#🏃┃animation

1 messages · Page 56 of 1

river lily
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ah haha

shadow ridge
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I assume you have a blend tree setup with some kind of forward/back and left/right input parameters?

river lily
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nope i lack of those animation

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i go for smooth look at direction

shadow ridge
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Doesn't really matter, here's the general idea

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Have animation parameters that drive your animation states.

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I have X and Y inputs, but you can do whatever you want for control

river lily
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yea i have, a float that translate from idle to walk

shadow ridge
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Make a MonoBehaviour script, with a void OnAnimatorMove() function in it

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Attach it to the object with the Animation Controller

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You should see the root motion checkbox disappear, and it should say "Handled by script"

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In that function, you're going to want to get animator.deltaPosition and pass it to your CharacterController's Move()

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You can feed the parameters from another script or do it in the same function, doesn't really matter

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In addition, you need to make sure your animation clips have root motion enabled.

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Then, the controller will move exactly where the avatar root moves during each animation frame

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So if your animations walk correctly, so will your controller.

river lily
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how to enable root motion in animation?

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in animator controler i have a checkbox

shadow ridge
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On the clip inspector animation tab, you'll see a bunch of checkboxes

river lily
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root transform position xz?

shadow ridge
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To bake or not bake things like orientation, Y, XZ

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If you bake XZ, it won't walk

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If you bake Y, it won't jump

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If you bake rotation, it won't spin in place

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So... it's kind of up to you, and depends on the clip and loop

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Generally, baking rotation and Y, but not XZ, works great for regular walking clips

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Bake everything for idle, so it doesn't drift, in case the animation has some root motion

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I find it works particularly well for blend trees and 2D blended motion

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Making that script is a hard requirement, btw. Just enabling root motion with the checkbox will not do what you want

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It will just make your animations fight your charactercontroller moves even harder

river lily
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haha

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thanks for the tips

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is weight painting from blender will get import to mixamo?

shadow ridge
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I think so, but I haven't done much of that myself

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The rigs have range of motion on the muscles/joints though

river lily
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i enable root motion and disable animate physic

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now it look ok

shadow ridge
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Did you setup a script with OnAnimatorMove?

river lily
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nope, i messing around before i did that

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i set charactercontroller simple move speed to 0 too

shadow ridge
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Much better. Now you need it to drive your charactercontroller. That's what the script is for

torn wharf
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This is my current movement, I wanna move my player left and right in a 2D world

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Though my animation is always working and not letting me go left and right

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how do I make it so Idle animation - the player doesn't move at all will work with left and right movement keys

zealous vine
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Guys, is it worth using animation videos than animation sprites while considering performance optimisation

dusky hedge
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what even are animation videos?

zealous vine
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.mp4 files I meant

dusky hedge
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that sounds like a horrible idea

zealous vine
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@dusky hedge

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Why?

dusky hedge
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you need a program to make the mp4, load the mp4

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if you wanna make changes, you gotta go back to the other step and fix it

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import it again and play the animation

zealous vine
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But Unity have a Unityplayer something like that right?

dusky hedge
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it does, but I dont see the point of making an mp4 for what I assume is a sprite animation for characters

zealous vine
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I have a Game intro animation

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Do I have to use a video for that or slicing single image with all the frames in it in sprite editor. I mean the conventional way we implement walking and running animations

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@dusky hedge

dusky hedge
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in that case you could do it. depends how complex it is

zealous vine
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Well it may have 50 frames

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@dusky hedge

dusky hedge
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but it would play in full screen so

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thats nothing in terms of performance

zealous vine
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Okay

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Thank you

twin musk
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Is it possible to use a component script as a behaviour in the animator without changing anything in the script?

dusky hedge
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you need to change at least the base class @twin musk

twin musk
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ok

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thanks

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Shake : MonoBehaviour
{
    private float ShakeDirection;
    public float ShakeAmount;
    private Rigidbody rb;
    private Vector3 startingpos;
    // Start is called before the first frame update
    void Start()
    {
        ShakeDirection = Random.Range(-1, 1);
        startingpos = transform.position;
        Debug.Log(startingpos.x);
    }

    // Update is called once per frame
    void Update()
    {
        rb = GetComponent<Rigidbody>();

            
        rb.velocity = (new Vector3(ShakeDirection * ShakeAmount, 0, 0));
        if(startingpos.x <= ShakeAmount*-1)
        {
            ShakeDirection = 1;
            Debug.Log("Too far left");
            Debug.Log(ShakeDirection);
        }
        else if (startingpos.x >= ShakeAmount * 1)
        {
            ShakeDirection = -1;
            Debug.Log("Too far right");
            Debug.Log(ShakeDirection);
        }
        else ShakeDirection = Random.Range(-1, 2);
        Debug.Log(ShakeDirection);
    }
}

so if I wanted to make it so I can use this my friend gave me as a behaviour,

obsidian burrow
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Anyone here used mixamo?

torn wharf
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How do I make 2 animations work at the same time? like if I want a jump animation and a move right animation at the same time

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whenever the user presses space and right

shadow ridge
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@torn wharf Blend Tree or combining Layers with an Avatar Mask, depending on what you need.

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Looks like you'r not using an avatar or rig though, if I had to guess from the cube in the screenshot, so maybe just an additive layer. Not sure how that'll go

torn wharf
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I'm not sure how to set it up

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i'm new to this animation stuff

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but I looked at combining animations together in 3D but idk if that's exactly what i'm looking for...

prisma shale
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are you trying to merge two sprites? or are you trying to make the player do the run animation mid-air? (not sure why you would)

shadow ridge
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Yeah I'm confused by the question too considering the screenshot shows a square with a face. No idea what the "jumping" animation looks like, or what it should mean to combine with left/right.

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Sounding more like should be just translating the sprite, which can easily combine vertical + horizontal motion

torn wharf
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Anyone here is a Programmer && Animator that can help me with my project?

prisma shale
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we're trying to help you man- you won't communicate

shadow ridge
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^

torn wharf
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oh my bad

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I just didn't understand what your questions mean... I'm new to this stuff and I don't know how to make the thing that I want to happen...

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I watched guides online but it won't really help me with what I actually need...

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Idk if I need animations or just set up like physics and jumpforce...

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how do I combie 2 motions like vertical and horizontal together?

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I would rather do that than animations I feel like @shadow ridge

shadow ridge
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Yeah, sounds like you just want to move your sprite according to input, and that's easy without the Animator.

torn wharf
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oh wow then how do I do that

shadow ridge
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If you want physics, setup a rigidbody component on the gameobject with the sprite, use .AddForce calls to move and jump

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You'll probably want a collider on it too, and some object with a collider to serve as a surface

torn wharf
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ill take a screenshot of my code, I don't know how to implement the addforce

shadow ridge
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You're basically looking for a 2D platformer character controller tutorial

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So something like this will probably help get the idea. Most of the coding is about halfway in

lofty remnant
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so is it posible to have a blend tree or something simpler to get like a sprite to change its color with animation?

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instead of a HP bar I want my enemies to change color as they get damage, so it would go from blue to green, to yellow, orange, red then dead

hybrid tinsel
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Easiest would be to do it by script

lofty remnant
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i want the color to transition though

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still easier via script?

hybrid tinsel
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Yes.

lofty remnant
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color lerp right?

hybrid tinsel
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make a gradient, and pick where along the gradient to use based on the health percentage

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That's how the hp bar in my game works actually

lofty remnant
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cool

hybrid tinsel
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don't have the script handy at the moment, but it was pretty simple

wary remnant
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I have no idea why, but my curves sometimes go crazy stupid and inevitablity will mess up what i'm trying to animate. For example, this robot's root bone is supposed to turn around, but for some reason, the curve goes insane and ends up making like 2 quick loops before it turns the correct direction

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does anyone have the answer

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yep now this error has affected my walk animation

dusty dragon
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Animation question, can I have one animation going while having some bones be locked? I want my character to do their idle animation while holding their hand up and pointing

hybrid tinsel
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@dusty dragon yes

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You can use avatar masks

dusty dragon
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avatar what nows

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ill look into it

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thanks very mcuh

shadow ridge
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@dusty dragon It's an easy and powerful concept. You add a new animator layer, create a mask and apply it in the layer settings (the cogwheel to the right of the layer name in the list). The mask lets you pick bones to include or exclude. So you can put your hand animations in a new layer, make a mask for only allowing arms or whatever, set the layer to override, and use that mask on it. Then those bones will override in the base layer

dusty dragon
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oh thats excellent I will look into it

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thank you very much

prisma shale
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is there any reason why i wouldn't be able to use the curves editor?

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for a sprite

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because it won't show and i feel a little stupid

hybrid tinsel
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What are you trying to do?

prisma shale
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smooth out the animation/remove the ease-in/out

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because it's caused the animation to pause at the end

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it's causing*

hybrid tinsel
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and the curve editor in the animation window is blank, or...?

prisma shale
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yeah, it's blank

hybrid tinsel
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Do you have the object you're animating selected and an animation loaded?

muted surge
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Does anyone know how to get this to stop happening?

hybrid tinsel
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Never seen that

muted surge
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I upgraded to 2020 Beta

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Ok it's working now

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weird

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I just had to restart the beta

opal fulcrum
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Hey, I'm still somewhat new to animation on what's the best course of action. I have a set of voice clips ~10-15s long and I should make animations based on them. Should I create small clips like "point" and "shrug" separately and then call them based on timing or make 10-15s long animations with "point" and "shrug" in them according to the voice clip?

dusky hedge
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why does my pivot not change when I set it to the joint? its set to cursor origin...

river lily
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what is the purpose of locomotion?

