#šŸƒā”ƒanimation

1 messages Ā· Page 48 of 1

terse valve
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you mean i must do it all the same

finite finch
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well first of all you need to decide whether you want it or not

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didnt he explain already the difference ?

terse valve
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maybe i missed

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At what minute did he say that?

finite finch
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https://youtu.be/vApG8aYD5aI?si=ZZFWhs7kL-vAmcIf&t=291
he explained it in the second video

Learn the fundamentals of animating characters with Unity's animation system, and understand how & why it all works!

This beginner-friendly tutorial is a thorough break down of the Animator component in Unity 3D and explains how to use the component's five properties: controller, avatar, root motion, update mode and culling mode. By the end o...

ā–¶ Play video
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it also matters how you download animations from mixamo, if you want to use root motion, you do not check the "In Place" checkbox, and you do check it if you dont want to use root motion

terse valve
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so the problem is root motion,right?

finite finch
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i dont know what is the problem, just looking around, seeing things that might fix it, if it wont then we can move forward.

terse valve
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i think the problem is avatar

finite finch
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how did you download animations?

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here i see 1 animation state for 1 character and a whole blend tree for another. So the KyleRobot whos animation is broken, uses just that 1 animation state. Another guess is to delete that animation state, create a new one, re-download the animation. When you import the animation, change to humanoid and use an existing avatar, but your YBot doesnt even have any

terse valve
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mixamo inplace and asset in unity asset called robot

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like tutorial

finite finch
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Id suggest to delete your characters

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download YBot fresh, change to humanoid and create avatar from self, duplicate the avatar, rename it to "HumanoidAvatar". Delete the Ybot and keep the duplicated "HumanoidAvatar".

Now import both or as many characters as you want. Change each character rig to Humanoid and avatar from existing "HumanoidAvatar" that you created before. That will help to avoid mess all around

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i dont know how its done properly but thats how i decided to do it for myself, because as soon when you create an avatar its inside the model and you cant get rid of it anymore and i dont like it when something that is used by multiple things is inside one of them

terse valve
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kimochi

terse gust
finite finch
terse gust
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but its in the animation setting

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it dynamicly creates the avatar

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and if you change the mode etc it won't create it

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so basically deletes it

finite finch
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You create an avatar on the rig tab when switch to humanoid

agile hull
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hi folks, I'm running into a problem with an animation override controller

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I'm basically recycling an animation controller to use on different aircraft, all of them have worked fine except for the latest one I've imported, which doesn't seem to be playing certain animations

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here is an animation override controller that is functioning correctly

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I've confirmed the animations play normally via the animation clip panel, and I've also checked that the override controller is configured correctly, and each individual animation matches exactly with the functioning ones - but for some reason it still isn't working properly

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any ideas?

finite finch
# agile hull I'm basically recycling an animation controller to use on different aircraft, al...

i doubt that i can help but as noone is writing anything yet anyway, i have 2 things:

  1. what is even the animation here? its not like its a flappy bird flapping its wings. I never made such game but i dont see why i'd even need an animation for the flying airplane. Just scpripted movement and some visual effects of burning fire from the engines and the rest are the camera effects.
  2. I see errors in console in both videos. Errors can always lead to unexpected game behaviour as it crashes scripts executions. Its probably a very good idea to fix them first.
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or is this the animation youre talking about?

marsh orbit
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how can I make the animation for the walking to be smooth instead of seem like sliding on the ground? I've tried lowering the animation speed and everything in between but nothing, it just keeps sliding as if its on ice

agile hull
wanton trellis
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its animation is having it move too slow compared to its actual velocity

terse gust
terse gust
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each of your clips you download mixamo as fbx, if you tell mixamo to include character, you can just select create from this model on it too, (all the clips will work then with any humanoid character)

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if your clips don't have the model and is only animation, then you need to copy from other avatar and select the avatar of the character that the animation was being previewed on in mixamo

marsh orbit
wanton trellis
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try lowering the movement speed a lot

marsh orbit
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thought making it with root motion would be easier

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since the asset im using has the root motion animation

wanton trellis
marsh orbit
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i tried but it still moves too fast as if its sliding on ice. is the root motion speed too fast or am I missing something?

marsh orbit
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I have an animator controller that is shared between several humanoids.

how can i make changes without impacting them all?

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if I have a rocket launcher, but also a rifle enemy

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that share the same animator

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and the animator looks like this 🄲

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how can I make the rocket launcher enemy to use only the rocket animations

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and the rifle use only the rifle animations

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do i duplicate it or is there a different way?

wanton trellis
violet python
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do any of you use playable api??

violet python
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wonder playable api be helpful

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to make your own animation logic

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like custom blend space

agile solstice
# marsh orbit do i duplicate it or is there a different way?

Animator override controller
You can keep states and parameters, so you can have generic states like "shoot" and "reload" and whatnot, and just swap the motion in the state
I strongly recommend to read about what animation layers, blend trees and sub state machines can do for your state machine

agile solstice
# violet python want to avoid this situation

We can't see the state names, so it's a bit unclear what is the situation exactly that we would be avoiding
The only obvious thing is that there are a lot of animations, and that the animator is only holding them
It's custom code that's acting as the state machine and handling transitions and conditions
Perhaps it's better than animator's equivalent, perhaps not
It really depends on the unique needs of the animated characters

mild mango
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Does anyone happen to have any knowledge on this? I cant seem to figure it out...

agile solstice
mystic turtle
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Is there anyone who can help me with animations for my 2d game? I have watched videos but still don't really understand it

fallen yew
amber rover
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How do I make 3d animations? I've been using mixamo place holders and decided it's time to get real ones, but I don't know where to start.

terse gust
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understand how it works, get easy with it

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then follow tutorials on it

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eventually you will be able to do it yourself

severe rose
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learning blender and actually staying consistent with doing so is game changing

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it is difficult to get started but it’s definitely worth it long term imo

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there are tons of comprehensive videos online for that

terse gust
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inshallah, want him to make my weapon animations

severe rose
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awesome lmao

hearty snow
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Need help with Two Bone IK Constraint. When attaching my left hand to my gun model the hand deforms. I've been puzzling with this for a couple of hours now but cant get it to work

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positioning/rotating the target doesn't help

agile solstice
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If that fixes the twisting issue, that means you have to control all the gun and arms rotation with constraints

hearty snow
agile solstice
hearty snow
soft cave
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is anybody able to help me with the animator i dont know what im doing wrong here- when fired it should "trigger on" and "bolt regular" but i only have this behavior ```public void Fire()
{
print("Fire");
anim.SetTrigger("Fire");
StartCoroutine(FireRoutine());
anim.Play("Cube_008|Bolt Regular", 0,0f);
}
public void Reload()
{
print("Reloading");
if (isReloading) return;
anim.SetTrigger("Reload");
StartCoroutine(ReloadRoutine());
}
public void Bolt()
{

anim.SetTrigger("Bolt");

}
IEnumerator FireRoutine()
{
print("FiringRoutine");
isBusy = true;
yield return new WaitForSeconds(0.2f);
isBusy = false;
}
IEnumerator ReloadRoutine()
{
print("ReloadRoutine");
isReloading = true;
yield return new WaitForSeconds(1.5f);
isReloading = false;
}``` the methods are called and print but no animation plays

sterile vine
soft cave
sterile vine
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your Bolt Regular doesn't seem to have transitions to anything else

sterile vine
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if you want it to be able to transition into other states, yeah

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i'd guess it should probably transition back to Bolt Idle when it's done?

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though, Bolt Idle doesn't have any transitions out either

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same thing with Trigger off

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without transitions out (either from the state directly, or from Any State), you just get stuck at that state since you don't have any way to go to other states (unless you Play them manually, but that'd be a different way of going about things)

soft cave
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well i found an issue- none of my animations are actually there

sterile vine
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well, that'd also do it lmao

soft cave
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in blender they're fine but unity doesnt like em or something

agile solstice
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There's no parameter that would seem to match the transition into "Trigger On" and nothing else that'd play the state directly

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You can't play two states at the same time so I'm not sure what

when fired it should "trigger on" and "bolt regular"
is meant to actually look like

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I would generally recommend against playing states both from code as well as with parameters, as it's easy to lose track of which side is interrupting the other and causing problems
Any State can skip the state machine to play any state as the name implies, but you can still use transition conditions with it
Though be careful as it does reset the normal flow between states
Playing a state directly from code may be useful if you'd otherwise end up with too many parameters, and don't care about conditions

soft cave
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i dont know if i should go to the blender server or not but every part on my weapon has every other parts animation (which dont work obv cause its a different part) but i dont want a bunch of garbage animations so if theres anything im doing wrong id appreciate knowing

wanton trellis
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is your weapon rigged?

agile solstice
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Blender 5.1 I think added a feature for specifying which animation action data objects share, which may help but might not, if it would require them to have the exact same motion
The workflow you should be using is to make an armature with bones, and parent those objects to bones
Armatures can be imported as one animated hierarchy despite containing many different transforms

grizzled night
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I am working on my VRChat avatar, trying to improve it for my needs:

Currently trying to figure out how to see how an animation works and how to edit it...

VRLabs Marker defaults to laying down on the arm, I want to stand it up on the arm, but when I do the flip action is wear so I have to weirdly offset the menu on the right arm (how it shows up in unity) to get it to flip properly on the left arm and I want to see if I can edit it to fix that... what would be the best way of going about that?

I also noticed that when I toggle for others to be able to interact with the pen menu, they can interact with the initial menu bits, but not the slider or to "pin" the drawing to body parts.. (this isn't a big issue since I don't have an actual pen for people to grab, but it still annoys me so i'd like to fix it)

agile solstice
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!vrchat

hexed cargoBOT
grand pawn
agile gate
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how hard would it do animate a diablo 2 like arpg game ? by diablo 2 like i mean just inspired by it

wanton trellis
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define animate?

agile gate
wanton trellis
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how hard it would be depends on how good you are

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but its almost certainly going to take a long time

agile gate
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Uhh i never animated

wanton trellis
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then its going to be impossible

agile gate
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Why learning is possble still

wanton trellis
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i dont think you realize just how much time and practice it takes to get even decent at animation

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you could learn yes, but then youre basically pivoting into a different career at that point lol

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youre also talking about animating the entire project, and not a small one by your description

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at this point either a. hire an animator or b. buy animations from the asset store

agile gate
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Well i mean yeah it is hard but i dont rlly have another animator plus im making the game whit my friends its just for fun ig

agile gate
wanton trellis
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how much? think at the very minimum 4 figures

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and risk depends on who you hire and where you find work

agile gate
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For a simple game?

