believe you can import constant curves, as long as you disable the resampling and or compression, not sure which were required
Potentially useful workarounds are to change the curve to constant only after importing together with exporting with such a low sample rate that baking and resampling cannot create new kind of motion between keyframes
What we really are missing is a good way to snap the whole animator time
Even with correctly constant curve clips, any blending will ruin the snapped effect

silver temple
terse gust
#

fr, 2023 msg

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probably scam/spam account

native pewter
#

What do you guys typically recommend for controlling your animations in game, the default animator, controlling it through code, something like animancer, or another option?

wanton trellis
#

like the first and most important question is, animation for what?

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the player? the enemy?

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is it a 3d game? 2d? first person? third person?

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theres a lot of factors here

native pewter
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3D game, platformer, starting out with the main character, third person.

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There's going to be a lot of animations

wanton trellis
#

Depends on how much effort you want to put into it

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i would say the regular animator works

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but a part of me also wants to say that if you can find 50 something animation clips

#

you might want to do motion matching

native pewter
#

I'm worried about it getting cluttered and difficult to debug when a lot of animations are introduced

wanton trellis
#

thats always going to be an issue

#

regardless of how you implement it

native pewter
#

I was just doing some light digging and a lot of people recommend Animancer. I am just not sure how good it is, or how much it's worth - the price isn't an issue at all.

wanton trellis
#

its really a choice

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i used animancer before

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and its honestly whatever, just a custom playables api

agile solstice
native pewter
#

Alright, so as a beginner you would probably recommend me using that

agile solstice
#

I mostly just see animancer's author recommend animancer so I'm not sure how much better it practically would be

#

The main pitfall of animator is that playing its states directly, which could be intuitive, doesn't give you any benefit from using it at all and in fact hinders you

#

In similar vein a common mistake is to make a parameter for every state, and transitions between every state or with Any State, in an attempt to let you call any animation at will
But that effectively leads you to code a parallel finite state machine just to manage which state the animator is meant to be playing

native pewter
#

Wait, can you not just call the animator to play an animation on it?

agile solstice
#

While the actual power of parameters in animator is that setting one parameter can play different animations depending on context, or transition through multiple states to naturally reach the desired state
Both of which would be cumbersome tasks to do manually from code each time

agile solstice
native pewter
#

I'll have to use it to get a feel for it

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I haven't really touched it too much yet

#

Like if I am running, and get hurt into a knockback animation - I am able to call in code to change my state right? cleanly?

agile solstice
# native pewter Like if I am running, and get hurt into a knockback animation - I am able to cal...

The situation could be more like that you have a running knockback animation and a mid-air knockback animation (and maybe more)
So in that case you need animator parameters for running, knockback and vertical motion, your code naively sets thise parameters based on what's happening, and the animator then chooses the animation to play depending on if it's first playing running state or mid-air state, or if it's on grounded layer or mid-air layer for example
Instead of you having to code every one of these conditions if it's using the animator for nothing but playing the state directly

native pewter
#

Can you not directly call what animation should play, from code based on conditions?

agile solstice
#

Then your character may land during the mid-air knockback animation
Blending to grounded knockback animation from the mid-air knockback animation seamlessly without altering the time of the animation would be trivial with animator, but a bunch of work in code

native pewter
#

Or do you have to set those parameters in the animator and have it transition on its own

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oh this would probably be bloated in code

#

with all these different situations

agile solstice
#

That said playing / blending to a state directly is a valid tool
As is using a specific parameter and Any State to jump to a state on command
But trying to work the animator with those alone is a hurdle indeed

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Mostly because you do end up having to code systems for transition conditions, which the animator has already

native pewter
#

I feel like I need to use this first, run into pitfalls, and come back here once I am more experienced. I don't fully grasp the pros and cons of the system yet, and I think simply using it would make it easier

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I also don't want to fall into mistakes and bad habits though

#

This guy has a series of tutorials I am going to check out before starting

agile solstice
#

I agree
I recommend reading the documentation carefully, especially about the features it has
Because the efficiency lies in those features, and working around them instead leads to inefficiency

native pewter
#

I've already made a couple of animations in Maya to get started

agile solstice
native pewter
agile solstice
# native pewter Do you have a video or series of videos that covers this?

