#🏃┃animation

1 messages · Page 51 of 1

mystic flicker
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If the player pressed up, left, right fast enough then the player would be running the opposite direction

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No, it's 100% an animator issue (my end)

hybrid tinsel
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Yeah, but the input system COULD filter invalid inputs

mystic flicker
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I prevent left+right keys being pressed at the same time

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But it's the timing

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It's hard to explain without going into a ton of detail but as you're transitioning from right to left, if you're fast enough you can press the right key

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I fixed it by having a "left" and "right" state separately

sacred maple
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sa

hybrid tinsel
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You could also have a left and right state as an additive layer that does nothing but flip it

mystic flicker
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@hybrid tinsel I didn't think of that... thanks

desert terrace
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how can i stop this weird cut out

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like im repeating the animation

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but i dont like how its repeating

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i want it to just keep spinning

twin musk
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In the import settings there's something like "use animation root", try using that

desert terrace
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Theres apply root motion

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but its the same

twin musk
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Also in import settings, in the animation tab on the bottom there are various loop settings

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You can try those

desert terrace
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you mean these

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cause they aint helping

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god its annoying

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is there really no fix for it

desert terrace
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i figured it out it was cuz my pictures were rotating it 180 degress not 360

twin musk
winter elbow
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thats a WHOLE LOT OF NOPE from me

twin musk
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HAAHAHA

winter elbow
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the head shake reminds me of an actual bird or lizard

twin musk
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it's a ceremonial bird mask 😛

hybrid tinsel
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Creepy! I like it

lethal imp
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give it Kermit's face

arctic comet
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"YOU WANNA PLAY SOME GAMES."

coarse grove
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Now you just need the "sprinting directly towards you at full speed" animation and it will be perfect

hybrid tinsel
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And an animation of his hand just sliiiding in over your shoulder from behind.

thorn scroll
hybrid tinsel
desert terrace
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I am trying to rotate this bit around the circle but in the rotation it kinda leaves the circle as you can see

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What can I do

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It fits perfectly at the start

tropic kayak
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is there a way for me to exclude certain functions from the animation events dropdown?

desert terrace
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Anyone?

twin musk
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@desert terrace
Set that thing's pivot to exactly circle's middle point

desert terrace
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Wait how do i do that exactly @twin musk

twin musk
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In Unity?
Create a dummy object, place it in the middle of the circle and make that thing you want to rotate a child of that dumny

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And then rotate the dummy object

desert terrace
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dummy object is just a regular game object right @twin musk

twin musk
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It's an empty game object

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That has just Transform component

desert terrace
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yeah yeah ill try when i get home

hybrid tinsel
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@tropic kayak if you find a way to do that, lemme know please!

desert terrace
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hmm @twin musk still cant get it working

twin musk
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You didn't show how it rotates

desert terrace
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ye it cut out 1 sec

twin musk
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It seems like when it gets to the bottom it sticks out a bit but when it is on the top it looks fine

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I'm also guessing that top's width is the same as bottom's width

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I'm not sure why that would happen

desert terrace
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yeah its the same width

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like the circle and the 1/8 of the circle are from the same picture

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So idk why it would do that

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And it's really annoying cause its an important part of the animation

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Cant just leave it out

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Also used preserve aspect on both to make sure

hybrid tinsel
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Are you sure it is centered?

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I mean yeah, silly question but

desert terrace
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Pretty sure

desert terrace
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Idek why this should be that complicated

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Like I would've finished the animation by now but I've been stuck up on this the whole day

hybrid tinsel
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@desert terrace I just noticed that that is a 3d view

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So is the background farther back in the z, making it look offset due to perspective?

desert terrace
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I haven't touched 3d yet

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So idk why would it be

hybrid tinsel
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Because unity puts things at seemingly random z positions when you drag them into the scene

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point is that your view is 3d, so 3d position can cause the problem you're having

hybrid tinsel
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Ok, so I'm having a weird problem.

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Animation is just... glitching like crazy.

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Like, I'll add keyframes, and then preview it and it plays. Then I go into play mode and there is no animation.

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So I check the animation, the keys are there but you can't see them previewed or edit them.

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That is, edits can be made but they don't seem to change the keyframes, can't even be 'undo'ed

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I've restarted, etc

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no luck

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Also, I noticed that whenever I preview the animation, it disables the animator on the object

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Well, not sure I 'fixed' it, but it stopped after some combination or reboots of unity and deleting the animator and animations

hybrid tinsel
hybrid tinsel
onyx nest
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Anyone here ever have an issue with your animation being upside down once its triggered in game?

hybrid tinsel
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triggered how

hybrid tinsel
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The important thing is to use the bone gizmo's rotate instead of the rotate tool(which will rotate all the bones around a common pivot)

worn parrot
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@hybrid tinsel works great, what a wonderful lifehack!

hybrid tinsel
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I wish they had an IK handle like tool that would just let you define 'rotate all of these together'

worn parrot
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By the way, since it seems that you have some experience with skeletal animation - where would you put the bone root of the snake? Would you set it in the head? Or would you rather put it somewhere else?

onyx nest
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@hybrid tinsel I figured that part out, but now I'm stuck on animating a light. When I trigger the light animation, its applied to my character instead of the light

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its light from an explosion, so the animation just starts as a small grows and then goes away

hybrid tinsel
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I can't really see the problem?

onyx nest
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Well, when its triggered, I get this instead

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instead of growing the light, it grows the character

hybrid tinsel
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You never seem to give much information about your problems; Like, how are you triggering the animation? Is it an animator or is it just code changing the size? How do you pick what is supposed to animate?

onyx nest
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I made the animation with the 2d light, its triggered by my character colliding with another object and dying.

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I made a death animation with sprites the same way and its triggered the same way and it works.

worn parrot
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@hybrid tinsel sorry to interrupt you, but do you think that I should go for less bones on that snake considering I'm targetting Android Devices?

hybrid tinsel
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Um, I have no idea about the technical end of it, but I am guessing that in general you want to optimize as much as you can?

worn parrot
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Well, I'll do some tests

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But thanks you very much for help, I've been trying different IK positions since weekend and this seems like the most efficient method

hybrid tinsel
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@onyx nest you still don't explain how you're triggering it, not showing any code or anything, so it is really hard to guess what the problem might be other than 'something is parented to something else'

onyx nest
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The same line of code works for the death animation.

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thats all it is.

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they are both in the same area, children of the character

hybrid tinsel
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Did you change the hierarchy after making the animation you trigger?

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animations are based on hierarchy, so moving things around can break them

onyx nest
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thats probably what happened then

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so I need to remake it, where its at now?

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theres a video showing the death animation playing and then I switched to the light animation and it went bonkers

hybrid tinsel
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@worn parrot Glad it helped:D IK is super handy for feet but it seems to be pretty bad for 'curling' type stuff or 'wiggling' type stuff.

onyx nest
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Is there anyway to add a light to an animation? I only need the light on the explosion from the death animation.

hybrid tinsel
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I've not used 2d lights at all and have no idea about them

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but you should be able to animate most parameters

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I've only found a couple things unity won't let you animate

onyx nest
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I remade it, it animates now, but only if I have it as a visible object in game, so I can't make it a game object and then remove it like other things apparently

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but, I'm assuming I cant do this

hybrid tinsel
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It is a state machine- each layer can only have one state at a time, by definition

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You can add an additive layer if you want to play two states at once

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Most of the time, when people spawn an explosion effect, they actually spawn an object that animates and then is removed

worn parrot
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or you can do it by code

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if it's only animating the scale or rotation

hybrid tinsel
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Yeah.

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So does anyone know a good way to smoothly transition between constrained rotation and unconstrained with the 2D IK solvers?

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I have some animations that need it to be constrained, and some that need it to not be

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And there's a bit of a pop between them

onyx nest
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I still can't figure out how to make only the light grow, I remade it, had different issues, remade it again and now I have this

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the growing just applies to what ever sprite I click

hybrid tinsel
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Ok, first of all, could you stop using giphy?

onyx nest
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I tried making separate animations and I tried making it 1 animation which is whats shown in that gif

hybrid tinsel
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It makes it almost impossibly blurry

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try, like, imgur or something

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so people can actually see what you're showing them 😛

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I actually kinda like the 'skeleton flies out of him' animation

onyx nest
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lol

hybrid tinsel
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But regardless, I can't read anything on your interface, so it is hard to tell what is happening

onyx nest
worn parrot
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@hybrid tinsel How do you set your rotation to be constrained?

onyx nest
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when I click on the light object, its fine, when I click on the death animation object, it says its missing

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actually, it says its missing on both

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but it works if I select the light and play it

hybrid tinsel
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ok, one big red flag I see immediately in that animation Ox

worn parrot
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hmm looks like you can't get rid of that pop since it's a boolean

hybrid tinsel
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It looks like you might be scaling the parent of ALL the objects

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@worn parrot yeah, sadly. There is a float slider for gradually turning IK on and off entirely, but none for that bool

worn parrot
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Have you tried duplicating that IK Solver? I'd try making one constrained and the other one unconstrained, and dynamically changing their weight in the timeline. Maybe animating the weight while having duplicated solvers with constrained rotation turned on and off would work.

onyx nest
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@hybrid tinsel Thats only when the light object is selected.