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4 figures?? I think il just make some scuffed animations rather than paying 4 figures

wanton trellis
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an arpg does not sound so simple to me

agile gate
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2d

wanton trellis
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consider just how many animations in total there are

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do you think 2d animation is cheaper?

agile gate
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Id figure its easier

wanton trellis
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most of the time it isnt

agile gate
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Also it isint a big project its just a idea i had and its the first game i ever Made so i dont think it has do be amazing

wanton trellis
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im just going off of the info you told me

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besides if you want the exact numbers you should go find freelancers and compare yourself

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and see how much you would be paying if you went that route

agile gate
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Okay

agile solstice
# agile gate The walking animatsion idle attacing and so on

There already are a big number of animations out there fitting this description, for cheap or for free
Unlikely you have to make them from scratch nor hire someone to make them
If you want them in some unique style or according to specific needs, that's different
Learning is an option but I'd say the minimum time to grasp animation basics is two weeks of practice on average
Another two weeks before that if you have the basics of the 3D program itself to learn first

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But with just the minimum time spent expect there will be mistakes, especially because exporting into engine has its own pitfalls
(More so if you also intend to convert 3D animations into 2D like Diablo 1 and 2 used to have it, as that's a whole another process)

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If you're fine with scuffed and making the project for fun, you don't have much anything to lose by trying

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First two times I basically couldn't get the animation, clips and exporting to work

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but third character/animation were the charm

frozen bison
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It's been like two months since I tried diagnosing this issue and have still come up empty-handed. Synced animation layers for viewmodels in my game have weird and offset timing, even with the clip length being the exact same and whether the "Timing" option is checked or not. I've seen like one post before on some blender forum where a person had this exact problem but idk if they ever fixed it. I've also verified that the FBX exported has the correct animation data. I really have no idea what's wrong with it and any pointers in the right direction would be greatly-appreciated.

tawdry latch
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I used Mixammo to give this a skeleton. Do you know if this rig works with Unity?

agile solstice
# grand pawn No one know ?

I've seen a lot of people with some vague issues with mixamo animations having "loose" rotations and movement, something to do with humanoid configuration or mixamo settings
But despite that if you mask the gun animation to the upper body, there's no guarantee of any kind that it would point forward
Bone rotations and motion are inherited up the spine starting from the hip
So the gun is kinda just attached at the end, getting a weighted sum of the animations' motion

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Either use the aiming animations in full without masking or blending, or use some IK method to enforce a forward pointing direction in world space from the tip of the bone chain down

grand pawn
# agile solstice Either use the aiming animations in full without masking or blending, or use som...

Thnx for ur answer,

i cant use the full animation cause i will have to animate the player for all of his movement like running, crouching ... who basically are run anim down + aim anim on the top.

I will try the IK method and see whats happend but i think the problem cant from that cause my weapon is just attach to the right hand bone so the problem came from the animation who are not on the right place.

prisma epoch
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I have a simple PlayerObject, which contains an FPSController.cs, a CharacterController, and an Animator. The default state of the AnimatorController is Idle with no AnimationClip (Empty Motion), as I don’t want any animation to play by default. I only want a specific animation to play when the player touches an invisible trigger, such as a stumble animation.

In the Animator, I have Entry -> Idle (default state) -> StumbleAnimation (played on trigger). The problem is that when I play-test the game, the PlayerObject reacts to input, head bobbing happens, and I can rotate the camera, but I am frozen in place and cannot move. This is either fixed by removing the StumbleAnimation state (so the only state is Entry -> Idle), or by enabling Apply Root Motion.

Could this be caused by the Animator being on the same object as the CharacterController? This does not seem to be a script problem, since none of the current scripts reference the Animator at all, and even if I remove them, the issue persists. So it seems to be a problem with the Animator. Since I have absolutely zero experience with Unity Animators, I have no idea what is causing this issue, so I would be very thankful for help.

agile solstice
# prisma epoch I have a simple PlayerObject, which contains an FPSController.cs, a CharacterCon...

Could this be caused by the Animator being on the same object as the CharacterController?
Basically yes
What animation clips do is override component properties
Transform component's properties position, rotation and scale are relative to parent Transform
If no parent, then relative to scene
So animating the position or rotation of the root gameobject overrides it in world space, so other component's can no longer move or rotate it
With Root Motion that's what you're meant to do, but if not using Root Motion it's better to animate only transforms below the gameobject root in hierarchy

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Whether the Animator is on the root gameobject or in a child gameobject doesn't make a difference as long as no clip modifies the root transform, or other properties that other components are meant to modify

prisma epoch
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Thank you very much.

stiff spindle
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Anyone have trouble with puppet master? I set it up and it worked but I set up a new model and it balls up

red bramble
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Notably, scaling does not change how far apart the joints want to be

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what happens if you scale the original armature, the puppetmaster object, or both?

stiff spindle
stiff spindle
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But for the colliders for the bones the bones scale by themselves

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Nvm it’s fixed it was the scale I just re rigged it then re scaled it and it worked

devout socket
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How can i set up a charged attack, i have a charging animation, a release when fully charged, a release when not charge and an overloaded animation, do i use a blend tree how can i flag when each state happens without relaying to much in if statements?

dim shadow
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Hi, has anyone seen this with Unity Humanoid + Mixamo?

My character rotates ~90° on Y during an attack, even with Apply Root Motion off. The Mixamo clip seems to drive facing from the chest toward the enemy. I want to keep one stable overall facing direction for the whole character and ignore that chest-driven direction, while keeping the attack motion.

Has anyone fixed this cleanly?

terse valve
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i want my second layer is pistolidle take control upper body when you run or walk

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but it not work like i thought

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am i wrong ?

wanton trellis
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did you actually deselect the lower body bones?

terse valve
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i follow tutorial in youtube

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Learn the fundamentals of animating characters with Unity's animation layers, and understand how & why it all works!

This beginner-friendly tutorial is a thorough break down of Animation Layers in Unity 3D and explains how each of the layer's properties work and are useful. By the end of the video, our character is able to walk and aim simultan...

ā–¶ Play video
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here he did the same

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but still work

terse valve
wanton trellis
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doesnt answer my question

terse valve
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i actually dont know

wanton trellis
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well how about you open the transform dropdown

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and check

pliant haven
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If anyone has a good workflow for animating first person arms + held weapons in Blender I'd be keen to hear it

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I've got the rig + arm in one Blend file, then linked that into the weapon mesh blend file, and attached the weapon to a weapon.R bone

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Then I animate the arm with the weapon using library overrides, save, go back to the original file, import the weapon file and save the new action from the new file into the original

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A bit roundabout

wind silo
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is there any way to playing an animation clip during editing another clip? like for example when animating a gun it would be very helpful if the "pull charging handle" animation from the player could be played as I create the animation that moves said charging handle on the gun. otherwise its really hard to animate multiple things working together without cramming them all into 1 clip

agile solstice
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You can also keep two blender applications running with the separate files if you want to work using objects linked across files
But that wouldn't really concern the animation

agile solstice
pliant haven
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Or any other way to keep the rig intact and tweak animations in the appropriate weapon scene rather than constantly copying over the new anims to the rig file

agile solstice
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Or why would you be tweaking animations in the weapon scene when the arms are supposed to contain the animations

pliant haven
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Ahhh

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lmao you're right

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I could just link the weapons into the animation scene instead of the other way around 🤦

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Thanks for the unstuck

agile solstice
# pliant haven Thanks for the unstuck

catnod it's true that there's many different (and confusing) ways to set up the relationship between rig, arm mesh and the held objects, but important to keep in mind what problem is being solved with the method

pliant haven
lavish sedge
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yeah, speaking of blender workflows, has anyone here worked on characters for 3d? I'm making a Rigify character for a 3d controller (zelda'ish) and there's so much to do and most of it I'm clueless about

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if anyone's ever done the full process, I'd love to chat a bit

finite finch
stiff spindle
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I’m having trouble using puppet master ragdolls the back spine keeps bending and I want the knees to buckle instead of a backwards ragdoll does anyone know how to do this?

wanton trellis
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theres a lot of great tutorials for using rigify with unity

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but at the end of the day its a relatively simple process with only about 4 ish things you have to do compared to just rigging normally

agile solstice
# lavish sedge yeah, speaking of blender workflows, has anyone here worked on characters for 3d...

About modeling or animation you probably should ask in a Blender channel
I recommend you export into Unity often and test early, so you'll figure out all the things you will need to do, and encounter problems early too and won't lose too much work making corrections
Then ask about specific issues or concerns when they have become apparent
There's no universal advice because even zelda-ish games vary a lot on their modeling and animating requirements
Note that Rigify is not designed for exporting out of Blender, as it uses constraints for connecting and stabilizing multiple parallel bone hierarchies
Those are lost upon export, so distorted deformation can ensue
There are some extensions like GameRig and Game Rig Tools that aim to correct this

agile solstice
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There is no other section, so if nobody is able or available to spot an issue, the best practice is to report your troubleshooting process and provide more info, and give it time
The only potential cause I notice so far is that the SideStep and ForwardStep parameters have kind of weird values
Why do they snap to values like 0.01 and -0.007071? If there's high freuqency variation in that range, it's possible the state machine is starting but interrupting a transition out of the state and back into it imperceptibly fast

nova scarab
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@pseudo compass are u using a 2d vector blend Tree or not?

agile solstice
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What seemed to be the fix?

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I don't think you had diagonal walking animations, if so you'd have to decide what the state machine should do in the case of diagonal movement input

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When we don't know what information is important, it helps to show anything that could be relevant
Like transitions we haven't seen, state properties themselves and the code that sets the parameters
An effective method is to click through them in a video, as it's quick to do and we can then pause to look
Showing how you are experimenting / troubleshooting it could also be very useful

low solar
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hi all, I'm looking for some help with transferring the animation states from Horse animset pro to my own character. I've managed to get the mounting to work, via a bridge script, but I'm not quite sure how to get all the animator states to my own character, I've tried everything from retargeting the rig, to copy and pasting the animation states to my own character, and adding the inputs from HAP.
any help would be appreciated

sterile vine
#

!collab

hexed cargoBOT
# sterile vine !collab

:loudspeaker: Collaborating and Job Posting

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

scenic flare
#

I'm making some poses for my character and it's deforming in a weird way in play mode: the jean shorts is a separate object that is parented to the armature -- it deforms correctly in both blender and unity (when I'm not playing) but I get this distortion in play mode (even in the preview). Does anyone know what could be causing that?

muted sinew
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hey abit of a noob here so i have an animatior set up as normal, and a second for aiming and shooting in which ive attatched an avatar mask and only set the upper half, although the avatar mask takes no affect and the aim just makes the character stiff and plays the arms raising and aiming. does anyone know how to make the avatar mask actually do its job? thankyou

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Model and animations set up in blender, rig was made and imported to blender from acurig

frail coral
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I need help with texture animation for facial expression on a 3D model!

