#šŸƒā”ƒanimation

1 messages Ā· Page 59 of 1

twin musk
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youre in pose mode, exit pose mode

storm quartz
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still the sane

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@twin musk

twin musk
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i guess youll have to clean up the weight paint

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thats unfortunate

storm quartz
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ok thanks

magic robin
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Heya, I need some help with the animator in unity for a 2D game, and this may end up being a question for general code, but essentially, I have an antimation that plays with a position transform. It moves my character to the right and up, for a shoryuken style uppcercut.

Only problem is I need to reverse the x movement if the player is facing left

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and I'm not sure how to go about telling the animator to do that

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one solution I can think of is to make a seperate animation that has the x Values flipped negative on each keyframe, but thats not ideal as it will greatly clutter my animator window, and be a huge pain to manually make for every animation this will be needed on

dense crest
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Anyone playing with the new Kinematica preview package?

Their example runs fine, I'm trying to make it work with my animations but 1) doesn't save the annotation asset 2) crashes in playmode

drowsy heron
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why cant i add transitions to my animations

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its not giving me the option to

karmic bear
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Can someone help me šŸ˜„

hidden thicket
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nvm i fixed it

but
when i play the game, all my shader glow effects dont show up in the game view, they only show up in the scene view is that normal?

hybrid tinsel
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Does your game camera have post processing enabled?

hidden thicket
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im not sure

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how would i enable it

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ahhh nvm i found it now thank you

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it work

twin musk
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anyone know how to just make the slide slame back into place?

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rather than the fluid slow motion?

magic robin
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Hey, so I've been having this problem since yesterday, and to understand it a bit, first know that I am not using Rigidbodies for collision detection.

My collision is done with a 2D collider and raycasts that detect horizontal and vertical collisions before doing a transform.translate to move my character.

I.e. if there is a wall to my right, and I hold right, the raycast detects the wall, and overrides my intended velocity so that I do not translate into the wall, put simply.

The issue I'm having now though is that I've done some animation in the animator mecanim to achieve a shoryuken style punch as seen in the video, and the movement from it is done with a position animation in the animator.

my problem however, is that this movement does not obey my collision detection, sometimes. I got it to kind of obey vertical collision, but its not ideal, and if the animation starts close enough to a wall, it almost completely ignores horizontal collision.

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figured this might be more about animation than code

proper reef
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I don't think this is an animation problem.

unborn pilot
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it just rotates by itself

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any help ?

severe blaze
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What does?

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Would guess a frame is off? not sure

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check the transform

unborn pilot
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i fixed it

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it was wit hthe edge collider

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i missplaced some

white peak
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does accessing RuntimeAnimatorController.animationClips allocate a new array ?

daring oracle
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I updated to 2020 b8 and now when I got to sprite editor I don't have a skinning option. Anyone know what could be happening? I see updates in the changelog about the GUI but not sure where this new GUI is

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Reverting to 4.2.2 from 4.2.3 made it re-appear for me

misty mantle
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Anyone know how to line up animations? I have a climbing state but it doesn't align with my climb ledge animation

modest plank
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I'm very noob to unity, and especially to animations... but I've got this problem that there's no state in my Animator Controller but my player model plays Idle animation all the same, before this situation, problem was I had Idle in my initial state and then I wanted to switch to the running state but It did switch states in animator but meanwhile only Idle animation was playing ... so I deleted all states in Animator Controller and this guy plays Idle all the same .....

twin musk
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What would you say is the best way to add Sprite Animations in Unity?
Just drop multiple frames in a folder and animate that with Animator or a custom script?
Or drop a Spritesheet and slice it up and animate that?

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hey everyone ive got a question on the forums i need help with setting up animation type > humanoid. am i allowed to post a link to my forum post here?

neat nimbus
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I'm trying to rotate a wheel based on the Horizontal and Vertical velocity, I used the bled tree to mix 4 animations (forward,back,left and right)

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It works only in part, to wheel go in the 4 firections + the middle of these ones (45*,135*, etc) but doesnt blend whithing these 2 tipes

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what should I do?

twin musk
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hey so i made a aiming script that lerps the local position of the gun to the aiming sight and everything was working well until i modified an animation. now it wont lerp at all

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im guessing the animations positions are interfering with the guns positions but how can i bypass that?

hybrid tinsel
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Make the animation additive, or do the lerping in lateupdate, or use an avatar mast to stop those bones from animating

hoary crown
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Anyone had trouble with animations in 2020.1b8? the project worked before upgrading from 2019.3. The animation controller appears to be working (with livelink + with preview). Just in game the character takes up a weird pose (i don't think it's part of an animation) and the bones don't move

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err nvm it just seems to have fixed itself when i clicked on a node in the animation controller

fallen jolt
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I am trying to attach a gun to my player using IK, but when my player starts walking, this is happening. can someone please help? I am new to IK

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The gun moves rotates than the torso of the character when I rotate my mouse.

split nimbus
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Hey, so quick noobish question: When setting a variable for animations in the Animator, where does it read those variables from? Does the script with the variables have to be attached to the object being animated?

hybrid tinsel
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@split nimbus They are stored in the instance of the animator; A script which alters those variables doesn't need to be on the object with the animator.

storm jungle
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how can i play a public Animation testAnimation;
instead of using the name of the animation like
animator.Play("Example"); but animator.Play(testAnimation); doesnt seem to work

blissful gulch
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Hey guys, can someone explain how to properly use sprites/animations in 3d? I cant get them to work, and theres not many videos really explaining it in 3d Specifically (unless its the same in 2d, then ill watch a vid on that)

twin musk
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@storm jungle use StringToHash

int exampleState = Animator.StringToHash("Example");

then you can do something like,

    myAnimator.Play(exampleState);
twin musk
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Hey everyone, if my character rig has foot ik from the fbx file, how can i use the "rig > animation type > humanoid" ? The IK means that the ankle and foot bones are not connected to the shin bones and so i am unable to get 15 valid bones...

hybrid tinsel
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@twin musk You re-rig it with a humanoid skeleton.

twin musk
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But i have already made all of the animations with ik

hybrid tinsel
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That is, one unity will recognize as humanoid

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Well, then you can just use a generic animation right?

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Humanoid only works with compatible skeletons.

twin musk
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So then by definition a typical human bone rig with feet as IK is not compatible?

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Im not sure what a generic animation is :/

hybrid tinsel
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It is any non 'mecanim humanoid' rig

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Pretty much all you lose is the built in humanoid IK, I believe

twin musk
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But my animations i made in blender are using the IK i set up in blender. If i change the rig i will no longer be able to use those animations is that correct?

hybrid tinsel
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Blender IK has no effect in unity, it isn't imported.

twin musk
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But if i change the rig in blender, the resulting animations that are imported will not work correctly

hybrid tinsel
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Ok, let's start over.

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Why do you need it to be "rig > animation type > humanoid" ?

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Why not 'generic'?

twin musk
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Yes sorry, i really appreciate your help but i am struggling to understand

hybrid tinsel
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That should just work.

twin musk
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Because i want to make an avatar

hybrid tinsel
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Why?

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What features do you need, specifically?

twin musk
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To use the rig for other models without rerigging and then use the same animations ive already made

hybrid tinsel
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Then you would need to use a rig that unity can recognize.

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There is no magic involved, unless you write some sort of converter.

twin musk
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So the 80 hours ive spent making the animations iswasted? Just because i used IK to make it easier to animate?

hybrid tinsel
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What does IK have to do with it?

twin musk
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Ik makes it incredibly easy to animate

hybrid tinsel
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You can use IK on a regular humanoid skeleton just fine.

twin musk
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Noone makes animation without ik

hybrid tinsel
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No, my point is, why does using IK mean you couldn't use a skeleton unity would recognize?

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I mean, I use IK all the time for 2d human animation, but I don't use humanoid avatars or anything of the sort.

twin musk
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The problem is that to make an avatar the ankles and feet have to be children of the bone above it. For iK they are not children

hybrid tinsel
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For unity IK, that is not the case.

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You seem to be mistaking the specific setup of whatever rig you were using for a general limitation of IK, but it isn't.

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You can use IK setups just fine on skeletons that unity will accept.

twin musk
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Hmm okay thats interesting. So the problem is with the way i set up the ik?

hybrid tinsel
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Yes.

twin musk
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In other words, using ik rig in blender means it cannot be humanoid type in unity?

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I wish that was mentioned somewhere

hybrid tinsel
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I don't use blender so I can't tell if, when you say 'IK rig,' you mean a specific feature/rig called that or 'a rig with IK in it'

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Because the two are very different things.

twin musk
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I mean that i move a bone for the foot, and the whole leg moves, i dont have to move every bone above it

hybrid tinsel
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That's the concept of IK, yes. But there are multiple ways to achieve it.

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Unity will never actually import the IK rig, only the baked motions created by it. Any IK you add in unity is its own thing.

twin musk
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It seems the way i have learnt is the way that every tutorial teaches it for blender rig

hybrid tinsel
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I know that 'rigify' rigs are supposed to work with mecanim humanoids

twin musk
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I get what you mean, the only problem is that my animations will break if i export the rig and with it the animations setup with ankles as children of shin bone

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Do you think it is possible to in blender save as copy, fix the rig, import a copy of the fixed rig into unity, then use the old animations from the first file?

hybrid tinsel
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Wait a second

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What is the actual error that it is giving you?