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I made it its own animation again

hybrid tinsel
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That isn't a bad idea, @worn parrot . What I actually ended up doing was cheating and keyframing the switch while the foot is hidden behind the body 😛

onyx nest
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So how to I play the explosionLight and DeathAnim at the same time? I think that will fix it

hybrid tinsel
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put them on different layers

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and put one to additive

onyx nest
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im gonna be honest, no idea what that means

hybrid tinsel
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For example, you can see here that I put my character's 'talking' animation on its own layer, so her mouth can move independently of her other animation

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blending is set to 'additive' so that this layer can play on tp of the other layers without interfering with them

worn parrot
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@hybrid tinsel Looks great! By the way, do you have a discord server where I can follow the development of your project?

onyx nest
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@hybrid tinsel Niiice, that works. Thanks

hybrid tinsel
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I don't think I'm interesting enough for my own server :

worn parrot
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Did you do the graphics of that creature?

hybrid tinsel
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part of them

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The original was by a friend, and colored by someone else. I had to do a lot of repainting to make it animatable.

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So much repainting 😱

celest crag
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Oh that's awesome. It looks like so much work went into repainting!

hybrid tinsel
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I am still planning to refine it a lot.

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I had to repaint a couple of times even after making the mesh to make the mouth work, and I wanna make the tail look nicer

hybrid tinsel
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anyone have a good example of how to use AnimationClip.SampleAnimation properly?

torn willow
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@twin musk this is a late reply, but I would love to know how you've used an animation from mixamo on your custom model! I was trying to figure this out myself a while ago but I felt a bit in over my head.

Also, your monster creation is both horrifying and awesome.

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A brief summary of how it's done or a link to a resource would be very appreciated 🙏

twin musk
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Sure I’ll explain the best I can. Would you prefer a DM or just say it here?

torn willow
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I dont want to spam the chat, but if it's not too long then here is fine! Maybe others would also appreciate the knowledge

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Otherwise, feel free to DM me

hybrid tinsel
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I'd kinda like to know for the future

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since I've not done any 3d character stuff yet

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seems like useful knowledge!

twin musk
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Ill just explain my knowledge on mixamo here then, for those who could use the tips

torn willow
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Sounds good 😄 thank you in advance Marrow

twin musk
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What I do is I usually either save my custom model in .OBJ or .FBX format and click the “upload character” button on mixamo. Keep in mind low poly models are obviously way more doable for mixamo. You wait for your model to upload. Then, once it has uploaded, you select where you want the rig’s chin to be, as well as the elbows, wrists, knees and groin to be located.

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After you have placed the joints on your model, you finish it up and proceed to the next step which is to allow Mixamo to generate an armature based on the shape of your model.

hybrid tinsel
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...kinda similar to the sprite editor, really

twin musk
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Then the final step is to pretty much toy around with the animations in store for Mixamo that others have made. Idle, walking, dancing, etc.

torn willow
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Oh wow, all this time you mean I could have just uploaded my character? Lmao

twin musk
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Yeah @torn willow lol

torn willow
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I thought you had to download the animation and like, Frankenstein it onto your character

twin musk
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No you didn’t have to do that 😛

torn willow
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That is so useful to know. Thanks a million marrow

twin musk
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You can also export your newly generated rig’s animations as an FBX for whatever it is you want to use it for.

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And anytime @torn willow just DM me if you have questions 🙂

torn willow
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None of the videos I found ever mentioned this x_x

twin musk
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Well tutorials never helped me so I just went for it to be fair lol

torn willow
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I will Marrow, much love. Does this server have anything like helper points lol

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Cuz I'd give ya some

twin musk
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Helper points?

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I joined this server less than a week ago by the way so I haven’t a clue lol

torn willow
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Some servers allow you to like, give people a karma point for helping

twin musk
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Oh that’s clever :0

torn willow
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Its just for clout though I think, you can get on a leaderboard

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Shows who is helpful the most

twin musk
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Oh I see I see

hybrid tinsel
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Thanks, @twin musk

twin musk
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Anytime @hybrid tinsel 🙂

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I wouldn’t be much help because I can’t even code in unity though lol

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All I can really do is model, occasionally animate, texture and light scenes decently well. That’s it for me sadly

torn willow
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I'm looking to learn a bit of everything, so I'll probably have more questions eventually ^^

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I juat got the unity humblebundle and it has a unity learn pro membership in it

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Looking at a course on 3d modeling and all that jazz rn

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Very excited to try it, I hope I can stick with it.

hybrid tinsel
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I have been thinking of trying to make a boss monster but I have no idea where to even begin

torn willow
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Start by putting pen to paper and writing out your thoughts 😄

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In order to draw a good character it helps to have a game plan written out for what qualities they should have

hybrid tinsel
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oh, I have ideas, I meant I have no idea about 3d stuff:D

torn willow
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Hey, that's not a bad start! I'm sure you could polish it up a lot

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The concept is there, and it looks proper terrifying

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Just needs some gameplay elements to back that up

twin musk
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That looks nice @hybrid tinsel what is the boss supposed to be? If you don’t mind me asking

hybrid tinsel
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Well, I was thinking a mine cart race

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With the monster chasing

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So you'd have to alternate between shooting it and jumping to keep in the track

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Maybe with some sort of arena at the end

tropic kayak
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for some reason, when I add a new gameobject (with it's own child objects) to my model, all object above it in the hierarchy get that objects position as the pivot point

hybrid tinsel
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weird

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is there some script on the object?

tropic kayak
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no

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btw

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the pivots go back to normal if it is removed from the hierarchy

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but, I'd rather not have that

sudden glen
hybrid tinsel
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Nice!

hybrid tinsel
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Ok, @twin musk I don't have unity open right now so no pictures

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but what you want to do is open the animation window with your object selected.

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There should be a button to add an animator/create an animation.

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Click it and create a new animation file.

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It should show a little timeline with nothing much on it. With your object still selected, hit the red circle(record) button. A bunch of stuff should turn pink to show that you're in animation mode.

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Now, in the inspector, right click next to the text fields for the position and in the menu that pops up, click to create a keyframe.

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That should create a little diamond in the timeline at time 0:00.

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On top of the timeline, you can drag to choose different times, and then you can change the transform position to move the object at those times.

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When you are finished, hit the red circle button again to stop recording.

twin musk
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ok

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I made the camera rotate as he jumps

hybrid tinsel
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You can animate nearly any public field.

twin musk
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ye

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too much I think

forest snow
hybrid tinsel
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What'd you make it in?

shrewd forge
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is there a way to change an animation start and end position in code, so like a lift so when i press the call button the animation will start where the lift is and end on the floor in at

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so i dont need to program an animation for every case

hot wharf
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Does unity support bone scaling in animations?
(Humanoid rig)

hybrid tinsel
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@shrewd forge I wouldn't use an animation for the up/down of the elevator. I'd make an animation for doors open, doors closed, and maybe an 'in use' animation. And then just control the up and down with script.

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That way you can change the floors, move the elevator, even reuse the whole thing without redoing the animation

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But if you really wanted to you can evaluate a specific time in an animation, I've been told.

shrewd forge
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@hybrid tinsel How would i change the rigid body with code. Ive heard you can set velocity but i tried that and it didint work 😕. Thats why i thought animation

hybrid tinsel
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Um, does the elevator need to be a rigidbody?

shrewd forge
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if its not you kinda bounce as its going up

hybrid tinsel
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you can make it a kinematic rigidbody, right?

shrewd forge
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i think i got it, ill try the plan i have first

dry ocean
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hi my game has multiple playable characters and i'm trying to get the animator from the active child however i can't seam to do that. any ideas?

hybrid tinsel
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How are you defining the active child?

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And is there only ever one in an active state?

dry ocean
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i switch character in a object as a child to the main object that has the controls

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i switch the models through the index depending on how many children there are on the character list

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@hybrid tinsel

hybrid tinsel
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Ok, so if you have the reference of the object you are enabling, then you can just GetComponent the animator for that object, right?

dry ocean
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i tried that but it doesn't seam to grab the animator automatically

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give me a sec to send you my script

hybrid tinsel
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You never use the animator at all

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You declare it and then every reference to it in the script is commented out

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You never set it to anything

dry ocean
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i did use them but i then deleted those attempts or comment them out

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i tried putting "animate = GetComponent<Animator>();" in the start function and it doesn't work

hybrid tinsel
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Because you need to call it on the gameobject that has the animator on it

dry ocean
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so are you saying i should make a another script to put on each character? or something else?

hybrid tinsel
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You need to say what game object you want to get the animator from when you use GetComponent

dry ocean
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by typing in the Game Object into this <>?

hybrid tinsel
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No.

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You type Animator in the <>

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animate = GameObjectName.GetComponent<Animator>();

dry ocean
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my bad i meant this ()?

hybrid tinsel
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no, you put nothing in the ()

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The () is just because it is a function, there are no parameters.

dry ocean
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when you say GameObjectName. you mean type that specifically or use the actual characterlist gameobject?

hybrid tinsel
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I mean the reference to the gameobject you are using in your script

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I don't actually see how you are enabling anything in this script and PlayerModel is entirely unreferenced for animation

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So I'm guessing you'd use that

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but I don't know because I am not sure where your animators are

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If you have the Animator on PlayerModel you would use animate = PlayerModel.GetCompont<Animator>();

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And that would give you an Animator called animate that you can reference.

dry ocean
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i'm the only animator working on my game. also the children in the characterList does each have an animator. but it exists within a list and i don't know how to get that from a list

hybrid tinsel
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What do you mean 'within a list'

dry ocean
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i mean children within a parent gameobject

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i'm using multiple playable characters that share the same movement script

hybrid tinsel
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Yes, I got that.