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i learned about blend tree

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animator

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submachine in animator

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but i dont get what locomotion is

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and when to use it

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can someone share the knowledge with me?

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@dusky hedge if this is your first time rigging

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i recommend this

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best tutorial ever

dusky hedge
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It's my first time rigging in blender. I do it in 3dsmax usually but I wanted to try it in blender because I need one gltf file with multiple animations which isn't supported in 3dsmax @river lily

river lily
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you can follow his guide

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i never do anything in 3dsmax before

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rigging in blender is easy

shadow ridge
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@river lily "locomotion" is just a word meaning movement, essentially.

dusky hedge
desert plaza
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If I create a vaguely humanoid shape with ProBuilder & Polybrush, would that be suitable for adding bones and animation it walking or are there other steps I need to take?

dusky hedge
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anything is suitable for animation

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@desert plaza

hybrid tinsel
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@opal fulcrum if there are lots of repeated actions then it might well be easier to make a bunch of small animations and blend them together using a timeline. That would also help with syncing the audio and other stuff like cameras.

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(that is, a cinemachine timeline, which can have multiple animations as tracks)

river lily
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@shadow ridge then what is the purpose of locomotiom animation in mixamo? the one look like still frame

shadow ridge
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@river lily I don't know what you're asking. "locomotion" means movement. If there's a particular Mixamo animation with "locomotion" in its name but isn't animating, that has nothing to do with the name... maybe it's broken? Maybe you're using it wrong? Maybe it's a static idle pose from a locomotion pack for blending?

river lily
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we can use blend tree on static key frame?

dusky hedge
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@river lily they dont look like still frame, it is only one frame. look at the timeline under the pose and note how its called 'pose'

river lily
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ya i know

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i just wonder what is this for

dusky hedge
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for still poses

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you dont always need an animation. sometimes you can have a pose as reference for an animation you are creating

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or when you arent trying to make an animation, but just a render. there is no need fuck around with an animation

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or blend shapes, that could also be useful for that tbh

hybrid tinsel
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Or if you are making your own procedural animation system or active ragdolls that are based on poses

river lily
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@hybrid tinsel can you share more on procedural animation ?

minor hemlock
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idk where to put this so i'll stick it here, i have a cloth in my unity scene and the default wind/breeze is too strong and idk how to change it, does anyone here know

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actually now that i look at it more the cloths seems to be pulled horizontally

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but i want it just hanging down and dont know how to fix it

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nvm i think i got it lol

wary remnant
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I never got an answer for this, but my curves sometimes go crazy stupid and inevitablity will mess up what i'm trying to animate. For example, this robot's root bone is supposed to turn around, but for some reason, the curve goes insane and ends up making like 2 quick loops before it turns the correct direction

twin musk
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@wary remnant I think right clicking on rotation at the left bottom on that screen and setting it to quaternion should fix that

wary remnant
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@twin musk the purple curve? or the armature rotation?

twin musk
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Over add property..

river lily
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any goood tutorial on HDRP?

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when is the right time to use HDRP?

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by default which rendering is used?

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is this related to post processing? if yes i will ask in correct channel

copper solar
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anybody who updated either blender or unity to newer version are you also unable to see animations from native .blend file in unity editor?

hybrid tinsel
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@buwhat do you want to know? It is an unbelievably huge topic

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@ginjhiw did you fix it?

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Hrm, mentions seem broken on my mobile -_-

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And #reis where you should ask

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Grr, that is really annoying

tulip falcon
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I am having some issues with the rigid body usage

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The gravity of the player works fine but the sad part is that it just goes right through the the other player known as the floor/ground (the ground being a cuboid)

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How do I fix this

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ping me while answering

hybrid tinsel
tulip falcon
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ooof

hybrid tinsel
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Most likely you have layers set wrong so they are ignoring each other

tulip falcon
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layers?

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figured it out..

wary remnant
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@twin musk it seemed to work. just need to work out the kinks

river lily
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@tulip falcon add colider and rigidbody to your floor

tulip falcon
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already solved the problem

river lily
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in the rigidbody for your floor, disable gravity

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alright then

tulip falcon
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its in physics

river lily
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wdym?

tulip falcon
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mhm

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that ^^

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I had box collider off for some reason

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you were right

river lily
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ah haha

shadow ridge
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Man, finally having some solid success with animation retargeting. There's surprisingly few good docs on how exactly it works, but once you figure it out it works surprisingly well

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Across slightly different humanoid rig hierarchies, that is

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Got a UE4 rigged animation driving a Mixamo character without rerigging or converting either of them

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The trick, if anyone's trying to succeed at this, is to not try to point the mixamo character at the animation's avatar, or vice versa. Pick the create avatar from this option.

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If your animation targets a test character, even better. Set the animation to that character's avatar, edit its avatar, enforce T-pose

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The closer both of them are to perfect T-poses in their source avatars, the closer it will retarget

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Then simply use the animation on the character in Animator, leave their avatars entirely separated

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More advanced tweaks with muscles/avatar settings are a bit trickier, but for a basic retarget it works nicely

river lily
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Is this only for UE4?

shadow ridge
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@river lily What I was showing was not for UE4, just for animations that use UE4 style rigging, which are quite common. In fact, there's lots of animations on the Unity asset store that have UE4 rigging.

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It's very common, but Mixamo is also very common, for example, and if you try to use a Mixamo avatar in a UE4 animation, it will fail.

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It's so common, there's a Blender plugin that tries to convert Mixamo rigs for you.

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What I was showing is that you don't have to with Unity, you can retarget between different rig structures so long as their respective avatars are mapped and T-posed well.

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It's not very easy to find good documentation on this precise point, so I figured I'd share

twin musk
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Hello

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I have two prefabs

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two 3d models

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of characters

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How do I apply the rig of the one to the other?

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Should I do in May / Blender with placing every bone in the place it should be and naming the bones with the same names as the first model's or is there a way to do it in Unity?

fervent wharf
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Hello everyone! I'm with a problem, nut I don't know if it is related to animation or coding. The problem is that I'm calling an animation ("Rifle Down to Arm" from the mixamo) but it isn't working correctly.

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This is the line of code related to it

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ops.... how do I send code in here?

fervent wharf
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I'm uploading a video on the streamable with the problem

hybrid tinsel
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...I am not even sure what you THINK that code is meant to do

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Maybe you should describe the logic you want to implement and we can figure out how to do it

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Right now, you are just constantly restarting a given animation every time that code runs and detects a mouse button down

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Most likely, what you want to do is set a bool for each mouse button in the animator, and use state machine transitions to handle the actual playing of the animations.

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You probably also want to put the gun/arm animations on a second layer so the character can still move while using the gun.

fervent wharf
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My Idea is something like old RE games. One button to aim and one to fire the weapon.

river lily
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for anyone interested to build your IK system. this is a great start

pale edge
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Can someone help me with some basic 2D animation problem? I'm extrmly new to this

shadow ridge
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@pale edge Use more words. What 2D animation problem?

hybrid tinsel
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Has anyone rigged a book for animation before?

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Moving pages, etc

river lily
hybrid tinsel
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ah, that's neat, but not really what I need

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Thanks though 😄

river lily
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ah sorry xD

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never do something like that before

hybrid tinsel
river lily
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ah 2d

shadow holly
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Does anyone know if I can set a frame of animation to a player in EditorWindow?

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I tried animator.Play("ClipName", 0, time), and then animation.Update(0.0f) which showed the first frame of animation of the clip and wont go to other frames no matter the value of time (or the value inside Update)

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And tried using AnimationMode.BeginSampling() and used SampleAnimaitonClip to do the same as above

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both didn't work

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And I get this error from the first part:
Animator.GotoState: State could not be found

hybrid tinsel
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It is not frame based, but time based

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so if you're putting in frame numbers that will probably be far, far out of range

shadow ridge
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It's the normalized time too, isn't it? 0-1 range

hybrid tinsel
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Yes

stuck elm
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Um, did someone ping me?

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And yeah, the animator uses normalized time

desert plaza
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Does my character need an avatar? I don't really understand what one is, without one everything still seems to work just fine. Is there some gotcha waiting for me if I don't create one?

hybrid tinsel
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You need a defined avatar if you are using a mecanim humanoid, otherwise it is optional

desert plaza
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Cheers @hybrid tinsel. Is that specifically if I'm using bones?

hybrid tinsel
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Specifically if you are using 'humanoid'

shadow ridge
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Avatars store the humanoid bone rigging configuration. You don't have to have one, or even use humanoid rigging, and can still use bones and have rigging and drive them with animations, but you won't be able to do retargeting -- aka, mix and match animations and characters. Unless you're building one-off creature rigs with custom animations, there's a strong chance you want to work in the humanoid system.

charred flicker
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Hello, Im working on some animation system, I came across this "bug" with new ik, basically it wont change the weight value based on animation, but if I preview the animation it works. Any idea why is it happening? thanks

hybrid tinsel
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Apsu put it well.

shadow holly
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@hybrid tinsel I used normalized time, my mistake on mentioning frames

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Anyway its not working and I still didn't find any solution, I am starting to think its not possible

hybrid tinsel
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I'll admit I've not worked with editorwindow much

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or at all, really

upper grove
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I can place Parameters in the Animator window on a prefab controller. but not in a freshly created controller. Can someone help me please?. Unity 2020.1.0B

balmy zealot
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Something is up with my animator
I tried testing my movement, and it seems that only 1 specific animation works, while all the other just caused the animator to start and stop in a microsecond, what's wrong?

hybrid tinsel
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@balmy zealot show us how your animator is set up?