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What is the actual problem with mapping the bones

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I thought you said the foot wasn't connected to the leg

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and now you said it was

twin musk
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When i set up the humanoid types 15 bones

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Its not connected

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Its contrained to it

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Copy location

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But its not a child

hybrid tinsel
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Ah, yeah, unity work with a bone hierarchy

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And I really don't know what would be possible, but you'd probably be better off trying to fix the animations and skeleton in blender and reimport

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I'm not a 3d gal so you might want to find someone who is more knowledgable about that stuff

twin musk
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You said that the animations are baked and dont use ik. So i should be able to fix the skele, and then use the animations from the current fbx itteration in unity. Right?

hybrid tinsel
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I don't know. I really don't. the animation curves MIGHT work fine, or they may make the feet fly in crazy directions.

twin musk
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Is it possible to use an animation from one rig onto another, if all bones are the same, just change the parent of the ankle and feet bone?

hybrid tinsel
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They might not load at all

twin musk
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Fakr enough. Its worth a shot. I wish i knew this before making animations

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It seems crazy to me that people make animations in blender for unity without iK

hybrid tinsel
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Like I said, I. Don't. Know. I'm sorry, but you've reached the limit of what I actually am able to confidently tell you.

twin musk
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Its okay i appreciate the help, you have given me some insight

hybrid tinsel
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But I DO know that you can definitely use IK to make animations in blender and import them into unity.

twin musk
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Ive been waiting four days for any response on this topic. I mean it when i say thankyou

hybrid tinsel
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People do THAT all the time.

twin musk
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Yeah but they surely arent making a humanoid avatar with those animations

hybrid tinsel
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You just need to use a rig that is compatible with unity humanoids, OR use a generic import.

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What do you mean, they aren't?

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Why wouldn't they?

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from what I've been told, rigify rigs convert directly into humanoid avatars.

twin musk
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I meant if they are using iK in blender

hybrid tinsel
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Other than needing some adjustment of the hands

twin musk
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Then they will have the same issue as me

hybrid tinsel
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No, they won't.

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There are more than one way to use IK.

twin musk
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Alright ik for feet

hybrid tinsel
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The specific way you have it set up doesn't work, but others will work.

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You're conflating unrelated things.

twin musk
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Its weird though because foot ik is fundamental for animation. And in blender you cant have the ankles as a child of the shin for the foot ik to work. How did unity overlook that? Noone makes quality animation without foot ik

hybrid tinsel
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Okay, let me use an analogy.

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Let's say you have to move a gigantic couch.

twin musk
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"The specific way i have i set up" is how any foot ik would be set up in blender

hybrid tinsel
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You show up in a little two door sports car and then declare 'There is no way a car could take this thing!' when literally any other vehicle could have.

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You're telling me that in blender you can't set up an IK chain between a parent and a child bone.

twin musk
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Hmm

hybrid tinsel
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Ok, I just watched literally the first blender IK tutorial that came up on google

twin musk
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The ik starts at the shin bone

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The foot and ankle are separate so that they can always be flat

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And parallel to the ground

hybrid tinsel
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You can do that with it still being a child of the shin.

twin musk
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Yeah but his is bad because the foot doesnt stay parallel to the ground. You have to child the foot bone to the foot control, not the shin

hybrid tinsel
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Obviously that is a rather simplistic example, but it definitely shows that it is possible.

twin musk
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I guess you are right. Its annoying that there is a comprimise between making animation more efficient and making it compatible. That should never be a comprimise

hybrid tinsel
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Well, you looking into 'unity skeleton' 80 hours of animation ago would have been both the most efficient AND the most compatible.

twin musk
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Thankyou again for the help

hybrid tinsel
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No problem

twin musk
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Yeah well i didnt know i needed a humanoid rig type or avatar 80 hours ago

hybrid tinsel
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I'm just saying that it isn't really a problem with the unity system; the standardized setup is HOW it is able to do retargeting.

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And you can use whatever rig you want if you don't need that.

twin musk
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Indeed all i want is to reuse animations for multiple characters

serene parcel
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So, new to Unity and game dev, I'm using the animator component.
Is it a limitation that we have to wait for the entire animation cycle of an animator component before transitioning to the next one?

Like I made a simple runner, but until the idle anim finishes, the char wouldnt' start running, which has a delay.

In that case, is animation better than animator? Because I observed in animation, we can control it manually

twin musk
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@serene parcel you can turn off the transition time between animations so they end as soon as another animation is triggered. I think its found on the transition arrow itself in the inspector options

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Has exit time

serene parcel
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Let me try that. TIA @twin musk

twin musk
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to clarify, you want to untick has exit time

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it may also be the transition time setting in the animation state itself

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those two are the only i am aware of that influence the problem youre experiencing

shrewd smelt
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hey you guys - we are in dire need of (for consulting) someone who has deep knowledge of timeline, and understands how to use IK and Target matching, etc. Please message me if thats you or you know someone

languid creek
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hey its not letting me rename my animation controller in the asset window? anyone know why

cobalt ledge
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hey. im trying to do this little animation (2d, background and text colors toggle). ive managed to setup scripts and all, but when i trigger the animator it doesnt play the animation. id also like to detect end of the animation, and toggle a bool parameter then.

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it seems to stop at the first animation and loop forever

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(also not playing it)

brave kettle
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hypothetical question: say I've got a weapon swing animation that consists of 8 sprites, but I also want to have a particle system that smoothly follows the weapon's trajectory (think a flaming sword). I figured I'd just try a high sampling rate and then spread the image keyframes out so that it plays at the same rate as, say, the walking animation, but then I'd have the particle system move multiple times in between the image changes

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has anyone done this before? if so, how did it look? asking in case this is a terrible idea

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I'm just using the builtin mecanim editor because it's nothing particularly intensive

hybrid tinsel
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@brave kettle My first game had that issue; I ended up matching the sampling rate to the animation frame rate, but animating the orientation of the particle system instead of just the position

brave kettle
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i'll give that a shot with the sampling rate when I get around to it, thanks

candid bluff
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I'm having the following problem: I have a bunch of animations for a camera set up as it moves on rails through a grid style map. At some point if I press the appropriate UI button the camera is supposed to turn 180 degrees to face backwards no matter where it is. And so I record an animation of only the camera rotating, but when I get to that animation in game the camera defaults to some strange position and the rotation sort of loops back and forth (even though I have the animation set to not loop) how can I fix this?

stable kayak
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Hey guys, i have a little question

I'm recreating some ideas from breath of the wild (just for fun, mostly UI's and modeling, nothing too technical), i have a player model ready to rig but, im kind of confused about the approach i should have, should i rig my character in blender with IK, or should i rig it in unity?

something that i really want to imitate is the way the animation works well with the environment, like when there's a hill and the legs of link conform to the ground, that is procedural animation right?, is that achieve with ik motions as well?

hybrid tinsel
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@stable kayak That would be IK inside unity mostly.

warped flax
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hopefully a simple question. I have a sprite and I want to play an animation on top of this, but always have the A showing. But when I setup my animation and controller. A shows up in the first frame and then gets replaced by the other sprites.

I guess I'm looking for a way to have one background sprite that stays there and have a foreground sprite that keeps changing.

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I can't really find anything on google probably because I don't know the terminology so I'm not writing a good query!

stable kayak
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@hybrid tinsel yes!

I did a little bit of testing and its just playing with unity IK system

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thanks for the answer tho

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@warped flax probably the layer order, is this "A" an UI or a world 2d sprite?

little ore
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Hi! i would love to know is there an alternative animation software to Spine2D having the same features and workflow

crude dawn
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Can some1 explain to me how am I supposed to use the spire editor?? How I slice the frames from the PNG? If one animation is 24x37 for example, do all others have to be the same size? Cuz when I mix 2 animations they jiggle all over the place

karmic bear
stable kayak
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@karmic bear check your pos Y values, they cant be bigger than the X values to be on sync

karmic bear
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its on the player's position?

stable kayak
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In the blend tree, in the GIF you send you can see that the Y values are 0.866

karmic bear
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yep

stable kayak
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that's why your character moves funny, because the limits for the float aren't set up properly

karmic bear
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and how should i change them? šŸ˜…

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i mean to what values

stable kayak
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to the mirror in X, 0.5

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you just have to calculate if they are negative or not

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not even that, i think you have them right

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you just have the value wrong

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@crude dawn some visual reference would be grate but, you just have to fine tune the slice of your sprite

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they don't have to be the same necessarily, but they have to have the same starting point so it doesn't jiggle

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when creating sprites that small, you can use more space on your canvas, or use a sprite sheet able program (like Aseprite), use more space in the beginning so you can have the animations like you want them, and you don't run in those issues later

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@little ore I haven't use Spine2D tbh, but Unity's integrated 2D skeletal worked fine for me, maybe give it a go if you haven't

https://www.youtube.com/watch?v=eXIuizGzY2A

Wanna learn how to make your characters come alive? Then Skeletal Animation is for you!

This video is sponsored by Unity.

You need to use Unity 2018.3 or later to use these tools.

Unity is hosting a 2D Challenge - Check it out: https://ole.unity.com/2dchallenge

ā— Rigging d...