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And each of these children has its own animator?

dry ocean
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yes

hybrid tinsel
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So when you pick the character to use, you create a reference to that object in some way, you have to, because you are picking an object to enable.

dry ocean
hybrid tinsel
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so you never create a reference to the current object? It seems like that would be really helpful

dry ocean
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unfortunately i didn't think to that

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is it possible to create an Animator List?

hybrid tinsel
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yes

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But I'd suggest setting a single animator every time you activate an object

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Just, you activate an object, pick its animator

dry ocean
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so i'm gonna need the Controller script to recognise which Child is current Active

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can i do that through PlayerPrefs.SetInt("CharacterSelected", index); ?

hybrid tinsel
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however, I guess

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when you pick a gameobject, pick its animator too

dry ocean
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no just gameobjects through a list

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check the script under //toggle on the selected charcter maybe there's a way to add its animator to the controller

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tried putting humanControls.animate = characterList[index]; under if (characterList[index]). and i got this error.

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Assets\Scripts\UI & Menues\MainMenu\CharacterSelection.cs(43,37): error CS0029: Cannot implicitly convert type 'UnityEngine.GameObject' to 'UnityEngine.Animator'

hybrid tinsel
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because you left out the GetComponent

dry ocean
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tried humanControls.animate = characterList[index].gameObject.GetConponent<Animator>(); and got this error

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Assets\Scripts\UI & Menues\MainMenu\CharacterSelection.cs(44,69): error CS1061: 'GameObject' does not contain a definition for 'GetConponent' and no accessible extension method 'GetConponent' accepting a first argument of type 'GameObject' could be found (are you missing a using directive or an assembly reference?)

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hang on i goofed. the error's gone

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the object wasn#t added to the controller in play mode. and i got this error

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NullReferenceException: Object reference not set to an instance of an object
CharacterSelection.Start () (at Assets/Scripts/UI & Menues/MainMenu/CharacterSelection.cs:44)

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I THINK I GOT IT

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i need to run tests first

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IT WE GOT HAHAHA THANK YOU SO MUCH @hybrid tinsel

dry ocean
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ok i put animate.SetInteger("kidMovement",2) and got this
UnassignedReferenceException: The variable animate of HumanController has not been assigned.
You probably need to assign the animate variable of the HumanController script in the inspector.
UnityEngine.Animator.SetInteger (System.String name, System.Int32 value) (at C:/buildslave/unity/build/Modules/Animation/ScriptBindings/Animator.bindings.cs:352)
HumanController.Start () (at Assets/Scripts/Player/HumanController.cs:36)

hybrid tinsel
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did you assign it in the right script?

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might need to zoom to see

dry ocean
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never mind i got the animations up and running aside from a big delay between clip transitions. thank you so much for the help @hybrid tinsel

crisp wolf
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It says "get your project moving" in the channel directory for #🏃┃animation, so I'm guessing this question should be allowed here🤔. I'd like to earn some money, so I'd like to ask you guys what kind of games you would be willing to pay about a buck for. I'm talking, genre, niche, plot, theme, etc. You name it. I'll take any input.

celest crag
crisp wolf
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Ohhhh ok

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Thx

hybrid tinsel
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IS there any way to reliably have two animation tracks for the same object?

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it is driving me crazy how it is misbehaving

gentle wind
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Like an override?

hybrid tinsel
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NOT an override.

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I want to play mouth movements and facial expressions on top of the normal animations.

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And while it works SOMETIMES, other times it doesn't, and I don't see any clear logic to what takes precedence.

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Like you can see in that video I posted, except that there are actually several other animations in that that just don't play at all.

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And annoyingly, they show up when I add them to the timeline, but then not afterwards.

viscid grove
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I've got a problem if anyone's here to help.
Okay, so I made a rather simple circle-transition for my scenes, that activates when I press "S". The thing is that, when I transition to the new scene, it plays the first animation (shrinking the circle to nothing), but then partway through it plays the end animation even though I've reset the trigger in the end. What can I do to fix this?

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my code's just four lines right now - setting the trigger, waiting for a second and loading the scene, then resetting the trigger

viscid grove
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Nevermind, solved it. turns out one of the animations was set incorrectly

hybrid tinsel
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Glad you figured it out:D

honest fiber
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I'm in the process of figuring out animation with blender. I've got a character rigged with IK, and as I understand it I can't import the IK functionality into unity - I understand this much. However, it does appear I can make IK animations in blender and the animation itself will correctly import to unity. I was wondering if it is at all possible to then import the rig as a humanoid rig and preserve those animations? I'm in a very early development phase and I'd like any animations I create be applicable to different humanoid models. Is what I'm after possible, or should I aim to stick with the generic animation type and rig meshes of all my models to the IK rig I've made?

honest fiber
#

Found the issue, nevermind 😛

hybrid tinsel
#

From what i understand, any animation on a humanoid skeleton can be converted to humanoid animation?

drifting prism
#

Hello all, for the first time I'm using .fbx files instead of .blend files in my unity project. I'm currently running into a problem where my animations are affecting the scale of the model. Am I missing something obvious here?

hybrid tinsel
#

In your animations, check to see if there are any scale keyframes maybe?

#

If there are, it might be overriding the scaling in the importer?

drifting prism
#

Animations only have location and rotation keyframes 😦

hybrid tinsel
#

In unity or in blender?

drifting prism
#

in blender

hybrid tinsel
#

So check in unity, just in case. I haven't done anything with fbx but making sure there are no scale keyframes stuck in there can't hurt at least

drifting prism
#

I found the issue. While looking over everything again I saw that my export settings were a bit off. Thanks for the help!

hybrid tinsel
#

No problem!

worn parrot
#

Thanks @hybrid tinsel for the rotation tip!

woeful hearth
#

@worn parrot dont forget to hold CTRL while rotating bones

hybrid tinsel
#

Nice work, @worn parrot

worn parrot
#

@woeful hearth CTRL? Why? I tried it with CTRL but didn't see any difference - am I doing something wrong?

#

Hmm, well I see that CTRL does affect the bone - what is it used for actually?

fluid drift
worn parrot
#

you change the "isShooting" variable to a bool

fluid drift
#

ok ill try that

#

no it still seems to play multiple times even if its a bool

worn parrot
#

when do you change the bool? can you screenshot the code?
and can you screenshot also the transition settings of the "isShooting" animation?

fluid drift
#

i thought a trigger would be what i needed for shooting as it only needs to be on for a split second

#

just to trigger the animation once

#

but it still plays 3-5 times

worn parrot
#

Oh wait

fluid drift
#

yeah

worn parrot
#

So if I understand you correctly:
You want to trigger the "Shooting" animation, and when it ends move back to the default animation?
Make it a trigger again then, that was correct, sorry, don't use a bool there in this case.

It seems to me that there is a problem with the function that's setting the trigger.
Put this in your code when you trigger the shooting:

myAnimationController.SetTrigger("isShooting");
Debug.Log("Shoot");

Now look at the Console.
If you see "Shoot" there more than 3x, there is a problem with the scripting part.

fluid drift
#

ok ill try thx

#

it was fine but i think the problem was on the actual animation itself i disabled loop time and i think that was the problem

#

thx for the help though

worn parrot
#

oh okay, I forgot about the possibility of not having the loop turned off 😅

fluid drift
#

yh i completely missed that option

boreal patio
tropic kayak
#

you use animation events to call tell the second on to show up

hybrid tinsel
pseudo olive
#

Hey people, I'm having an issue with some animation in my project.

#

When I scrub through the timeline in the animation panel, the electric effect is attached properly to the head, but when I play it in game it moves all over and I'm not sure how to fix it. Anyone have experience in 2D?

hybrid tinsel
#

Are you using a 3d camera?

#

@pseudo olive

#

That looks a lot like the sort of thing you get when things are offset on the z axis

pseudo olive
#

@hybrid tinsel No, I'm using an orthographic camera. That's what your supposed to use when making 2D right.

#

I mean... I didn't animate it in 3D?!

hybrid tinsel
#

Just checking, since that would be the most common cause of stuff like that

#

And nothing is rotated on axis other than z?

#

And all the sprites are at the same z position?

worn parrot
#

@hybrid tinsel that looks hilarious 😄

hybrid tinsel
#

And that is a sprite animation, so I'm guessing the next most likely problem is that the transform animation is being sampled at a different rate from the sprite animation

#

Thanks, @worn parrot ! I had lots of fun with it

pseudo olive
#

@hybrid tinsel Sorry, my Unity is just being a bit slow to open. I'm going to check the Z axis thing just in case

#

@hybrid tinsel Hmm... if it's the sampling issue, can you give me some tips to deal with that?

worn parrot
#

@pseudo olive do you have any physics components attached to that specific object?

charred belfry
#

Ensure that the animations are authored using the same framerate, and that you're using the same flattened keys in the graph editor

#

and not interpolated keys

pseudo olive
#

Well, I can't see any movement on the Z-Axis

#

@worn parrot I don't have any physics attached to the object itself but it is attached to the player object, which I use physics to move around.

charred belfry
#

Whatever the framerate is, make it the same, or a comfortable division so the keys are on the same point

#

and make it so that the tangents are constant so there are no inbetweens

pseudo olive
#

Oh, right, linear rather than smooth curves!