I animated a clip where the face changes depending on the offset of the texture but even if the animation keyframes are next to eachover the texture still slides

meager merlin
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im a complete beginner and like i want character animation but its somehow not working it might be nice wto get some help here

hexed cargoBOT
# sterile vine !ask and [don't ask to ask](https://dontasktoask.com)

:thinking: Asking Questions

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

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

sterile vine
#

can't help without knowing the issue šŸ˜‰

meager merlin
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umm i have a model and like i want to add animation to it by mixamo and i want to do this in unity so like im soo confused hwo to do like been watching few tutorials but it always messes up

sterile vine
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could you be more specific about how it "messes up" exactly?

meager merlin
sterile vine
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oh damn

meager merlin
ripe valve
#

spiderweb of death

eternal lantern
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And this is the reason i dont use unity's animation system

agile solstice
eternal lantern
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I make a little script that allow me to directly change animation in the code

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It is way more easier to use (and flexible)

agile solstice
# eternal lantern I make a little script that allow me to directly change animation in the code

The ideal tool will depend on the job obviously
If you call states or blends directly from code that will be very simple
But if you ever want or need to have a different transition to a destination state depending on the source state, or check for multiple conditions, or a priority order of transitions, or to have blend trees, or to blend between animation layers on the fly
then you'll have to code all that in manually
On one hand flexibility means you can do anything, but that everything has to be done by you
And at some point you may realise you're coding animator controller features back in one by one

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Might not need any of those features, but then it's pointless to discourage use of a tool designed for those features without knowing what the goal is

eternal lantern
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Oh euhm im sorry i didn't wanted to discourage or anything.. To be honest it was mostly a little joke but i do understand that it can look inappropriate

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And you are right that the best tool depend on the situation ! Nobody can contest this šŸ˜„

wanton trellis
agile solstice
#

It peeves me when I see people repeatedly recommend/discourage tools without specifying why, or for what purpose they are good
Worse still when they do that without having seriously tried to learn, or tried at all the tools they're criticizing
Animator is a particular victim of that because the benefits are not obvious and takes a bit of time before it clicks

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And probably the first video you get when googling for the animator is someone instructing people to basically re-make Animator in code, for vague reasons

faint coral
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Is there a proper way to Export an animation from Unity in FBX format?

agile solstice
#

FBX Exporter does support animation exporting, but FBX exporting and importing is almost always a lossy process

faint coral
agile solstice
#

I know blender has trouble exporting (or unity importing) fbx files that have an armature but no mesh associated with the armature
That could be an issue when going the other way

terse gust
#

idle and run shouldve been a blend tree state

agile solstice
#

There isn't a big number of states or transitions in that controller in my opinion, so I'd think about optimizing it only if it needs to expand from that, or if blend trees, sub state machines or layers would be tangibly beneficial

faint coral
terse gust
#

did you make an animator containing all clips

#

when exporting from unity

#

you also should try both binary and ascii fbx format thing

#

and specify what went wrong

faint coral
#

Then in Blender when I import it, it looks like this, no animation except for root bone.

#

A complete mess

agile solstice
#

I am not sure what that means

#

There don't seem to be states or clips for diagonal movement
But is the lack of them a problem or no?

#

I see, so not a problem

terse gust
terse gust
terse gust
#

all clips you want should be in the animator controller also.

#

maybe try generic avatar instead of humanoid

#

even tho that shouldn't matter

faint coral
terse gust
#

but did you try enabling skinned mesh

sacred zephyr
#

How do I make a custence with 2 characters?
For example someone punches a person and I want to animate the punch going into his face and pushing his head.

#

Please

eternal lantern
sterile vine
#

!collab

hexed cargoBOT
# sterile vine !collab

:loudspeaker: Collaborating and Job Posting

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

stable nimbus
#

Hello all, brand new to this stuff but i wanted to learn how to make vrchat avatars, i found this .psk to practice and just want to make sure the skeletons right for vrchat and whatever other advice you can give me lol. Using blender 5 with some plugins, unity, vrccc. Been solo learning for just a few days

stable nimbus
wanton trellis
#

people here seldom know anything about the workflow to begin with

hexed cargoBOT
stable nimbus
finite finch
sand dagger
#

Anyone know a solution to prevent a stylized models hands from clipping through the head or body?
I work with a lot of vtubers with mocap data being streamed live and I often have issues prevent the hands from clipping through the body due to the difference in body proportions and retargeting.

maiden current
#

Hey guys, i'm still a beginner and I'm running into a few problems that I can't find a solution in the forums I've searched, can someone give me a few pointers on how parent/child animations work?

[My FG gameobject has the Animator component]
I'm currently trying to animate a slam attack for a boss fight, my boss enemy is original parent is completely static, with only his children being moved by his animator
(Core/Face/Fingers gameobjects are all just placeholder sprites, no code no nothing in them)

He has 4 moving pieces (2 for each hand), which are the R/L Pos gameObjects (purple dot in the image), that control the hands coordinates (how far/how close they need to be off ground, or where they need to be ), and R/L Hand which contains the sprite and a Collider2D

For this slam attack, I wanted to move my R/L Position gameobject via code to stay above 2 of the 4 platforms (chosen at random) at the correct height, and then animate only the fist sprite child slamming down, but whenever the animation is running in game, the R/L Position gameobject Transform is locked to the position of wherever it is in sceneview when I click play, and I cant change it's position at all during the animation

#

what's really bugging me is that it doesn't allow me to move the direct parent of the animated object (R/L Pos), yet it still let's me move the parent of the parent (FG)

agile solstice
# maiden current Hey guys, i'm still a beginner and I'm running into a few problems that I can't ...

Transform component properties are always relative to their parent transform, so their properties are inherited down the chain with each transform acting as the local space of its children
Animators can override their own gameobject component's properties or properties of children in the hierarchy
When Animator is active, it will override each property any clip in the controller has keyframed*
This occurs between Update and LateUpdate, so you can overwrite values in LateUpdate but after next Update the Animator has overridden them again
*unless Write Defaults is off, but it's never been intuitive to me which clip in the controller is "not" overriding as that setting is per-state
Are the LPos an RPos transforms keyed in your animation clips?

maiden current
# agile solstice Transform component properties are always relative to their parent transform, so...

oh... they are.
They are keyed in his idle/rest state and another one of his attacks. (attached video with the animations)

So, If I go through this lateUpdate approach, and keep storing my position before it is reset by the Animator, could I smooth out an "animation" via code of it going to it's designated target? Or is it kinda joever without messing with write defaults and etc (example)

vec3 prevPos, targetPos

lateUpdate(){
hand.transform.position = prevPos

hand.transform.position = vec3.MoveTowards(prevPos, targetPos, speed * Time.deltaTime)
prevPos = hand.transform.position
}
agile solstice
#

But you can read the overridden property each frame before writing it to change them relative to the keyframes

sterile trout
#

Hey, I have an animation controller on my PlayerObject and a script with public methods I want to call as animation events on my DashPrefab gameobject. But only scripts directly attached to PlayerObject are being shown.

Is there some way to get access to my script in DashPrefab or do I have to attach it to PlayerObject directly?

agile solstice
sterile trout
#

So I would need a script on my PlayerObject that calls the public methods in Dash_AnimationEvents?

gusty garnet
#

keep in mind that it is a prefab

#

unpack it so it is a normal gameobject and see if you are able to acces these methods

agile solstice
agile solstice
# gusty garnet unpack it so it is a normal gameobject and see if you are able to acces these me...

Whether it's a prefab or not wouldn't be relevant in this case I believe
Animator can call methods through events on scripts that are on the same gameobject
I think it works the same as serialized references, when you specify which component the event refers to, it's important that it is the same gameobject during runtime
Prefabs are more likely to be swapped or moved in hierarchy than unpacked gameobjects, but that's not an inherent quality of them

solid trout
#

Hi, I was wondering how I would add in a simple way some kind of aspect to a sprite? Like a moving pattern over it

sterile vine
#

sounds like you're asking for shaders? it's very unclear what you're going for though

#

"some kind of aspect" is incredibly vague

sacred zephyr
sterile vine
#

!collab

hexed cargoBOT
# sterile vine !collab

:loudspeaker: Collaborating and Job Posting

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

dusk dagger
#

Hey people i really need help with my Charakter Animations. I used mixamo but it doesnt work and i did it right :(
Could anyone help?

stuck timber
dusk dagger
stuck timber
dusk dagger
# stuck timber anything that relates to your problem > it doesnt work and i did it right is v...

Yes thats true i am sorry because my English isnt perfect so yeah..
Okay its hard to explain but i try my best now!

I have this character also the eyes and Eyebrowns are riged i wanna use them for doing some funny stuff like looking Angry or happy.
It did work befor with an crappy settup that i dont understand i could send some pictures in here if you would like to see them.

But now the problem is that when i import the OBJ it doesnt have any Textures & Materials and also because i used mixamo the Rigging was completly different and my eyes + Eyebrowns got deletet as an rig
And chatgpt said i should only upload the OBJ to Mixamo then download an animation i want without skin and then apply it on the FBX but it doesnt do anything it just tposes

stuck timber
#

I'm not familiar with the eyes/eyebrows stuff though. Only regular humanoid avatar

dusk dagger
#

And this is the bad old setup right here.
It works but not really good i think

dusk dagger
dusk dagger
stuck timber
dusk dagger
stuck timber
dusk dagger
#

@stuck timber
Hey i dont wanna be wierd but are you able to go VC its very hard to communicate this way

stuck timber
#

I don't really do VC. Besides I'm at work

dusk dagger
#

GOT IT TO WORK BUT 😭 😭 😭

stuck timber
dusk dagger
#

BRO i CANT DO THIS ANYMORE :(

dusk dagger
# dusk dagger

What can i do to prefent this, this is the EXACT Same object 1. Same Export BUT the gray one is obj and the colored one is FBX

dusk dagger
graceful swift
#

Hello! I’m a 2D/3D artist & animator focused on game development
I create characters environments and animations that are optimized and game ready for engines like Unity and Unreal Engine
I also work with tools like Blender Maya Substance Painter and ZBrush to produce clean production ready assets
DM me if you need help with your project!

hexed cargoBOT
# sterile vine !collab

:loudspeaker: Collaborating and Job Posting

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

whole remnant
#

So I've been trying to tinker with my player's attack animation and noticed that some frames of animation won't appear on screen sometimes. Like my character's active hitbox is about 3 frames but when I slow down footage. It would be 2 frames of active hitboxes instead of three. Its inconsistent and Im not sure on what could be some potential causes for this
Anyone have potential ideas as to why?
Its 2D sprites in unity 3d so idk if theres something Im not really do properly

sterile vine
whole remnant
#

Its supposed to show all 3 frames but itll skip a few frames

sterile vine
#

right, but how exactly is it inconsistent

whole remnant
#

Its pretty inconsistent, itll skip random frames at random. Id assume this is happening with the rest of the animation as well but its easier to see it happening when the active hitboxes show

#

Its an attack so Ill press it about around 2-5 times and itll start skipping occasionally

sterile vine
#

not sure what you mean by "active hitbox" here, but my first thought is just framerate?