ā–¶ Play video
karmic bear
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i cant figure it out 😦

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the values

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on of the y value is bigger than the x

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but if i make it lover it will be the same place as an other animation

little ore
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@stable kayak much appreciated !

stable kayak
karmic bear
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i just leve it bugged xd nobody gonna play with it only just me i think

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lul

stable kayak
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Noo, don't leave it bugged, thats not a good habit

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this was an old project

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so it doesn't have 8 directional sprites but you get the idea

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@karmic bear

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also the reason for the fine tune is the 6 sprite directional movement

brisk cliff
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Hiya, I was wondering, is there an option to view dynamicslices files easily? I just want to view the object

magic robin
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I'm having trouble with something simple

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how do I figure out exactly how many seconds my animation is, knowing the animation length in frames and the FPS of the animation

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7 frames at 12fps

twin musk
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The fps of the animation is how fast the computer plays the game at. At 1 fps very slow anim, at 100 fps, very fast anim

twin musk
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I'm having trouble my character, the walk animations are all working except going left when I try to go left it doesn't animate

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2d platform

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notice when I go left it doesn't animate

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I fixed it nvm

stable kayak
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You guys think that root motion was used in breath of the wild?

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i think the climbing does, but the normal walking and running feel too smooth to me

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that can be achieve with RM?

lunar stirrup
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idk if its the right place for my problem but i added an IK Target to my character but the hand lags behind the target when i move the target its like lerping only i dont want it to.

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I used OnAnimatorIk()

sterile nacelle
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In the unity animation editor, if i slightly changed the structure of a gameobject can I somehow fix the animation hierarchy paths?

hybrid tinsel
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@sterile nacelle The animations are text files, you can directly edit the paths that way

sterile nacelle
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Fantastic, got it working like i wanted.
Made me nervous dealing with these long paths lol

sterile nacelle
finite osprey
compact ledge
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Hello there! This is kind of a cry for help since I have been struggling with this for the past two days so here it goes:
I made a character in Blender, I rigged it and made animations for it in Blender.
Now, I wanted to export those animations to a Unity project. So I tried many different things, exporting .blend files and .fbx files etc..
But no matter what I try, in the Clips list from the Animations tab, there is always only the Scene animation.
Could anyone help me please ?

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The problem only arises when I work with a file that has more than 1 animation in it

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And I use Unity 2019.3.0f6

hybrid tinsel
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I didn't know it even imported clips

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The docs suggest importing multiple animations as separate files last I looked?

sly meteor
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Everytime I want to copy a state machine it looses the "any state" transitions, is this a bug ?

charred belfry
sullen drum
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ok

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where can i download a pre-animated character?

frank kernel
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Hello everyone, today I have finished the animation from Blender and now I am importing the model to unity, however, I do have an issue.
Once I import my model to unity, I can't see the animation created inside the inspector.

twin musk
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Hello there, I would like to move an UI item from [whatever position (variable)] to [destination] position. My destination is a constant value but my starting point (First Keyframe) should be current position of the game object (Content.AnchoredPosition.y in my case) which is variable could be anything. Can I do this using only Animator or should I change first keyframe value using script Animator.SetCurve function. Thanks

half thistle
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Hi, I've a question about importing an animation model that consists out of 72 objects and each have there own unique animation. At the moment I only see a possibility to manually assign each animation to the object. Is there a way to do this more efficiently. I've almost no coding experience unfortunately

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Hello everyone, today I have finished the animation from Blender and now I am importing the model to unity, however, I do have an issue.
Once I import my model to unity, I can't see the animation created inside the inspector.
@frank kernel How did you export the animation? Did you bake the animation when exporting to FBX or GLTF?

frank kernel
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@half thistle wow I don’t have this advance knowledge Ahahah

half thistle
frank kernel
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@half thistle perfect ! Thank you so much for your time I going to check it now

visual pebble
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Hey can anyone explain the difference between an animation that has the green triangle with 3 lines vs the gray play button with the square around it?

boreal hill
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Btw: One project is using the Legacy Animation (Animation... not Animator) system. We're getting massive spikes of animation.rebuildanimationstate at runtime (sometimes up to a second per stutter). Any tactics to toss them onto the loading screen instead of randomly during gameplay?

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I'm thinking of things to call, do, or avoid... that sort of advice... but let me know if I'm completely misunderstanding the problem.

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Don't be shy to @-respond me btw. I'm always multitasking but I want to make sure that I see replies.

rapid coral
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How do you go about playing audio on specific frames for animations you brought in from Maya? The animations are all read only in Unity so I can’t attach animation events to them. Duplicating the anims and re-attaching them to the model seems silly because anytime I brought in a new version of the model I'd have to redo everything.

visual pebble
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@boreal hill Thanks

boreal hill
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@visual pebble I wasn't answering your question. Sorry. :x

visual pebble
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@boreal hill its okay i figured it out anyway

devout urchin
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I made a prone animation and the only way I can get my model from not rising into space is by upping the mass and drag, will this have a negative effect on my rigidbody controls?

mild imp
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Can anyone point me in the right direction to creating some animations with a rigged 3D character? It's not a playable character, more AI. Thank you

visual pebble
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@mild imp youtube or unity learn are good

mild imp
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I'm looking on YouTube but the tutorials I'm finding are people with already made assets with the animations and just applying them in code

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I'm needing to actually animate a realistic run/attack/walk animation of a humanoid entity

visual pebble
tranquil jackal
mild imp
#

Can anyone give me a hand setting up my animations? Ive got them and in the animator window etc but when press play the character just goes into a T pose

twin musk
#

My avatar is a bit messed up. In the avatar settings, the mapping is all fine. However in the Muscles & Settings tab, it looks like he's riding a unicycle and way below the mapping bones

half thistle
#

Hi, I've a question about importing an animation model that consists out of 72 objects and each have there own unique animation. At the moment I only see a possibility to manually assign each animation to the object. Is there a way to do this more efficiently. I've almost no coding experience unfortunately

glass ledge
#

Would anyone be able to help me? I'm trying to make pixel armor on a pixel body, but the armor's animation is off sync with the body's animations. Both clips are the same length.

muted harness
#

Does anyone know how to add any property to make animations? I'm trying to add the vignette effect from postprocessing volume so that it closes in and out, as if it's a sleeping effect. However, when I try to add it to animations it does not display it on there.

vestal stirrup
#

how can i obtain this red direction vector in world when playin the clip. i tried rotating the pivot position by root rotation..

vivid shadow
#

anyone know how to make it so the enemy only does the running animation when it moves

cyan current
#

hello does anyone knows how to make my pixel character look to the direction when you stopped holding the key
i mean when u for example were pressing "a" the character will be locked to the left direction
please help

leaden cedar
#

hmm, I just realized this. Since when do seconds have 60 "miliseconds" or "parts" think_gmagik

dreamy jewel
#

@cyan current You're probably looking for the FlipX varaible within the sprite renderer? https://docs.unity3d.com/ScriptReference/SpriteRenderer-flipX.html
That's probably the most simplistic and effective way. It also mentions turning your scale negative, but either way works.

@vivid shadow You'll need a animation boolean called "Running" or something akin to it. Once you have that, set it up in the animation web with a transition that requires Running to be true. You can access it by using the GetComponent<Animator>().SetBool("Running", true) when you start moving. Does that make sense?

vivid shadow
#

so i just put GetComponent<Animator>().SetBool("Running", true) in the enemy script?

#

where do i put it though, hold up i will give you the script

dreamy jewel
#

As far as the code goes, yeah that should be the line you're looking for.

To stop running, you'll need to set it to false when/if the enemy stops moving like GetComponent<Animator>().SetBool("Running", false)

vivid shadow
#

i just use brakeys enemycontroller

#

where do i put it in the script?

dreamy jewel
#

But also make sure you have the parameter in the animator controller. The little plus button at the top left of it will let you make a new boolean parameter and name it

vivid shadow
#

yeah i made the bool

dreamy jewel
#

Yeeah, pretty much.

#

In the script you shared, take a look at line 42

vivid shadow
#

ah

#

gotta change that to runnign

dreamy jewel
#

anim is just a variable that holds the GetComponent<Animator>(). Both are the same thing in this case

#

yep

vivid shadow
#

where should i put the false statement

dreamy jewel
#

You'll also probably move line 42 to line 36, because then it'll only set "Running" boolean to true when the player is within the lookRadius

vivid shadow
#

ah ok

dreamy jewel
#

If you add an Else statement to if (distance <= lookRadius), you'll be able to tell the game what the enmy should do when the player is further away than the lookradius

#

So that's where you'd want to put stuff like stopping the running animation.

vivid shadow
#

so go back to the idle animation

dreamy jewel
#

Yeap

vivid shadow
#

should i make another parameter?

dreamy jewel
#

No need. You have the Running bool. If it's running, it should transition to the Running animation.
You can do the opposite check on the transition arrow back to idle

#

in other words only transition to idle if the Running boolean is false

vivid shadow
#

this is unrelated but do you think you could help me with an issue please?

#

it's for another script, i didn't use to get this error and it just popped up for some reason after i imported standard assets

#
    if (distance <= lookRadius)
    {
        agent.SetDestination(target.position);
            anim.SetBool("Running", true);
            if (distance <= agent.stoppingDistance)
            {
                FaceTarget();
            }

            else {
                anim.SetBool("Running", false);
            }
        }```
#

thats from line 32 to 45

#

thats for the animation btw

dreamy jewel
#

@vivid shadow Whoops sorry. Got distracted lol
Yeah, the animation should work now, so longas you have the conditions set for the transition arrows in the animator

vivid shadow
#

aight

#

tysm

dreamy jewel
#

I can try to help with the other issue, but can't promise to know the solution lol

vivid shadow
#

dw about the error, i am talking in general code about it

#

aight

dreamy jewel
#

Yeah man of course

#

Gotcha man.

desert hazel
#

Hi

#

Any one want to make a game with me but he should animate

#

Make char and ...