None that I'd have found
I'd make one myself if I wasn't doing something else all the time
It's a bit difficult topic to instruct too because the ideal controller varies a lot on what it needs to do and what'd be practical in the unique situation, kind of like how optimization is different for every game
Fortunately there are no big secrets there either, just first learning what the tools are and then figuring out how to use them in a way that works the best for you

native pewter
#

Im going through the docs right now, a lot of this makes sense to me

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If you do it properly, you can make this clean right?

agile solstice
#

I can give feedback and advice once you are building an animator state machine to suit your character's particular needs

native pewter
#

With sub states, blend trees, etc. it seems like you can cut a lot of clutter

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And also Any State seems very useful

agile solstice
native pewter
#

Okay this actually makes sense

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No matter what though it feels like I'd have to expose and update a lot of parameters for the animator

agile solstice
# native pewter And also Any State seems very useful

It can be, but it is very treacherous
Any State transitions interrupt all other transitions and the whole state machine, as kind of an "emergency override"
It feels like it gives you, meaning your code, precise control over the state that plays, but doing that takes the responsibility of managing state transitions away from the animator

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Then you end up writing conditions in code to prevent the Any State transitions from taking over

native pewter
#

Ah

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If you rely on it too much, it can hijack animation transitions - leading to unexpected results

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and it turns into this complex balancing act

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It's a crutch basically?

agile solstice
#

Indeed

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I'd rather prevent beginners from using it entirely, to not learn bad habits
But it has its uses

native pewter
#

Well let's use the knockback as a hypothetical, let's say I can be knocked back from literally any state: walking, running, jumping, wall climbing, etc.

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how would you approach that?

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having a transition from every single one of those, to the knockback state, that would be silly right?

agile solstice
#

Any State is okay for transitions to states that are totally one-way, or supposed to interrupt everything, something like a death animations
And instead of calling a state directly, Any State transitions can have more conditions, like different death animations along with other parameters, or on other layers

native pewter
#

Okay noted

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As a side question, I have a bunch of different idle animations - i want them to play randomly after X duration, can that primarily be done in the animator?

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I dont know if it has a way to pick a random animation

agile solstice
agile solstice
# native pewter I dont know if it has a way to pick a random animation

I wish there was a feature for a state containing a selection of animations, but it can be done with a sub-state machine and a random value parameter, which you can re-use for any randomization in the controller
Blend trees can also be used to conveniently contain a selection of animations, if you snap the weight variable to increments, but it's a bit hacky

native pewter
#

Oh wait the blend tree idea is really good

native pewter
#

If that's a lot for you, how are you going to get anything beyond that done?

wanton trellis
#

!collab

hexed cargoBOT
# wanton trellis !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**

vapid scaffold
#

how do i fix my animations not working

#

i have my animation set up to entry in the animator tab and nothing happens when i press play

wanton trellis
#

we need some more info

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did you verify the animation clip works

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how are you playing the animation?

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what do your states look like

vapid scaffold
#

i press play with a camera in hiearchy to test

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it was working yesterday on a different object

wanton trellis
#

does this object have a proper rig/avatar set up?

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does it have an animator?

vapid scaffold
#

ye

#

im exporting a blender animation to unity

#

it has a bunch of different animators

#

so i just do the first one

wanton trellis
#

not animators

#

im asking if your game object has the animator component on it

green spear
green spear
wanton trellis
wanton trellis
vapid scaffold
#

no

green spear
#

That sucks

wanton trellis
#

hard to moderate

#

leads to bot spam

green spear
#

Do I need to delete that message or anything?

wanton trellis
green spear
#

I still think its stupid

#

Time to try to find somewhere else

wanton trellis
wanton trellis
#

chances are nobody, and i mean nobody will do this for you, not for free

green spear
wanton trellis
#

youre better off spending your time learning to do it on your own,

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than asking random people in public discord servers to do it for you

vapid scaffold
#

yo question @wanton trellis

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i have 5 coasters

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i got the anims working for 1

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how do i do the other 4

agile badge
#

I am having a huge problem with the IK of the arms in my game. I have an item that is animated to be held by the player, and I want the arm to move with it, so I made a TwoBoneIKConstraint and made a RightHandTarget transform that gets moved to the item everyUpdate(). But this causes the IK to be delayed, and it's very visible on lower fps.

Here is a clip showing the problem, the selected Transform is the RightHandTarget. I believe it's behind by 1 frame, which makes me think that the transform gets before the animation is updated.

agile badge
terse gust
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basically

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its an ordering issue

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you need the item to move before you set the position and you need to set the position before the animation rigging thing is updated

agile badge
#

Yeah, my guess is that I have to update between the animator updating and the animation rigging update.

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I just don't really know how to do that

terse gust
#

you can take full control of the entire thing using playables or maybe manually update the animators(tho idk whats the best way to do that)

agile badge
#

I tried making a custom constraint for the animation rigging, but that requires me to Rebuild the rig every time I equip an item

terse gust
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why do you need to rebuild the rig?

agile badge
terse gust
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does this issue go away using the custom constraint btw?