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@smoky gate neither do we, especially without more information

dense fjord
clear lion
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how do i attach a gun to stick with my character's right and left hand?

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i stuck it only to my right hand, but the animations on hand placement make the gun wobble off a bit

shadow ridge
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Matched up all 8 directions with matched leading foot and put in hip rotation sub blends. Even added jogging for fun

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Leading foot is so important, and sucks to rework animations where one of the diagonals is wrong, or the animator just mirrored half of them, making the leading foot wrong :P

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Need to tweak transition speeds for the hip swap, but that's easy to adjust

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I've spent way too much time trying to use diagonal animations that don't all lead with the same foot in the same quadrant, and the inbetween foot blend breaks. Couldn't find any solid resources for doing it right until I saw https://rockhamstercode.tumblr.com/post/174482327268/strafing-locomotion this, and had an idea for how to do hip rotations without needing to do layers or have custom animations for the extra rotations if you don't have them already

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My strafe sub-blends use a pair of strafes with one reversed (but not mirrored). Left Strafe is strafe left + reverse strafe right. Right Strafe is strafe right + reverse strafe left. Since the strafes are all hips-forward (they look right for the forward hemisphere of movement), this gets you an appropriate hip rotation for the backwards hemisphere.

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Then I just keep track of which hemisphere the movement input is in, and switch the toggle for the strafe sub blends

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Hopefully that helps someone else struggling to build this in Unity :P

slow rampart
#

Guys, how rotate spine before the IK? Anyone?👀

agile cobalt
shadow ridge
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@slow rampart Hook into OnAnimatorIK?

hybrid tinsel
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So I have a question: anyone have any good ideas for how to rig this?

hybrid tinsel
shadow ridge
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Neat

balmy zealot
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@hybrid tinsel Ya still here?

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I have fixed the former problem, but now I had to find a way to stop the animation at the last frame, any way on how to do it?

hybrid tinsel
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Um, refresh me?

balmy zealot
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I just had the problem of Animation, where it just starts and stops in a millisecond, but I have fixed that @hybrid tinsel.

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But right now, I need to find a way to stop the animation when it reached the last frame.

shadow ridge
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Animations always stop on their last frame unless you set the clip to loop, or you have it in a state that gets transitioned back into in the Animator

hybrid tinsel
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Yes. you can go into the inspector for the animation file itself to set that.

hybrid tinsel
clear lion
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how do i attach a gun to both hands?

worn parrot
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@hybrid tinsel That previous animation was some kind of interactive animation where you use the mouse cursor to manipulate with the book? Or was it simply all animated?

hybrid tinsel
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A simple mouse follow

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Though I'm not using that for the actual animation, was just showing the rigging

cinder yarrow
#

Hi ! I am currently developing hollow knight and celeste - inspired game named Shards of Gravity ! You can join my discord or twitter to check out more about the game if you like it 🙂
PM me for discord link if you would liket to join👍

hybrid tinsel
#

Pretty.

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Having the lighting effects over the UI is unusual

twin musk
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So i'm working on the trailer for my game that i am going to release for 10 days and i don't know what would be the best way to make those sick camera movement animations... any tips?

worn parrot
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@hybrid tinsel looks really smooth!
May I ask how did you achieve that "page turning" effect? 😄

fast kelp
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hi

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does anybody know how to record changes on a character for example

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when I try to record a gameobject within my character being enabled, it deselects my animation and stops recording

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:/

fast kelp
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i fixed it dw

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needed to move the components under the animation

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anybody know why my blend try would select every animation when i press w and d at the same time for movement

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at a 45 degree angle movement, both hor and ver are .707

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so it selects every animation for some reason

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in my 2d simple directional blend tree

worn parrot
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Sorry, I haven't used Blend Trees

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Maybe you should post a screenshot so that others can help you

spring stratus
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Random question: I remember watching a bunch of rigging videos a couple of years back to do with root motion. And some of them had the root bone laying 90 degrees (see pic), is there a technical reason for this or was it simply to make it a little less intrusive in relation to the model?

shadow ridge
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@spring stratus I imagine it's simply easier to define root motion, for the animator, with the root bone facing the direction the character mesh is facing

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Particularly when you start doing rotations and arcs for more complex motions than walking or a weapon swing

spring stratus
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Thank you, wasn't sure if I did it with the bone upright if it would mess anything up. Though I'll be sure to use it in the way you described with characters 🙂

random swift
#

Is it right, that you can't use textmeshpro to change the text with animations?

shadow ridge
#

Man I'm excited about this new Animation Rigging package in Unity

#

Or should I say new system. Been available since 2019.1. It seems amazing

worn parrot
#

@random swift changing text should be done through code

random swift
#

Alright, was hoping to have it all in one animation

worn parrot
#

Hmm, what you can do is set events in the animation

#

You can call a function from a script thanks to animation events, even with a string parameter that would change the text

#

So although it's not direct change of text, it's still a part of the animation timeline

clear lion
#

anyone know a good 2 handed weapon tutorial to stay on both hands? i attached the gun to my character's right hand but it wobbles around the left hand too much

shadow ridge
#

@clear lion Look up OnAnimatorIK and the IK functions in the Animator class, or "hand IK" in Unity

upper grotto
#

I think that one question that I asked in #archived-art-asset-showcase would be better in here... because it’s rigging which is part of animating...

clear lion
#

@shadow ridge thanks ill check that

spring stratus
#

I need to have a singular armature for several items (meshes) that all have the exact same animation, what would be the wording to find some research for this?

#

Keep getting redirected to Retargeting, which doesn't seem to be what I need

shadow ridge
#

What actual assets do you have? A skeleton, some bare meshes, an animation? Are the meshes already rigged to the skeleton? Or a skeleton?

spring stratus
#

I've tested it in 2 different ways:

(Blender) Made a rig and parented my model onto it (single bone). Works great.

  1. Imported it into Unity, works as expected, tried importing the rig and model separately then reconstructing the format (Empty->Rig,Mesh). Didn't work.
    2.Kept the initial imported rig/model together, swapped the mesh, messes it up
#

I realize that neither of those were going to work in the first place, but I can't seem to find any actual info on how to do it properly

shadow ridge
#

Hm. I mean, I'm sure rigging up the meshes in Blender as separate FBX files will work fine, but combining from pieces in Unity, not sure. I have a feeling the mesh weights and such that's baked into the rigged mesh import will be the challenge

spring stratus
#

Appears so, it's easy in Blender. I can make a cube, group the verts to the same name as a bone on the rig and it auto-binds them when I parent the mesh to the rig, then it animates the same as my actual object. I just need a way to get the same functionality in Unity. Having a separate rig per model feels wasteful

shadow ridge
#

Did you try swapping the mesh in the Skinned Mesh Renderer in your copy?

spring stratus
#

I did but I might have selected a mesh that didn't have the correct weights, just realized that I have a duplicate

#

Trying to work out the scale conversion between Blender and Unity, fed up of having the scale and rotation being different

shadow ridge
#

I'm not sure what metadata it's keeping on the mesh as far as weights and vertex groups and such

#

But if they're all the same, maybe it's smart enough to map

#

Apparently it does bake the weights into the mesh object

#

The bone weights should be in descending order (most significant first) and add up to 1. So, if your meshes are setup the same in Blender, for the same rigging, probably just works?

spring stratus
#

Ayyy

#

Ya I had tried it on a mesh without weights

#

It works just by swapping out the Skinned Mesh

shadow ridge
#

Woo!

spring stratus
#

Cheers for that 😄

shadow ridge
#

Gogo gadget docs. np

twin musk
#

what would you use to create a sprite sheet of a book opening?

hybrid tinsel
#

I just did a book animation in unity last night

twin musk
#

can you fill me in on the workflow, i dont do stuff like this typically

#

its just a full screen 2d image and i thought by rotating Y with a pivot on the left would do the trick

#

but it looks odd

hybrid tinsel
#

I used bones

#

Totally manually keyed, but for a less cartoony thing you could do better rigging

#

In my case, the book was mostly hiding the page so I could be pretty sloppy

clear lion
#

anyone know good sites to find 2.5d animations?

hybrid tinsel
#

I did rig the page as a separate object from the character, to avoid conflicts. I wanted it to have its own root, and I turn the renderer for it off most of the time

hybrid tinsel
#

Anyway @twin musk maybe link some pictures of what you have and we can figure out a way to make it work?

worn parrot
#

@hybrid tinsel Wow, looks interesting. So you're basically stretching the page entirely in 2D?

hybrid tinsel
#

Yup

prime jackal
#

I would like to create a dynamic mesh for a physics driven fish (articulated with joints)... Is the straightforward way to do this to make a mesh and armature in blender and bring it into unity (and attach it to the rigidbodies of the fish?). Or is that kind of armature only for animations?

#

would it be cheaper to define the whole mesh by hand and generate in c#?

hybrid tinsel
#

You can apply rigidbodies and joints to bones.

prime jackal
#

thanks!

spring stratus
#

So after tinkering about for a while, I found out (simply -_-) that I can just attach my simple item models to my rig, and as expected it "animates" in the correct way. (This is a single bone rig that just makes my items bounce in place). However I cannot find a way to ONLY import the rig and have it animate without a model being imported with it.