#

Thanks people, That seems to have helped a lot. The thing only flashes up for a second so it doesn't have to track perfectly, but it needed to be better than that.

worn parrot
#

Why constant though? Doesn't linear do the job?

#

I'm just asking since I don't know as much about the curve types

pseudo olive
#

I think Linear is what I was looking for. That is how I animated it in the first place.

charred belfry
#

Linear might work, it depends on the context, a flipbook animation isn't linear, and that's what the video looked like

#

As long as they match up it's all good 🙂

hybrid tinsel
#

Yeah.

#

frame-by-frame sprite animation has no interpolation

#

Because it is just changing images, there is no real movement to interpolate

hybrid tinsel
worn parrot
#

woah what is the "center" part of his body that's just hanging there?

#

This is the weirdest thing I've seen this year 😄

hybrid tinsel
#

I'm glad!

fluid drift
desert terrace
#

Hey

#

I still havent figured out the issue

#

It fits perfectly at the start and then comes out of the circle

#

it's been a week and I havent moved since

cinder lark
#

I'm getting this error:

"PaintContext pixelRect is too large! It should touch a maximum of 2 Terrains vertically."

What is this? I can't enter play mode until this is solved. Any help?

fluid drift
#

It isnt changing the bool for the animation but it is saying the Debug.Log???

twin musk
#

Have you made all of the conditions?
Click all of the arrows that are connected to these animations and send a pic that shows the Conditions part

#

Also, I think you have to make the transition between DoorClose and DoorOpen

fluid drift
#

No it isnt even ticking the box on the left in the first place

pseudo olive
#

@fluid drift I think you should use an else statement there instead of another if.

#

Because when you check for it being false, you set it to true, you then check if it's true and then set it back to false again.

#

You probably don't see the bool changing because it's happening so fast

#

Anyway, I'm still having an issue with my bird animations.

fluid drift
#

ok ill try

pseudo olive
#

This is what I want it to do. Play a 2 frame charge animation, then launch a lightning shot.

#

I can get it to shoot just fine, it's getting the whole set up to work that's the issue

fluid drift
#

thx @pseudo olive it works 🙂

pseudo olive
#

That is, I created a method that is called in an event within the animation that instantiates the shot but the 2 frame charge animation dosen't play

#

@fluid drift No worries man, got to watch out for that kind of thing.

fluid drift
#

yh

pseudo olive
#

I created a bool to indicate when the shoot animation is happening and make the method that shoots the projectile turn it off after it's been instantiated, so that the animation can transition back to it's off state but it often shoots multiple times. I've been hacking away at it for a while so it's had a number of different glitches.

#

Anyone know how I might accomplish this? I'm willing to start from scratch at this point.

pseudo olive
#

Anyone around?

old lintel
pseudo olive
#

What specifically did you want feed back on?

old lintel
#

is it good, bad or needs work?

pseudo olive
#

Man... this probably isn't what your looking for but it's looks ok. It's supposed to be a cartoony machine working right?

#

Maybe if you had the box on the convener belt move it would be a bit better.

#

So, I'm looking for some good tutorials that cover the 2D animation system... ones that aren't from several years ago. Anyone have any suggestions?

old lintel
#

ok thanks

hybrid tinsel
#

hey @desert terrace did you ever try putting it in 2d mode and seeing if it still happens?

#

@old lintel It looks good, though I'd make a few of the parts move a bit earlier or later

#

So they don't all look like they're one chunk

old lintel
#

ok gotcha thanks!

hybrid tinsel
#

@pseudo olive I haven't really found any, but if you have questions we can try to answer them!

#

It's been mostly trial and error for me

primal timber
hybrid tinsel
#

That button is for opening the file up in another program

#

Like it would open up your code editor or an image editor

#

You need to use the animation window in unity

worn parrot
primal timber
#

I just need to open anim settings

#

Like what type

hybrid tinsel
#

Clever, @worn parrot !

hybrid tinsel
#

I really want to work out some sort of simple 'jiggle motion' modifier for 2d bones, would make life a lot easier

tender coral
#

is there a chance someone could help me with why my animation seems to be freezing on the first frame?

tender coral
#
        anim = GetComponent<Animator>();
    }
        
    void Update () {
        Vector2 pos = transform.position;
        if (Input.GetKeyUp("w"))
        {
            anim.SetTrigger("trig_idle_n");
        }

        if (Input.GetKeyUp("a"))
        {
            anim.SetTrigger("trig_idle_w");
        }

        if (Input.GetKeyUp("s"))
        {
            anim.SetTrigger("trig_idle_s");
        }

        if (Input.GetKeyUp("d"))
        {
            anim.SetTrigger("trig_idle_e");
        }

        if (Input.GetKey("w"))
        {
            anim.SetTrigger("trig_walk_n");
            pos.y += default_speed * Time.deltaTime;
        }

        if (Input.GetKey ("s")) {
            anim.SetTrigger("trig_walk_s");
            pos.y -= default_speed * Time.deltaTime;
         }

        if (Input.GetKey ("d")) {
            anim.SetTrigger("trig_walk_e");
            pos.x += default_speed * Time.deltaTime;
        }
        if (Input.GetKey ("a")) {
            anim.SetTrigger("trig_walk_w");
            pos.x -= default_speed * Time.deltaTime;
        }
            
        transform.position = pos;
    }```
#

animation keeps getting stuck on first frame

celest crag
#

@tender coral You should follow an animation tutorial and compare how it suppose to work. And test your code using Debug.Log to see what's going on.

tender coral
#

lol. Haven’t done that at all. Thank you.

hybrid tinsel
#

Triggers are kind of a weird choice for movement

zenith wedge
#

is there any way to auto arrange animation state ?

hybrid tinsel
#

depends on what you mean

#

you can, for instance, convert a direction to a choice of animation

zenith wedge
hybrid tinsel
#

haha, wow, I don't know

#

That seems really hard to use

gentle wind
#

yoo the turkey legs 😭 🙏

hybrid tinsel
#

haha

fading ocean
#

Hey guys I am wondering how to move my characters head

spice lily
#

Is there a way in unity to preview animations without running the game?
For example, I have a vehicle with a character riding it. The character is just in a T-pose, and uses animation to actually sit on the chair etc. I want to preview this pose in Unity to make sure things look good, but don't want to run the game every time to do something simple like this. Is that possible?

thorn scroll
primal timber
primal timber
#

or just how to change name is bundle?

worn parrot
#

@hybrid tinsel I love your animations 😄

tender coral
#

almost have this working lol...

        {
            isWalking = false;
            anim.SetTrigger("trig_idle_n");   
        }

        if (Input.GetKeyDown("w") && !isWalking) 
        {
            isWalking = true;
            anim.SetTrigger("trig_walk_n");
            pos.y += default_speed * Time.deltaTime;
        }

For some reason the animation plays, and enters idle state properly...but doesn't physically move anymore

worn parrot
#

If I were you I'd do the movement animations through booleans

#

If someone sets the triggers really fast, it gets buggy and you have to reset it

vernal cave
#

Hey there! I'm trying make an animation, which I put on an empty "character object". then I square selected the character in scene view and pulled him rightwards (auto keyrecord). my char_body and char _feet got a key, but my char _head (parented to my body) didn't. now, I want to select the head and move it around in the animation, but unity asks me to create a new animation for that. How do I add the char_head into my existing animation on the dope sheat?

#

btw, I'm using sprites...

tender coral
#

Thanks @worn parrot I'll give that a shot

timid wing
#

I need help with to trying to import an animation from an FBX character onto another FBX character and then exporting the character with the new animation

#

i basically can preview the new character with the animation

#

But i have no idea how to import that animation onto the character

#

i dont want to use the animation in Unity i want to export it basically as an FBX file and use it in C4D

#

i know i can seperate the animation from the character using ctrl + D

#

But thats about it

sinful nexus
#

ok

fluid drift
honest fiber
#

Have you tried to use Play()?

#

I feel like Play()or Crossfade() should work, I'm pretty sure they've (accidentally) worked like that for me.

hybrid tinsel
#

@worn parrot thanks!!

#

@tender coral you only call movement on a single frame- you have !isWalking in the if statement, so after the first frame that entire code block will be skipped until the key is released.

#

@fluid drift put the shooting on its own layer in the animator, and use a 'any state' to shooting state transition with 'transition to self' allowed.

#

@vernal cave You need to have the parent selected to open up its animator, and then pick the head object to add keyframes.

lime venture
#

is it possible to export only armature animations from Blender ?