#

what's the sample rate of the animationclip in question?

whole remnant
#

Thats what I was thinking and so i tried adjusting that to thirty frames

sterile vine
#

also, are frames being dropped at the start/end or in the middle?

whole remnant
#

and it did kinda work but only because the animation was slower

whole remnant
#

I have a fps counter and everything and nothing seems to be going weird with that

sterile vine
#

i did not say framerate drop

whole remnant
#

Oh my b

whole remnant
#

Its not specifically at when the active hitboxes show up

sterile vine
#

ok, what do you mean by "active hitboxes" showing up here

whole remnant
#

When my player attacks theres the start up then active then recovery

#

and the active I mean during the middle portion but the hitboxes dont actually have anything to do with the skipping

#

I can disable them and nothing changes

#

I can see portions of the animation skipping

#

Like a single frame or so

#

but thats one extra frame of animation being skipped which I dont want

#

Id assume that the animations is being updated with each frame but maybe not?

#

It could be being updated between in game framerate?

sterile vine
#

check what the Animator is set to update on

whole remnant
#

Like in the script?

#

or something within the inspector

#

The update mode?

#

its on normal

#

I tried changing this but yielded no changes

sterile vine
#

if it's on Normal then it should be updating every frame

whole remnant
#

I saw on some unity forum something similar to this and I saw someone say that the animation is just too fast and to slow it down

#

This seems kinda unreasonable but is that a real thing?

#

The sample rate is 60 just like the game and there are points in the animation where it will play multiple consecutive animations in a row

sterile vine
whole remnant
#

So if I have the animation sample at 60 and the in game fps drops to 59, could that cause issues?

sterile vine
#

well, it is possible

whole remnant
#

Okay so I did notice tho that if I lock the in game fps to 120. It never skips any of the frames

#

So maybe I do have to put it at 30

#

its kinda hard to work with tho

#

since this is a fighting game and making sure adjusting framedata for attacks is pretty important

sterile vine
#

hmm ive usually been working with stuff with quite low sample rates so i haven't really thought about this.

whole remnant
#

What do you usually have it at?

sterile vine
#

24, with pixelart animations

whole remnant
#

Okay so I havent figured out a proper solution but this did narrow it down by alot

#

Thank you

keen portal
fast swan
keen portal
#

I’m new to the Discord too. I don’t know. I’m just trying to find help.

fast swan
whole remnant
#

So if an attack has 3 active hitboxes, then itll be extended to 6 frames of active hitboxes

#

So unfortunately that didnt work

sterile vine
#

do you mean 3 frames of active hitboxes there

#

if you want 3 frames at 60 fps then you'd need 1.5 samples at 30 samples per second

#

(which doesn't make sense here, this is just for demonstration, it'd have to be an even number of frames if you had 1 sprite for 2 frames - "animating on twos")

whole remnant
#

but setting the sample rate lower will cause frames to be extended to match with the in gmae fps

#

also dont worry about the 3 frame active thing so much. Its just easier to explain that the frames are ebing extended and Im using an example

#

This is a problem extending through the entire animation and not specifically the active hitboxes

#

I actually set the in game fps to 61 because games tend to hover at 59 to 60 fps when locked at 60fps and it runs great but I need the game to run at 60/59fps with no issues of the animation

sterile vine
#

but anyways yeah the issue is ultimately that the animation is fixed at 60fps while the game, capped at 60, may fluctuate below that (or even slightly above)

whole remnant
#

Damn

#

My only real solution is to set it to 61 fps cap or make it 120

#

and for a fighting game. Most people expect and want a 60fps game

sterile vine
#

even with a 61 fps cap it could fluctuate down to 59, i think

#

in a realistic scenario

whole remnant
#

Yeah rue

#

true

#

Damn this is hard

sterile vine
#

also it might have some concerns with vsync, but i don't know enough about that to really say

sterile vine
whole remnant
sterile vine
#

this doesn't seem like it'd be a super uncommon thing to come up, you could maybe google around to see how people have solved or worked around this issue (with or without the "fighting game" context)

#

i gotta go now though

whole remnant
#

Okay thanks anyways

whole remnant
elfin rune
#

hey there, i want help with something '-'
i used two bone ik to make the left hand hold the gun and it does when idle, but when i walk or run, it doesn't anymore :c, does anyone know why?
the cube thingy is the target

#

also just noticed that the left hand works when idle cuz there's not much animation, it moves very little around the area so i think there's a problem here generally too

lament jay
#

Heya! Im very new to Unity and was going to add Animation Layers to my Player Character, however when doing a quick test it ended up messing up the ground check and making the character extremely floaty
I didnt know where else to put this but some help would be greatly appreciated!
Left is the intended the right is the issue

upper dove
#

does anyone have any tips or suggestions on where to find a good tutorial or a good starting point for getting cinematic blender animations into unity? like ive got animations and i can get them imported but its super hard to line them up with the enviorment and I dont see how I could make them very responsive as I havent used any of the root transforms or anything like that, Ive always used a loop animation and like. now if I want to make a leech drop out of a vent in my game and jump at the player, I dont see how I can animate it torwards the player. just as an example. or another more complicated example, a live cutscene of a monster running along a wall. I have no idea how to start to where I can make it look super real.

#

ik thats a mouthful but, I just dont get how I can make animated creatures look like they are interacting with my world in unity

finite finch
# upper dove does anyone have any tips or suggestions on where to find a good tutorial or a g...

Timeline is a sequencing tool in Unity that lets you visually create, edit, and control time-based events like animations, audio, signals, and gameplay sequences, without hard-coding timing logic. In this video we show you how to get started using it.

Time Stamps:
00:00 Introduction
00:45 Timeline Window
02:25 Activation track
03:28 Animation ...

ā–¶ Play video
upper dove
#

thanks ill take a look

#

this is great

grand void
#

Animator trouble

sacred zephyr
#

Guys how do I group animations as one?It gets messy like this
I am using a player model with multiple parts and I would like to group the animations into one

finite finch
sacred zephyr
finite finch
#

i had no idea someone would be making separate animations for each body part in the first place šŸ¤”

agile solstice
#

@sacred zephyr @finite finch This happens automatically, when separate objects are keyed in an Action in blender, they must each get their own animation clip data for every action when exported

#

You can't really "group" or otherwise combine them as far as I know
It's possible to play them all at once using a synced animation layer for every body part, but that's cumbersome
The correct method would be to animate an Armature instead, and parent the objects to individual bones
An Armature is a hierarchy of transforms that can be animated as one object

finite finch
#

so thats the result of making animations without the armature

agile solstice
finite finch
#

i mean, easier to start but in a long run it will make creation very difficult

agile solstice
finite finch
#

and what do you do with the animation clips? each body part will have its own duplicate of the animator controller?

agile solstice
#

Yes basically
Rare case when that's not inconvenient

lyric shore
#

I hope this thread(Animator trouble) doesn't get lost in the chat, but still. Just in case, I'll duplicate this again.

We could use some help, and you'd be very helpful. (I hope)

dim magnet
#

Animation Rigging setup pain made me build this lol

Right click character
Right click weapon
Attach
Done

Thinking about open sourcing it for free.
DM me if you'd use this.

sacred zephyr
#

So I cant group them

#

Aw

#

Do I export just the armature and then parent the objects in Unity?

#

@agile solstice

agile solstice
cobalt patio
#

does this look right or is there like a less convoluted way to do this awkwardsweat

sterile vine
#

seems about right

#

you probably don't need the transitions to idle though given that you already have Any State -> Idle

cobalt patio
#

ah makes sense. would it be better to also just connect jump to any state instead?

#

still learning to use it so im just trying a bunch of ways šŸ’€

finite finch
cobalt patio
#

yeah that looks a bit better thank you :D

agile solstice
# cobalt patio does this look right or is there like a less convoluted way to do this <:awkward...

It's only 5 states so there isn't much room to simplify
An alternative method is to do transitions from states to Exit and then from Entry to the states
It doesn't usually reduce the number of transitions but it can be more organized in some circumstances so it's good to be familiar with it
Where you can actually get efficient is using sub state machines, animation layers and blend trees where they make sense
Basically doing more by using the same parameters contextually in different ways
Jump-OnAir-Landing could make sense as a sub state machine, but hard to say for sure

hasty talon
#

Is it possible to use animations in conjunction with a rigidbody so that the speed of the animation matches the speed the rigidbody is moving?

wanton trellis
#

but for your original question, add a multiplier to the animation states thats driven by the rigidbody velocity, its quite simple

#

you add a new paramater, and set it as the speed multiplier in the states

hasty talon
wanton trellis
#

It can work to a certain effect

#

But its not ideal

#

Some games can get away with it more than others

hasty talon
#

I'll try messing with the speed in my code. It looks like you can get the root motion velocity I could try to scale it with that somehow

wanton trellis
#

Root motion?

hasty talon
wanton trellis
#

You didnt mention root motion initially

#

That changes some things

hasty talon
#

true... my current animations I'm using don't have root motion, but there is a root motion option in the asset pack for all of the movement animations

#

is there a simple way to match root motion animation speed with the rigidbody velocity?

cobalt patio
low dust
#

Why does my character look like this when I enforce t-pose

ivory star
#

Hey, guys! I found something very interesting and its called Blend Trees, so I had a problem with many transitions and with their names as well and I found Blender Trees which are really helpful. Can somebody explain about them?

fallow nebula
low dust
low dust
thorny hamlet
#

Hello, could someone please clarify what this part of Unity docs is talking about?