Is there a way to only import the rig and have it still work? My workaround atm is to import the rig with a simple cube bound to it, unpack the imported prefab, delete the cube, make prefab variant, then place the rig wherever and attach my desired model to the bone as a child.

This feels convoluted and unnecessary, surely there's a simpler way?

hybrid tinsel
#

There is a naming convention you can do to only import the rig, I believe.

#
 and name them with the convention modelName@animationName.fbx. For example, for a model called goober, you could import separate idle, walk, jump and walljump animations using files named goober@idle.fbx, goober@walk.fbx, goober@jump.fbx and goober@walljump.fbx. When exporting animation like this, it is unnecessary to include the Mesh
 in these files, but in that case you should enable the Preserve Hierarchy Model import option.

Unity automatically imports all four files and collects all animations to the file without the @ sign in. In the example above, Unity imports the goober.mb file with references to the idle, jump, walk and wallJump animations automatically.

For FBX files, you can export the Mesh in a Model file without its animation. Then export the four clips as goober@_animname_.fbx by exporting the desired keyframes
 for each (enable animation in the FBX dialog).```
twin musk
#

Yo, I've got this curve animator script that moves a curve forward in time but it doesnt seem to work. Could anyone look here and give me a few pointers https://hatebin.com/cnlgkbtnnm?

reef mantle
#

How do I make a door close if i opened it? I have the script to open it and I have the animation of closing it. I did some scripting and there comes weird results

stoic chasm
#

I currently have a weird bug using the unity animator, if I switch to other weapon while a weapon's draw animation is still playing. Almost all animations of said weapon are bugged out or have a weird offset. Can anyone help me with what is causing this?

spring stratus
#

@hybrid tinsel Not having much luck with that sadly, the docs don't make it very clear at all for that page :/

random swift
#

Do you check the animator if it gets to the state you actually want? @stoic chasm

stoic chasm
#

@random swift yes it seems to be normal when I check the animator in runtime

random swift
#

Are you maybe overriding any transforms in another animation and dont have an override inside your new animation for it? That might cause/bug it to stay in the last know position?

desert plaza
#

Can I set an animation curve to be linear? I have a piece of junk that is flung out so I want it's x to be linear and it's y to be quadratic.

hybrid tinsel
#

@desert plaza at the bottom right of the animation editor is a button to switch between keys and curves

#

And that should let you affect the individual channels I believe

desert plaza
#

@hybrid tinsel I've got that, I'm on the curves view. I'd just prefer to set it as linear/quadratic than try to eyeball it.

stuck elm
#

@desert plaza can you right click on the curve keys to set their type? I know you can set the entire key but not sure about individual curves

hybrid tinsel
#

Yeah, that's what I meant

stoic chasm
#

@random swift sadly not, I imported the animations as 1 animation with all states and cut those into all seperate animation within the import editor.
But luckily I found a workaround for it. I use a hide animation when switching to a other weapon and when the model is out of view, disable the gameobject with animator.keepanimatorstate = true on the animator.

random swift
#

Good to know and glad you fixed it!

desert plaza
#

Thanks @hybrid tinsel, I'll have a play with those. Odd that there's flat but not linear. Maybe there's a way to copy and paste a curve.

hybrid tinsel
#

I just checked, you can set it per channel

abstract otter
hybrid tinsel
#

so she's a lefty?

abstract otter
#

I'm gonna say she's ambidextrous since it will be easier to animate :^)

hybrid tinsel
#

good call 😄

#

Maybe reverse the staff?

#

Have the head trailing?

abstract otter
#

I haven't considered alternate animations for when she faces the opposite direction

#

I might just do something where her turn animation depicts her swapping hands or something

hybrid tinsel
#

yeah

#

I didn't bother

#

One of my characters is symmetrical, the other I just flip and ignore hands 😄

balmy escarp
keen cipher
#

@balmy escarp awesome

balmy escarp
#

Thank you ❤️

keen cipher
#

asymmetricity really make the difference

balmy escarp
#

It can, though I really went out of my way to make him as asymmetric as I could. Asymmetry's really not necessary to make a good looking smooth character for a game

keen cipher
#

True, but i think asymmetry gives character or creature a very realistic feel. Because there are very few symmetrical animals in the real world. And not many that walk like robots.

#

That is really cool.

#

Are you thinking about putting this character into game?

balmy escarp
#

Yep.

hybrid tinsel
#

That does look really good, @balmy escarp 😄

balmy escarp
#

Thankee c:

hybrid tinsel
#

Had to switch the hair and eyes around when her head turned

#

Had to have multicolored eyes

balmy escarp
#

She's so cute ffff

hybrid tinsel
#

Yes:D

#

I saw her and just had to animate it.

worn parrot
#

"I saw her and just had to animate it."
You should send the animation to the author to see it 😄

hybrid tinsel
#

she'll see it eventually 😄

twin musk
#

Hello i make Animations in Blender for a Humanoid Avatar, and want to use it in Unity for different Variations /shapes and sizes of my Characters and NPC's. The character can interact with the NPC and i want them to go into a synced animation (like a Hug ) how can i realize a system like that so they look alrigh and i am able to save the offset of each Character. I want something like a Furniture system for the Player to use with Npc's .... somebody got some advise for me or and idea what topic i should read myself into ?

stuck elm
#

@twin musk you'll want to look into animation retargeting and into IK.

twin musk
#

thank you. i will read myself into those topics it looks promising

desert plaza
#

Can I transition from one animation controller to another?
All my sprites have a basic set of animations (idol, walk, damage) but also have animations unique to them.

Can I create one controller for the common stuff and others for unique animations to individual sprites?

abstract otter
#

Reposting to this channel since I posted it in the 2D channel without realizing it

steel granite
twin musk
#

is it in code like you have to flip the sprite and change the angle?

analog wyvern
#

I'm not sure but you probably would need to rig the 2D character and then create the animation in Unity by yourself rather than writing code

twin musk
#

thx ill take a look at it

twin musk
#

Can somebody help me with rigging?

#

I really neead help

#

I'd really appreciate it

fresh sparrow
#

How can I get a 256:144 106 frame animation into unity? Sprite sheet is too big 🙂

desert plaza
#

@fresh sparrow increase the max size in the overrides in the sprite imports inspector.

fresh sparrow
#

Can't, 256*106 is way bigger than the maximum value @desert plaza

hybrid tinsel
#

Split it into two images

desert plaza
#

Export the sprites into separate files

shut ravine
#

hello everyone,
me and some friends are making a game and we all have no idea how Animations workflow is in unity. (it's our first game)
our situation:
we have Aim_Forward animations for all our Weapons and standard Aim animations: Walk_Aim_Forward, Walk_Aim_Backward, Walk_Aim_Right, Walk_Aim_Left.
we need to set 2 different Layers UpperBody and LowerBoddy.
LowerBoddy : will be the same for all our weapons
UpperBody : will be different for each weapon
by doing this we got a big problem, the character plays the BaseLayer "LowerBoddy" correctly but distorts the animation of the Second Layer "UpperBody", which makes the corracter walks correctly but aims into a different direction and hands wrongly placed.

any suggestion will be highly appreciated.

eg:

#

by mixing the 2 first animation the character hands are wrongly placed + aiming the wrong direction

desert plaza
#

The Hit animation here can be reached from any other state and should return to the previous state.
Is there a way to do this without having to create a "Previous State" parameter?

hybrid tinsel
#

You only have a couple states, just choose which to return to based on whatever conditions they need?

fast kelp
#

Does anybody know how I would script a 2d character to change animations based on mouse position on screen

#

I want my 2d pixel character to use the up animation when the mouse is up etc.

lapis cedar
#

Do I need an animator if I only have one animationclip?

#

I can use just an animation with the animationclip inside it, but I don't know how to reset the object to default if the animationclip doesn't finish.

#

e.g. i play animationclip and setactive(false) on object half way through

#

upon reactivation, the object is stuck halfway through animation and not back to default

#

anyone know a fix?

hybrid tinsel
cinder ether
#

Heyo, is there anything else im meant to do to get alembic visibility working in Unity? Got an animation working in maya exported with visibility (reimported to maya and it definetly works) but when brought into Unity the visibility doesnt seem to work at all

orchid depot
#

Hello guys, I have some dance animations from mixamo but the character will move around and not stay at the origin. When the dance ends, the character will teleport to the origin which is not great. Is there a way I can fix this? maybe lock the animation at the origin?

twin musk
hybrid tinsel
#

Another experiment with single layer animationhttps://i.imgur.com/OlE5uyY.mp4

twin musk
#

How can i change the speed that my animation plays at? I would like to make it so my camera starts slowly moving and then fast...

hybrid tinsel
#

@twin musk the easiest way to do that would be to just set the curve in the animation to start slow and speed up.

honest vector
#

how do i record gifs on screen

umbral leaf
#

My animation is not being deleted when it moves, meaning it leaves behind a Thron-trail. I've tried setting the clear flags, but it didn't seem to help

#

Anyone know other possible solutions?