#

made some new animations, dont wanna keep exporting new model with new animations 😦

#

ah nevermind i think i got it. hmm maybe i can just export the armature instead of both and put a model on it in unity

hybrid tinsel
#

I know you can with other programs, so probably

lime venture
#

ya it worked 😉

vernal cave
#

@hybrid tinsel Thanks! but the problem is, I press the parent to open the it's animation, press autorecord, press the body to record it, but as soon as I press the body, I either get a new animation name, or get promted to start a new animation... I can't put it on the same as the parent

vernal cave
#

I finally figured it out! my bodyparts had an animation thingy on them in the inspector, I don't know when I managed to give it to them, I'm new at this. Thanks anyway

hybrid tinsel
#

Aha, yeah, that would do it.

zenith wedge
#

hi, I'm making a 2d game, the animation is simple, each clip contains ~10 sprite frame, but there is a lot of clips, about 800 .anims files
what should I do to improve the performance of the animation ? my game freeze and drop fps when i play animtion

hybrid tinsel
#

finally something I can link that won't get censored

fluid drift
#

Someone told me to:
put the shooting on its own layer in the animator, and use a 'any state' to shooting state transition with 'transition to self' allowed.

To fix my shooting animation: https://gyazo.com/b31b837420b6fd3d9e7c79a29aa2c7a5

Ive put it on its own layer but dont know what it means with the any state and dont know where the transition to self is. Please help.

fluid drift
main lantern
#

I'm doing a big list of tuts and channels on my blog https://iurimonteiro91.blogspot.com if you guys know more cool animation channel about programming for animation tell me 😄

fluid drift
#

anyone have a good tutorial on how to use any states as i cant find one?

lime phoenix
#

Uncheck exit time, the animation will interrupt itself

fluid drift
#

it is unchecked

lime phoenix
#

Could you show the entire animation window?

fluid drift
lime phoenix
#

I believe the issue is that you use a trigger to transition to that state

#

This is a bit of a jank solution, but you might use a bool. Check every frame or so if the shoot button is being held down, and if the animation is currently playing. If it is, restart the animation, if it's not, set the bool to false

fluid drift
#

i tried using a bool and trigger it manually but it still didnt work

lime phoenix
#

Hm, here's some code i just found on unity answers, you might try this?

#
        {
            animation["animation"].time = 0;
            yield
            GetComponent<Animator>().SetBool("Attack", true);
        }```
fluid drift
#

dw it was a problem with the actuall animation

hybrid tinsel
lime venture
#

wow super cool

abstract moth
#

Hello everyone

#

I have a question regarding animation

#

And I am a beginner so I am sorry

#

Lets say I have a fbx with spring effect and I want to pull it useing drag on pointer click and I want to give it a force so when it goes upwards the speed with which it goes up should be related to the amount I pulled it down just like angry birds the amount you pull the far it goes
Can anyone tell me how to make this kind of effect?

lime venture
#

isnt this coding related?

raven basin
#

anyone got a good app for ipad or mac to animate pixelart

#

?

floral pebble
#

@raven basin There is an app on steam called Aseprite where you create pixel sprites and it also contains an animation helper for creating spritesheets for animation.

#

There are probably plenty better though, but that's the one I use.

raven basin
#

awesome thx again 🙂

hybrid tinsel
#

@abstract moth springs and other effectors either won't import in FBX or will be converted to bones or vertex animation.

#

You'd have to add your own physics/simulation in unity.

lime venture
#

ye been trying to learn about sprites. N64 uses sprites heavily for round objects but im super noob. i got no idea how to create them

spring stratus
#

I am trying to make a growing flower (In Blender).

I've got a base plant, and 3 additional offshoots that grow when the player waters it. I decided the best way to do this would to have a different gameObject per offshoot. The animation works great like this.

However, I've come to the part where I want to animate it acting as a whole. Swaying, being ran into, dying, etc. I can do all of that fairly easily but it comes with the cost of having a separate animation for each object.

Is this a major problem? Would it be better to have a different object altogether that's a single armature and preform the "grouped" animations on that?

#

Ignore the horrible petal bones, I know i know

hybrid tinsel
#

@lime venture look into 'billboards.' There are a bunch of ways to do them in unity, depending on what sort of effect you want.

#

@spring stratus the way I handle that sort of thing is to have a single animator for the base object, and have the 'individual object' animations on a separate layer in the animator.

spring stratus
#

@hybrid tinsel Ah I haven't dipped into layers yet, I'll have a look. Thank you 🙂

hybrid tinsel
#

For example, on a character I usually put attacks and face animation on their own layers, so they can be played on top of whatever the body is doing.

gritty inlet
#

Hey!
I am trying to animate a character, that will have rubber-like limbs ( see picture for reference ). I am modelling and animating in Maya. What type of joints and joint-layout do i use to achieve this effect? I am quite new to animation, and can do basic animations. But i fail to find the correct term when searching for tutorials etc. Does anyone now?
I hope this question belongs here, even though it is not directly related to unity

hybrid tinsel
#

I have no idea how to do it in maya, but I can tell you to be careful that whatever types of deformer is one that can be imported into unity

#

You probably want to look into inverse kinematics of some sort, or some sort of spline deformer

gritty inlet
#

Thanks for the tip, would not have considered any conflicts with unity regarding deformers! 🙂 Still pretty new, so i try to take in every tip i get! Will look into spline deformer!

mellow lodge
#

i wonder if / how i can change sprites of offline games (stardew valley)

twin musk
#

ok guys

#

is anyone online ?

#

i need some help

#

sup

#

im here

#

so am working on a game, but got assets somewhere online

#

the animations are just sprites, and in the animations i made the gem fly up a little bit, then go back to it's default value

#

but now when i have copied the gem and move it away from the first one, when the animation plays it just goes back to it's first position

#

@twin musk

#

did you apply root motion?

#

how do i

#

im not sure if this is your issue though

#

omg it works

#

thanks ma men

#

👍

spring stratus
#

How do you:

A. Initiate an object at frame 0/1 of it's animation. (Problem: my object begins at it's default pose during play, then when I start the animation it snaps to it's frame 0/1. Do I need to make an idle animation?)

B. Prevent other animations on the same object from resetting their predecessors. (Problem: I start a second animation on the same object and it sends the other objects to their default state. I tried disabling "Write defaults" and it doesn't seem to do anything. I also tried blending but I don't think that's what I want, not trying to blend, just play in sequence)

spring stratus
#

Huh, well part of my problem is that somehow I've written every single value in every bone (In the 4 separate armatures) on EACH animation....So each anim is setting everything back to default when it plays. Not remotely sure how that happened

spring stratus
#

I made a super basic model and rigged it (4 different meshes, each with an armature. No links in ANY way other than being in the same .FBX file). When I open an animation in Unity it's still the same thing, each one has every property of EVERY bone in all the other armatures. Is there a setting I'm missing or something?

#

In that picture ^^ it should stop there, but the other armature bones are below if you scroll down :/

spring stratus
#

Ugh, got it. I think it was the "Key All Bones" option inside of Blender while exporting, seems to have fixed all my problems

twin musk
#

can someone help me with some animation problems, ive got the script set up and the bools working so my player enters the animation when theyre suposed to but the slash effect isnt apearing
and i chekced its on a layer above the player and everything
ive got it rendering in the scene view (when i put scene and game beside eachother) but its not rendering in the game view

abstract moth
#

I know all the basic shapes in unity but is there a way to make and animate a spring ?

desert terrace
#

My animation is broke

#
System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <a8ed250850854b439cedc18931a314fe>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <a8ed250850854b439cedc18931a314fe>:0)
UnityEditor.CurveEditor.set_animationCurves (UnityEditor.CurveWrapper[] value) (at C:/buildslave/unity/build/Editor/Mono/Animation/AnimationWindow/CurveEditor.cs:239)
UnityEditor.AnimEditor.UpdateCurveEditorData () (at C:/buildslave/unity/build/Editor/Mono/Animation/AnimationWindow/AnimEditor.cs:1290)
UnityEditor.AnimEditor.UpdateSelectedKeysToCurveEditor () (at C:/buildslave/unity/build/Editor/Mono/Animation/AnimationWindow/AnimEditor.cs:1220)
UnityEditor.AnimEditor.SaveCurveEditorKeySelection () (at C:/buildslave/unity/build/Editor/Mono/Animation/AnimationWindow/AnimEditor.cs:1239)
UnityEditor.AnimEditor.BeginKeyModification () (at C:/buildslave/unity/build/Editor/Mono/Animation/AnimationWindow/AnimEditor.cs:1246)
UnityEditorInternal.AnimationWindowControl.BeginKeyModification () (at C:/buildslave/unity/build/Editor/Mono/Animation/AnimationWindow/AnimationWindowControl.cs:1087)
UnityEditorInternal.AnimationWindowControl.ProcessAutoKey (UnityEditor.UndoPropertyModification[] modifications) (at C:/buildslave/unity/build/Editor/Mono/Animation/AnimationWindow/AnimationWindowControl.cs:774)
UnityEditorInternal.AnimationWindowControl.PostprocessAnimationRecordingModifications (UnityEditor.UndoPropertyModification[] modifications) (at C:/buildslave/unity/build/Editor/Mono/Animation/AnimationWindow/AnimationWindowControl.cs:761)
UnityEditor.Undo.InvokePostprocessModifications (UnityEditor.UndoPropertyModification[] modifications) (at C:/buildslave/unity/build/Editor/Mono/Undo/Undo.bindings.cs:189)
#

And idfk what that means

#

I cant rotate objects no more

#

Or do anything with them

desert terrace
#

Really no Help?...

fluid drift
twin depot
#

Is there any nice complete guide to how to make animations work properly?