#

specifically, I am not sure what is meant when Unity says: "Unity automatically imports all four files and collects all animations to the file without the @ sign in"

It doesn't seem to though?

sterile vine
#

It doesn't seem to though?
in your project, or in the screenshot in the docs?

thorny hamlet
#

Well I thought it meant it will populate the clips from an external source on the base FBX file, but all I see is Take001

sterile vine
#

what did you select in the Project window for that second screenshot?

thorny hamlet
#

AvatarMale.fbx

sterile vine
#

does the docs page you're looking at match the unity version you're using?

thorny hamlet
#

no this is from 6.4, but this process has been in place since Unity 3 or earlier

sterile vine
#

to be clear i don't mean the UI, i mean the manual page has a dropdown near the top left specifying version

thorny hamlet
#

i know

sterile vine
#

just as a sanity check, make sure the manual page still exists in the version you're using

thorny hamlet
#

just for sanity check, i switched docs to my version, 2022.3, is same though

sterile vine
#

right but do docs for 6.4 have this page

thorny hamlet
#

I'm on 2022.3

sterile vine
#

oh i misread, yeah mb

thorny hamlet
#

but yeah im familiar with this doc page, it's been there since the old-old days

sterile vine
thorny hamlet
#

but yeah it is still there in Unity 6.4

#

kk, ty

ivory star
#

Hello, guys! So, there is a problem I have. For one reason, when I move my player forward and backward the motion works properly but when I move left and right it doesn't work I see the player move left and right but he is standing at the same position, so actually there is no motion and I have not root motion applied, but if I have root motion applied it works fine but its not very smooth though.

sterile vine
#

are you controlling the player anywhere else, like in that PlayerController script?

ivory star
#

Yes within the player controller script I am applying movement

agile solstice
#

Animation seems to be working fine
The forward speed is much higher when you enable root motion, so it seems to be added to the forward velocity there is without root motion

ivory star
#

basically here are my animation states but I dont think it has to do with animations because it works properly with root motion so my FSM works fine.


public class MoveState : PlayerState
{
    public MoveState(PlayerStateController stateController) : base(stateController) { }

    public override void Enter()
    {
        Debug.Log("Enter Move");
    }

    public override void Update()
    {
        float moveAmount = stateController.PlayerController.MoveInput.magnitude;

        stateController.PlayerAnimator.SetFloat("MoveX", stateController.PlayerController.MoveInput.x);
        stateController.PlayerAnimator.SetFloat("MoveY", stateController.PlayerController.MoveInput.y);

        if (moveAmount < 0.1f)
        {
            stateController.ChangeState(new IdleState(stateController));
        }
    }

    public override void Exit()
    {
        Debug.Log("Exit Move");
    }
}```
sterile vine
ivory star
#

I dont apply root motion programmatically

agile solstice
#

Not root motion, but any other motion?

ivory star
#

btw the animations that came with the model pack they have already Root Motion so I have used these animations on my blend tree setup

#

maybe thats the problem but forward and backward animations work fine

#

something is happening with the left and right

#

I can just enable and disable root motion programmatically on left and right input but I really want to understand the root of the issue.

ivory star
#

Maybe its better to use animations without Root Motion appied because there are in the pack animations with RM and without

#

can I just try replacing them with the animations that have no root motion?

#

and enable root motion in the animator probably?

#

So, I have tried replacing and I got an error on left and right animations only.

#

I am going to remove the animation event probably

#

I dont need it

#

omg its readonly omg

agile solstice
# ivory star Maybe its better to use animations without Root Motion appied because there are ...

Obviously if you want to use root motion for movement, use the animation clips made for that, if not, use the animation clips without root motion when offered the choice
If root motion is disabled on the Animator, in theory it should not have any way of allowing clips to move the transform
But because this seems to be an asset, there likely are some additional things related to root motion or movement in general that you may have missed

agile solstice
ivory star
#

yes I did it but still it doesn't work

#

I think that wasn't the reason it doesn't work

#

I am running out of ideas

agile solstice
# ivory star yes I did it but still it doesn't work

Animation events are (or should) be used only for secondary effects like sounds or visuals, so it was a long shot
I think you just need to get more familiar with the asset you're using
Check if it has documentation

ivory star
#

sadly no doc

#

I have an idea. I am going to check another animation clip that has root motion to see if it works or not to understand if the issue comes from the clip itself or not or maybe my blend tree setup

#

yes blend tree setup is the problem

ivory star
#

Hey! Maybe left right animations are broken?

#

because if I enable the root motion in the animator everything works

fallow nebula
# low dust Im also having some major animation issues as well, will fixing my bone rotation...

Hello @low dust
Sorry about the late reply.
Its important that your skeleton complies with Unity's humanoid standards. Usually having more joints than a standard rig (e.g. mixamo rig) won't be a big deal since in the humanoid configuration you can link specific bones manually, but it won't look as good.
Thats a minor issue though. The more important thing is that your bones orientation should match. So for example if you have a bone pivot where y would be z in the generic humanoid rig, that can bring issues. If you're using blender for rigging, it should have an option to export the rig as a unity rig.
And also, yes, if you play with the bones and rotate them in the humanoid avatar visualization until they appear green, you have much better odds of your animation looking good and not being totally broken. If the joints appear read like in your picture, the animation won't retarget correctly.

low dust
low dust
fallow nebula
#

Honestly, I would check the hand pivot x/y/z arrows match those from a standard humanoid rig. You could use any mixamo character or Unity's template character for reference

#

By the look of it, seems like its flipped. The left hand seems to be rotating in the exact opposite direction. That symetry lets me know that probably some axis is not matching. You're almost there, though

low dust
#

I don’t get why it would work for the ankles but not the wrists

low dust
ivory star
#

Hey, guys! I really cant understand what is happening with my model torso what I want to do is to rotate my torso, weapon and camera at the same time but for one reason torso behaves very weirdly

#

I cant understand I am not sure what to do

inland imp
#

video doesnt work

sterile vine
#

works fine for me, may be an issue on your end

sterile vine
low dust
ivory star
#

Hey, guys! Is it fine to have left, right and forward and backward animations on my player? Because with the animations my gun change its position and I think it wont feel good maybe I can just keep the idle animation for the gun just pointing forward and wont use the other animations?

balmy orchid
#

Can someone help me?
I have a Mixamo Character Model and and got it so that the mixamo animations work on it.
Now when I want to make my own animation for it, it goes from T-Pose to this pose (see picture) but I would like to start animating from T-Pose.
Is there anyone that knows how to fix this?

ivory star
#

Hey, guys! Why I see my player in this state? My player state was different before I mean I had idle animation and walking and all these stuff what is happening? Everything was working fine

#

I broke something?

wanton trellis
#

but it sounds to me like you are planning to animate inside of Unity directly?

#

if so i would highly recommend against doing that

terse gust
#

from the model import settings

#

or the clips in the animator controller

#

the model and the clips type must match

#

generic for both or humanoid for both

#

otherwise this happens

ivory star
#

no its fine nevermind

#

I thought it was a problem but it fixed on the second run

terse gust
#

thats weird

ivory star
#

Now I have another p[roblem

#

Something is happening and my camera doesn't follow properly the gun basically there has to be an offset probably because my camera when I rotate on the vertical axis it doesn't rotate with the player and its very weird like you see in the video I am not sure what to do I have tried putting my camera to other game objects to some of my bones under player but it doesn't work

#

I stuck with this problem for a long time like 1-2 days now and I cant figure it out

terse gust
#

you want full body

#

fps

#

hard topic

ivory star
#

I know bro XD

terse gust
#

you could put the camera on the highest bone

#

basically if you are rotating the entire hierarchy

ivory star
#

also I am not very familiar with IK's and humanoid in Unity its my first time implementing something like this

terse gust
#

spine1, chest, upper chest

#

the upper chest can have the cam

#

idk what you rotate

#

you need to specify that

ivory star
#

basically I am rotating only the camera and the bip001 spine2

terse gust
#

because the pivots differ of both bones

#

so equating there rotation

#

isn't enough

ivory star
#

yes when I put my camera under this spine it goes relative to it

terse gust
#

so that works?

#

if you don't want the camera under the hierarchy

#

you can have a target transform there, which the camera follows in late update(after animation evaluates)

ivory star
#

I think I need a thread for it

#

Can I open one

terse gust
ivory star
#

Humanoid Camera Rotation Issue

tired harness
#

Does anyone know how to fix the arm not being able to extend to the gun fully at high angles? Do i just move the camera towards the chest or what would i do here

terse gust
#

you could animate the shoulder bone

#

you could rotate the guy towards the weapon

#

so his arm reaches

hasty talon
#

howdy i'm experiencing some weird behavior with my animations that dont seem to be working right

#

i have 2 avatar mask layers and the running is on the lower body layer

#

legs start flailing wildly if i start the reload animation on the upper body while the lower body is playing the running animation. i think the animation is playing both the upper body and lower body mask at the same time. but if lower body is set to override and weight is 1 then shouldnt the lower body be unaffected?

icy dove
#

I'm new to using sprite animations, and I'm trying to figure out how to start reversing an animation halfway through. I have that animated square in the top right of the game view that reacts to me toggling a parameter, which transitions states. The problem is that the animation keeps restarting whenever the speed changes by going to a different state. I get why, its transitioning to a new state each time, but this also happens when its just one state and I manually change the speed to negative. Is there a better way to be doing this?

#

it changes back to the idle state whenever I manually change a value, so it has to go back to the animation state afterwards I guess. Would it be different if I changed the speed via code? would it not change back to idle?

steep cairn
#

How does LoopPose actually work? Like, how do I know when it will work and when it won't?

agile solstice
agile solstice
#

That means it's only useful in very specific circumstances when that kind of crossfading doesn't mess up the motion of the clip

#

As an example a clip that's already mostly looping but has some small discontinuity between the end and start keyframes

leaden nymph
#

Hi , i`m looking for animator 5-7 years experiance , please DM me ,if anyone interested

hexed cargoBOT
# sterile vine !collab

:loudspeaker: Collaborating and Job Posting

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

leaden nymph
#

thanks

signal pebble
#

can you layer animations onto a main one thats paused? I made a simple jumping animation that I was going to pause at the peak of the pose and i intend to make smaller movements to layer on top of it like arms and legs

agile solstice
signal pebble
#

sick

agile solstice
# icy dove I'm new to using sprite animations, and I'm trying to figure out how to start re...