#

OK nvm I've got square brain. I reset the flags in code

meager dawn
#

Can someone help me use twist bones from the Animation rigging package?

hybrid tinsel
#

I don't even think the people who created that package know how to use it well enough to explain

meager dawn
#

oh

quaint vault
#

Anyone know why?

nocturne solstice
#

could it be a layer problem?

stable condor
#

Hi, anyone knows if there is a way to pass from a ragdoll lying on the floor to normal animation ... in other word transition from ragdoll to animation in 2D

#

I can transition from animation to ragdoll as of now and it works well

#

i would need to animate local position if that's even possible

rapid topaz
#

Any good informative animation tutorials? I have this really annoying problem sometimes the walking animations loops twice. But the main problem is I have no idea how the whole animation controller works.

eager basin
#

Does this section also cover help for animating in Unity, or is it more of a creative tutorial area? I'm having issues with the animation tool in Unity P:

charred belfry
#

Feel free to ask questions

eager basin
#

How do you reset your model in Unity? In blender you can press Ctrl + R to reset their pose, but I'm not sure if something like that exists in Unity.

I just animated a pose, but don't have my character's default pose ^-^;

twin musk
#

@hybrid tinsel Sorry for late respond, i didn't saw your message. How do i set a curve in animation? I'm new in animations so i don't know that.

random swift
#

What you mean by curve?

quaint vault
whole hinge
#

How do I drag state around in the animator window in 2020? It used to be just click and drag, now when I try it I keep getting a selection/drag box appearing

jovial estuary
#

can anyone help me with skeleton animations i have difficulties pm me

#

and dont even try to send a video i already tried almost all of them

hybrid tinsel
#

@twin musk first, set the keyframes as you want them. Then hit the button to the bottom left-ish area of the animation window to switch to the curve editor. This will let you manipulate the curve between the keys you set. The flatter the curve, the slower the motion. So to have it speed up over the course of the motion have the curve start out flat and get steeper as it reaches the end.

rapid topaz
#

Can one animation controller control the animation of two different objects?

tawdry lava
#

Anybody know why my OnAnimatorStateExit() doesn't get called occasionally? I read online that its unreliable, but that was written a while ago and the whole article shat on the animator system. Is it still unreliable, and if it is, should i just make an IEnumerator and pass in the animation length instead?

hybrid tinsel
#

@rapid topaz yes.

rapid topaz
#

How?

hybrid tinsel
#

You have to assign the same instance of the animator(usually copies of an object make unique instances)

rapid topaz
#

Oh

bitter patio
#

Hello everyone, I'm making a character rig so I have doubts about the clothing, if I animate the character in maya and then put clothes over it in unity adding the cloth component should work well or should I have others considerations??

hybrid tinsel
#

@tawdry lava I believe it is because transitions can be interrupted by various things, skipping that call.

tawdry lava
#

Oh I assumed that it called whenever it exited, no matter the interruptions. I ended up just using a coroutine and it works everytime 🙂

worn spoke
#

but i need to export this animation to unity

#

how do i create a vertex animation based on this?

#

shapekeys wont work

clear pagoda
#

I have a question for those who are good at using the Animator. So my game has multiple different weapons and each weapon has different attack animations/sheath animations. What is the best way to set this up in the Animator? I've been looking for tutorials, but haven't found a good one yet.

shadow ridge
#

Probably with layers

clear pagoda
#

Yeah. I figured that would be the case. I was just looking for a good tutorial that can go over how all of that works.

#

I found one that was fairly helpful, but it doesn't go into what should be done if I want the idle animation when holding a weapon to be different than when not holding a weapon.

hybrid tinsel
#

@clear pagoda what you want is to add a layer for each weapon set to 'synced'

#

And then replace the specific animations you want to have weapon specific ones

shadow ridge
#

Hm. Having trouble getting my SetLookAtPosition in OnAnimatorIK to look towards a side if that shoulder is rotated forward. Wonder if I need to change the avatar head or neck rotation constraints so the head still turns even if the shoulders are rotated a bit from the animation?

clear pagoda
#

Do they all need to have the same names and the same number of states?

shadow ridge
#

Add a layer, tick the Sync box, and you'll see it populates automatically

#

Replace the bits that need to be different

#

You also may want an avatarmask to block out for only specific skeleton parts

clear pagoda
#

Well, what about stuff like, can't sit while holding a weapon.

hybrid tinsel
#

@clear pagoda If it is set to sync, it will... right, exactly. A synced layer is a copy except for what you change

clear pagoda
#

But "Sit" is part of the base layer.

hybrid tinsel
#

You'll want to control whether they can sit from the game logic anyway, won't you?

shadow ridge
#

Add logic to the base layer for a state of holding a weapon, setup your transitions so they make sense, then add sync layers for different weapons and override those states that apply

hybrid tinsel
#

If sitting is never called, then...

shadow ridge
#

I assume you're meaning you don't want to transition into sit while holding a weapon, which is based on some animator parameter value

clear pagoda
#

Currently, if the player is holding a weapon, it puts the weapon up and sits.

#

There's logic in my own state machine that handles that.

#

I was just trying to find a way to make it easier to handle different types of weapons.

shadow ridge
#

Right, so, presumably you have DoSit -> IfEquipped -> DoUnequipState -> SitState

#

As some combination of input + FSM + animation FSM

clear pagoda
#

Sword animations are different than Axe or dual wielding, etc.

shadow ridge
#

So your animator side needs the states for things like "unequip" in that example, in the base layer

#

Then the sync layers override for different weapons

#

If your sync layers use override instead of additive, they'll replace entirely (or in part, with an avatar mask)

clear pagoda
#

Yeah. I did see a video that stated that the layer needs to be called when active. Set to zero when not.

shadow ridge
#

So your base layer unequip doesn't necessarily need to be a specific thing

#

Just needs to be a state that exists for setting up transition logic for the override layers

clear pagoda
#

Hmmm...

#

I think I understand.

#

So the base layer can be the "do everything that doesn't require fighting layer".

#

Chopping wood, eating, sitting, dying, etc.

#

New layers are added for each weapon the player can use.

#

Do layers use the same triggers, or do I need to define new triggers for each layer?

shadow ridge
#

Base layer for all the states you can be in. Sync layers for variations in those states for different props and interactions with them

#

Because all the sync layer does is add to or replace bone transformations by animations from the sync'd layer

#

So you wouldn't be putting in a new state behavior in the new layer, if you're syncing

#

You can absolutely setup non-sync layers though

#

And activate them for other behavior

clear pagoda
#

I was just gonna put all of the weapon specific stuff in it's own layer.

#

So blocking, attacking, dodging, etc. will be specific for each weapon.

shadow ridge
#

Right, so

clear pagoda
#

The base layer would be all of the non combat stuff.

shadow ridge
#

Like the docs say, Unity uses Animation Layers for managing complex state machines for different body parts. An example of this is if you have a lower-body layer for walking-jumping, and an upper-body layer for throwing objects / shooting. https://docs.unity3d.com/Manual/AnimationLayers.html

clear pagoda
#

I could set the the weight of each layer when the weapon is active.

shadow ridge
#

Which is a really common example

#

Note that doesn't say sync'd layers, just layers. Meaning you can have different FSMs on each.

#

So you can have your base layer for moving and non-weapon behaviors, and a weapon layer that has different states and behaviors for combat, etc

clear pagoda
#

The YouTube tutorial I saw did it that way. Each layer had its own stuff that didn't get in the way of the base layer that did all of the moving around.

shadow ridge
#

But, then have sync'd layers on the weapon layer

#

For different weapons

#

Since in theory their states will be the same

clear pagoda
#

True.

shadow ridge
#

This gets more complex if you have unique combos/abilities/etc for different weapons

#

But in theory you can even setup multiple layer sets with some being sync'd and some unique :P

#

Depends on your needs

clear pagoda
#

I was planning on doing that. Heh, heh.

shadow ridge
#

Now, there's Another approach

#

And it's way more flexible, but more difficult

clear pagoda
#

Combos with swords are different from axes different from greatswords, etc.

shadow ridge
#

Yeah

#

So, you can approach this in a few ways

#

First, a variation on the simple sync'd layer approach

#

Make combo animations out of a few clips

#

Add events inbetween the steps of the combo

#

Setup a listener that sets animator parameters so the FSM can transition out early

clear pagoda
#

I have a base FSM that does that.

shadow ridge
#

Like, attack input -> script -> buffer + timer -> if buffer doesn't have attack or timer ran out -> got animation event -> set parameter to interrupt combo

clear pagoda
#

Well, it doesn't accept events yet (I didn't know about them when I wrote it and so it checks timing, which is a terrible way to do it...).

shadow ridge
#

There's also another method, that I was meaning by more flexible

#

Each animator node can have a script on it.

#

They take subclasses of StateMachineBehaviour

clear pagoda
#

We can put scripts on Animator nodes?

shadow ridge
#

And listen for OnStateEnter/Exit/Update

#

And move, I think.

#

So, you can do some fun stuff with those

clear pagoda
#

Damn, I didn't even know we could do that.

shadow ridge
#

Including managing your own transitions, sorta

#

Through the Playables API

#

Like I said, more difficult, but most flexible

clear pagoda
#

I just saw that. Pretty cool. You know, stuff like that may be better than having my own state machine running.

#

But I don't know if I want to start this from scratch.

shadow ridge
#

I've seen a few people build tutorial games by just running scripts on the animator nodes, yeah

clear pagoda
#

Yeah. When I started with Unity 5, this was all new so I built my own state machine to handle things.

shadow ridge
#

ScriptableObjects for defining abilities/shared data, attached to StateMachineBehaviour scripts on animator nodes

#

Using the animator as the only FSM

clear pagoda
#

Yep. Interesting.

#

Well, that brings up two extra points.

#

Sheathing should be done in the layer of the weapon, but what would be the best way to do that?

#

I guess I'll mess around with this for a little while now.