#

3d

#

Dm me pls and thx

cyan current
#

@cyan current You're probably looking for the FlipX varaible within the sprite renderer? https://docs.unity3d.com/ScriptReference/SpriteRenderer-flipX.html
That's probably the most simplistic and effective way. It also mentions turning your scale negative, but either way works.

@vivid shadow You'll need a animation boolean called "Running" or something akin to it. Once you have that, set it up in the animation web with a transition that requires Running to be true. You can access it by using the GetComponent<Animator>().SetBool("Running", true) when you start moving. Does that make sense?
@dreamy jewel

#

yes thanks

#

ill read the article

hybrid tinsel
#

@cyan current @dreamy jewel I suggest using the negative scale instead of the flip x in the sprite renderer, because flip x doesn't affect anything you might have attached to the sprite. Also some shaders will not work with it unless you disable backface culling, but they work fine with scaling.

grim monolith
#

For some reason my animation has a little "hiccup" in it, in the timeline it looks and previews perfectly normal but when i try to put it into a animator or preview it in the animator it looks like this:

#

it like pauses where the animation should end but then dosent actaully stop

cyan current
#

Hello guys do you know how to make clothes system in top down 2d games?

tired condor
#

How do I change an animation's speed?

#

okay I changed the samples

wheat kraken
#

I've got a Katamari Damacy avatar which I've made for VRChat. I want to make the volume of the music which plays change volume so it's loud while moving, and quiet while it's standing still. I can't use scripting because VRChat doesn't support it, so I'm trying to achieve the same thing with transitions...

#

I think the above is correct, but it doesn't seem to work. The volume of the audio never changes from the default quiet audio.

#

The prince does animate his walking correctly though, so MovementX and MovementZ are the right parameters.

runic wing
cyan current
#

i think you should change the number 16 to lover

#

do you mean this?

#

@runic wing

half thistle
#

Hi, I've a question about importing an animation model from Blender that consists out of 72 objects and each have there own unique animation. At the moment I only see a possibility to manually assign each animation to the object. Is there a way to do this more efficiently? Maybe and importtant side node: I've almost no coding experience unfortunately šŸ˜‰

severe blaze
modern wagon
#

hi. when I press W in my game a character is going from IDLE through WALK and RUN to SPRINT very fast. like I never see the WALK and RUN. how to make blends from from 1 to last smooth?

graceful lantern
#

@modern wagon the animator will just play the animation in the blend tree corresponding to the values you feed it. If you want a ramp up you need to handle that in the code that supplies that value to the animator/blend tree

modern wagon
#

I though so but I'm new to the stuff

graceful lantern
#

(iow: make the code that handles the key press increase the forward speed gradually)

#

one way to handle it is this: if W is down, lerp the forward speed towards 1 (based on time.deltaTime), if W is not down, lerp towards 0 (probably a bit faster)

modern wagon
#

@graceful lantern thanks for clarification! though it's still complicated. can you give me a link to script example for this? so I can use it and examine

graceful lantern
#

@modern wagon something like this (pseudo-code-ish):

#
            if (Input.GetKey(KeyCode.W))
            {
                forwardSpeed = Mathf.Lerp(forwardSpeed, 1, Time.deltaTime * something);
            }
            else
            {
                forwardSpeed = Mathf.Lerp(forwardSpeed, 0, Time.deltaTime * something * 0.25)
            }

            _animator.SetFloat("InputMagnitude", forwardSpeed);
#

the value of something controls how fast the transition happens, experiment with different values

modern wagon
graceful lantern
#

hard to say, looks like this code is interacting with a lot of other code

modern wagon
#

yes

#

not with a lot though

graceful lantern
#

find wherever handles the input

modern wagon
magic robin
#

Hey I need some help with the animator mecanim

#

I am trying to play an animation on an object on a second layer that makes the object grow in size

the animation plays fine itself, if I play it through the animation window, but I cannot for the life of me get it to play when its trigger goes off

#

setting the grow animation as its default state, so it would play when the object is instantiated doesnt work either

#

that animation just wont play

#

(and before anyone asks, yes the proper animator is assigned in the inspector)

#

actually it looks like the animation is getting played in the animator mecanim, but its not actually doing the transform in the scene or the game display

#

I have tried without and without root motion applied

I have a similar set up in animation on my player sprite that is doing a color change via the animator on a second layer, and I set up my fireball in the exact same way

#

its just not working no matter what I do

severe blaze
#

Is the gameobject the script is attached to actually being enabled?

modern wagon
#

@severe blaze are you talking to me?

magic robin
#

@severe blaze yes
I have even tried putting the object in the scene and manually enabling/disabling

#

and the mecanim activates the grow

magic robin
#

omg I got it... knew it was something simple

#

had to change the weight of the layer to 1

wispy lodge
#

i don't really understand the units in the Animator timeline. what is 0:20 exactly and does it relate to Samples?

#

20 frames?

#

1/20th of Samples?

hybrid tinsel
#

@twin musk You can animate all child objects of the object the animator is on

#

Including the sprite of each of them

#

@wispy lodge I believe the default is in seconds.

#

And samples is how many frames per second.

hybrid tinsel
#

Not entirely sure what the problem is

#

Did you add an animation clip? do you have the right object selected?

hybrid tinsel
#

Not sure how what you mean

magic robin
#

to be fair, the animator mecanim can be a a pain to work with, sometimes its better to give up with it and use an altertive method like animating it yourself in a sprite sheet, or using a program like juice FX to make the effects

grand minnow
#

Umm... i created an animation to a prefab object, and when it creates it runs the animation where i animated it not where it creates :?

twin warren
#

I created an animation to open up a door (starts off at 0 rotation, ends at 90), but if I have a door that starts of at say a 15 degree rotation the animation sets it to 0 opens it up to 90. Is there another way to do this or do I really need to have 20 different animations for 20 different starting angles?

dusty forge
#

Hi my animator is getting stuck on the attack state and not progressing it at all

#

it only sets the sprite to the first frame of this animation and then stalls

#

any idea why? I've never seen this before

frank kernel
#

Hi, I am sorry I don’t really now where is the best place to ask. I have some trouble with my 3D model. I am doing the weight but every bones are messed up and I don’t know how to fix it. When I am trying to move the arm you have the leg mesh moving two and no any issues with the weight colour

warm flame
#

Are the conditions for animation exit/entry all required for exit or entry or are they more of an OR statement?

ashen lily
#

Hi can someone help me please in the preview when i change from player_idle to player_run my player disappear

#

anyone?

#

@deep bloom

#

ping me if you know the solution

ashen lily
#

nvm i found the solution

gray blade
#

has anyone found a good tool to use with Unity to do motion graphics?

#

I know about BlendTrees and DoTween but I am looking for something easier to use

ornate bridge
#

File 'character' has an invalid Avatar Rig Configuration. Missing or invalid transform:
Required human bone 'Hips' not found

Someone know this error ?

gray blade
#

I think your avatar does not have Hips in the heirarchy

torpid vine
#

Hi guys. I'm new to Unity, and this is a pretty difficult challenge, but I was wondering if it's possible to simulate a 2D liquid? Specifically water. I'm aiming for the character model to be the liquid that the player manuevers.

crude geyser
#

hey is anyone good with animation? I have some things that need animated but I'm not very good at animation 😬

left cradle
#

I'm fairly new to Unity and I'm trying to figure out the best way to get an object animated with blendshapes working in unity

#

For example, it's a cannon firing. No skinned mesh

rapid kiln
torpid vine
#

@rapid kiln I'm thinking of a cartoony look instead of simulating each pixel. I've seen people using balls and blending shaders but it doesn't flow like water.

rapid kiln
#

yeah i'd say your best bet is probably to build out a water blob guy chracter and rig it cleverly rather than simulating anything (maybe some edges for visuals), but that requires significant animation/tech art skill

severe blaze
#

@torpid vine Also may want to look into Raymarching + metaballs

wooden ginkgo
#

Can I add 2 sprites on the animation?

#

I have a player and a muzzle flash

hybrid tinsel
#

@wooden ginkgo yes, you can, as long as they are all children of the object with the animator

wooden ginkgo
#

I see

hybrid tinsel
#

@warm flame All required.

wooden ginkgo
#

So I could have the muzzle flash hidden and only make it appear when shooting ?

hybrid tinsel
#

If you want to set an or condition, do that in your code and then set the animator from there

#

Yes, @wooden ginkgo.

wooden ginkgo
#

Oki, thanks

tame bison
#

I bought an asset on the market which contains certain 3D animations. If i click on the FBX files it looks fine, but for the blend Tree i have to use the Take 0001 things. They do not seem to have all necessairy informations about the attachments. Does someone know how to fix this?

wooden ginkgo
#

Hi guys

#

how do i fix jittery movement of camera following system?

#

i am using SmoothDamp and yet it is still weird

frigid cedar
#

have you checked out brackeys tutorial on smooth camera movement?

wooden ginkgo
#

yes

#

same effect

#

https://www.youtube.com/watch?v=MFQhpwc6cKE if you go to the comments you can see why i am using smooth damp

In this video we make a smooth camera movement.

ā— Pro Camera 2D: http://bit.ly/2spvKnF
ā— 3D Camera Controller: http://bit.ly/2szBCci

ā— Project files: http://bit.ly/2rUGMOt

♄ Support my videos on Patreon: http://patreon.com/brackeys/

Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·...