#

every time i try i have to wade through the helpful but not necessarily tutorial-like Manual pages, and the false hits from the godawful Learn pages to find what i want to do

#

I've rigged a helicopter in blender, and when i import the fbx into Unity, it looks like this:

#

and for some reason the entire mesh is parented to one of the bones

#

like you have an avatar, an animation controller and something else i think

#

and i have no clue what the hierarchy is or what affects what

#

Ok so I have:

#
  1. Created rigged model
#
  1. Imported it into Unity
#

and the root bone is fucked

#

the entire thing is weirdly transformed

#

now this may just be Unity doing a Unity

#

but I can't remember how I overcame this crippling injury last time

hybrid tinsel
#

@twin musk is the slash behind the camera in the z axis?

#

unity for some reason tends to not put stuff you drag into the scene at 0 z even in 2d mode

#

@twin depot I believe that blender has specific settings for exporting to unity

twin depot
#

For animations?

#

Everything else is fine but every time I try to use Unity animations i feel like my internal organs are trying to rip themselves out of me

hybrid tinsel
#

Also, are you using FBX files for it, or...?

#

But yes, I've not used blender but I've seen a bunch of people mention it.

worn parrot
#

There are some youtube videos that cover the importing process from blender

hybrid tinsel
#

If you need to, you can also create copies of the animations in unity and edit the keyframes there

twin depot
#

Yeah it works agin

#

again

#

had to reset the root bone and reimport

twin musk
#

Hello everybody, can someone help me? When I creating new animation clip and dragging animation line to any moment THIS happens. Out of animation she is in standard pose, not this

#

@latent silo. It is NEW, empty animation. There are NO points

latent silo
#

when you delete the new animation it goes back to normal?

twin musk
#

No, but it fixes when I open animations tab on another object

latent silo
#

thats because you aren't previewing it anymore

twin musk
#

Yes

#

I know it

#

How i can fix it?

latent silo
#

so going off the top of my head... it MIGHT be that your tail segment there in the heirarchy of your character.... isnt at 0,0,0

#

is it?

#

its local position i mean

twin musk
#

Her LEGS are in tail. Their location is blue and aren't at 0,0,0. When i trying set it to 0,0,0, it sets to previous

twin musk
#

And now... @latent silo, I cant edit positions of legs!

latent silo
#

because you are driving it with the animation

#

it will want to snap to that position

#

that you assigned it in the animation

twin musk
#

I cant edit them into the animation too

latent silo
#

are you recording new keyframes (is it red?)

twin musk
#

No

latent silo
#

if its not in that mode, you can't change keyframes in your animation click the red circle then change your keyframes

#

blue means its being driven by your animation

#

red means its recording into your animation's keyframe

twin musk
#

Okay

#

Can i record without preview? Current position of models body?

latent silo
#

i dont understand what you mean

#

if you move the root of the object.. the entire object will move... relative to its root, the legs will move also as long as your characters hierarchy makes sense

twin musk
#

Okay. Let me explain what i mean

#

When I enabling preview mode in new animation, its body moves down and its legs broke.

#

Can I record animation WHITHOUT preview?

#

And I fixed it right now!

#

@latent silo

#

I changed type of avatar to general!

latent silo
#

so your bones werent mapped right?

twin musk
#

What you mean?

latent silo
#

nothin... good stuff! This is why i stay around general-code not animations XD

fluid drift
winged wyvern
#

@latent silo yo man. are you good with aniamtion?

latent silo
#

lols not really.. but ill give it a crack... whats up?

winged wyvern
#

oh. got anything you can show

latent silo
#

i can show what?

winged wyvern
#

any animations you made?

latent silo
#

oh.. no.. im not an animator.. im a programmer

#

tech/game design

winged wyvern
#

nice.

#

its fine then. cause i was looking for a animator that could help with a prob im having.

fluid drift
winged wyvern
#

@twin musk hi. i know this might be wierd. but are you good with animations. 3d.?

#

you seemed to know what your talking about in the chat. so i figured i can ask

twin musk
#

maybe

#

what do you need

#

😃

winged wyvern
#

well i need some help with 3d character animations. realistic.

#

are you any good with those?

twin musk
#

I fear i dont have much time, but i advise you to append this rig in blender, apply it to a mesh and then start animating

#

its a 100% humanoid mechanim compatible rig, you can download animations from the asset store

winged wyvern
#

one sec. is it possible you can dm me quickly.

#

il add you. 5 minutes. all i need

twin musk
hybrid tinsel
#

what kind of help do you need?

honest fiber
#

So I’ve run into an issue using the humanoid rig system unity’s got

#

it appears that unity completely ignores bone transforms for all bones that aren’t part of the humanoid

#

So for example, I’ve got weapon bones I intended to use to determine weapon placement and rotation

#

But those bones just get ignored. At best, if they’re parented to the hands, I’ll get the position to follow along but the rotation I animated in blender doesn’t get baked at all

#

I can get why that’s the case, but I’m wondering if anyone has any workarounds for this issue. Will I just have to import the animations and separately animate the weapon rotations in unity, or is there some way to get it to work how I want?

abstract moth
#

Does anyone have a reference where we can study about bones in unity

hybrid tinsel
#

@abstract moth 2d or 3d bones?

#

@honest fiber are the keyframes missing for those bones in the unity animation editor?

#

And did you use an existing avatar or make a new one for these animations?

winged wyvern
#

Well its personal. Kinda need some one really good with 3d animation. Realistic not stylized

honest fiber
#

The keyframes appear to be missing yes

#

The avatar was generated from the model

#

Unity doesnt have any problems with the configuration

#

@hybrid tinsel for when you’re available ^^

hybrid tinsel
#

@honest fiber when you imported the animation did you go into the import settings and check on all the extra bones?

honest fiber
#

No I can't say I knew about that

#

I'm not at liberty to test if that changes anything but from what I can tell, I'm optimistic

hybrid tinsel
#

Good luck!

winged wyvern
#

piballkitty. 3d or 2d animations?

shell pilot
#

What I do wrong? I have 3D biker with turn (creating wheel turn) and attack (hit with a baseball batt using right hand and torso movement) if I don't use any masks my left hand refer to the idle position (possibly because it is that way in the hit animation) if I mask right arm only then it stay stuck to the torso like a dead vegetable while right hand and torso look fine, but if I also mask torso, then left hand is fine. But only right shoulder is animated, and the animation looks wrong

#

Basically - what I need to do in Unity/Maya to be able animate torso+right hand, but leave left hand (with left shoulder) to another animation?

twin musk
#

You probably want to use animation layers

shell pilot
#

I did that, at this point main issue I have that when I blend two animations, I need to mask more than required otherwise it looks ugly

hybrid tinsel
#

@winged wyvern what?

#

@shell pilot- use additive on the arm layer?

shell pilot
#

yep, tried both

hybrid tinsel
#

is root motion enabled?

shell pilot
winged wyvern
#

@hybrid tinsel do you animate 3d or 2d?

hybrid tinsel
#

2d

shell pilot
#

hmm, need to double check, at least I know I did not disable it in the mask

winged wyvern
#

oh ok

hybrid tinsel
#

Why?

shell pilot
#

a no, that shadow beneath character in the mask is red

#

I am not 100% sure actual animation/rig is done correctly and I have no idea how to edit it, I am not an animator/modeler 😦

hybrid tinsel
#

@shell pilot In the animation import you can choose which bones to import animation keyframes for

#

Also, you can open the unity animation window even for imported animations, you just can't edit them there

#

(without making a copy)

shell pilot
#

keyframe deletion from the left hand made it even worse 😦

worn parrot
#

Hey @hybrid tinsel, are you changing the scale of the head parts in that animation?

hybrid tinsel
#

Yup.

#

It makes a big difference in the cartoony feel of it, I think

#

@worn parrot

worn parrot
#

Yeah I've just recently found out that even scaling an object just on one axis makes a huge difference

#

Animations with scaling really add life to some objects

#

e.g. UI

hybrid tinsel
#

Yeah

cedar ruin
#

Can someone tell me what that normalized time parameter actually does?

#

does it set the animation time in seconds?

#

or is it relative to the normalized time of the animation?

#

like, a multiplier?

#

But I guess we have the Speed parameter for that...

hybrid tinsel
#

normalized time is the time from 0 to 1

#

So you can use a float value of 0 to 1 to control the time in the animation

#

At least, that was my understanding of it

shell pilot
#

this might be weird question, I hope it is not :D
Is there a way to copy transform and rotation from specific bone in humanoid animation and apply it to any other object (I want to make an empty game object move locally same as Right Hand bone in my animation) ?

#

to be more precise I need to hold hand in specific place, it seems with IK, and I still need to play small animations on that hand. part of the animation plays fine, but other part require small vertical movement and IK kills that, so I was thinking moving actual IK point in the same way as animation does it and that why I wanted to make small clip for my IK GO from actual hand animation.
Maybe there is better way how to do that ?

hybrid tinsel
#

Yes, @shell pilot

#

You can copy the keyframes/curves by opening up the animation file in a text editor

#

Can also use a script to do it I guess

woeful hearth
hot wharf
#

Quick question: Does generic type rigging work with avatar? If yes, why there is no anykind transiotinal to other animation but blank?