Methods that come to mind would be to set the motion time of the destination state to be the (inverse of) same as the source state, that you could do in the script upon transition or in a statemachine behaviour
But even easier might be to link the motion time of the state to a parameter, even so that you have just one animation that you can play in forward and reverse just by modifying the motion time parameter

agile solstice
hasty talon
lament vessel
#

Hiya! I am making a pixel art game and was wondering what people use to enforce a universal framerate across animations? I currently have two sprites updating at the same rate, but with a slight offset which is quite jarring (offset is introduced af the second sprite is added at a later time)

agile solstice
# hasty talon this is the avatar mask I'm using for the lower body. With the legs and root sel...

I don't have firsthand experience with Humanoids so I can't give any instructions confidently, but what I'd consider in that situation is:

  1. Which bones do the masks exactly affect and how much? Humanoids have their own conventions for this and to get a better idea I'd also look at the specific bone rotations during animation with and without layering to see which clip the rotation could be coming from. Rotation is always inherited down the bone chain from transforms that are higher up in the hierarchy, and many animations include hip rotation that's counter-rotated by the upper body, which may not occur if the hip rotation is from a different clip
  2. I know that sometimes mis-configured Humanoid rigs or animations get some side to side wobble in general, probably because Humanoid clips work across Humanoid rigs and for that to happen rotational motion as well as counter-rotations must be translated from source clip to target rig in the exact right proportion. Not sure what exactly causes it though
agile solstice
# lament vessel Hiya! I am making a pixel art game and was wondering what people use to enforce ...

Generally people don't
Usually not necessary and unity's animator has no concept of framerate, and no global syncing either that I know of
Unless I'm not aware of some more obvious method, I'd consider making your own syncing of sorts
For example when starting a new animator and or periodically for all running animators snap its current animation state time to a proportional increment of the desired frame rate
Could be easier if your clips also use a low sample rate to enforce keyframes at discrete timesteps away from each other (which is similar to framerate but not quite)
And make sure you don't have any transition blending if you don't want to deal with that too

#

Before committing to this method I recommend looking for what others have come up online

lament vessel
# agile solstice Generally people don't Usually not necessary and unity's animator has no concept...

ait, I found a nice resource that does it: https://www.lucasegray.com/blog/synchronize-animations-in-unity
It is a QoL change, but I wasn't sure if I'd need to take something into account if I ever do decide to implement it. Based on this option, it looks like it's a simple fix, so I'll bookmark it and move on šŸ™ƒ
Thx for the reply šŸ™‚

Lucas Makes Software

Use a synchronizing Animation GameObject to keep all your dependent Sprites in line

broken grotto
#

Hey everyone I recently started learning about more animations skills in unity like the avatar mask. I think there might be something off with either my animation or avatar mask because my character keeps **snapping **upwards when moving in the hanging state?

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**

hasty talon
#

looks like the hips are rotating from the top layer. maybe its bad rigging on the model

#

ok it also does this on another model. i guess the hip rotation is baked into the animation and making it look wonky

signal pebble
#

What goes in here?

sterile vine
#

an animation avatar if you have one

#

it might not be necessary depending on what you're animating

clear mortar
#

Is there a standard pipeline for jaw movement while talking?

clear mortar
clear mortar
agile solstice
# hasty talon I think it's case 1. If I set the lower body animations to idle and still run th...

This looks "correct" to me
For a run to look natural the hips should rotate during the stride, and because legs inherit that rotation they should have equal but opposite rotation around the vertical axis
And additionally the spine would also counter-rotate because it also inherits hip rotation
If you mask out these bones, you might only get some of these rotations which don't make sense alone
And when layering it's possible you get these rotations multiple times, compounding the error
So there might not be anything wrong with the rig or animations, but that they just weren't designed for layering in that particular way

#

Because shoulders tend to have the opposite exaggerated rotation from the hips during the stride, there may be a particular spine bone that faces perfectly forward
That should be the threshold for masking the upper body aiming / lower body running
But could be that there is not such stable bone in the animations, or that Humanoid masking doesn't allow such precise selection
So aside from authoring the animations in a way that supports this specific kind of masking, the solution would be to use IK to point the upper body in the correct direction regardless of inherited rotations

#

When I made running animations I made a variant of them that kept the spine purposefully aligned forward, so that aiming animations layered on the upper body didn't have any extra rotations to inherit
IK's advantage on the other hand is that you can guarantee any aiming direction

glad cape
#

got some models with mixamo rigs from itch and some mixamo animations, and for some reason, they get warped like in the second pic when i play any animation. any idea why?

glad cape
#

nvm fixed

dreamy pivot
#

I have an animated dog that has a fixed world rotation angle (about 45 degrees). Unless the dog is moving in that direction, this fixed angle is very inconvenient. If I rotate the model, this rotation is ignored when I run the animation. Any suggestions for getting the animation to run without it adding a rotation? It was originally created in Blender by someone else and I don't know the Blender animation tools very well.

agile solstice
dreamy pivot
#

I have the parent-child thing set up. Makes no difference. Once the animation starts the model rotation is ignored.

dreamy pivot
#

I do have the animator attached to the child though. Could that be the problem?

#

I have the nav mesh agent attached to the parent. Will try attaching the animator to the parent as well.

agile solstice
dreamy pivot
#

So add another object between the chlld and parent?

agile solstice
dreamy pivot
#

Thank you!

agile solstice
#

(If the animator uses root motion this method won't likely work exactly as hoped, but chances are root motion is not used)

dreamy pivot
#

I can always turn off root motion though?

agile solstice
#

Yes, though in that case if the animations are made for root motion they might start wandering away from their transform origin

dreamy pivot
#

OK, will check that.

agile solstice
#

Probably won't be an issue, but just anticipating what issues there could be

tall summit
#

Hey Guys I was trying to follow a tutorial by GMTK on learning Unity by making a flappy bird clone, but I am stuck on how to implement the flapping animation for the bird. He talks about it at 44:13, and it seems he only uses the sprite renderer & animator components here is the link to the tutorial video: https://youtu.be/XtQMytORBmM?si=o8NyRDXpNWp0s9mk

šŸ”“ Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ šŸ”“

Unity is an amazingly powerful game engine - but it can be hard to learn. Especially if you find tutorials hard to follow and prefer to learn by doing. If that sounds like you then this tutorial will get you acquainted with the basics - and...

ā–¶ Play video
clear mortar
#

Does anybody know a standard pipeline for jaw movement?

agile solstice
dreamy pivot
#

Just checking - I have a hierarchy of parent, child and grandchild. The Animator is attached to the grandchild (dog_to_animate) and the script and nav mesh agent to the parent (AnimatedDogContainer). Is that correct?

#

The actual mesh and armature are attached to the grandchild.

dreamy pivot
#

Is this the correct set up?

hexed cargoBOT
tall summit
wanton trellis
#

learning unity?

#

or the specific problem you have

tall summit
tall summit
oblique shell
#

somebody help, I set up all the animations and they to seem to trigger right but they do not play in game. Am I missing something?

wanton trellis
#

do the clips play properly with the avatar in the little preview window in the bottom right?

#

also you are using an animation controller

#

did you set it up properly?

hasty talon
# agile solstice Because shoulders tend to have the opposite exaggerated rotation from the hips d...

Yeah you're right. The sprinting animation isn't designed to be used in this way. It hunches the character forward a bit and the arms/shoulders swing back and forth quite a bit so I think it's too exaggerated to use while also using a standard upright reload animation. The animations I'm using when aiming down sights are more geared toward a third person shooter, but there is no sprint animation in that pack so I think I'll just limit the player to jogging while reloading for now. Call of Duty works this way so I'm fine with it for now. even though it will affect the game design. Thanks for the help!

rapid lynx
#

hey guys,
i have a 2d bones rig on a psd file character,
i have full body animations, but i also need to animate the legs separate from the turso.
is that possible with avatar masks and override for 2d bone characters or do i have to manually do the separation?
i know that is doable in 3d but am having trouble in 2d

hasty talon
#

Another question if anyone has any insight. I'm currently trying to use a backflip animation, but it flips the root rotation for a few frames while the character is upside down.

#

I disabled root motion on the animator since I want the movement to be purely physics based, but this results in the character abruptly rotates 180 degree for a few frames while she's upside down since rotation is controlled by my character controller script. If I turn on root motion during this animation (and then turn it off after), the character no longer appears to rotate around but it also uses the position transform from the animation as well. Is there a way to keep the rotation from the animation but for it to disregard the transform position adjustments from the animation?

wanton trellis
hasty talon
#

That wasn't working for me. Even with bake position unchecked it was still changing the position. I ended up editing the animation and removing all the keyframes on position except the first one

wanton trellis
#

ive had similar issues with poorly authored animations

open bough
#

Hello Guy I look tutorial for unity UI animation can some one help me... Please share like or any coures

oblique shell
oblique shell
# wanton trellis did you set it up properly?

found the problem tho (its a stupid one) went back to blender and noticed I forgot to apply the scale and rotation šŸ˜… I spend so much time trying to find the problem in unity and it was never there...

pastel bison
cold jungle
#

Does anyone have any good resources or tools for quadruped animations? I am trying to add a turning animation to a wolf asset I have, but can't find any quality assets for quadruped animations.

uneven moss
#

Hey guys, I don't know what's going on. I set up the animator controller to switch from any state to an attack animation, and the trigger works. However, the animation plays only if the player is idle. If the player is running, however, the animation just doesn't play. It will also automatically switch to the running one if the player moves, even though it has an exit time of 1 and no interruption source. Has anyone seen something like this before?

pastel bison
uneven moss
#

solution was to just make a mask for legs only and use it for the leg layer

pastel bison
short harness
#

Hii, I have a question about the animation window UI thats really confusing me as I try to learn stuff, I was pointed here to ask my question

#

for the circled part...why are they staggered??

#

I get that the parent of the "andromeda ARIES By Lod" is a child of "Zabrina", but the two crossed out names below that are not children of the "andromeda ARIES By Lod"

#

I simply added them using the "add property" button at the bottom of this page, thinking it would add them in just like any of the other items listed, since it is a child of "Zabrina"

#

the overall issue I am trying to fix is the overall brightness of the crossed out item, and match it so that it's brightness changes with everything else (ex: "BODY : Skinned Mesh Renderer.Material_lighting Cap")

#

I am not entirely sure if this strange heirarchy indentation is the cause of such frustration, but I have locked the required options in the inspector to allow the "brightness" to change, and the animation does play in the preview regardless of how janky it looks, my issue is that when the avatar is loaded into the game (VRChat), the radial menu upon adjusting the brightness of the body, does not change the brightness of the crossed out item

#

I've been looking at tutorials for days, and I cannot find the reason why. Any and all help would be greatly appreciated. Thank you in advance!