#

@shadow ridge Thanks for the info. I'm getting inspired. Ha, ha!

shadow ridge
#

No problem. Also, you can use the Timing checkbox next to Sync, to pick which layer decides the clip length

#

Meaning you could have a dummy state on base for unequip

#

And use Timing checked on the sync layer to override the timing for that with its own clip

#

Technically, the docs say it's a balance between sync and original layer, based on sync layer weight and clip timings, but yeah

#

General idea

clear pagoda
#

Hmmm...lots of things to think about now.

#

@shadow ridge Hate to bother you again, but one more thing I was thinking about is spells. Should spells be handled the same way as weapons?

#

If there are tons of spells, then that could be a bunch of different layers.

shadow ridge
#

Probably

hybrid tinsel
#

Well, how many spell animations do you plan to have entire complex state machines for?

#

Most games have 2/3 'casting' animations and the rest is stuff like spawned particle effects

#

You can also explicitly call an animation state from code, which might be suitable for spells.

clear pagoda
#

That's how I'm doing it now. Just calling the base animation state that isn't really connected to anything.

velvet pendant
#

Any idea why my mobile would be walking on creation, and not idle? After it walks for the first time, it idles fine.. But it always starts off walking in place.

hybrid tinsel
#

You probably set walking as the default state?

flint trench
#

Hi there, I've got a little problem with the Animatortab. I can't open the States and Transitions that are on the left side of the Animatortab (and right now I can't even open some on the right side). But if I select them with some others from the middle i can move them in the middle and open them there. If someone knows how to fix this, pls help

twin musk
#

Hey guys, is there a way to blend the animations between the end of a timeline and the beggining of another timeline? right now when going from one timeline to another i always have the animations snapping

hybrid tinsel
#

@flint trench that sounds like it might be a bug; have you submitted a report?

drifting prism
#

Hi guys, for some reason I'm struggling with getting my animations to loop perfectly in unity. There always seems to be a slight single frame hitch between each loop. Am I missing something obvious?

#

Here's an example of what I mean. The last frame looks very "harsh" if that makes sense

shadow ridge
#

@drifting prism Try "loop pose" for the hitch at the end, it'll interpolate the last frame to the first one, making the loop point a little smoother

drifting prism
#

@shadow ridge I do have it enabled for my looping animations already 😦

shadow ridge
#

Try adjusting the clip 1 frame shorter

#

It looks like it might just be 1 too long

drifting prism
#

I have also tried that (this was usually the trick on my older projects) but unfortunately the hitch is still noticeable 😦

drifting prism
#

I managed to fix my issue. It turns out it was on the blender side of things 😩 Turns out for looping animations you have to set the extrapolation mode to "Cyclic". Thanks for you assistance @shadow ridge I appreciate it 🙂

shadow ridge
#

Np!

balmy escarp
#

Ignoring the T-pose and cloth spaz, how can I improve these blocking animations? They're in order of the amount of force blocked. The second set was inspired by the way MMA fighters check leg kicks.

shadow ridge
#

Has anyone here worked on an orientation or speed warping system in Unity? UE4 has a few -- notably in Paragon -- and it makes for really nice character controller movement with minimal animation assets. I see a few options for approaching it in Unity, potentially

#

If you use animations with root motion, and hook the OnAnimatorMove callback, you get the animator.deltaPosition/deltaRotation values for that animation update, which you can plug into a CharacterController.Move or whatever. Then you can do an IK pass in OnAnimatorIK. In theory, you can use IK targets for the feet or knees to adjust the stride length based on the deltaPosition from root motion, so you can warp the strides for different movement speeds. Question is, how do you manage the root motion yourself? Baking XZ in doesn't prevent the mesh from moving, just resets after the cycle.

#

Guess you could use animator.bodyPosition/bodyRotation to reset the deltas in OnAnimatorMove, to just extract the root motion and feed it to the IK pass for stride calculation.

#

Orientation warping is also challenging. Rotating the hips against the shoulders to give smooth strafing in any direction without trying to blend between 8-way movements, which is prone to foot crossing issues

#

Without using a general IK solver, my thought was to use SetLookAtPosition and SetLookAtWeight. The weight call has default values for overall weight, body, head, eyes, and clamp. By default, body is 0, head is 1, clamp is 0.5 (180 degree max). So perhaps you can set head to 0, body to 1, set position to the angle you want to move in, and rotate the character the opposite direction by that angle.

#

So the result is you still face forward, but the hips and feet have rotated.

#

Any ideas or experience feedback would be welcome

#

Guess you could probably use in-place animations for speed warping too, by just adjusting IK targets for the feet based on desired speed and the default foot IK positions. Root motion is handy for avoiding foot sliding but can be complicated to use additive animations with.

hybrid tinsel
#

That is all way beyond me

#

Though I did some experiments with procedural foot placement in 2d, I suppose it'd be like an extension of that sorta thing?

shadow ridge
#

@hybrid tinsel Probably similar yeah.

#

Check the second vid there, just need to watch like 10 seconds to see it

#

Basically adjusting foot IK positions wider/narrower based on desired speed, instead of just playing the animation faster/slower

#

That way you don't have to blend between different movement speed animations, you just adjust strides

hybrid tinsel
#

I mean, you can blend between animations of different stride lengths just as easily as animations of different speeds

#

that's how I go from walk to run

shadow ridge
#

I guess I could try SetIKHintPosition and SetIKGoalPosition with knees/feet, and spread/narrow them based on stride

#

Well, the tricky part is root motion's involvement. If you don't use root motion, you often get a lot of foot sliding. And if you're doing 8-way blending there's a lot of challenge with foot crossing at the diagonals

#

Even the nicely stride and starting-foot matched 8-way animation sets don't handle the inbetween direction blends well.

#

So you put a controller joystick on it, and circle the stick slowly, and it blends poorly inbetween each blend-tree point

#

I'm interested in avoiding this entirely with the orientation warping, and that makes the lower body mostly just blending idle->walk->run in a straight line, which is easy to make look good

#

Then you can deal with stride length/foot sliding/adding in starts and stops with some stride IK targeting

#

I know you mostly work in 2D but if you go look at 3D animation sets on the store/youtube, you'll see the discussion of 8-way root motion is constant. Authors bold it on their store listings.

#

Everyone's trying to solve the same problem, especially with a 3rd person shooter style char controller. Aim forward while strafing.

hybrid tinsel
#

I have a suspicion that the best solution is to work backwards, figuring out where you want your footsteps to go

shadow ridge
#

Yeah I think so too. I'm going to see about trying these techniques out, see if the result is on the right path (hah)

hybrid tinsel
#

Even my incredibly janky solution yielded surprisingly good results

#

So I imagine an actual programmer could do a lot better

shadow ridge
#

@hybrid tinsel I think moving the hints/goals for forward/backward could work ok. Just need to push them out or in based on desired length. Looking at the target gizmos it seems reasonable

hybrid tinsel
#

I mean no matter how good the game it almost always looks like what it is- a looping animation.

#

It'll always be the case unless it is placing feet based on the terrain.

#

Because, well, it is

#

But on the other hand there is only so far you can go before you have to take some control away- it's kinda like with jumping, video game jumps are totally unrealistic or shitty to play, because realistic jumping with anticipation, etc, is terrible to play.

shadow ridge
#

Fair points, sure

hybrid tinsel
#

Walk/running is less extreme but the more complex you get you'll eventually run into that

#

(that is, your character still moves like a sliding capsule)

rapid topaz
#

How do I know how long (in frames) an animation takes to play?

hybrid tinsel
#

@rapid topaz you can approximately know based on the sample rate, but unity's actual framerate varies.

shadow ridge
#

Oo, got speed warping basics working. That was relatively easy

#

Probably need to polish it up a little, but yeah

clear pagoda
#

When setting up animation in the Animator, is it better to fire them from "Any State" or the default state?

shadow ridge
#

Depends on the animation and your game logic. Animator is always in a state. The one it starts in and is in most should be the default, from entry. If a new state is something that transitions to/from that state in a structured way, it probably should come off the default state. If it's something that interrupts any other state, it should come from Any State.

torpid vine
#

Hi, I should've put this in animation in the first place, but I can't edit my bones in the animator for some reason

#

Thanks to anyone who helps

#

Most likely a simple option that I accidently activated

#

It keeps selecting the player and the different sprites instead of the bones

hybrid tinsel
#

is the object with the animator on it a parent of all the bones?

clear pagoda
#

@shadow ridge Having some strange hitching when attaching to my default state for some reason.

#

Also, for some reason, I can't add an animation event.

hybrid tinsel
#

That video doesn't seem to work for me, @shadow ridge

shadow ridge
#

@hybrid tinsel Click the link instead, the embedding fails sometimes

hybrid tinsel
#

That's what I was talking about.

#

The video only loads about 10%

shadow ridge
#

Oh, strange

hazy garnet
#

Have anyone switched over from Spine Pro to Unity's new 2d animation system ? Is it easier to work with and is there any important features missing ?

hybrid tinsel
#

I use the unity system almost exclusively, @hazy garnet

shadow ridge
hazy garnet
#

I use the unity system almost exclusively, @hazy garnet
@hybrid tinsel That's good to hear that someone already uses it in production.

hybrid tinsel
#

It needs a good bit of work.

#

And is definitely lacking in features.

#

It is very free, though.