#

(trying use copy from other avatar)

#

usually that works with humanoid rigs ( I think )

royal narwhal
#

Animation question (Maya & Unity):

So I have an animation of a character jumping from the left of a chair onto the chair. It's a humanoid (mecanim) thing so I can retarget it for other humanoid characters. It's set up so that the character will jump exactly one meter to the right to end up in the correct position on the chair.

This works perfectly for the character the animation was made for, but shorter characters jump less than 1 meter to the right and taller characters jump more than 1 meter to the right. Why would that be?

Thanks so much for any advice you can offer!

hybrid tinsel
#

@royal narwhal , Retargeting takes the character's height into account, because it is designed to make strides and footfalls line up with animation timing.

#

If you need it to end up in the right place, you can disable root motion and control the position with code

twin musk
#

Best place to create animation for my character?

#

Is unity good with that?

twin musk
#

Is it 2d ? 3d?

vivid marten
#

^^^

#

For 2D I would do a sprite sheet with all the animations on Photoshop

#

Or Aseprite

#

For 3D I would animate walking, running, etc. from Maya

sinful cypress
#

So my blend tree is not applying foot IK.

#

The non-blend tree parts of that animator controller are applying foot IK.

#

...Never mind, needed to click "Apply Root Motion" on the animator.

hybrid tinsel
#

@twin musk unity is pretty good for animating certain kinds of things, depends a lot on the type of artwork.

#

Currently, 3d objects pretty much need external programs to rig and pixel art isn't really easy to make inside unity. But skeletal animation can be, especially if you use a lot of dynamic elements.

twin musk
#

@hybrid tinsel

#

I have a 3d sword model

#

i downloaded it from a place

#

But it came like a winrar file

#

And i cant add it to my unity project

#

anyway i can fix it ?

hybrid tinsel
#

unpack it from the rar file first I guess?

#

I haven't done a lot with external 3d stuff

frosty roost
#

Hey! So I have been searching on this from a while, but I am unable to know, A guy make trailer parodies by unity animation, and the objects and the scene background he uses is completely the same, can you guys tell me, how he converts 3d objects from videos? Is that possible? I'll wait for the answer, one of his videos are given below.

#

He started making parodies of Gta San Andreas, and look at that content, its exactly same like the original trailer.

hybrid tinsel
#

That looks more like deus ex than gta to me

frosty roost
#

Its gta san andreas

#

The main point is how do he convert 3d obkects from trailers

fathom pine
#

do you guys remember a while back when unity had some demo of a machine learning thing that had the player parkour-ing relatively naturally without needing all the animation states and transitions? is that a thing now?

torn willow
#

Hello, has anyone here used Mixamo for their animations? I'm using some animations, and they are playing properly, but I have a slight issue due to the fact that the pivot mass and center do not follow the position of the model. The result is that my character will warp back to its starting position when the animation is finished, among other things. The disjoint is shown in the picture below:

#

I would like to fix this so that the center of mass/pivot point will follow along with the model. This will allow me to use the OnAnimatorMove() function to move my character in time with its steps. Can anyone be of help?

fathom pine
#

@torn willow yes, i use mixamo, i noticed similar things in some of their animations, while other animations didn't have that issue, kind of a mixed bag

torn willow
#

😢

#

Perhaps I could fix it manually in blender?

#

I wouldn't know how to do that, though

vivid marten
#

@hybrid tinsel it's from an Indian movie (which wasn't all that great btw)

torn willow
#

@fathom pine Found the answer: When you import the FBX into unity, be sure to go to the "Rig" section in the inspector and change the "Animation Type" from Generic to Humanoid

hybrid tinsel
#

@torn willow you need to enable root motion in the imported animations

torn willow
#

I did try that, however it was not the solution for me. The Rig change I mentioned just above did fix my problem though, so everything is good now 👍

gray radish
#

Would anyone happen to know how to add text pop-ups to an animation? Basically I want to rotate the camera around an object, stop the camera at times and have text popup along the way. I can move the camera just fine, but im having trouble adding the text in the animation too.

hybrid tinsel
#

what sort of text are you using? a textmeshpro, or...?

#

@gray radish

solemn kernel
#

I am using an UMA avatar in my project, it works fine on windows, but the avatar's clothes appear ripped on android

dense cipher
#

hey guys how do you performance a animation on a door that could rotate 90%

#

the pivot point is in the center of the door

humble vault
#

@dense cipher you don't.

#

Use Transform.rotation.z to change the rotation

dense cipher
#

Yeah but it's moves from the center it harder to do an animation that way

humble vault
#

Wydm?

twin musk
#

@dense cipher
Create empty object which will act as a pivot of the door and place the door as a child of that object

coarse grove
#

^

twin musk
#

Or just use any 3d software to edit the pivot

dense cipher
#

I guess the unity way

#

I will be wonder if there is a scenario where I need to pivot be in the center

#

But thanks @twin musk

twin musk
#

wanna add animations to my character

#

and use it in code any helpful tips?

#

and thanks ❤

#

Define "character", is it 3d? 2d? How does it look like, what is it supposed to do?
What does coding have to do with making animations? 🤔

#

@twin musk you know any place i can get 3d charater rigged with animations?

#

Define character

#

Knight

#

@twin musk

#

Am looki ng for a knight 😄

#

Low poly? High poly? 2d? 3d? What is it supposed to do? You aren't specifying anything

#

Oh sorry

#

3d rpg game

#

Fighting

#

Low poly wo nt be bad

#

By "charater rigged with animations" did you mean getting entire character with animations or making animations for exisitng model?

#

cuz my game is low poly

#

I want it with animations

#

cuz am still not good with making them

#

There's a very little chance that you are going to find this kind of thing for free anywhere

solemn kernel
#

I am using an uma avatar, works fine in windows, clothes appear torn in android

humble vault
#

@twin musk mixamo

twin musk
#

@humble vault

#

mixamo give you the character without colors why?

untold rock
#

Can someone please give me some advice I'm trying to play a real simple animation and When I try to play the animation with .Play The Console says that the animation could not be found even though its populated in the animation inspector with the exact same name.

solid trout
#

Hello, can someone help me out with a problem with the 2Danimation package? I can't find a way to give "depth to bone", ie managing which sprite is on top of which

desert terrace
#

How can I play a single animation multiple times through script

#

so it doesnt loop forever

#

And it does go through this if multiple times

#

But only plays for the first one

vernal coral
#

in Final IK, how do you set the rotation of the end joint of the hierarchy? I have a mechanical arm that I'm trying to rig... tried both FABRIK and CCDIK. Setting the rotation manually via the rigidbody isn't really helping.

desert terrace
desert terrace
#

you can clearly see it here

raven basin
#

best ios app for pixel art ?

severe cave
#

Issue where when I import .fbx animations into blender they are fine but if I export and reimport they become a blob and the joints mess up?

desert terrace
#

Anyone help?

novel meadow
#

@desert terrace the reason might be where you are updating the text holding all the words (the one you monitor on the right) vs. where you are clearing the ticker-text in your code. I am no expert with UI however, so this is just a wild guess

desert terrace
#

I mean im supposed to be editing the whole part since there's no other way around what I'm trying to accomplish @novel meadow

novel meadow
#

I've seen only now that the text writing is not an animation but the user inputting text

#

So when looking at the video again the issue seems to be only happening when interacting with the textinput, not when you copy the textinput into the scrolling text

desert terrace
#

Yeah user inputs and if it's not the right word the animation plays

novel meadow
#

Ah

#

Yeah, I think the problem has to do with the input field only. The animation should be fine

#

And maybe also show the important code and how your text input is set up there

desert terrace
#

Yeah its in the hastebin

brittle sentinel
#

Does anyone know a simple way to fade to black for a scene in VR?

vernal coral
#

you can't just place a canvas in front of the main camera and use a coroutine to animate the alpha?

twin musk
#

Does anyone know why my source takes are missing? Im importing a blender file

thorn scroll
#

Guide for 2D animation for the new tools coming out in 2019.3 but are in preview atm!

hybrid tinsel
#

@thorn scroll I noticed you seem to adjust the speed of the animation by changing the sample rate, that can cause some problems. You can always scale the entire animation by multiselecting keys and dragging the blue bars that appear.

thorn scroll
#

Yeah for the most part tho I just have that animation sample rate across all the animations then set. I dont pick and choose random sample rates.!

hybrid tinsel
#

Ah, ok. Though I suppose the point stands that someone learning might see that and get the wrong idea:D

twin musk
#

how do i make an animation move my gameobject

humble vault
#

You don't @twin musk

#

You have your GameObject trigger the animation AFTER it moves.

twin musk
#

oh.

#

ok

hybrid tinsel
#

Um, animations can move objects just fine?