ā–¶ Play video
#

and when he uses it you can even see how the cube is "lagging"

twin musk
#

Anyone has best practice/how to handle generic facial animations to be implemented on several different humanoid characters?

finite osprey
#

hello

#

i want to do a voxel animation where the voxels split up into many parts

#

can i just do the explosion in blender and then import that animation to unity. Or do i need to import all the individual blocks into unity and then split up all the voxels on death?

#

i would like to bake everything in blender, but then i don't think the voxels will contour to the shape of the world

#

would i then have to assume my world is flat for the animation to look right?

hybrid tinsel
#

depends on how you're doing the world shape

#

if it is a 'curved world' shader then you should just be able to do the animation flat and let it curve with everything else

finite osprey
#

wow never knew curved world shaders exist. after a lot of research, i think i have to create boxes on animation death using code to calculate volume and color frequencies

ashen lily
#

Hi , i have error with jump animation when i jump the jump animation plays for like 0.1 sc then the idle animation plays tell i hit the ground can somone help me please

#

anyone?

warm flame
#

@ashen lily I think you need to turn on the exit time? I'm really new to animations but I think that might fix it.

hollow bramble
#

I have a problem with my player movement animations. When the player moves on X axis, the player sinks into the ground. This is my first time using animations in unity. The 2D blend tree is at the end of the video.

small vapor
#

Is there a proper way to parent and unparent objects using TimeLine or animations that will be visible in editor?

For example:
A character walks onto a platform, the platform moves and rotates them to another platform, the character walks onto that next platform and the same thing happens.

warm basin
#

so i'm duplicating a character to make a new one(all the animations are the same), but i need to edit the bone positions of the arms to be slightly farther out, but the bone positions get reset by the animations. Is there a way to make it so that the bones are farther out by default?

heady nymph
#

I’m having an issue with my model for VRChat that I can’t fix no matter what I do.
In the scene, my avatar is stuck in that Motorcycle pose and it keeps going through the floor. I looked at the avatar and saw that the muscles and settings were the same way. I fixed them manually, but they just went back to being broken. Next, I changed the animator controller and Custom Standing and Sitting Animations in the VRC Descriptor. Nothing. Next, I tried to copy the states in the Animator from another avatar package that had the T-Pose. Nothing. I need help, and I don’t know what to do...

#

Please @ me if you have a solution...

old flame
#

Hi, I am studying Animator using free assets named "Sci Fi Warrior PBR HP Polyart" and I have some question.
I want to rotate Warrior Models upper body horizontally with gun. I tried with animator.GetBoneTransform(HumanBodyBones.Spine) but gun does not contains with Spine.
Is there any way to rotate horizontally with this assets model?

warm flame
#

How do I know how long an animation lasts? I've checked its length in the inspector but it's entirely inaccurate.

sweet dust
#

@warm flame the length normalized or in seconds? In code or in the inspector?

warm flame
#

In the inspector. I don’t know if it’s normalized or not. It’s 8 frames per second, I’ve set the speed to 0.5, and it displays a length of ā€œ0.15ā€

#

It doesn’t specify seconds or anything

hybrid tinsel
#

the animator defaults to seconds

#

What is it when you open it in the animation
window?

dire raven
#

Does anybody hve knowledge of pmx editor?

#

Dont ban me but i could use some help with a bone issue

#

If its not allowed here whoever can help can just dm me

normal arch
#

was trying to import a fbx file but dont get materials not to show up

#

fairly new to unity so nooby here

#

can anyone help me?

graceful lantern
#

are you sure the FBX contains materials?

normal arch
#

yeah got form mixamo

hybrid tinsel
#

did you extract the texturess?

normal arch
#

yes

#

but did not fix it

wise gulch
#

i have a running animation and an attack animation

#

is there a way so that i can be running and have the attack animation happen with the arms?

hybrid tinsel
#

@wise gulch additive layers in the animator

#

set up avatar masks for the attack to show which bones it affects

wise gulch
#

@hybrid tinsel aight thanks ill look into this ^^

#

@hybrid tinsel quick question

#

i have a counter which goes up when you click and i use it for the combo

meager herald
#

why my camera moves with the animation of my player? what can i do ?

wise gulch
#

but i dont want the animations to play too quickly is there a way to set a small break between them all

hybrid tinsel
#

You can set some sort of cooldown in the code that only sets a trigger to true on an interval?

magic robin
hybrid tinsel
#

You can offset them on the z axis a tiny bit

#

Their position that is

#

Unity goes down the list, sorting layer, then order in layer, then position

#

When it decides how to sort

long pike
#

Hello :)
I wanted to know if anyone know how to modifie the speed and remove the loop of animation i converted with aseimporter

dusky hedge
#

is this the equivalent of zfighting in 2d?

wary remnant
#

Quick question about timeline.
I'm working on a cutscene where a character picks up a gun and points it at my main character.
My questions is simply how exactly i parent the gun to the hand once he picks it up?

calm cliff
#

change the transform parent

twin musk
#

Hello, I'm trying to edit the code of an animation and I want to change this
https://i.imgur.com/VWdjTru.png
so that it effects the right blendshapes that I want. Usually I just press f2 to edit bit it won't let me

#

I have it ioped up in notepad and I thought it would be easy as just changing "blink" to "blink happy" but apparently not

nimble barn
#

Is there a way in code to transition to certain frames in an animation?

#

I have a robot w/ an arm that moves up and down, and I animated it raising the arm

#

If I want to have the arm raise to 50% height, can I tell it to go from the current frame to the 50% raised frame, and stop there?

twin musk
#

im sure there is yet i dont know how

nimble barn
#

Anyone have a solution?

twin musk
#

From what I can gather from a couple of searches, there's not way to find out the exact frame you're on, but you can grab how far along the animation is from 0 to 1. So you might be able to find out how far along your animation is at that point and then do animator.speed = 0? You can apparently assign AnimationEvents in the Animation controls and have a function that can do the same once it hits that animation event.

twin musk
#

When creating a spritesheet for an attack animation that extends a decent way out from the player (so like a spear), is it best to make each frame of animation the same size as the largest frame? Does Unity, behind the scenes, crunch all the sprites into a tightly packed spritesheet when exported? Depending on on how far out the attack goes, there's lots of empty space.

mild imp
#

I dont suppose anyone could put an armature on a model for me?

jade dew
#

@mild imp

mild imp
#

thats for animations, i just need a rig in the model so i can "position" it, since im using it in a couple places and i dont want it to feel too.. samey if you get me

wary remnant
#

@calm cliff how would that be accomplished within timeline?

calm cliff
#

timeline?

#

not sure i dont use that

#

if its like a timeline like in flash you can probably set an event at some place in the timeline that run a script

#

in the script you change the transform parent

crude dawn
#

Might be a stupid question but how do I transition from running to shoot-run without skeleton body (2d)

cloud zealot
#

How can I blend procedural animation and keyframe animation? I've got a simple procedural animation that makes NPCs look at the player when the player is in range.

However, it seems the keyframe idle animation causes the look at animation to not work due to it overwriting the neck bones rotation. I've tried putting my code into late update with no better results.

cloud zealot
#

(also the code for my procedural animation is inside LateUpdate)

humble gull
#

is it possible to have a state that is in a different layer and the possibility to have a smooth transition between the animation on the other layer?

devout urchin
#

hi guys, i'm using root motion. i have four animations ( idle, walk, dive, get up ). the first time they are played, they all play fine and you end up in back in the idle position ABOVE GROUND. every subsequent time, you end up deeper into the ground. i'm pulling my hair out trying to figure out why. any help would be greatly appreciated.

clear tartan
#

OKay so, Context:
With the Programm DevXUnity unpacker ive dug the the game files of "Shellshock live", a steam game apperently made with unity.
Theres an animation ingame that i want to extract out of the files.
After some digging i believe to have found it.
It should be an anmiation ~5 seconds long, but i cant seem to really open the file in any helpful way, which is why i need your guys“ Help!

hybrid tinsel
#

@clear tartan Pretty sure this isn't the place to ask about stealing assets from a commercial game.

Maybe if you wanted to try replicating it, we might be able to help?

clear tartan
#

If youre down to help, that would work as well i guess. I“ve never done anything related to animation etc

hybrid tinsel
#

Can try. It might be more of a programming question, but can't hurt to see.

clear tartan
celest crag
#

@clear tartan These effects could be done just with particles and few line renderers. Nothing complicated. If you need ideas for particle effects there is free example pack on the asset store, just search for free particles.

clear tartan
#

thank you all for your help ā¤ļø

sudden zinc
#

can someone help me with a simple animation thingy majingy

thick solstice
#

@sudden zinc shoot ur question

open wind
#

I'm trying to do a basic animation of my character swinging from vine to vine, the problem is to make the animation look right I pair the character the vine 1 and then do the animation but then I'm not sure what they best way is to handle the transition between vine1 and vine2 as he is still paired to the first one if that makes sense?

olive patrol
coral wren
#

Hey! I've been having some pretty specific problems regarding cloth animation. I have been working with ncloth animation in Maya and baking it on joints for export into Unity. However now I have an animation from Marvelous designer which is applied to my object as geometry cache in maya. I haven't found any way to bake geometry cache in maya onto joints but I am wondering if I can use an .mcc cache directly inside of Unity or if anyone knows how to bake it onto joints.
Any help would be greatly appreciated, been stuck on this for two days now 😦

thick solstice
#

@olive patrol i love it

olive patrol
#

thanks šŸ˜„ @thick solstice

full glade
thick solstice
#

whats the file type of that file

#

is it of type anim

sudden zinc
#

how can i make a backup or a copy of a project? say incase i mess something up and i cant go back i can just use my back up version

thick solstice
#

you cud use github

twin musk
#

hello anyone interested in short movies or movies in general ?

round pumice
thick solstice
#

isnt a canvas always at the front of everything

#

so by default the sprite, and everything goes behind the canvas

round pumice
#

But i made the sprite a child of the canvas. Its above below my black background so it should appear in front no?

thick solstice
#

change the render mode

#

of the canvas i think its called world space

#

oh wait u want the sprite on the canvas yeah?

round pumice
#

yeah

thick solstice
#

actually u can teest it but pre sure changing render mode shud fix it

#

itll act as a game object that can be layered

round pumice
#

nah it didnt

thick solstice
#

really? it works fine for me

round pumice
#

hmm thanks anyways

thick solstice
#

oh wait

#

try removing it from a child maybe

round pumice
#

nope

sudden zinc
#

which looks better? it's supposed to be like a barrier, something close to flappy bird

gleaming sage
#

top one

#

the contrast works better imo

#

maybe instead of using the top one, make a darker version of the bottom one?

sudden zinc
#

i tried blue ooks nice but still i dont know..