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as you can make it right before the ik constraint ?

agile badge
#

I believe it did, but it was a bit problematic to work with

terse gust
#

about rebuilding the rig

agile badge
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the character seems to flicker for other players when I rebuild the rig

terse gust
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you can make a parent object which isn't supposed to be re set

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yes don't rebuild the rig

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avoid that

agile badge
terse gust
agile badge
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well, I am changing the constraint setting because I need to tell the constraint which transforms to follow

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But I removed my custom constraint, because it was basically the same as setting the target and hint on the IK directly

terse gust
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thats why i am saying instead of modifying the target transform on the constraint, set the parent of the already set target (transforms) to your target you want and reset there local position

agile badge
agile badge
terse gust
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did your transforms not react\

agile badge
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The hands don't follow

terse gust
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to the parent or smt

terse gust
agile badge
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Maybe I did something wrong, because I did it at runtime using the hierarchy, but still should work

terse gust
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then parenting won't work, you need to manually do everything lol, i remember how horrible it was, so i just used unity's humanoid mecanim

agile badge
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What is that?

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Does my character have to be a humanoid

terse gust
agile badge
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I couldn't get my character's animations to work with humanoid, so I used generic instead

terse gust
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there are ways to manually update rig builder also, so like you set the positions of the 2 transforms you want to match and then update the rig builder which ensures

agile badge
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seems like a performance pitfall, but I could try

terse gust
agile badge
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do you know the method of the top of your head? I used some SyncLayers() or something in the past

terse gust
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ok so, my animator is fully custom using playables, however it should work with animator also, basically have a ref to the rig builder, call Build() on it, set it's graph to manual time update mode, all in start, then in late update call sync layers on rig builder and maybe evaluate on the graph

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check this btw

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it seems like it should work

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@agile badge the discussion

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i gtg now

agile badge
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alright, thanks for the help! I appreciate it

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This seems to have fixed it. Although, my character's arms are in T-pose, but the rest of the body is animated

terse gust
agile badge
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when I disable the manual evaluation, it works normally

terse gust
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so it works when IK is 1

agile badge
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yes, the IK itself works perfectly now, but the arms are in T-pose

terse gust
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try setting overall rig weight to 0

agile badge
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I'm so close to buying FinalIK, I've been having problems with my IK for months now

agile badge
terse gust
agile badge
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Yes, but I also have a Locomotion layer in my mecanim animation controller

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so it should default to the idle animation or whatever

terse gust
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so you have 2 layers orsmt

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maybe try not calling build on the rig builder tho that shouldn't make difference

agile badge
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This is my script, when I disable it in the hierarchy (at runtime), the t-posing stops

using UnityEngine;
using UnityEngine.Animations.Rigging;
using UnityEngine.Playables;

[RequireComponent(typeof(Animator))]
[RequireComponent(typeof(RigBuilder))]
public class ManualRigTick : MonoBehaviour {
    private RigBuilder rigBuilder;

    void OnEnable() {
        rigBuilder = GetComponent<RigBuilder>();
        rigBuilder.enabled = false;
        if (rigBuilder.Build()) {
            rigBuilder.graph.SetTimeUpdateMode(DirectorUpdateMode.Manual);
        }
    }

    void LateUpdate() {
        rigBuilder.Evaluate(Time.deltaTime);
    }
}
terse gust
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ehm

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why do you disable the rig builder

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on enable

agile badge
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It says to do that in Unity's documentation 🤷‍♂️

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it's to disable the automatic SyncLayers() updating

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happens in rigBuilder.Evaluate already

terse gust
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hm, comment that out and see

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also try it without calling build at all

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just setting the update mode

agile badge
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commenting out enabled = false didn't change anything

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trying not to build

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still doesn't work

terse gust
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hm lol it usually doesn't do this weird things, try rigBuilder.graph.Evaluate( instead of the direct evaluate

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like in the discussion i linked earlier

agile badge
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SyncLayers has to be called before Evaluate

terse gust
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welp im out of ideas lol

agile badge
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yeah it's weird

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I'm just 100€ away from a working solution 😭

terse gust
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so it's ok without manual updating

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but not ok when we take control

agile badge
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yes

terse gust
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ok one last try, do graph evaluate then call sync layers

agile badge
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what If I sync again after evaluate

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so two times

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I saw someone doing that on unity forums