#

As long as it had root motion enabled

grand heron
#

Hey guys! Quick question, I’m working on a VR project and we are setting up a character that will do a lot of facial acting, so I was wondering if there’s any limit about blendshapes, would it be a performance issue if we have some 50 or 60 for a Face?

vernal coral
#

how can i get a ConfigurableJoint to actually match a target rotation? even when configured in world space, the rotations they're being driven to have absolutely dick to do with the target rotations. is there a trick?

twin musk
#

my animation is choppy. the end and start of the animation are the same. i thin kthe code is running it too fast. please help!

zinc pawn
#

How would I go about making an animation play when the character is moving forward in relation to their facing direction? Right now, he only seems to play his forward walk animation when positive input in the vertical direction is given.

#

Which is not great when you are facing negative in the vertical direction, and walking forward plays the walk backward animation, or with any comparable angle horizontally as well.

Nevermind

twin musk
#

For some reason

#

When i start the animation the character goes higher than he is orgianily placeed

#

He gose a littile bit up in the air

#

why?

deft heart
#

Because you recorded the character being that high or sum'

#

Maybe there's something you can uncheck/check to fix that in the Animator settings or settings of the animation clip

#

@twin musk

deft heart
#

Try unchecking something related to root motion, idk

slender garden
#

I have an amimation that fades between two colors (I use it for scene transitions) Is there a way to pick what color it fades too because my levels are all different colors and I don't want to create an animation for each one

twin musk
#

What color are you changing? Material color?

#

If so then you could maybe do that with scripts

#

Set the first color, end color and lerp between them

slender garden
#

its an ui elements, yeah I was thinking about just scripting it myself

#

just wanted to make sure I wasn't doing it a harder way if i didn't need to

cedar ruin
#

Not sure, if it's closer to code or animation, but can someone elaborate on

Animator.GetNextAnimatorStateInfo();
Animator.GetAnimatorTransitionInfo();

Let's say an animator is currently updating a certain state and not in transition. What would these methods return?

twin musk
#

Any good tips on how to make a walk cycle for a spider-like 4-legged robot?
That's how it looks like

coarse grove
#

Do you mean conceptual tips, or tips for actually making it

twin musk
#

Tips for how it should look like

#

For example in what "pattern" should legs move

#

Not the tips about how to create animations etc but tips how the animation itself should look like

coarse grove
#

Most "spider tank" sort of things I find are 6 legged

twin musk
#

Thanks 👍

twin musk
#

Well, animating it so that legs "stay" in place while the other one moves is going to be quite hard

coarse grove
#

indeed

twin musk
#

I'm using NavMeshAgents for it so I would have to pick an ideal speed so that when in the animation the "idle" leg moves backwards it would appear that the "foot" is stationary

coarse grove
#

Can you use IKs for it?

#

Or too much work

twin musk
#

Yeah, I'm using IK for it

coarse grove
#

This would be a complex system... I don't exactly know how I would start

twin musk
#

Leg is made out of 4 bones, I made it so that IK controls movement of three bones and not the main leg bone

coarse grove
#

I meant like, an IK in Unity or an IK in Blender

twin musk
coarse grove
#

or whatever 3d software you use

twin musk
#

I'm using 3ds max

#

Each leg is separate object, middle and the head are separate too

#

Even figuring out where the legs should be in each frame is going to be incredibly hard

#

Well, maybe I could move forward each of the leg separately while keeping the "middle" part in the same spot, then move the middle one to the correct place and repeat

#

But........that's hard 😐

#

Or move two legs at the same time

#

But that's going to look weird

#

Well, trying to understand how this would even work is weird in itself

coarse grove
#

I'm no good at animation, but if you figure it out, I'd love to see the results

ebon meadow
#

I have animations made for this AK, I have the animation and animator components on the gun, and several animations made and in the animator, but for some reason it doesn't seem to be applying and in the animation window it says they aren't made

#

in the animation window it says no animations have been made an to start animating hit creat

normal grail
#

Hey guys, this is my first time messaging this channel. I have what seems like a very straightforward question:

I have an animation that deals out 7 cards. I'd like for that animation to finish playing, but the objects remain where the animation left them. Then I'd like to play other animations off of that last position, is that possible?

#

I have Unity open right now and can give more details as needed

twin musk
#

You might try to use "apply root motion"

fickle lance
#

When I try to play an animation, it isn't playing

#

            if(!nv.enabled)
            {
                nvAudioSource.Stop();
                nvAudioSource.clip = NVON;
                nvAudioSource.Play();
                StopCoroutine(doTurnOffSound());
                loadout.heldWeapon.gameObject.GetComponent<Animator>().Play("nv_on", 0, 0f);
                StartCoroutine(doTurnOnSound());
            }
            else
            {
                nvAudioSource.Stop();
                nvAudioSource.clip = NVOFF;
                nvAudioSource.Play();
                StopCoroutine(doTurnOnSound());
                loadout.heldWeapon.gameObject.GetComponent<Animator>().Play("nv_off", 0, 0f);
                StartCoroutine(doTurnOffSound());
            }```
#
loadout.heldWeapon.gameObject.GetComponent<Animator>().Play("nv_off", 0, 0f);```
#

And the object assigned to held weapon has an animator

#

And finally, that animator has the two things I am trying to play

#

wait

#

oml

#

Im stupid nvm lmfao

#

I was trying to access nv_down by doing nv_on..... ugghghghgh

rose plaza
#

I have a 2d top down game with a fixed set of directions (4 for now). I just need 8 states, idle and walk for each direction. I have 2 properties on my Animator: boolean IsMoving and an integer for direction (because I couldn't see a better way - 0 = up, 1 = down, 2 = left, 3 = right)...

So basically my transitions are like:
if (direction == down) and (moving == false) => Idle_Down.
If (direction == down) and (moving == true) => Idle_Down.
etc

Anyway it's a hot mess and it's not even working. What's a better way to do this?

#

I tried using "sub-state machines", 1 for idle and 1 for moving... but I could not make sense of it. Watched a couple tutorials and tried it 2 or 3 different ways and none of it worked.

cedar ruin
#

How about using blend trees?

#

You could make the whole state machine into a blend tree that will have a blend tree for each direction's idle and move states. In other words, primary blend tree will have: up, right, left, down blend trees. Each of these will have move and idle states.

#

Or even better, have 2 separate blend trees for idle and movement

#

Or have 1 blend tree for idle that can transit into one of the 4 movement states and back.

#

BTW, I think you should be careful with the any state state. It's hard to control it, since there are so many combinations that can happen when you use it.

#

@rose plaza

rose plaza
#

@cedar ruin I don't see how to customize the value used in a blend tree. It seems like it somehow automatically gets the 'characters speed' based on what I'm reading.

I don't think that will work for me. This is a top down, 2d game - think of old Pokemon games.

Now I'm wondering if I can manually play an animation without using 'animator'. Seems like it's not made with 2d in mind at all.

cedar ruin
#

why not. It's totally fine to use the animator

#

the value in the blend tree is a parameter from the animator

#

you can set any you want

#

here for example I use it for block animations that can only take one of the 4 values

#

one parameter is for x axis, and another for y

#

although it's a 3d game, but that would work completely the same in a 2d

rose plaza
#

How do you update getHitX?

cedar ruin
#

I set them from a script on my character

#

animator.setFloat("parameterName", float)

#

although it's better to use hashIDs instead of strings

rose plaza
#

Okay, I thought these were separate, because I already created some custom properties on my Animator and I didn't see them in the blend tree so I thought it was a different piece of code to set it

cedar ruin
#

only floats can go into blend tree

#

float parameters that is

rose plaza
#

Yeah, I think this is what I was looking for. Thanks.

cedar ruin
#

you're welcome

marsh tundra
#

Hi i'm very new to Unity animations and I'm stuck in a stupid error
I've got this animator to pass from an animation to another. It's very simple as i'm just beginning it, the first is an animation where the character equips his bow, the second one is one where he draws an arrow on it.
So i made an transition between these two using a boolean called Aware (I called it like this for smth else but anyway the relevance of the name doesn't matter), but my character is repeating the same animation over 5-6 times when clicking on the button, then randomly does the good transition (at the end of the video)
When double clicking on the button the transition work (wtf)
If u know what i'm doing wrong it'd help me a lot, and if my way of doing it is terrible if u can tell me how to do it or link me some tutorial it'd help a lot too (ping me if any answer)
https://cdn.discordapp.com/attachments/517059430295142411/635413350003507219/unknown.png

#

And the code attached to the character ```cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ArcherBehaviourComponent : MonoBehaviour
{
public int speed;

public GameObject obj;

public int shootSpeed;

public Animator anim;
// Start is called before the first frame update
void Start()
{
    anim = GetComponent<Animator>();
    obj.SetActive(true);
}

// Update is called once per frame
void Update()
{
    if (Input.GetKey(KeyCode.Z))
    {
        transform.Translate(Vector3.forward * Time.deltaTime * speed);
    }

    if (Input.GetKey(KeyCode.Tab))
    {
        anim.SetBool("Aware", !anim.GetBool("Aware"));
    }
}

}

#

If u need more info just ask me, thx by advance

cedar ruin
#

@marsh tundra you should try looking at your animator during the gameplay and see what's going on with the transitions

#

also, is the first animation looping?

marsh tundra
#

Ok just did and the blue progress bar under first animation is going up to the middle then it passes to the next animation (i'll make a video to show u)

#

No it passes to the second at the middle