#

but thank you. šŸ™‚

gleaming sage
#

ground is nicely done btw, liking the colour scheme :)

ember oar
#

Hello!

#

I have an animations thing problem and the people in general I don't think know how to help would it be better to ask it here?

thorn wind
ember oar
#

ah

#

Alright!

#

So I tried to import a character from blender and everything came in but the animations don't show up in the import settings

#

I imported the whole thing as an fbx if that matters

#

Could I have messed up the import settings?

#

Here's a picture

#

Are those animator icons the right ones?

#

I scrolled up a bit and someone's were those rectangles with the play button

lilac remnant
#

quick q, does untiy support ncloth that is only animated trough verts?
or is it only joints

eternal jackal
#

if I want to use timeline to play 2 different clips, do I need 2 different playable directors?

ember oar
#

I was looking through reddit and some people said that when they tried to import something wiht multiple animations it didn't work did they fix that yet?

#

I switched to Unity 2018 and it worked there?

#

Is there something wrong with the 2019 version?

thorny light
#

hey guys iv been around before but i was wanting to get a weapon animation working in unity

#

in the animation the character moves their right hand away from the gun. the hand being the parent of the gun

#

in unity i want to know how to resolve this

graceful lantern
#

@ember oar that would be why the animation clips don't get imported, yes

narrow swallow
twilit grove
#

Hello šŸ˜Ž
Did anyone worked on soft body simulations? Is it good to animate these in cinema4d & import them in unity?
Or import only models from cinema4d & then animate in unity.

jade dew
#

yo. anyone who can weigh in on character pivoting in the animator state machine?

#

it won't really line up the animation correctly. tried tweaking a lot too

#

is there anything i should be aware of?

#

im trying to go from running to a 180 pivot, and then smoothly back into running again

#

should I be placing the transitions at the points where the feet are planted similarly?

ember oar
#

@graceful lantern how could I fix it?

midnight bane
#

Hey, I am new to Unity and have been working with animations for my school project. I got the running animation to trigger but it only triggers once and only when I press the "d" key (even though "animator.SetBool("isRunning", true);" is under each if(input) statement). If anyone has the answer let me know!

ember oar
#

How do I fix my walking animation skipping a beat between loops?

#

@midnight bane as in it only loops once?

midnight bane
#

I fixed the loop part, but it only works for the "d" key

#

i forgot to check loop

ember oar
#

So you're good?

midnight bane
#

no

#

it still for some reason doesnt play the running animation for when I press the "was" keys and only for the D key

ember oar
#

I'm following a tutorial and I just got to the running part do you want the video?

midnight bane
#

sure

ember oar
midnight bane
#

oh thank you

blissful gulch
#

the game is just a platformer with a wall cling

#

falling, rising, running, idle, wall cling, every one of these animations should be able to go between each other, so I could just use the any state in the animator tab, right?

quartz mango
#

Haven't started animating this sucker yet, but this is my first ever monster design. Look good enough to start animating?

#

I'm just starting to learn pixel art/unity today

#

So yeah

#

b-be nice

#

But critical

#

TEAR ME APART

fast parrot
#

guys what is the program yall use to draw shit?

blissful gulch
#

nearly everyone recommends aseprite

fast parrot
#

aight

blissful gulch
#

theres a free version if you compile it yourself but its basically not worth it, its so finicky

fast parrot
#

ty

#

oh i just wanted the name

blissful gulch
#

pixel studio is my phone pixel art thing

fast parrot
#

i can only draw stick figures XD

blissful gulch
#

yea same

fast parrot
#

oh can you draw on phone and then inport into unity?

blissful gulch
#

yea pretty much

fast parrot
#

ill give it a try then

blissful gulch
#

pc is aseprite, aseprite also has 10000x more features

#

pixel studio is free on the phone and has nearly no features, but works for what it is

fast parrot
#

i got a team of artwork

#

so i dont really need XD

quartz mango
#

If y'all have some ideas for additions before I start adding animation frames now is the time

crude geyser
#

cute! šŸ˜‚

#

anyone good at making clothing and hair that animates with the body? I have an animated human but I need clothing 😬 can't really pay for much as I am a college student who doesn't have a job but we might be able to work out some kind of payment if interested!

quartz mango
#

I made it really simple, just a floating orb is ghastly fire around it

#

If I were to add more, I may add some triangles rotating about it maybe

#

Idk

#

But just showing off that I CAN DO SIMPLE ANIMATIONS MOM

ember oar
#

I'm mom and can confirm it do be looking pretty cool

quartz mango
#

And thank you mom

ember oar
#

thats pretty hot ngl

#

me likey!

#

heck is he doing though

jade dew
#

hey guys

#

i can't seem to make an animator transition from running forward to a complete 180 pivot work properly

#

the animation transitions out before the pivot completes

#

how can i tweak it so it correctly fades out to the next animation only after the pivot anim completes?

flat knoll
#

can someone help me quick
how do i put another object in a animation?

#

so to add a object to a animtaion clip with 2 objects already

#

well text

digital orbit
gritty gorge
#

Hiya, hoping somone could please help point me in the right direction as im losing it over here. I have a sprite sheet of sword animations, different directions attacks etc. Animated them all up with animation controller and animations/transitions etc, all works great. Now i want to add new swords, that follow the exact same transisions, exact same frames per animation etc etc. Is there anyway to just swap the spritesheet being used ? without having to create new animations/controller overrides?

quick mirage
#

may you not create a clip - loop out of a single frame? (Bow_Drawn)

twin musk
#

is the only way to create dynamic boss attack animations that actively change transform and rotation based on player location a procedural approach?

#

what i guess to be a 'lock on' concept

swift cosmos
#

@twin musk Use StateMachineBehaviour?

#

Keep track of the player's position and act accordingly

twin musk
#

i have no idea what that is. ima check it now thanks

#

ah sweet sounds good

swift cosmos
#

It's basically just a behaviour script for FSM

twin musk
#

what is fsm?

hollow blade
#

@twin musk finite state machine

twin musk
#

cheers

#

pretty sure im in too deep water here. i have no idea lol

swift cosmos
#

@twin musk Nah, StateMachineBehaviour scripts are really fun to code and they're quite simple, learning how to use them is important.

If you have any questions, ping me or DM me and I'll help you :)

twin musk
#

@swift cosmos legend thankyou. I will start on it tomorrow.

sudden zinc
#

guys how can i make a scene show first for 4 seconds then go to the next scene

quick mirage
#

when only using an upper body mask, should you still be able to override the animation body rotation offset of an animation within a clip?

quick mirage
#

@swift cosmos sorry for tagging, but you seem to be active in here

swift cosmos
#

Fine by me, but I'm pretty sure that's against the rules, so try not to do that.

quick mirage
#

oh is it 😦

#

i am sorry then

swift cosmos
#

Honestly, I don't know the answer to your question.
I'm pretty sure you could, but I don't know how. :/

quick mirage
#

alrighty :)
thanks for your time then šŸ‘

#

when only using an upper body mask, should you still be able to override the animation body rotation offset of an animation within a clip?

#

adding to the offset isnt changing the rotation

tardy jay
#

hey guys , there is someone that can help-me with a weird stuff on Blender

#

?

sullen drum
#

does anyone know why my animation triggers a function?

dusty forge
#

If i have my animator set up like this, can I make the jump animation play completely before transitioning to another state? Or do I need to move everything off of the "Any state" thing

#

@sullen drum see if you have any events in any of your clips timelines

sullen drum
#

I cant find the timeline

dusty forge
#

Open window -> animation -> animation, then click the object you're trying to work on

#

then in the animation window you should see the clips attached to that animator

sullen drum
#

no events

#

@dusty forge

#

wait nvm

#

thx

quartz mango
#

Just the two so far

#

I'll make more soon

amber tendon
#

Hey guys I have a question about animation! Whenever I instantiate a prefab with animations, the animations do not play. Could anyone tell me the reason why this is happening?

twin musk
#

Yo, how should I go about handling multiple animation scripts affecting the same transforms? Atm I'm just making sure they are not overriding each other but there might be some cases where they'd need to both to edit the same property

lethal swift
#

dang those slimes look pretty smooth

mental sluice
#

Hey guys I have a question about animation! Whenever I instantiate a prefab with animations, the animations do not play. Could anyone tell me the reason why this is happening?
@amber tendon

Are the animations set to play by default?