#

Very nice, Apsu!

shadow ridge
#

Thanks! Can use some tweaking but the basic idea works, and was easy code too

#

I'm trying out the hip rotation thing now

shadow ridge
#

@hybrid tinsel If you're interested, got the basic idea working. This is a single run forward animation. I need to add a lot more stuff, and setup idle/forward/backward, hook in lookatposition from camera, but the idea works.

slim beacon
#

hey everybody

#

I was wondering if anyone has any advice about character cloth in unity. I've tried several things and I'm trying to figure out a proper workflow

#

Unity cloth seems to bug out pretty bad in 2019 using a blender fbx

hybrid tinsel
#

Neat work, Apsu!

#

Some day I need to try some proper 3d stuff

#

I've done a tiny but but not much

shadow ridge
#

Your 2D work looks great, I'm sure you'd do great

hybrid tinsel
#

Thanks UnityChanSerious

random swift
#

@torpid vine did you figure it out?

remote rivet
#

I want to do the motion Capcher. But I don't have a special dress. What do I

shadow ridge
true cove
#

Groove walkin'

hybrid tinsel
#

@shadow ridge coool. I know who to poke when I make a 3d game UnityChanExcited

shadow ridge
#

haha vaulthah

#

Still learning, but I don't see much of this sort of thing built in Unity, or at least not shared around for free. So if I make it much farther, I'll post it all

torpid vine
#

Hi guys, I'm having trouble animating an idle animation on my character. I want the seed at the bottom of the plant to stand still but as I move the stem, the seed moves throughout the animation. Thanks to anyone that helps.

hybrid tinsel
#

@torpid vine this is where IK is handy, if you disabled it for that other animation...

torpid vine
#

I'm not sure how to fix that point with the IK though. I can reestablish the IK but i don't know which to use and what points to input into the component

hybrid tinsel
#

You seemed to have a good enough setup before

clear pagoda
#

I have a quick question. Is there any way to get the state of certain values when using StateMachineBehavior?

shadow ridge
#

Which values?

clear pagoda
#

I want to check if a trigger has been set upon exit of the state. If it hasn't been called, then I want to set a bool to have the state exit by itself.

#

I've been trying to do it with my own state machine, but there's a time delay that keeps it from firing properly.

torpid vine
#

Hi guys, I would like my transition to play once and then immediately transition to another animation, but it just keeps repeating.

#

player jumping is my launching animation and player jumping 2 is my mid-air animation

covert girder
#

umm i believe this happens because there needs to be a transition from jumping animation back to standing animation

#

and then also make sure that the game realizes the character is now on the floor again

torpid vine
#

I'd like to press w, then there be a delay as the launching animation plays, then the jump happens. I have a jump idleing animation here and it's not transitioning to it correctly.

covert girder
#

sorry im like a total beginner myself considering i just started yesterday but... maybe you can get something out of this video?

shadow ridge
#

@torpid vine When you transition from Any State, the trigger condition can interrupt that state and retrigger itself, depending on what the transition condition is and interrupt settings on it

#

If it's for a jump, you should probably use a trigger parameter. But you have to be careful how you use SetTrigger. If you call it from an update loop based on some jump button being pressed, if you're checking for the button press in a way that will fire more than once (like for it being held), it can call SetTrigger multiple times, which can cause it to trigger the state multiple times

#

Only an AnyState transition can be interrupted by itself.

torpid vine
#

@shadow ridge So when I'd press W, I would do animator.SetTrigger(Trigger)?

lofty remnant
#

can you add a trigger or a bool to a blend tree?

shadow ridge
#

No blend tree clips work off the scalar values defined for their dimensions

lofty remnant
#

Im trying to detect when Im at walkRight, so I can flip the animation 180 degrees Y

shadow ridge
#

Just flip the clip for it

#

You can mirror or play it backwards

torpid vine
#

A sleep statement after that, following my jumping setBool would cause my animation to play and then the jump idle?

shadow ridge
#

The blend tree clip has a mirror checkbox, and also a speed. If you set the speed to -1, it will reverse

#

@torpid vine Don't put sleep statements in update functions ever.

#

How are you checking for keypress?

lofty remnant
#

oh ill play with that and let you know the results, thank you @shadow ridge

torpid vine
#

Input.GetButtonDown

shadow ridge
#

How were you transitioning to the jump start right now?

#

SetBool?

torpid vine
#

yes

shadow ridge
#

Yeah, setting a bool and also using Any State is prone to error

#

Switch to a trigger, use SetTrigger, and use it for the transition from any to jump start

#

Should be fine with GetButtonDown

#

You'll have the slight issue of being able to retrigger it by pressing the button while it's jumping

#

But that's where a bool comes in handy.

#

bool jumping=false; if jump pressed and not jumping -> jumping=true; SetTrigger("jump") ... if (some ground check) jumping=false;

#

Is the general approach.

#

How you do the ground checking, or track the jumping state, varies

lofty remnant
#

oh my animation got no skeleton, im using 2d sprites, seems you cant mirror sprites in blend trees

shadow ridge
#

@lofty remnant Oh. Well just reverse the source clip? I don't do any 2D so not sure if you can, but you can for 3D anim clips

torpid vine
#

I have an On Land Event that I can use to trigger an IsLanded

#

but I'm still confusing about transitioning from one animation to the next.

#

I press W, an animation plays, THEN I would jump and if I land, then that jumping idle animation ends and the landing animation plays

lofty remnant
shadow ridge
#

Sweet

torpid vine
shadow ridge
#

@torpid vine Right, so, I assume it's jump start, loop, land

torpid vine
#

yes

shadow ridge
#

You always want it to play start once, always go to loop, repeat the loop while in the air, go to land, do the land, then transition back to idle or whatever

torpid vine
#

yes

shadow ridge
#

Playing land once too. So

#

That means making sure start/land don't have looping enabled in their clips, first of all

#

And that the jump loop does

torpid vine
#

where can I change that

shadow ridge
#

Select the source animations in the browser, go to the animation tab in the inspector, it's a checkbox, "Loop start"

#

Checked = loops, unchecked = plays once

torpid vine
#

Alright, now it works. Thanks. Is there any way for that first animation to play before the character jumps?

shadow ridge
#

Well, what is it? How does it need to sequence? Be specific in thinking through the steps

#

If a jump key triggers the first state, how can you get to it before it triggers from a jump key?

#

If it's just a prejump animation that doesn't actually move the model up, but you want it to play when you press jump, then your graph looks fine

torpid vine
#

Yes, but I don't know how to implement that

#

I press jump, jumping 1 plays, jumps, jumping 2 plays until ground check, jumping 3 plays, idle

shadow ridge
#

And what do you want instead

#

Or is that what you want

#

Oh, wait, I think I see what you're asking. Your jump1 doesn't do the jump with the animation's movement itself

torpid vine
#

My problem is that the launching animation (jumping 1) plays as it jumps

shadow ridge
#

You want jump1, move model from code, jump2

torpid vine
#

instead of before the model jumping

shadow ridge
#

Ok, so

#

Without jump1 looping, it will simply stop animating at the end of the clip, and if there's a condition on the transition to jump2, it won't go anywhere until the condition is met

#

So if you're using a jumping state bool codeside, use it in the animator too with SetBool

#

Make jump1 -> jump2 use it as a condition

#

You said you're already using animation events, so

#

You probably need one at the end of jump1. There's other ways but they're harder

torpid vine
shadow ridge
#

Yep. Then you need to manage the flow code side.

torpid vine
#

the jump2 animation doesnt relate to the model jumping though

#

only when the controller.move line is called

shadow ridge
#

Which is going to be something like: jump key, set trigger, if canJump bool -> do jump, SetBool(isJumping)

#

So your trigger will land you in jump1 state, and when it finishes playing, fires an event to set your canJump bool

#

Which is when your loop can then do the actual jump

#

Then set the bool for transition to jump2

#

The alternative way to do this is use a script directly on the jump1 node

#

If you attach a script there, it will inherit from StateMachineBehaviour instead of MonoBehaviour, and gets OnStateEnter, OnStateExit, OnStateUpdate, etc

#

So you could call a method in your movement script when it's finished playing

#

Or, you can just poll the animator state.

#

From your existing script

torpid vine
#

How am I able to create an event when the animation is done playing?

shadow ridge
#

They even have a jump trigger polling example

#

So set the trigger, check for the jump1 state, when you find it, check the normalized time. Normalized clip time ranges from 0 to 1. A time of 1 means it's at the end.

#

(for a non-looping clip that is)

#

As for the event, I was saying to add an animation event to the end of the clip. But you can just poll and it should work fine instead

#

It's the simplest approach

torpid vine
#

It did play Jumping 1 but the model did not jumpo

#

is my layer index wrong for the Get method?

shadow ridge
#

Possibly. The base layer is index 0, if your states are in another layer, you'll need to use its index

torpid vine
#

would the layer name be the name of my player layer?

shadow ridge
#

Yep, whatever layer it shows in the Animator

torpid vine
#

I only see 1 layer in my animator, which is the base layer

shadow ridge
#

Ok, well the next thing to do is check the state name before checking the normalized time.

#

I mean, guess it doesn't matter here, since you probably won't be right at the end of a clip when the trigger happens..