#

the additional question I have, is why is Zabrina at the top of the animation list? I know it represents something, but I don't think its because "Zabrina" is the parent of all other things in this project.

spring comet
#

Animation is great!

spring comet
twin musk
#

That's brilliant!

torpid shuttle
#

k so I literally just want my character to blink once

#

here is the animator

#

animation is just one blink

#

here is blink code

#

for some reason they're blinking twice

#

why

#

:/

smoky bloom
#

Im not familiar with the Range() method. Have you tried using Random.Next() instead of Range()?

#

Figured, its specific to unity (sorry, still a noob)

charred belfry
#

That's likely not the problem - what is the animator actually doing? Is it looping twice and then transitioning? Does it loop back and forth? Is it doing one loop but blinking twice?

zenith bluff
#

@torpid shuttle why you use Time.time for this? What exactly you want achive?

torpid shuttle
#

what I want is this

#

just 1 blink

#

what I get i this

#

2 blinks

charred belfry
#

record a video of what the animator is doing during the two blinks

zenith bluff
#

Hm, look to code closely - yes... show what animator do in this situation

zenith bluff
#

Make blink animation not loop

#

decrease out transition time to zero

#

your second blink happen while transition happen

#

Nice character 😃

torpid shuttle
#

the loop did it

#

thanks

#

god im dumb

#

oh and thanks

#

waaaait something is off with his head bobbing god dammit

zenith bluff
#

the loop did it
Thats fine 😃

torpid shuttle
#

So I'm trying to work out how I'm going to animate some of my characters, specifically ability casts.

#

Each ability has 3 distinct parts, a charge, the actual cast, and a finish

#

the thing is that each of these parts should be separated in a way where I don't need to necessarily transition to the next one if I don't want to

#

for example it plays the charge animation, and something happens to the character which interruots the cast

#

the cast animation shouldn't play

#

should the entire animation be one clip and I somehow stop it at these points?

#

should it be 3?

#

I'm just a bit unsure as to the best way to proceed

open plume
#

I can't figure out how the animation weights work, when it is 0 the hand moves frantically and clips the body, it stops moving as frantically when I set it to 1 although t somehow goes on the shoulder despite I never put the arm there in any of the animations. how to I stop it from moving frantically and just keep the are hip level ?

torpid shuttle
#

how would you make it look like a sprite is "waving in the wind"

charred belfry
#

probably would get a tesselated quad and do vertex offset in a shader with some fancy sin waves

#

or you literally animate a sprite sheet

thorn scroll
woeful dust
#

Hi there, just throwing the question here since I can't find any reason why: When importing a rig as "Humanoid", it tells me it failed because it can't find a head bone. I want to click "Configure.." to edit and set the head bone, but the configure button just doesn't do anything. It selects the avatar object, but doesn't let me edit the humanoid rig as usual. Any idea ? We are using 2018.3

#

(Same problem in 2017.4 btw)

thorn scroll
#

@woeful dust have you tried resetting workspace layout? it may be off screen

woeful dust
#

The rig editor is in the scene view, so that's not the problem.
We've changed the rig until Unity was happy with it. Which is a bit sad as we could have just manually set which bones is which if we could open that editor but, nevermind!

thorn scroll
austere yarrow
#

Can anyone confirm Blendshapes being broken in 2018.3? We have had no success exporting from multiple modeling packages. The same files are working in 2018.2

#

Here's a test file if anyone would like to help out

calm holly
#

Have you looked in project settings /player for clamp blendshapes option?

#

I asked unity to lift clamping from it when they first brought the feature out (as everyone else was running unclamped in other engines so) but didn't get listened to šŸ˜„

austere yarrow
#

@calm holly Hey, thanks. Yea we checked out the clamping option. Had no effect on it. Appreciate the help though

kindred burrow
#

Try going to Project Settings->Player->Other Settings , and toggling GPU Skinning. Off = legacy behavor before 2018.3

supple depot
#

@kindred burrow that fixed it for me! thankyou so much!

kindred burrow
#

np, I expanded a bit as to why in the General-unity channel

maiden fiber
#

ok so i'm trying to edit some animations

#

but i cant find any of the states in the animator

#

even though in-game the animation works fine

celest crag
#

Animator Controller governs states. If you lost the view of state you can close the tab and reopen it, it will recenter

maiden fiber
#

ok

#

it worked

#

thanks

north lake
#

Can anyone tell me how to import a Mixamo animation into blender, change it a bit and then import it into Unity? whenever i try to, it stays in Tpose. For some weird reason, it seems the actual pose saved, but not the animation.. if you can help, please @ me cause there's a ton going on and i WILL forget to check back

north lake
#

Can anyone help?

maiden fiber
#

So far I have only been animating meshes

#

Does animating an object that has a collider also animate the collider

north lake
#

does noone use Blender for animating or something?..

calm holly
#

Likely you are not in pose mode or something

#

It's a problem with your knowledge of blender since I asked about and people have done the whole mixamo->blender->unity thing a lot (I don't, just passing it on)

supple depot
#

@north lake i'm not sure what your familiarity is with blender, but if you're just getting the t-pose are you sure you're selecting animation in the export dialogue (or are you importing the blend file directly? i try to avoid that myself)

north lake
#

i have tried to export just the animation as well as the full blender file and neither worked

supple depot
#

just to confirm, you're going to this animation tab in the export settings and setting in appropriately (baked animation exports an animation take exactly as it appears in your blender timeline; NLA strips and All Actions apply to cases where you've worked on several actions and saved them as fake users or put them in the NLA editor)

north lake
#

i was just leaving all the boxes checked

#

let me try this

supple depot
#

since it appears your animation is showing up in the main timeline, you might try just selecting "baked animation" "key all bones" and "force start/end keying"

north lake
supple depot
#

under rig have you set it to generic?

north lake
#

yep

#

even setting the avatar to the model that's going to be preforming it, it does not change anything for me

#

i know how to use Unity's animation system, but Blender is way too overwhelming

supple depot
#

i'm used to exporting animation from blender, but i don't know if there's some added complexity to working with mixamo clips that could be influencing things.

north lake
#

it's saying that the rest position is T-Pose

supple depot
#

like did you export the rig itself from blender into unity or just the animations to a rig you brought into unity directly from mixamo?

north lake
#

i exported the project as fbx from blender. if there's a way to select the animation specifically, i have no idea how to do that

#

also when i save the whole project

supple depot
#

i only noticed that in the blender screenshot, your outliner shows you only have a skeleton with no mesh, but in unity there is an actual character. if the character itself came from a source other than blender, it might not connect up to your animated rig

north lake
#

the model is Mixamo's ybot, which should have the same bones as the charater in blender and Unity

#

i used the same one for everything so far

supple depot
#

like a mixamo animation generally might have a root bone > children bones > etc...

#

but once you bring a mixamo animation into blender and re-export, it'll create a rig that looks like blender object > root bone >children bones > etc

#

it adds an extra bone to cover object level transforms.

north lake
#

is there a way to change that?

#

I GOT IT

supple depot
#

oh, what was it?

north lake
#

apparently you can't have the camera or lamp

#

i noticed it put everything in a package including the lamp and the light, so i tried deleting it and it exported correctly

supple depot
#

thats actually really good to hear that the added blender bone doesn't mess things up in unity. its very picky in unreal.

north lake
#

that's extremely weird, but thanks alot for helping work through it

#

such a good day oatHype

supple depot
#

i just had a victory of my own, was trying to troubleshoot some blendshape issues causing weird normals, and realized import settings default to "calculate" blendshape normals. changing it to "import" fixed my issue!

tepid blaze
#

hi everybody, I do 2D game MMORPG, so it hard to send information to do animator (sprites animation) at client unity. Can any body give some ideas to do that?
It can movement but it hard to controller the sprites animation follow keydown input

charred belfry
#

are Control Tracks just busted lately for anything other than a Playable Director? I attempt to add a particle system and it's like "nope" MissingReferenceException: The object of type 'PlayableDirector' has been destroyed but you are still trying to access it.

#

I've had issues with them ever since you stopped being able to just create a track and assign from there

#

am I just going to have to download some keijiro assets as a workaround šŸ˜•

tepid blaze
#

hi everyone, Do anyone here make animation from Server to client with Blend Tree animator? Please give some ideas.

zealous thicket
#

Animation made with same rig changes hand position slightly when set to humanoid. Playing with every little setting in Unity including avatar settings don't seem to fix this.
How can I prevent animation from changing when set to humanoid? anybody experienced similar?

fluid basin
#

@torpid shuttle Try to make it more dynamic, and exaggerate a little bit. You can increase the speed at the moment of the bite to cause more impact, and maybe try something with the scale. Take a look at UnityChanExcited "The 12 Principles of Animation " UnityChanExcited and try to apply some of them to your animation. šŸ˜‰ šŸ‘

terse edge
#

Hey, im looking for some animators to help create the game my team is working on. If you are interested, please dm me, thx

oak flame
finite lantern
#

How can I make it so my doors work everywhere without needing new animations? I tried enabling use root motion but that causes my doors to move slightly more over when open than when closing so they edge away

oak flame
rancid silo
#

Wah, pretty @oak flame !

oak flame
#

@rancid silo thanks love

rancid silo
#

Do you have twitter? Where can we follow?

oak flame
#

check my discord profile!

chilly sorrel
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"bake into pose" is uavailable in unity animations
because my model is moving when it shouldn't be

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what to do? D:

visual blaze
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alright so my animation window is weird

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the window won't let me edit anything

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am i missing something?

visual blaze
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NVM, figured it out

tepid blaze
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Hi all. How can i make animator.crossfade for blend tree?

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Please help me

celest osprey
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Has anyone here tried out the new 2D animation package? I'm having trouble with it; I can't seem to copy & paste bones without removing my existing bones.

peak flume
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Anyone here have experience with Character joints and ragdoll? Ive used it for over a year but now im trying to make it look a lot better, but the character joint component is the biggest most inconsistent pile of shit ive ever worked on. Literally will use the same prefab with the exact same parameters and it will clip and go way different directions then it did when I pressed play 30 seconds ago. Literally nothing makes sense at this point and im fairly experienced in this stuff. Its so bad im thinking its a bug in this build.

inland obsidian
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Hey guys! anybody around that has experience animating in 2D? Im having some issues by jumping from an animation to another 😦 theres a delay between them even though the booleans are working on time.