#

Do you have the correct components on your prefab?

#

What do the animation states look like?

twin musk
#

How can I rotate a whole animation clip by 180°?
I have a "take cover" and a "cover idle" animation. For some reason "cover idle" is rotated by 180° compared to "take cover" which causes the character to rotate to the wrong direction after taking cover.

#

Any idea?

#

Feel free to @ping me when replying. Thanks! šŸ™‚

versed scaffold
sullen drum
#

how do i reset an animation trigger after i used it?

crude dawn
#

In a blend tree, how do I avoid 2 animations playing at once when they meet the conditions?How do I make it so one take over the other

fast parrot
jade dew
#

@crude dawn

#

you need to set an interruption source for the transition

#

here's an article on that

crude dawn
#

@jade dew Thank you!

jade dew
#

or do you mean within a blend tree?

#

@twin musk maybe play around with the rotation offset value when editing the animation settings?

#

unsure if that'll fix tho

#

best would be to probably re-export the animation with the correct forward direction

sullen drum
#

How does an animation trigger work?

#

Somehow when i start my script it activates the trigger immediately and I can't toggle the trigger

jade dew
#

how are you triggering it

#

a trigger is basically a bool that is set true when triggered, false the next frame

#

if you want a continuous condition i'd use a bool

twin musk
#

best would be to probably re-export the animation with the correct forward direction
@jade dew Thanks! How can I re-export an animation with a different direction?

#

wait, thanks, I think I can do that with blender!

jade dew
#

yes

#

when you export fbx iirc you can choose the forward direction

#

unity's forward is z forward

#

y up

twin musk
#

ah nice

#

thanks, hsnabn!

jade dew
#

np

sullen drum
#

@jade dew yes but idk why the trigger isn't changing

jade dew
#

how are you setting the trigger

sullen drum
#
    {
        if (Input.GetButtonDown("Fire1"))
        {
            anim.SetTrigger("Shoot");
            
        }
    }```
jade dew
#

that seems right

#

how's your transitions set up

sullen drum
#

arrow from idle to shoot has a shoot condition

#

arrow from shoot to idle doesnt have a condition but has exit time

jade dew
#

idle->shoot has no exit time yes?

sullen drum
#

yes

jade dew
#

btw can u try doing the trigger in Update

#

instead of fixedupdate

#

couldnt hurt to try

sullen drum
#

tried

#

but either way i doesnt seem to detect the mouse click

#

let me try debug

jade dew
#

while youre at it can you send me a screenshot of your transitions

#

checking input in Update should keep you from missing any input

#

maybe its a transition issue here

sullen drum
#

no it seems like a click detection issue

#

because i did this

#
    {
        if (Input.GetButtonDown("Fire1"))
        {
            anim.SetTrigger("Shoot");
            Debug.Log("click");
        }
    }```
#

and still nothing in the console

jade dew
#

you've got the input set up correctly?

sullen drum
#

yes

jade dew
#

well seems like an input related issue if the log isn't triggering

#

double check the input manager just in case

jade dew
#

yup, thats correct

sullen drum
#

im really confused

#

ok

jade dew
#

discuss this there

sullen drum
#

yeah kind of got off topic lol

nocturne canopy
#

i created spikes that pop up and down from the ground. i'd like them to alternate/offset their timing. what would be the best way to do that? not sure this is the correct channel. i will need multiples of these, so idk if that will affect how i implement an offset timing.

finite osprey
#

anybody know why this happens when importing from blender?

#

i cant see the front of the mesh

jade dew
#

maybe the normals are set up wrong?

twin musk
#

im about to animate my character. i want to use blend trees but i cant find a list of all the necessary animations needed for basic locomotion. i havent animated for blend trees before. this is new to me. is this something i have to figure out on my own?

jade dew
#

its not always the same for all games

#

for example i have just two

amber tendon
#

Hey guys I have a question! So currently I am working on trying to figure out why my animation is not working! So currently the original works just fine but whenever it is duplicated, the duplicated animations do not work and they are stuck on the default layer. Instead of transitioning to other animations. I initiate the spawning of these duplicates by this code here. GameObject obj = Instantiate(skeleton, wallPosition + up, Quaternion.identity) as GameObject;

jade dew
#

run forward, and another animation which is running leaned to the right

#

i dont even need the lean really

#

but if you wanna go more complex

#

have a look at this series:

#

a bit more complex animator setup

#

and i recall i was able to find out some other general locomotion setups, i unfortunately cant remember right now though

#

@twin musk

twin musk
#

thanks a lot im watching it now

jade dew
#

there's good resources on blend trees, look into some of those (lotsa yt vids too) to figure out what you might need

#

@amber tendon you could try selecting the new duplicate in the editor hierarchy, and looking into the animator window

#

to see why its stuck perhaps

#

@twin musk the main mecanim videos in that series iirc are the 'mecanim nodes' and 'mecanim pivoting'

twin musk
#

hmm im not exactly sure how that video is relevant. nothing in that video requires blend trees specificly

#

ive set up something almost identical without blend trees

#

isnt blend trees more for a perpetual state of motion inbetween two animations? rather than using blend tree to transition to another animatino

#

for example a walk animation and a sprint animation blended together to make a jog animation

jade dew
#

yes

#

apologies if thats not the content; been a while since i watched

#

but the basic principle is the same

#

linear blending between motions

#

in those videos im pretty sure he blends a run forward and run to the side animation

#

its the same blending walk and run

marsh pond
#

Guys, when I play animations, the model "floats" or have an offset or something, anyone knows how to fix this?(animations from Maya)

jade dew
#

are you using root motion?

#

try enabling foot ik on the animation

#

and in the animation

#

in the clip settings

#

root transform position y -> based upon feet

marsh pond
#

I did that last thing but it still doesnt fix it

#

I can fix it if I move the model down and then when I click Play it moves up and make it look normal standing in the ground

jade dew
#

how does it look in the preview window of the anim?

#

is it a humanoid rig btw

marsh pond
#

yeah it is humanoid

#

In the preview it "floats" too

#

also it doesnt fix it when I add an offset

jade dew
#

it doesnt fix when you set the base to feet?

#

usually does that for me

wild bison
#

anyone uses blender?

marsh pond
#

I think most people here use blender

jade dew
#

ive even got one in my house

marsh pond
#

good one lol

wild bison
#

lol

quick mirage
#
    IEnumerator AnimationUnSheathe()
    {
        if (isAnimationCoroutineRunning)
            yield break;

        isAnimationCoroutineRunning = true;

        animator.SetTrigger(animator_swordUnSheathe);

        print("starting animation");

        while (this.animator.GetCurrentAnimatorStateInfo(animator_layerBodyUpper).length >= 1000 )
        {
            print(this.animator.GetCurrentAnimatorStateInfo(animator_layerBodyUpper).length);


            swordSheathedObject.SetActive(false);
            swordHandObject.SetActive(true);
        }

        print("Done animation");
        isAnimationCoroutineRunning = false;
    }

I am trying to switch 2 gameobjects at a certain index

#

How do i access the current clip length ?

fathom spruce
#

I am not sure where to ask this, but I am trying to have a 3D object rendered using blender to a 2D sprite for use with the 2D renderer in LWRP. I have that part working(albeit, not very efficient). I am using a camera aligned with the 3D objects to render a 2D image which I then slice in Unity to separate the objects. To create a normalmap I simply bake the objects onto a quad which I have aligned with the camera's arch such that is has the same ratio. This works, as shown in the attached image, even though it is a bit tedious to iterate on, as the baking normal map is quite a manual process.

#

I went and animated the drill to rotate, but blender produces a separate image for each animation frame which lead me to splitting up the rendering into two images, one for each object. While the animation work this just complicates it further and I don't see a way of attaching the normalmap for all frames, besides doing it manually. Ideally, I'd want some sort of sprite atlas, one for the animation and one for the normal map such that I can just use the two.
The question is if anyone know of a smarter way to do this?

cold sand
#

I'm having trouble exporting anims from blender to unity; when I export as .fbx the animations export correctly, but the model has no Animator component nor is any part of it classified as an avatar. Am I doing something wrong structure wise in blender?

edit: animations are saved as actions in the dope sheet

#

In unity the structure is as follows:
character model with Armature and DefaultAvatar inside it

twin musk
#

the animtor doesnt come with it

#

theere should be animation files

#

but no animator

#

this needs to be created and assigned in the inspector

cold sand
#

Ah I see why nothing was marked as avatar, thanks

#

I managed to get an avatar and set it up but I'm getting this

#

Even though the rig has a LeftFoot bone

#

Which prevents any animations from being imported

torpid breach
#

Hello! I've been trying to use the Dolly track with cart in combination with Timelines and I can't seem to make it work correctly (seems like a bug).
I have a Gameplay Plane gameObject that has a script Cinemachine Dolly Cart attached to it (inside there is my camera, player model, etc...). I added the GameplayPlane to my MainTimeline and moved it using the Position attribute on the Dolly Cart script. In my first two images you can see it's indeed moving correctly. When I play the game however, it doesn't move at all even though the timeline is scrobbing and when the timeline ends, my plane teleports to the ending location. Anyone dealt with this?