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nope, that didn't work

terse gust
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someone else had the same issue on the discussion i linked

agile badge
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yeah, I realized after I implemented it

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Honestly, I'm just gonna buy FinalIK, it will save me some headaches

terse gust
modest magnet
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i have imported an alembic animation to unity and its not playing. it has an alembic stream player script attached to it which scrubs through animation when i change a variable called time in it. but i cant find a way to change it in the script, i cant find that variable in script at all. how do i play the alembic animation?

ripe shadow
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Hello, im having a huge problem with inverse kinematics in my project, no matter what i do, it seems the hands of my charecter always lag behind the gun. i was considering the purchase of FINAL IK as a solution but i dont actually know if it would fix this issue and because of the price of the addon, i dont want to risk it. Any ideas?

agile badge
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The solution to your problem may be the same as mine, but it depends on your implementation. But I fixed it by updating the RigBuilder manually. Though it left me with another problem which is that layers in the animator don't seem to work correctly.

ripe shadow
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did final IK actually fix the issue of lagging behind?

agile badge
# ripe shadow did final IK actually fix the issue of lagging behind?

Yes Final IK fixed the problem for me, but to me, it feels like the Animation Rigging package works better when only rigging arms, but I may have set it up incorrectly. I haven't used Final IK enough to get comfortable with it, so I can probably make my IK better. Some positive things about Final IK is that you can change the target and hint at runtime without having to rebuild the rig (like in Animation Rigging package), you can also make custom IK constraints since you have all the code for their constraints, so it's a lot more customizable.

ripe shadow
agile badge
ripe shadow
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Im doing a full body animation with tilting the body towards where its going and peeking and stuff like that, mostly using IKs but with some underlying animations too. i feel like from what you describe this would be a good purchase, even if i dont know how to set it up properly yet

agile badge
ripe shadow
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Okay thank you! i will look into this, im very happy that there is a solution at all :)

oblique shell
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can anyone help me? Im very new to animation and I want to export the model with its idle animation to unity but I have 3 seperate animations because there are 3 different objects. how do I safe it as one animation? Is that even the right approach what Im doing?

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what is the best way to make an animation like that without having the trouble of splitting it into 3 pieces. I now have 3 different objects in unity as well

ripe shadow
oblique shell
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Dont mind the second bee that is the not animated one

ripe shadow
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Wait nvm, i think itd just be easier if you set up a simple rig, or for an animation that simple you could write a simple script to rotate the wings up and down.
I lied initially because i forgot you could do animations without rigs (sorry) 🥲

oblique shell
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I dont know how to set up a rig for that 😅 never done it before

ripe shadow
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Or if you dont really ever want to change the animations and its something that will always play, you can add the animations seperately to each part, it doesnt matter much

oblique shell
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and why do I got 9 animations?!

ripe shadow
# oblique shell This project is for learning only and I do want to have multiple animations late...

https://youtu.be/DDeB4tDVCGY?si=Hzd-xOg4cjsHh5EG
This tutorial is good, especially since you dont have a humanoid.
If the project is for learning, i strongly suggest to get into rigging, it will save you headaches (and give you different ones) later.
This way youll be able to store the animation in a single file

Learn to rig NOW. I show how to set up an armature, how to parent things to bones, weight painting and how to solve common issues, and basic inverse kinematics.

Patreon, Gumroad Shop, Discord, and other stuff:
https://linktr.ee/Joeycarlino

Parent to nearest bone addon: https://github.com/g3ntile/parentToNearestBone
Rigging playlist: https://y...

▶ Play video
ripe shadow
oblique shell
ripe shadow
marsh quail
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how do you sync the walk/run animation from blender to unity? forward, backwards, etc animations are 2 sec at 30 fps. but i am noticing a lot of sliding

wanton trellis
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can you clarify what do you mean by sync?

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like match the speed?

marsh quail
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ye

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like the character is sliding forward as they are stepping forward

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should i be matching the speed in blender before moving to unity or something else

wanton trellis
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Well yeah you animated around the desired speed approximately

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a human moving at 2.5m/s for one moving 4m/s looks widly different in practice

marsh quail
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in case of the enemy, im using navmesh, any particular way to measure the distance travelled

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and is the distance in blender the same as in unity?

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like 1m in X axis in blender is 1 in unity X axis?

wanton trellis
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if you set it to move 3.5 then you animate around that assumption

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if it changes, you create multiple "gaits"

marsh quail
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So pick all the enemy stats for movement and decide animation speeds?

wanton trellis
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decide how fast the enemy moves

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animate around that

marsh quail
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Welp, trial and error, here i come

marsh quail