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i checked all the settings for the transitions in the animator, (the arrows) and i set to zero every delay posible, exit time and such

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i have an idea, all of this code is in the control script of my character, if i set all the animations to another script would it run smoother?

feral marten
#

does anyone know please why mixamo animation works fine on the website and acts Crazy in Unity ?
both the model and the animation are have the Rig set to "Humanoid"

peak flume
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@feral marten they have dramtically changed their avatar from before. When I import mixamo animations now, I need to use an avatar (during import) that I know works and also set as humaniod. Had the same issue and this fixed all my new animations.

feral marten
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@peak flume what Avatar I should use

lone helm
lilac silo
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So.

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I can't be certain if this is a bug or not, but for some reason, my animation refuses to accept certain frames exist.

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For example here, I have a frame at 0:00, but it only assumes the animation goes from 1:00 to 4:00.

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And here's its even weirder, it doesn't recognize anything between 1:01 and 1:04.

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If I recopy every frame individually, it works, but it's hard to work on that way when you just want to move frames around.

icy rune
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I'm moving an animated character over to Maya LT from Maya and I was wondering how I should export the animation without baking it? I've tried exporting an animation clip from Maya but Maya LT doesn't seem to want to import the Maya fbx animation clip.

viscid thistle
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Does anyone know if there's a way to export camera animation made in 3dsmax to unity in the form of an animation clip?

sonic saffron
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@viscid thistle It's the same process as exporting any other animated object. Once you bake in all the keyframes you export it and then extract the animation to use on other cameras. (this is because your exported camera with animation will be imported as a camera in unity so you will have to extract it's animation)

viscid thistle
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@sonic saffron thanks! Will give that a shot!

serene marsh
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@lilac silo not sure I'm understanding your problem properly, but there's no reason for the animator to read between frames on sprites since things are blended between key frames like they would be with bones

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Not sure if they animator locks into the last key frame until the next or sets and forgets though.

lilac silo
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@serene marsh That's where my issue is. It shouldn't be happening, but that's unfortunately the case. 😰

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It mostly happens when I'm copying frames around. Sometimes, when I do it, it will arbitrarily reduce the animation time and make the place where I pasted the keyframe the end of the animation, even if there's keyframes in front of it.

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It seems weird and arbitrary. In the end, I either have to copy and paste each keyframe individually to make it recognize every frame, or I just have to manually change each frame.

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If I run into the issue again I'll take a proper gif instead of a screenshot that probably highlights the problem better.

serene marsh
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Yeah I'm not really understanding the problem given your description

brittle raft
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Hey. Could somebody give me some guidance for using animation layers and masks?

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I have a layer that I basically want to be doing nothing at all, except on certain events. So, specifically, I want the character to be walking all of the time (with arm swing), but then when a trigger parameter is hit I want their upper body to play an animation that overrides the walking animation.

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Otherwise I want the lower layer animations to come through.

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Is it possible to have a "null" state where no animation override occurs at all?

#

Ah, it seems I can get the effect I want with layer weight, but I change the weight via parameters?

inland obsidian
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Sry i have never used layers to animate 😦

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im sure theres somebody around who will answer soon n.n

serene marsh
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Indexes are 0 based in order, top to bottom.

brittle raft
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@kindred burrow wait, there is a null state?! nvm, I actually read what you wrote

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Or do you just make a state with no clip in it?

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@serene marsh You can't change the weight on individual states AFAICT so using that would require a lot of code to kind of monkey patch it in.

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@kindred burrow I think the weight parameter is for lerping between two "synced" state machine layers

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The example in the docs is smoothly transitioning between a healthy and injured set of animations.

serene marsh
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@brittle raft That's how the animator works.

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If you want to blend two animations on different parts of the body you use weights and avatars.

brittle raft
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@serene marsh like I said, weight is layer-level, I need state level.

serene marsh
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You think you need state level. I'd reconsider how you're using your animator because it's not intended that way.

brittle raft
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Yeah, that looks really good.

serene marsh
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If you use an empty state then no animation is played.

brittle raft
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@serene marsh how would you do it?

serene marsh
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If you're trying to stop an animation from overtaking another on part of the body you're supposed to use layers.

brittle raft
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I want an event to play an animation on upper body.

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But otherwise allow the main layer to control upper body

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A character can wave when a button is pressed

serene marsh
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That's what layers are for. You just need an upperbody layer setup to play the animations you want on certain events, and set weight to 1 when you want them to prioritize

brittle raft
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@kindred burrow I know, I'm asking punfish to explain

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@kindred burrow I am going to use your solution, I'm just curious why @serene marsh thought it was "doing it wrong"

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And I'm super thankful

serene marsh
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Well as I've set if you set the current animation/state to "None" or "Empty" no animation will play. That doesn't mean it won't override the other animations, it just means your character won't animate on that part of the body at all. So that is the wrong way to do it.

brittle raft
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Right, okay. So it will stay in T-pose?

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(Or whatever default pose)

serene marsh
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yes

kindred burrow
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no it will not

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one thing i won't let be spread is inaccurate information

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as you can see both girls arms are still running

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even though the overriding animation layer for arms is set to 1.0

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however it is not playing an arms animation

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so it falls back to the base animation

serene marsh
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Ah didn't know it would fall back if set to none on an override layer

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But ultimately, they still need to use an override layer

kindred burrow
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yes, absoluetly

serene marsh
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I'm going to start spreading misinformation just to make you answer peoples questions now šŸ˜„

kindred burrow
#

šŸ˜›

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danger of that is i may not know it is

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i don't know everything

brittle raft
#

Yeah, I'm using an override layer. Nice little workaround.

brittle raft
#

Okay... More animator queries... Does anyone know how to get the duration of an animation state by name?

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Basically I've got a loop that will play while characters are spawning, and then a short transition to stand up before the player gains control.

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So I know that control is given at gameStateTime, so I want to trigger the stand animation at gameStartTime - spawnStandState.length

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This is what I've got so far:

// spawn code

if (_animator.isInitialized) {
    // Restart the animator.
    _animator.Rebind();
}

_animator.SetBool("IsSpawning", true);

var nextState = _animator.GetNextAnimatorStateInfo(0);
DebugUtility.Assert(nextState.IsName("SpawnStand"));
var length = nextState.length;
Debug.Log("Length = " + length);
kindred burrow
#

for something like that, i'd probably just use a transition

brittle raft
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Yep, I have a transition.

kindred burrow
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so it should start playing it without you doing anything

brittle raft
#

Oh wait... I know what to do.

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I can feed "TimeUntilSpawn" as a paramter

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And then transition when it's less than some constant

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Not perfect, but still good.

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The problem is @kindred burrow that the timing is not controller by the animator, it's controlled by game code.

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So I can't just put an exit time on the transition.

kindred burrow
#

so what you're actually asking is, how to delay transitioning until your code is ready.

brittle raft
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I would use a trigger or a boolean state, the question is "how do I find out how long an animation state is so I know how far in advance to trigger a transition?"

kindred burrow
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you want to stay in SpawnStand until your ready to give the player control?

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or SpawnLoop

brittle raft
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SpawnLoop until spawn-stand-duration before the player gains control

kindred burrow
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then yeah just have the transition check an Animator Bool

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don't transition until it's true

brittle raft
#

Sorry, I'm probably not being clear.

kindred burrow
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and when your code is ready, it sets it true and that would trigger the transition

brittle raft
#

So... spawn stand duration takes n seconds

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I know the game starts at, e.g. Time.time = 5

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So I need to use code to trigger the transition

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That has to be a 5 - n to give time for the animation to play out

kindred burrow
#

well you can't know exactly how long it will take, different hardware can run at different speeds.

#

it's very risky to hard code in specific delays

kindred burrow
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yes that's how long the animation clip will play, more or less

brittle raft
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Yep, that's what I'm after.

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But I don't know how to access it.

kindred burrow
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I guess I just don't get why you can't let it play for it's 5 seconds, and then naturally transition out on it's own.

brittle raft
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Okay. It's cool, d/w about it.

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It would be very involved for me to explain the spawning sequence.

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Do you need to understand that?

kindred burrow
#

animatorStateInfo structures are sent to StateMachineBehavior scripts

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they are a special type of script that live on the Animator states

#

as you see they don't derive from Monobehavior

brittle raft
#

Yep, I think my misunderstanding was that an AnimatorStateInfo was accessible when a state was not either running or being transitioned to.

kindred burrow
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i'm not sure if there's another way to get it

brittle raft
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Yeah, I don't think it will exist.

#

I'm just trying to decouple the code from the animator, but I can do that in a different way.

kindred burrow
#

but StateMachineBehaviours are pretty powerful, I use them quite a bit

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they let you trigger code specific to particular animation states

brittle raft
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Yeah, that is pretty cool.

#

In short, the answer to your question before is that different characters will play the loop for different durations

kindred burrow
#

the animator is a big state machine

brittle raft
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I am very very familiar with the animator, it's okay.

kindred burrow
#

and they work just like that with Enter/Update/Leave functions

brittle raft
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I just couldn't find a method for retrieving a state info by name

kindred burrow
#

okay

brittle raft
#

But I understand now why that owuldn't be possible

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The duration would vary depending on which transition out is being called

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So it can't be calculated until it's actually in the state, I think.

#

Since the "fixed duration" is a properly of a transition not a state.

kindred burrow
#

that's likely true

serene marsh
#

Are you trying to not do something until an animation ends?

#

You could just use animation events if thats the case.

brittle raft
#

I'm trying to work out how soon to transition out of a loop based on the duration of the next animation. I think I've worked out how to do it though.

#

So, a character sits for 20 seconds (say), and then they stand up and start walking. I know the time they can start walking, and I want to trigger the standing animation before then such that it ends exactly at the time the player gains control.

#

But I've got a solution that will work, I'll feed in startTime - Time.time as a parameter, and then hardcode a check into the transition conditions.

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Not perfect because it mean we'll need to update the transition conditions if the animation speed changes, but it'll get it done

serene marsh
#

It's probably good to not try and work your animator in this fashion.

brittle raft
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Each character sits for a different length of time, but they all stand together

serene marsh
#

I can say with certainty that playback times and sometimes progress report incorrectly.

brittle raft
#

Right, cool.

#

I'll give it a bit of space then

serene marsh
#

Also clip lengths are sometimes off.

#

Id probably do it via code and use a transition in the animator.

brittle raft
#

It's pretty fiddly stuff hey

serene marsh
#

Id probably wing it tbh.
Sit for 20 seconds, disable "sitting" bool which causes character to stand

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in code wait 1 second then give player controller

#

Pretty sure many many games do this.

brittle raft
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Yeah, I guess if there's no perfect solution just whatever works then.

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That'll be fine.

serene marsh
#

Ive played lots where I cannot run for a moment after standing up.

brittle raft
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Yeah, well at the moment they just stand there immobilized for the whole period so it won't be worse heheh