Thank you :)
https://imgur.com/a/zwCEnDe

jade dew
#

@cold sand go to the avatar configuration

#

and set up the bones correctly

quartz mango
hybrid tinsel
#

@fathom spruce In the sprite editor, you can assign multiple images to a sprite(for instance, diffuce, normal, emissive, etc)

You'd want to make a spritesheet out of your animation frames, and a matching one for each secondary map

#

@quartz mango Very cool!

fathom spruce
#

@hybrid tinsel That makes sense. Do you have any recommendations for generating the spritesheets? Right now I'd render each object separately, which require setting up a camera in blender for each object and making sure that only one object appear on each render.

hybrid tinsel
#

I don't use blender, so I can't advise on that, but there are lots of tools for making spritesheets out of image sequences. I know there are ones that run inside unity, and also external ones like the shoebox tools.

#

I've used after effects to generate spritesheets as well, which isn't too hard

fathom spruce
#

Is the shoebox tools free?

hybrid tinsel
#

It was a bunch of years ago when I used it' not sure if it's still around

fathom spruce
#

Alright Ill look at it when I get the time šŸ˜›

vernal pond
#

Heyo, first time asking here in Animation, hope my question fits here.

I want to animate my menu. It's a 2D game. Basically i want the canvases to transition from Out of Screen on the Right, to the middle, and then to the left. And ofc the stuff backwards.

I already made an Animator with animations, but I'm unsure on how to control it, if the structure i chose for the States makes sense and what kind of parameters i should use.

reef barn
#

Importing FBX that is rigged and has animation in blender. Importing it to Unity. Dog on bottom is where its located, and its orientation before I hit play in Unity...once I hit play, you can see it goes up in the air for some reason, and is facing the wrong way. How do i fix this?

golden brook
#

Realised I didn't post this updated idle animation for my slime
@quartz mango love that

cold sand
#

Anyone knows why the animations don't import when I save my character blender file in the assets folder
They do when I import manually as .fbx but I need to be able to edit them easily in blender

finite osprey
#

whats the proper way to animate a minigun? so the longer you press the fire button, the faster the barrel spins and then it winds down

#

would i even be using an animation? or would it be just doing it through code?

sullen drum
#

does anyone know why it gives a warning here?

eager parcel
twin musk
#

Can anyone please have a look to my project, I got a problem with animation(Blend Tree). I am in 2D between. I got no idea what's the problem. The value on the animator is changing, on the animator the animation is playing. But when I get to the scene the gameobject dont play the animation So WEIRD.

nocturne canopy
#

I have a spike hazard in my 2D platformer. They are copies of each other and have an animation to them. I'd like to have them offset so they don't all poke up at the same time. How can I offset their times?

jade dew
#

woah cool @eager parcel

#

nearly 1gb rip

indigo vigil
#

someone helped me with the basics, but I still need help with models, texturing and animation.
Anyone got a good tutorial?

#

I do make models in Blender
I want to import those to unity, add texture, and animate them

#

I've been trying to do that for a while, and While I had fun and learnt a lot trying, I never succeeded with this yet.

limpid shard
#

Anyone here using the default playables for Timeline? I cant get the ScreenFade track to actually fade the image. It just snaps.

indigo vigil
#

I want to get this visual style in unity :(

formal hemlock
#

levgon, are you having issues importing animations and textures into unity?

crude dawn
#

Hey bros, I have a quick question. I have an enemy that goes from "Any state" to "TakeDamage", but I want the transition to happen only if the enemy is NOT attacking. How do I do that?

indigo vigil
#

Yes I do chicken :/ But I have a lot of progress ^^

cursive plover
#

hello! I'm trying to do some UI animation for my main menu (I'm very new to unity and game development/animation btw), but I can't get it to transition correctly, I made two objects move to reveal the background, then it should transition to others objects moving in the camera, however, when my first animation finished it just goes back to the original positions and hides everything, I don't know what to do, sorry if it's hard to understand I don't really know how to say it.

cursive plover
#

Nevermind, I kinda fixed it!

cold sand
#

make gun animations in blender or unity?

stone spade
#

Has anyone run into an issue where a blend tree is not viewable in the inspector? It's just blank for me now, possibly after upgrading to 2019.3.15f1. I've tried rebooting and resetting my layout, but nothing seems to get it to display.

#

It looks like I need to re-create it, although I have no idea why.. 😫

jade dew
#

hmm i think i saw someone with similar issue

#

personally on 15f but haven't ran into

red mango
#

Hey there! 1st time poster, I'm currently trying to edit a few animations in Unity, but I've run into a snag. Whenever I watch a youtube video on animations, they double click the .anim file, and then a BUNCH of new stuff pops up on the right, including the option to change the 'Model', 'Rig', 'Animation', and 'Material'. Yet when I double click it, all it shows me is loop time, loop pose, and cycle offset. What am I doing wrong??

jade dew
#

^those anims in yt vids are imported animations from other 3d software

#

did u by chance create these animations urself in unity?

#

in which case theyd show those three options only i think

red mango
#

Hmmm, yeah I created them myself. Here's my issue;
I'm currently trying to make an animation where 8 smaller cubes slowly come out of the 8 corners of a larger/central cube, all the same distance, all the same angle relative to the cube itself. So basically making a larger imaginary cube outside of the original, normal cube.
I've made the animation on 1 of the 8 corners, but I'm just trying to copy and paste the animation to the other 7, then mirror them along each axis. However, I can't find out how to do that

#

when I click and drag the animation to another small cube (One of the other eight), it just goes yellow and says 'missing!'

jade dew
#

youre using an animator?

#

there should be a mirror option

#

otherwise; i dont think i know enough to help you

red mango
#

Thank you for the attempt, regardless lol

#

And there is a mirror option, though it doesn't give me options to choose the mirrored axis

#

So I can't replicate it reliably

jade dew
#

yes it just flips it left/right

#

mostly used for humanoid animation

#

in cases as yours might not be that useful i suppose

mellow sun
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Hi! I made 3 models in blender for this dino: idle, run1, and run2. I just wanted it to constantly switch between run1 and run2 while running, and I can't seem to figure out how to do that. How can I achieve this?

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^ they just look like this but 3d
please ping me if you can help me in any way :)

jade dew
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@mellow sun you can set up an animator controller, and set up the correct states, parameters and transitions

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perhaps you can find some tutorials on the topic

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the unity manual would help too

mellow sun
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could you direct me to a tutorial? i tried searching but most of what i can find is animating bodies and stuff

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and I can't seem to find a way to add a key frame for this mesh

jade dew
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are you trying to animate it in unity?

mellow sun
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yes

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i just want it to switch between two models

jade dew
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oooh

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you can use a script for that

mellow sun
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:O

jade dew
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you can hide/show the animation u want

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*model

mellow sun
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interesting

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does that mean i need to make 3 separate game objects with different models, and show hide them in a script?

jade dew
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that is a easy way yes

mellow sun
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so like this?

jade dew
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yes, exactly!

mellow sun
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lol

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i see

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this is indeed an easy way

jade dew
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and your script can have references to the idle, run1 and 2

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and then u can toggle on the fly

mellow sun
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cool cool

jade dew
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easy animation, if you manage to time the speeds right

mellow sun
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thank you :)

mellow sun
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yeeeessss worked perfectly @jade dew

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just a bunch of if else statements LOL

light glade
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Hello, I'm currently using Unity's built in 2D skeletal animation system. But, the depth feature is really confusing me because nothing seems to change. I'm feeling pretty stupid right now

torpid nymph
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can someone help me a bit with animation layers?

peak bison
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Is there a way to play animation backwards?

hybrid tinsel
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Yes; set the speed to negative in the animator

peak bison
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thx

stoic musk
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Is there any way to controllably interrupt an animation with an exit state?

gritty forum
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Is anyone here decent with animating
Like 2d animations

hybrid tinsel
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@stoic musk Be more specific?

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@gritty forum Depends on your standards, I guess. šŸ˜„

gritty forum
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Very very simple

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I have the graphics

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I just need them put together

hybrid tinsel
gritty forum
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o.o

hybrid tinsel
stoic musk
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Sorry Pinball šŸ˜… What I wanted to say is, imagine I have 2 states with a transition back and forth. If I want to interrupt it with a transition back to idle, how would I go about that if all transitions have exit times?

jade dew
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youd need to add a condition

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or perhaps youd be interested in interruption source

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which can be used to interrupt transitions in multiple ways

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perhaps this can help

hybrid tinsel
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You can also have a transition from any state to idle.

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That can supercede the normal flow.

thorny light
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hey guys still wondring how you set up IK switching or solvers in unity that will move hands to a specific location on a gun

jade dew
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@thorny light the IK docs show you that example

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maybe will help u

thorny light
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i think i found a video that helps now

jade dew
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animation rigging package is also a way

thorny light
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code isnt my thing my brain isnt sharp enough to handle such power

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well thats interesting

jade dew
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did u install the animation rigging package

thorny light
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yus

cold sand
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I'm unsure how should I make fps gun animations

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Should I make them in blender on the character model with the guns included

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or should I do gun separately, hands separately

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No clue how to approach this, if anyone has some experience with fps gun anims in blender please give me some advice/a general idea on how to approach this

wary remnant
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@cold sand Make the fps gun animations in blender. Have a arm mesh with a gun in every .blend file and animate

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it

cold sand
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Ah so a viewmodel

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How would I make it local though, so others in multiplayer don't see it

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nvm ik how

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@wary remnant How would I control the anims? I wouldn't be able to use the Animator component since it requires a humanoid avatar

wary remnant
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that i don't know.

hybrid tinsel
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Why can't you use a humanoid?

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Only skin the arms

dark pier
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anyone here knows css ?

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i know it is impolite to ask iit here but im in hurry

cold sand
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@hybrid tinsel Good idea, I'll do that