#

Can also Debug.Log the normalizedtime

#

So you can make sure it's actually getting changing values :P

torpid vine
#

I assume im not checking the right layer but I can try

shadow ridge
#

Might need to do a >= 1.0f

#

It might not == exactly 1.0000000f, which is what your comparison is checking

#

You can also use Mathf.Approximately(a, b) to compare two floats that are almost exactly equal

torpid vine
#

I pressed W, it transitioned from Jumping 1 to jumping 2, I press W again and the model jumps

shadow ridge
#

Would have to see all the code logic around buttons and bools and such, and double-check the transition conditions, but I am heading out

#

Good luck!

torpid vine
#

Thanks for the help, I really appreciate it

#

ill try my best

shadow ridge
#

Np

lofty remnant
#

I know it sounds counterintuitive since a blendtree is made for that, but how can I make sure the blend tree doesnt blend but use one of the motions when theres two parameters affecting it?

lofty remnant
#

i just overwritten the blend tree via code

#

working like intended now

torpid vine
#

@shadow ridge This is where I'm ending for today. I used modulo by 1.0f on the normalized time to get just the progress in decimal. I don't think it's showing the correct animation and therefore not returning the correct value.

#

My problem is that I want to execute one animation ONCE (jumping_1), THEN have my model jump, THEN loop my jumping idle animation while in the air (jumping_2), then, once grounded w/ my ground check, I play my landing animation (jumping_3) once, then I return to idle.

#

Anyone is welcome to help out. Thanks to anyone who does!

tawny orbit
#

Hey guys and gals!

I'm running in to some trouble and maybe someone here knows what I'm doing wrong.

I imported a MakeHuman model in Blender and created a rig for it. Then I imported it in Unity and changed the rig to Humanoid.

But when I start the game the mesh looks like this and it ignores animations. This happens even if I empty out the Animation Controller.

astral relic
#

If I have several animations attached to a character, can unity blend those animations its self, or do I need create some "transition" animations?

tawny orbit
#

I recreated the Animation Controller and now it works 🤷‍♂️

shadow ridge
#

@astral relic Unity can blend them. There's a variety of ways, but the two most common are crossfading and blend trees

#

@tawny orbit Usually when the character looks like that in the scene without a specific animation causing it, it's because of a problem with the avatar config or t-pose. Recreating the controller is weird it fixed it, makes me think there was a pending change to the character that got applied during the controller recreation

clear pagoda
#

I'm having some funky behavior with the animator. Are there any known issues where the animator won't fire an animation if the previous animation just started and a new is called too quickly?

shadow ridge
#

Fire how? Via a trigger or...?

torpid vine
#

Hi Apsu, I was just wondering if you're comfortable helping out a little bit more? I understand if you have done everything you can. I'm just very new to unity and animation. I have looked around forums and unity answers. You can take a look at my gif up there and see that the normalized time progress is going from 0 to 1 after the animation is completed.

twin musk
#

Hello everyone. I am attempting to drag my idle animation onto my player, but realise that I have no "Avatar" defined in the animation component. When I look for this avatar, I cannot find one for my model. How can I create one?

shadow ridge
#

@twin musk Is it for a humanoid character?

twin musk
#

Yes.

#

I have substituted my problem by just using the Idle animation avatar I got from mixamo

#

it seems to be working, but i would not want to run into any issues later...

shadow ridge
#

Set the animation type to humanoid, and then either create an avatar from it there, or have it reference an existing one. If you don't have one, need to get one.

twin musk
#

I used mixamo's online rigging

shadow ridge
#

With mixamo, there's a t-pose animation available, if you download it with skin, it will get you the mesh with a skeleton already in t-pose, and you can create avatar in its rig setup

#

Then use that avatar as copy from in the other mixamo animations

twin musk
#

genius

shadow ridge
#

Now, using all the same characters/animations from the same place, you can just use the one t-pose avatar as reference for all of them

#

But

twin musk
#

i thought it would be something like that, but could not find anything

shadow ridge
#

If you start using characters that are not mixamo, you'll immediately run into issues

#

There's an easy fix though

twin musk
#

just because i am new, could you please explain why it is good to use tpose

shadow ridge
#

Oh, sure. Also I'm pretty new, just been learning a lot by brute-force trial and error for about a month :D

#

Basically what's going on is that the rig/skeleton/avatar system is how the animator knows how to translate animation information (move/rotate this piece this frame) to the character mesh.

#

The avatar contains within it not just the mapping of bones, but also information about their constraints.

#

How far a particular one can move or rotate, etc

#

For humanoids, there's a predefined hierarchy

#

Makes it easier to mix and match stuff

#

So along those lines, the T-pose is a way to say "the constraints should be applied in reference to this pose"

#

And if all your avatars are in T-poses, it's easier to map between different avatars

#

This is called retargeting

twin musk
#

same lol

shadow ridge
#

And that's what I was going to suggest next...

twin musk
#

yeah, i thought it would be something like that

#

yes please do tell me!

shadow ridge
#

So, even though you're all mixamo right now, if you try to use a mixamo animation on a non-mixamo character, or vice-versa, you'll need to retarget.

#

The docs are hit and miss on this, at least for me it wasn't super clear how it should work

#

But it's surprisingly simple

twin musk
shadow ridge
#

All you need to do is have well-referenced animation avatars and well-referenced character avatars.

#

They do not need to be the Same avatar (this was the part that I got stuck on)

twin musk
#

i see what you mean, i have a non mixamo character

shadow ridge
#

So, the general approach is: make an avatar from your character. Make sure it's good: go to configure, make sure it's all green, make sure it's in T-pose. There's an enforce T-pose option in one of the dropdowns on the right, under the hierarchy.

#

Apply changes, hit done. Now your character avatar is setup for its bones.

#

Then, for your animations that don't already target that character, make sure they have a good avatar in T-pose, like using the mixamo T-pose as we talked about

#

Make the avatar from it, configure, check, etc. Then assign your other animations to copy from that avatar.

#

Then all you have to do to retarget is.... use the animations in the Animator.

#

That's it. It's automatic.

twin musk
#

i am sorry

#

i cannot even find out where that thing is about the hierarchy

shadow ridge
#

As long as A) your character has a good ref avatar and B) your animations have a good ref avatar, both Humanoid, the animator will retarget automatically

#

Oh sure. Sec

#

Down slightly under Mapping Strategies, step 2

#

There's a pose dropdown

twin musk
shadow ridge
#

Select the character again, and there should be a rig tab on the inspector. Does it say Generic or Humanoid for type?

twin musk
#

generic

shadow ridge
#

Switch to humanoid, and create avatar from this, apply

#

Then you can configure

twin musk
#

i am now in a new project

#

with the mapping section

shadow ridge
#

It opens in the scene view, so it replaces the scene layout, don't worry

#

The hierarchy config is on the right

twin musk
#

i see

shadow ridge
#

Two scrollbars, kind of confusing at first, but scroll it all to the bottom to find the buttons

#

You should see the dropdowns :)

twin musk
shadow ridge
#

Yep. So there's a very strong chance it's already in a T-pose and ready to go. But you can click Pose -> Enforce to be sure.

#

(given that this model was specifically the T-pose model, that is)

twin musk
#

oh, lol i did that before you mentioned me to scroll a second ago

#

i see now

shadow ridge
#

Cool, so hit done

#

then go make one from your character

#

Change to humanoid, configure to check, etc

#

And lastly, copy from the t-pose avatar for your mixamo animation

twin musk
#

i don't actually have a character...

shadow ridge
twin musk
#

yes, but that is the "idle" character

shadow ridge
#

Ah, ok, so, that's fine but you can actually do this a bit differently, and it's generally recommend

#

On mixamo, you would download the animations with the "Without skin" option

#

So they don't have the mesh in them, just the animation data

#

Then you can use the t-pose one for your character itself

#

And just target each animation's avatar to the character one

twin musk
#

and just replace all the other ones?

shadow ridge
#

I know it seems convoluted but

twin musk
#

with the meshless animations

shadow ridge
#

Yeah

twin musk
#

no no i see

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let me download them real quock

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quick

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by the way, when downloading with mixamo, do you reccommend 60fps or 30fps? i chose 30...

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even thought it was not the default option

shadow ridge
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See what's going to happen is, if you get a non-mixamo character or animation, you'll need the avatars separated or you won't be able to retarget easily

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So separating now is handy

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30 is generally fine, 60 takes up twice the space and slightly more CPU use, but it depends on what you're doing. Really fast animations at 30fps will lose some fidelity

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Walking and stuff is fine at 30

twin musk
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but won't that make the game laggy?

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look laggy***

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i wanted smooth gameplay

shadow ridge
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Nah, that's not how it works. It's confusing I know. It's unrelated to the game frame rate

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The bit you're missing is the way the animator actually animates

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Inbetween each animation frame, it interpolates the positions and rotations of each bone.

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And that interpolation happens at your frame rate

twin musk
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oh ok.

shadow ridge
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So it always looks smooth

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But

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If your key frames are only happening 30 times a second, and your animation is a very fast intricate motion with lots of little position/rotation changes

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The interpolation will blur them out

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So 60 will maintain more accurate motion

twin musk
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but it uses more cpu

shadow ridge
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Yep.

twin musk
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possibly causing the game to lag?

shadow ridge
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Maybe, but it's unlikely to be the source of lag unless there's a Lot of animators doing it in a scene

twin musk
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i gotcha

shadow ridge
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If you're targeting mobile and making a game with hundreds of AI units all animating, maybe so :)

twin musk
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so what do you reccommend for jumping?

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30fps or 60fps?

shadow ridge
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30 should be fine, it's mostly arm/leg moving in an arc and a squat/stand straight line motion

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60 is for stuff like a bunch of finger motion or a twirling sword attack or whatnot

twin musk
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my tpose in currently set to 60, that shouldn't affect anything, right?

shadow ridge
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Nope